Author Topic: Pokemon Gen 6  (Read 3164 times)

Meeplelard

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Pokemon Gen 6
« on: January 01, 2015, 10:39:45 PM »
So...yeah, here I a again, doing another stat topic...for every Pokemon in Gen 6...have mercy on me please.  Joking aside, unlike Gen 5, Gen 6 had a lot of changes, additions, etc. that change how a number of Pokemon would work as duelers.  The fundamentals are the same of course, and by now I think you all get that, but between some subtle mechanics changes, a large number of attacks being rebalanced, a new typing, and most importantly, Mega Evolutions, just doing the Kalos Pokemon only didn't feel right. 

As a result, this is probably going to be the most extensive Pokemon stat topic I ever did.  I'm changing a few things up on this.   I'll get to the things I'm changing later, and just post everything over again, because constantly linking to one stat topic is silly.  So HERE IS THE INTRODUCTORY STUFF THAT IS BORING BUT NECESSARY!

First and foremost, let me just say this: Attack Oddities are pretty much unchanged after Gen 5, so just reference that stat topic for weird things like "Double damage when Minimized!"  Out of the way? Good!

Typing Nonsense:
All Pokemon have either one or two types.  Each typing has set resistances and weaknesses vs. a typing.  Weakness is 2x damage, resistance is half, and nullifying is 0 damage, the factors can stack for dual types, and do so in a multiplication style.  Note that Immunity generally only applies to Damage Attacks, unless specified otherwise.  A Ghost type can be hit by normal type moves like Growl, for example.  Lastly, Immunity is treated as equivalent to a "Miss" in Pokemon, so any 2ndary effects, positive or negative, or applied to user or target, won't activate if the damage is immuned, in most circumstances. 

Some types have other special aspects, like immunity to a status.  Personally, I feel each typing corresponds to this in a more common DL sense:

Fire, Ice, Water, Electric, Poison, and Dark all seem self explanatory.
Flying = Wind.  Most wind based attacks in Pokemon (Gust, Aeroblast, Air Slash, Hurricane, etc.) fall under Flying.  There are exceptions (RAZOR WIND!), but for the most part this remains true
Ground vs. Rock for Earth. This is a debated one.  I generally assume Ground is the default for Earth, because it tends to share more properties, and thus Earth resistance doesn't work vs. Rocks.  However, if the game in question treats earth as "hitting people with lots of rocks" then I probably would treat that as Rock resistance.  Make of this as you will, this is just my thoughts.
Normal = Basic physicals and such.  Normal is meant to be the basic kind of attack, so there you go.  Due to this, I consider Ghosts immune to Non-Elemental Physicals, as well as Rock and Steel types as resisting them, and they will be listed as such; if you disagree, just ignore the Paranthetical  value.
Fighting = Martial Arts...if they're non-elemental.  Elemental based moves would fall under their element (see Fire Punch) 
Steel = Metal Based Attacks.  This isn't just "using a Sword = metal!" but moves specifically related to that.  This almost never comes up <_<
Dragon, Grass, Fairy, Bug, and Ghost all fall under a "Species" rule of sorts, so if a game has something that deals with an equivalent species (eg Ghost = Undead),  there you go.  If there is an element dealing specifically with it, naturally it applies there (Chrono Cross Green, for example, is inclusive of Plant-like attacks.)  For the record, I consider Fairy equivalent to any Magical enemy species, so they'd be weak to things like Frog's Masamune.
Psychic refers to any psychic based attacks (duh?)  Ness' PSI, for example, I'd say qualifies as "Psychic."


Normal
Weak: Fighting
Immune: Ghost

Fire
Weak: Water, Rock, Ground
Resists: Fire, Grass, Bug, Ice, Steel, Fairy
Other: Immune to Burn

Water
Weak: Electric, Grass
Resists: Water, Steel, Ice, Fire

Grass
Weak: Flying, Fire, Ice, Bug, Poison
Resist: Water, Grass, Ground, Electric
Other: Immune to Leech Seed and Powder based Attacks and Abilities (such as Sleep Powder and Effect Spore)

Ice
Weak: Fire, Fighting, Rock, Steel
Resist: Ice.
Other: Immune to Freeze

Ground
Weak: Water, Grass, Ice
Resists: Rock, Poison
Immune: Electric
Other: Immunity to the attack "Thunder Wave" (while one could argue "falls under Electric immunity" this is specified on the Pokemon site so yeah)

Poison
Weak: Psychic, Ground
Resist: Poison, Bug, Fighting, Grass, Fairy
Other: Immune to Poison status
 
Rock
Weak: Water, Grass, Fighting, Ground, Steel
Resist: Normal, Flying, Fire, Poison
Other: Special Defense increases by 50% during Sand Storm

Fighting
Weak: Psychic, Flying, Fairy
Resist: Rock, Bug, Dark

Psychic
Weak:  Dark, Bug, Ghost
Resist: Fighting, Psychic

Ghost
Weak: Ghost, Dark
Resist: Poison, Bug
Immune: Normal, Fighting
Other: Immune to Trap based moves and abilities like Mean Look

Flying
Weak: Electric, Rock, Ice
Resist: Fighting, Grass, Bug
Immune: Ground
Other: Unaffected by ground based abilities like Spikes or Grass Terrain

Electric
Weak:Ground
Resist: Electric, Flying, Steel
Other: Immune to Paralysis

Dragon
Weak: Ice, Dragon, Fairy
Resist: Electric, Fire, Water, Grass

Dark
Weak: Bug, Fighting, Fairy
Resist: Ghost and Dark, immunes Psychic

Bug
Weak: Flying, Fire, Rock
Resist: Grass, Fighting, Ground

Steel
Weak: Ground, Fighting, Fire
Immune: Poison
Neutral: Water, Electric, Dark, Ghost (as in, yes, it resists everything NOT listed here)
Other: Immune to Poison status

Fairy
Weak: Steel, Poison
Resist: Dark, Fighting
Immune: Dragon

Status Effects
There are 5 Primary status effects:

Poison: Inflicted receives 1/8th of their MHP in damage per turn
-There is a Poison variant where in damage is 1/16th MHP, but it increases by 1/16th per turn.  It is used by specific moves, and as such,  I will refer to this variant simply as "Toxic" status for simplicity.  It otherwise follows all the same rules as Poison.
Sleep: Inflicted is unable to act for 1 to 3 turns; waking up does not take a turn, so Sleep Locking is impossible
Paralysis: Inflicted's speed is reduced to 25%,.  Inflicted also has a 25% chance of being unable to act
Freeze: Inflicted cannot act, every turn there's a 20% chance of thawing out.  Thawing out does not take a turn.  Can be thawed out by Fire moves used on the user, or by specific moves (Flame Wheel, Sacred Fire, Flare Blitz, Fusion Flare, and Scald specifically),
Burn: Inflicted receives 1/16 of their MHP in damage per turn, as well as their physical damage halved

No two Primary Status can be applied to the same person.  If someone is under one status, they are functionally immune to the other primary status effects.

A 6th status that doesn't really work like the other 5 (since it can be stacked on top of it and isn't recovered by conventional methods in game), but still common enough is Confusion. Confusion makes the inflicted have a 50% chance of acting themselves with a low end, nontyped Physical instead of the selected action that turn. It lasts 1 to 5 turns.  This still counts as a status as far as the move "Safeguard" is concerned.

Move related stuff
Pokemon can used up to 4 moves in a given battle.  The moves I list are ones I deem "default"; anything below the dash marks are other options they have access too.

Moves I have listed are as follows:
-Anything learned via level up.  If a move might be "overleveled" it will be indicated with an "*"; I will only indicate the move if it is above level 65 unless...
-The move can be taught by the move relearner at a lower level.  Yes, it's weird but this comes up more often than you think.  Move Relearner moves are, in general, an extension of Level Ups, and tied specifically to the Pokemon's species.
-Level up moves learned by earlier stages in the evolutionary line.  There is on exception but I'll bring them up later.
-Moves that have very limited draw of users.  I'm not sure where I draw the line, but I'm trying to avoid these in general.  Notable moves are all the "Pledges" and the "Ultimate Attacks" (like Frenzy Plant), which are all shared by the starters of their respective typings, and Pikachu/Raichu's Volt Tackle.  I am mostly trying to avoid this, but moves I feel debatable here (like Blastoise's Aura Sphere) will be given a "%" indicator.

All attacks have a set PP value, which is listed right after the Pokemon's name.  Each time they use the attack, the move's PP lowers by 1.  When they run out of PP, the attack cannot be used until it is replenished.  If a Pokemon is unable to any of it's 4 attacks, it will be forced to use the attack "Struggle", a weak non-typed physical attack that makes the user suffer 25% of their MHP in damage each turn.  In most circumstances, this will never come up, so I won't bother listing damage done by Struggle, just know that in most circumstances if someone is forced to use Struggle, they've probably lost the fight.

Some attacks have a feature called "recoil."  This is damage dealt to the user as a result of the attack.  So a statement like "33% Recoil" means the user takes damage equal to 33% of the damage dealt to target.  All these attacks will factor that into the average damage negatively, as a result.

Flinching is another thing that comes up often. When an opponent "Flinches" they lose their action that turn.  Flinching can ONLY occur if you act faster than the opponent. If an attack says "x% Flinch" on its description, that means if the user is faster than the target, there's an x% chance the target will lose their turn.

Stat boosts and debuffs; a common popular trait in Pokemon. Stat Buffs and Debuffs work based on levels, which are stackable up to 6. A debuff cancels out a buff, so if Leer (Defense -1 level) and Defense Curl (Defense +1 level) are used at the same time, you're simply back where you are started.
A Buff is simply +50% to the stat per level, so at maxed modifiers (+6), the stat will be +300% its original value (or 400%)
Debuffs, meanwhile, get increasingly worse each use; obviously this was done so the stat can't hit 0. The first use is -33% to the stat (meaning Modifier Level -1), second is -50%, goes on until -6 is 25% the original value.

To make things easier:
Positive Modifiers: (2+Modifier)/2
Negative Modifiers: 2/(2+Modifier)

For evasion modifiers, it works that every value below 0 raises accuracy by 33% of attacks AGAINST them, where as values above all work on altering accuracy against them on intervals of 3/(x+3), and gains +1 for every modifier (so +1 modifier is 25% evasion, +2 is 40%, and so on til +6 being 67%.)

To make the topic less wordy, I'll be listing them based on the amount of levels effected This also saves wordiness in the attacks themselves, ESPECIALLY in moves like Overheat where stat boost/lowering is merely a side effect, not the primary one.

Some attacks hit Multiple Times.  In particular, many moves hits "2 to 5 times."  In these cases, there's a 33% chance of the attack hitting 2 times or 3 times each, and a 16.7% chance of 4 or 5 times.  This averages out to 3.15, so I'm just treating 3 hits as average.

Some effects are triggered by "Contact"; what is contact and what is not is generally pretty easy to figure out, but there's a lot of exceptions and such, and listing them all can get wonky.  Instead, I'll just direct you to this if you aren't sure

List of Contact Moves courtesy of Bulbapedia

Lastly, Priority Modifiers.  In previous threads, I'd just always so "always goes first/last" but well, I'm finding that's not sufficient anymore; Pokemon has a lot of priority modifiers and attacks go off at different times.  Priority is checked before speed, and thus, a higher priority will always go before a lower priority, speed be damned.  Default priority is 0, and most attacks have this; as a result, if no priority is listed, then priority = 0.  Positive priority = always goes first, and Negative priority = always goes last.  If priority is equal, Speed is used as the tiebreak.

In short, higher priority always goes first, Speed is used as a tiebreak for equal priority.  Again, if no priority is listed, then priority = 0.


Field Effects
Yeah, it gets it's own section, deal with it.

First off, Weather.  Weather is one of the most common field effects in Pokemon.  Given how common Weather is, describing each every-time they show up will get ugly, so I'll just list them here!  The weather effects are as follows:

Rain: Water damage increases by 50%, Fire damage is halved.  The attacks Thunder and Hurricane will never miss, the damage by Solar Beam is halved.  Moonlight, Synthesis, and Morning Sun have their healing reduced to 25%
Heavy Rain: Same as Rain, only Fire damage is nulled.  Considered an Advanced Weather effect.
Sunny Day: Fire damage increases by 50%, Water damage is halved, the attack Solar Beam will lose it's charge time, the effect of the move Growth is doubled, Morning Sun, Synthesis and Moonlight have their healing increased to 66%.  Freeze status will not activate while weather is in effect.  Thunder and Hurricane have their accuracy reduced to 50%.
Harsh Sun: Same as Sunny Day, but Water damage is nullified instead of halved.  Considered an Advanced Weather effect.
Sandstorm: All fighters received 1/16th of their MHP in damage per turn unless they are Rock, Ground or Steel type.  Special Defense of Rock types is increased by 50%.  Moonlight, Synthesis, and Morning Sun have their healing reduced to 25%, damage of Solar Beam is halved.
Hail All fighters received 1/16th of their MHP in damage per turn unless they are Ice type. The attack Blizzard cannot miss. Moonlight, Synthesis, and Morning Sun have their healing reduced to 25%, damage of Solar Beam is halved.
Delta Stream: Halves damage of Electric, Rock and Ice type attacks used against Flying types.  Considered an Advanced Weather Effect.

No two weather can be on the field at once; if a new weather is applied, the other one is completely nullified.  In the case of the 3 advanced Weather Effects (Heavy Rain, Harsh Sun and Delta Stream), they can only be nullified by each other, and other Weather effects will simply fail.   Advanced Weather IS effected by abilities like Air Lock and Cloud Nine, however.

There are a number of abilities activated during these weather effects such as Swift Swim, but they'll be indicated when they come up.

Another form of Field Effect is Terrain.  Terrain lasts for 5 turns and effects all fighters on the field UNLESS they are Flying type or have Levitate.   Terrain isn't as common as weather, but does come up, and I'll explain the effects as attacks that they apply to occur.  This is mostly noting the fact that they effect the field and do not work on specific instances.

Special Abilities
Every Pokemon has a passive ability called a Special Ability.  These range from immunity to certain effects to stat adjustments to reactive abilities.  Some Pokemon have more than one ability; in this case, they can only have one.  For those that have more than one, I have bolded the one I will be assuming in default.  If different abilities adjust damage, I will indicate it through a parenthesis the damage differences. 

Gen 5 introduced a new kind of ability called Hidden Abilities.  Hidden Abilities are standard Special Abilities but only available to select versions of those species.  Hidden Abilities generally do not appear on Wild Pokemon, nor will they appear on breeded ones, and often require external resources.  As a result, most of these are questionably legal.  I am listing them anyway, but outside very specific situations (mostly those who have a set interact-able that comes with it), I will not be putting these in for defaults.  I will still list damage fluctuations so those who do allow them can see the impact, but I won't be factoring them into averages. 

Lastly, some Pokemon have something called a "Mega Ability" (or "Primal Ability" some cases.)  Simply put, this the ability Special Ability that occurs when the Pokemon is in their Mega (or Primal) form.  It replaces whatever ability they had with the new one, regardless.  In some cases, the Mega Ability is the same as the base Special Ability, so some may have it listed twice, but that's to make it clear what they have when. 

Held Items
This topic assumes Held Items are not in effect unless they are unique to the Pokemon in question.  Technically, every Pokemon can use every Item, but some items only have an effect on certain Pokemon.  For the most part, this incorporates the following:

-All Mega Stones
-Soul Dew for Latios and Latias.  Yes, they share it, but 2 Users out of over 400 potentials, I think that's fair.
-Farfetch'd's Stick
-Pikachu's Light Ball
-Dialga's Adamant Orb
-Giratina's Griseous Orb
-Palkia's Lustrous Orb
-Groudon's Red Orb
-Kyogre's Blue Orb
-Arceus' Plates.  Technically, everyone can use this for a +20% damage boost to the respective typing, but Arceus has a unique ability that requires these plates, and they are plot-linked to him as well.  As such, I allow him to use the Plates for his special ability Multi-Type but not necessarily the damage boost.  As usual, YMMV, etc.
-Marowak's Thick Club

May be a few I missed on that list, but that should give you a general idea of how limited they are.  These will all be noted under the Pokemon in question as well as their effect. 

Some feel that "no items for everything else" is unfair and not-reflective of in game and that's fair.  As a result, here are some items that should be "reasonable" for DL purposes and are pretty accessible in game:

-Various Berries.  All Berries are activated once a certain condition is met, and once activated, it is consumed and thus unusable rest of the fight.  It's best to just look up a list of these, but most notably, there's a Berry for every status effect and typing in the game.  These Berries will be activated once hit with an attack that does that (so if hit with Paralysis, the Paralysis Healing Berry will activate and cure it immediately.)
-Type Boosting Items.  Every typing has one item (and a corresponding Plate sans Normal) that increases damage of that typing by 20%.

There are other items accessible like Quick Claw but they are starting into the realm of questionably legal. 

Mega Evolutions
And speaking of Mega Evolutions and items, I need to explain this!  This is a whole new mechanic added into Gen 6.  Some Pokemon have the option to Mega Evolve which essentially evolves them mid-battle into a different Pokemon with higher stats.  Mega Evolutions function as follow:

-All Mega Evolutions require a specific item to be held for the evolution to occur, with one exception who will be pointed out when we get to it.  The item in question works only on that Pokemon and is clear who it's for (kind of hard to figure out who "Venusaurite" works on afterall!)  As a result, all Mega Evolution items are unique and fall under item clauses.
-Mega Evolutions are activated mid-battle, and are chosen when.  Activating a Mega Evolution has initiative over all other actions, and thus the stats and abilities are adjusted accordingly.
-...except for Speed.  Due to the way Pokemon works, Mega Evolution Speed does not apply until the turn AFTER the Mega Evolution.
-Mega Abilities that activate the instant a Pokemon enters the battle (like Intimidate) will kick in right after Mega Evolving happens.
-Because Mega Evolving happens after the Pokemon in question enters battle, if they by default have an ability like Intimidate, it will still activate
--By extension, if the Special Ability and Mega Ability are both something like Intimidate, that does indeed mean it would activate twice.
-Mega Evolutions last until end of battle or until the Pokemon in question faints
-Only one Mega Evolution can be activated per battle per team
--As a result, if a Pokemon Mega Evolves, faints, and is revived, they cannot Mega Evolve a 2nd time during the same battle.

There's a special form of Mega Evolution as well called "Primal Reversion" which is dedicated to Kyogre and Groudon.  Primal Reversion has a few notable differences from Mega Evolution.

-Primal Reversion happens automatically and the instant a Pokemon enters the battle, if they have the corresponding item.  As a result, it is functionally impossible for Groudon to be fighting with the REd Orb but not be in Primal form.
-Primal Reversions do not count as a Mega Evolution usage.  IOWs, it's possible to have a Primal Pokemon and a Mega Evolved Pokemon at the same time.

Considering how weird and specific Mega Evolutions are, I know there will be various interpretations on whether it's legal, how to factor into averages, etc..  I will be getting multiple averages to adhere to various interpretations in the future.  For now, however, assume all averages factor just about everything.  This means the base Pokemon, the Mega Pokemon, multiple forms, etc.  While most Pokemon prefer a Mega Evolution pretty much instantly, there are rare cases where they may prefer not too.

Additionally, rather than listing a Pokemon multiple times due to Megas, I will instead list relevant Mega info alongside the Pokemon in question.  See Stat info below for key things!

Stats, Stuff and SCIENCE!!!

Pokemon will first be listed with their name, followed by their typing.  That seems straight forward.  Following that, we get THIS!

HP: Lose this, die
Atk: Shorthand for Attack, higher this is, more damage physical attacks do
Def: Abbreviation for Defense, higher this is, less damage physical attacks received do
SpA: Special Attack, see Attack, but for Special Attacks
SDef: Special Defense. Self explanatory, changing the Abbreviation here since many people were confusing "SpD" to mean...
Spe: Speed. The higher this is, the faster you are, etc.

Stats assume max IVs with 0 EVs.  This is just to keep things simple, and little else.  It's not "ideal" or anything, but again, keeps things on an even playing field.

For damages, I am assuming 100 for Defense and Special Defense.  This is a bit below average, but considering Pokemon uses a Division based system, that's not going to be meaningful; it keeps things simple for calculations.  Average HP and Speed is 155 and 100 using the standards I listed above; this is very possible to change if there are more Mega Evolutions/forms/etc revealed by the 3rd version of the game, and that will probably make me hate myself because I'm going to have to redo Effective Stats...

Effective Stats, speaking of which, are there to list how much something is compared to average.  I say "Magical" here because in effect Special = Magic, so yeah, just deal with it.  For Speed, I am listing based on Standard Deviations.  So here, 0.00 = Average speed, and from there you can make the adjustments yourselves.

Also worth noting Pokemon whose typing is the same as an attack get a 50% damage bonus (for conventional attacks anyway.)  This is referred to as a Same Type Attack Bonus (STAB) and is already factored in when necessary.

Certain Symbols to keep in mind:
(): For Damage, this refers to a stat that is altered based on using a different ability than the default.  For Stats, this refers to something that is being adjusted by an Item or Ability and thus is the "effective" stat.  For Effective Durability/Speed, it refers to a stat being altered by some external factor like Typing or Ability.
{}: Anything in this refers to a change due to a Mega Evolution.  So 100 {150} means the stat is 100 in base, and 150 after they mega evolve.
<>: Due to Charizard and Mewtwo having two variations of Mega Evolutions, they have a 2nd indicator; this refers specifically to their "Y" form, the standard Mega Evolution indicator referencing their "X" Form.
%: Attack in question is "sort of" unique, and thus questionably legal, listed for those that allow it.  These attacks will generally never be regarded as "Default"
*: Attack is gotten at a high level and there's no Move Relearner option.
#: Miscellaneous; any Pokemon that has some sort of wonky shenanigans (like Cosplay Pikachu!) will have this indicator and an explanation of what it refers too.
Bolded: For moves, this is the "ideal" damage attack, generally best attack move after all factors are considered in on average.  THis is what is being factored into averages.  For abilities, if there are two, this is the better one and what is being assumed; often doesn't make a big difference.
Itallics: Some cases, various forms of the same Pokemon have different default damage moves, due to stat changes, typing, abilities, etc.  In these cases, a move in itallics is an attack also factored into averages that applies to a specific form, eg Groudon's best damage is Earthquake, but Primal Groudon's best damage is Fire Blast.  In that case, Groudon's Earthquake and Primal Groudon's Fire Blast would be taken into averages.

Critical Hits have been changed since previous Generations.  Critical Hits deal 1.5x the damage of a normal attack, and ignore negative Attack modifiers of user and positive defense modifiers of target.  On top of this, Critical Hits now have different frequencies than before.  The chart looks as follows:

+0 Domain: 6.25% (default)
+1 Domain: 12.5%(note that any move indicated with a "12.5% Critical Hit Rate" is essentially just +1 Domain)
+2 Domains: 50%
+3 or Higher Domains: 100%

I've tried to be less wordy with moves to make things less painful to read, but I can't promise I succeeded.

There are some attacks that have very weird effects.  For moves that use Weight, I assumed average opponents are in the 110 to 220 lbs range, and that's what "average opponent" refers too; given how wonky these are, I am listing a range of damage.  For Foul Play, I am treated 110 as average Attack, because 100 was average in Gen 1 and it's definitely gone up from there.

Lastly, as far as what is being factored in...I sort of covered this before, but I might as well go over it:
-Every Final Stage Pokemon
-Pokemon with Multiple forms that can maintain said forms outside of battle are included as well.  This applies to things like Kyurem, Gourgeist, Rotom, etc., but not to Pokemon like Meloetta or Darmanitan, who will only have their default forms.
-Speaking of Rotom, his alternate forms will all be counted once; they are one set of stats, and just a change to typing and one attack
-All Mega Evolutions.  I explained this earlier
-Due to various reasons, Pikachu, Doublade, Vigoroth, Scyther, and Porygon2 will be factored into averages despite not being Final Stage Pokemon.  Generally, these Pokemon have some notable differences from their fully evolved form that makes them a lateral shift instead of a straight up inferior Pokemon.

RELEVANT AVERAGES FOR TOPIC:
HP: 155
DEFENSE: 106
SPECIAL DEFENSE: 106
SPEED: 100
Speed Standard Deviation: 28.33

NOTE: In the case of speed, since the average is technically slightly ABOVE 100, I'm listing all Pokemon with exactly 100 speed as "-0.00" to indicate "average but loses tie breaks."  I feel that's a fair compromise rather than being ultra nitpicky.


DAMAGE!
Primal Kyogre 178 > Mega Pinsir 174 > Mega Charizard Y 154 > Kyogre 152 = Primal Groudon 152 = Mega Rayquaza 152 > Kyurem-B 145 > Mega Mewtwo Y 136 > Rayquaza 129 = Zekrom 129 > Latios 128 = Palkia 128 > Mega Blaziken 126 > Xerneas 122 > Reshiram 119 > Hitmonlee 118 = Kyurem 118 > Dragonite 117 > Mega Beedrill 116 = Marowak 116 = Genesect 116 > Deoxys-A 115 = Hoopa-Unbound 115 > Mega Metagross 114 = Terrakion 114 > (Meloetta-Pirouette 113 >) Mega Alakazam 112 = Mega Gardevoir 112 = Latias 112 > Mega Kangaskhan 111 = Mewtwo 111 = Mega Mewtwo X 111 > Groudon 110 > Mega Pidgeot 109 = Mega Salamence 109 = Mega Diancie 109 > Mega Swampert 108 > Mega Venasaur 106 > Dialga 105 = Landorus 105 > Mega Latios 104 = Kyurem-W 104 = Yveltal 104 > Cloyster 103 > Mega Charizard X 101 > Vileplume 100 = Dodrio 100 = Pangoro 100 > Volcanion 99 > Machamp 98 = Blaziken 98 > Mega Gengar 97 = Deoxys-N 97 = Mega Garchomp 97 = Hoopa-Confined 97 > Mega Tyranitar 96 > Primeape 95 = Infernape 95 = Hydreigon 95 > Mega Sceptile 94 > Tauros 92 = Mega Latias 92 = Goodra 92 > Ho-Oh 91 = Shaymin-Sky 91 > Venusaur 90 = Mega Blastoise 90 = Mega Gyarados 90 > Alakazam 89 = Golem 89 = Arceus 89 = Volcarona 89 > Kingler 88 = Gardevoir 88 (= Floette-Eternal Flower 88) > Heatran 87 = Aegislash-Sword Forme 87 > Mega Slowbro 86 (= Soul Dewless Latios 86) = Espeon 86 = Giratina-Origin 86 = Keldeo 86 > Meloetta 85 > Cobalion 84 = Virizion 84 = Thundurus-T 84 > Moltres 83 = Swampert 83 = Torterra 83 > Entei 82 = Emboar 82 = Clawitzer 82 > Pikachu 81 = Tyranitar 81 > Mega Aerodactyl 80 = Salamence 80 = Metagross 80 = Darkrai 80 = Delphox 80 = Florges 80 > Meganium 79 = Sylveon 79 = Hawlucha 79 > Jynx 78 = Shaymin-land 78 > Sandslash 77 = Gengar 77 = Flareon 77 = Garchomp 77 = Leafeon 77 = Victini 77 > Muk 76 > Charizard 75 = Victreebel 75 = Exeggutor 75 = Pinsir 75 = Gyarados 75 = Omastar 75 = Zapdos 75 = Typhlosion 75 (= Soul Dewless Latias 75) = Azelf 75 = Thundurus-I 75 = Heliolisk 75 > Empoleon 74 > Vaporeon 73 = Sceptile 73 = Glaceon 73 = Chesnaught 73 = Diancie 73 = Pyroar 73 = Aromatisse 73 = Tyrantrum 73 > Samurott 72 = Talonflame 72 = Gogoat 72 > Clefable 71 = Snorlax 71 = Tornadus-I 71 = Vivillion 71 > Arcanine 70 = Slowbro 70 = Starmie 70 = Mr. Mime 70 = Mew 70 = Raikou 70 = Regice 70 = Jirachi 70 = Noivern 70 > Lugia 69 = Greninja 69 = Barbaracle 69 = Aurorus 69 > Malamar 68 = Dragalge 68 > Jolteon 67 = Articuno 67 = Deoxys-Speed 67 = Trevenant 67 > Arbok 65 = Golduck 65 = Feraligatr 65 > Dugtrio 64 = Mesprit 64 = Tornadus-T 64 > Butterfree 63 = Raichu 63 = Nidoking 63 = Venomoth 63 = Regirock 63 > Suicune 62 = Giratina-Altered 62 = Gourgeist-Super 62 > Ninetales 61 = Wigglytuff 61 = Tentacruel 61 = Weezing 61 > Farfetch’d 60 = Meowstic 60 > Blastoise 59 = Parasect 59 = Gourgeist-Large 59 > Kangaskhan 58 = Seaking 58 > Beedrill 57 = Fearow 57 = Gourgeist-Normal 57 > Nidoqueen 55 = Cresselia 55 > Hypno 54 = Aerodactyl 54 = Gourgeist-Small 54 > Avalugg 53 > Raticate 52 = Poliwrath 52 = Dewgong 52 = Electrode 52 = Deoxys-D 52 = Slurpuff 52 = Dedenne 52 = Klefki 52 > Persian 51 = Manaphy 51 > Registeel 49 = Diggersby 49 > Celebi 47 > Regigigas 46 > Pidgeot 44 = Carbink 44 > Phione 43 > Kabutops 42 > Umbreon 34 (> Magikarp 7) > Ditto 0
AVERAGE: 82
« Last Edit: October 30, 2016, 08:58:33 PM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

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Re: Pokemon Gen 6
« Reply #1 on: January 02, 2015, 04:48:38 AM »
Venusaur (Grass/Poison)
155 HP, 102 {120} Atk, 103 {143} Def, 120 {142} SpA, 120 {140} SDef, 100 Spe
Special Ability – Overgrow: Grass damage increases by 50% when HP =< 33%
Hidden Ability – Chlorophyll: Speed raises by 2 levels during Sunny Day
Mega Ability - Thick Fat: Halves damage of Fire and Ice Attacks
Effective Stats: 0.97 {1.35} Physical, 1.13 {1.32} Special, -0.00 Speed
Unique Item - Venusaurite: Allows for transformation into Mega Venusaur

Petal Dance (10): 90 {106} Grass type special damage, target uses for 2 to 3 turns in a row, at the end of which they are confused, 92 {109} average damage
Sleep Powder (15): Adds Sleep, 75% accuracy
Synthesis (5): 50% Healing
Frenzy Plant (5): 112 {132} Grass type special damage, 1 turn recharge, 90% accuracy, 51 {61} average damage
---
Grass Pledge (10): 61 {71} Grass type special damage, 62 {73} average damage
Solar Beam (10): 90 {106} Grass type special damage, 1 turn charge time, 46 {54} average damage
Seed Bomb (15): 52 Grass type physical damage, 53 average damage
Petal Blizzard (15): 59 {68} Grass type physical damage, 60 {70} average damage
Worry Seed (10): Target’s special ability becomes Insomnia
Double-Edge (15): 51 {60} Normal type physical damage, 33% recoil, 34 {40} net average damage
Growth (40): Raises Attack and Special Attack by 1 level
Sweet Scent (20): Lowers Evasion by 1 level
Razor Leaf (25): 36 {42} Grass type physical damage, 12.5% Critical Hit rate, 95% accuracy, 36 {42} average damage
Take Down (20): 39 {45} Normal type physical damage, 25% Recoil, 85% accuracy, 25 {29} net average damage
Poison Powder (35): Adds Poison, 75% accuracy
Vine Whip (25): 30 {35} Grass type physical damage, 30 {36} average damage
Leech Seed (10): Pseudo-status where target loses 12.5% of their MHP every turn, and heals user for equal amounts, 90% accuracy
Growl (40): Lowers Attack by 1 level
Tackle (35): 22 {26} Normal type physical damage, 22 {26} average damage

Comments: As Mega Venusaur, he becomes much harder to kill due to higher defenses and losing the Fire/Ice weakness, and hits considerably harder at the only cost of losing the Overgrow + Frenzy Plant combo.  Also still has access to healing and Sleep Powder allowing time for some set ups too. Heavy


Charizard (Fire/Flying {Fire/Dragon})
153 HP, 104 {150} <124> Atk, 98 {131} Def, 129 {150} <179> SpA, 105 <135> SDef, 120 Spe
Special Ability – Blaze: Fire damage increases by 50% when HP =< 33%
Hidden Ability – Solar Power: Special Attack increase by 50% during Sunny Day, but loses 12.5% MHP per turn
Mega Ability X – Tough Claws: All Contact moves increase damage by 30%; this is already factored into damage when applicable
Mega Ability Y – Drought: Automatically activates Sunny Day weather; this is already factored into damage when applicable
Effective Stats: 0.91 {1.22} Physical, 0.98 <1.26> Special, +0.71 Speed
Unique Item 1– Charizardite X: Allows for transformation into Mega Charizard X
Unique Item 2– Charizardite Y: Allows for transformation into Mega Charizard Y

Flamethrower (15): 73 {84} <150> Fire type special damage, 10% Burn, 75 {86} <154> average damage
Air Slash (15): 61 {44} <78> Flying type special damage, 30% Flinch, 95% accuracy, 59 {43} <72> average damage
Blast Burn (5): 120 {139} <248> Fire type special damage, 1 turn recharge, 90% accuracy, 55 {64} <115> average damage
Scary Face (10): Lowers speed by 2 levels
---
Fire Pledge (10): 65 {75} <134> Fire type special damage, 67 {77} <138> average damage
Heat Wave (10): 77 {89} <159> Fire type special damage, 10% Burn, 90% accuracy, 71 {82} <147> average damage
Inferno (5): 81 {93} <167> Fire type special damage, 100% Burn, 50% accuracy, 41 {47} <86> average damage
Fire Spin (15): 30 {34} <61> Fire type special damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 85% accuracy, 26 {29} <53> average damage
Flame Burst (15): 57 {66} <118> Fire type special damage, 58 {68} <121> average damage
Ember (25): 34 {39} <69> Fire type special damage, 10% Burn, 35 {40} <71> average damage
Slash (20): 31 {57} <36> Normal type physical damage, 12.5% Critical hit rate, 32 {60} <38> average damage
Shadow Claw (15): 31 {57} <36> Ghost type physical damage, 12.5% Critical hit rate, 32 {60} <38> average damage
Dragon Claw (15): 35 {98} <41> Dragon type physical damage, 36 {101} <42> average damage
Fire Fang (15): 43 {80} <77> Fire type physical damage, 10% Burn, 10% Flinch, 95% accuracy, 42 {78} <75> average damage
Scratch (35): 18 {33} <21> Normal type physical damage, 18 {34} <22> average damage
Wing Attack (35): 40 {49} <47> Flying type physical damage, 41 {50} <48> average damage
Flare Blitz (15): 78 {145} <139> Fire type physical damage, 10% Burn, 33% recoil, 53 {99} <95> net average damage
Dragon Rage (10): Does 40 damage, ignores all modifiers including defense
Smokescreen (20): Lowers Accuracy by 1 level
Growl (40): Lowers Attack by 1 level

NOTE: After 5 turns, all of Mega Charizard Y’s Fire attacks decrease by 1/3rd
NOTE 2: While not listed in the default set, Mega Charizard X’s optimal damage is Dragon Claw

Comments: One of the most improved Pokemon from the previous generations, Charizard’s Mega Evolutions are crazy good.  Y Form, in particular, has ridiculous offense before factoring in his even crazier finisher in Blast Burn.  To add insult to injury, there’s X form in case Fire is resisted, who hits reasonably hard and is a physical tank.  Did I mention he also has Scary Face to really screw over healers?  Heavy/Godlike.


Blastoise (Water)
154 HP, 103 {123} Atk, 120 {140} Def, 105 {155} SpA, 125 {135} SDef, 98 Spe
Special Ability – Torrent: Water damage increases by 50% when HP =< 33%
Hidden Ability – Rain Dish: 6.25% MHP Regen during Rain
Mega Ability – Mega Launcher: Pulse and Aura moves increased by 50%, already factored into damage when applicable
Effective Stats: 1.12 {1.31} Physical, 1.13 {1.27} Special, -0.07 Speed
Unique Item – Blastoisinite: Allows for transformation into Mega Blastoise

Hydro Pump (5): 72 {106} Water type special damage, 80% accuracy, 59 {87} average damage
Rain Dance (5): Adds Rain Weather for 5 turns
Hydro Cannon (5): 104 {143} Water type special damage, 1 turn recharge, 90% accuracy, 47 {66} average damage
Iron Defense (15): Raises Defense by 2 levels
---
Water Pledge (10): 53 {78} Water type special damage, 54 {80} average damage
Water Pulse (20): 42 {88} Water type special damage, 20% Confusion, 42 {90} average damage
Aqua Tail (15): 59 {69} Water type physical damage, 90% accuracy, 54 {64} average damage
Skull Bash (10): 56 {66} Normal type physical damage, 2 turn charge time, Defense raised by 1 level during first turn, 28 {34} average damage
Rapid Spin (40): 10 Normal type physical damage, removes entry hazards and breaks free of moves like Wrap and Leech Seed, 10 average damage
Bite (25): 26 {31} Dark type physical damage, 30% Flinch, 26 {31} average damage
Bubble (30): 28 {41} Water type special damage, 10% chance of lowering Speed by one level, 28 {42} average damage
Water Gun (25): 28 {41} Water type special damage, 28 {42} average damage
Protect (10): Invincibility for 1 turn, +4 priority, success rate halves on each consecutive use
Withdraw (40): Raises Defense by 1 level
Tail Whip (30): Lowers Defense by 1 level
Tackle (35): 22 {26} Normal type physical damage, 22 {26} average damage
Flash Cannon (10): 35 {52} Steel type special damage, 10% chance of lowering Special Defense by 1 level, 36 {53} average damage
%Aura Sphere (20): 35 {78} Fighting type special damage, cannot miss, 36 {80} average damage
%Water Spout (5): 98 {143} Water type special damage, damage decreases linearly with HP, 101 {147} average damage

Comments: Tanky, and with Rain Dance + Hydro Cannon, it still has the 2 turn “Kill you dead” strategy. Heavy


Butterfree (Bug/Flying)
135 HP, 65 Atk, 70 Def, 110 SpA, 100 SDef, 90 Spe
Special Ability – Compound Eyes: Accuracy of all moves increased by 30%, this is already factored into listed hit rates
Hidden Ability – Tinted Lens: If attack is resisted, damage is doubled Effective Stats: 0.58 Physical, 0.82 Special, -0.35 Speed

Bug Buzz (10): 62 Bug type special damage, 10% chance of lowering Special Attack by 1 level, 63 average damage
Quiver Dance (20): Raises Special Attack, Special Defense and Speed by 1 level
Supersonic (20): Adds Confusion, 71.5% (55%) accuracy
Sleep Powder (15): Adds Sleep, 97.5% (75%) accuracy
---
Captivate (20): Lowers Special Attack by 2 levels if target is opposite gender; Butterfree has a 50% chance of either gender
Safeguard (25): Grants immunity to status for entire team for 5 turns
Rage Powder (20): Forces opponents to target user in team battles
Tailwind (15): Doubles speed for entire team for 4 turns
Silver Wind (5): 42 Bug type special damage, 10% chance of raising all stats by 1 level, 43 average damage
Psybeam (20): 30 Psychic type special damage, 10% Confusion, 30 average damage
Whirlwind (20): Forces target to run or swap, cannot miss, -6 priority
Gust (35): 29 Flying type special damage, 29 average damage
Confusion (25): 24 Psychic type special damage, 10% Confusion, 24 average damage
Poison Powder (35): Adds Poison, 97.5% (75%) accuracy
Stun Spore (30): Adds Paralysis, 97.5% (75%) accuracy
Harden (30): Raises Defense by 1 level
Tackle (35): 14 Normal type physical damage, 14 average damage
Bug Bite (20): 26 Bug type physical damage, 26 average damage
String Shot (40): Lowers Speed by 1 level, (95% accuracy)

Comments: While the averages don’t do Butterfree any favors, it did get a few perks to keep it an effective Light fairly steady, those being a slight boost to its raw damage due to the SpA boost and the ridiculously good Quiver Dance.


Beedrill (Bug/Poison)
140 HP, 110 {170} Atk, 60 Def, 65 {35} SpA, 100 SDef, 95 {165} Spe
Special Ability – Swarm: Bug Damage increases by 50% when HP =< 33%
Hidden Ability – Sniper: Critical Hits do 225% damage instead of 150%
Mega Ability – Adaptability: STAB bonus increases from 1.5x to 2x.  This is already factored into relevant attacks
Effective Stats: 0.51 Physical, 0.85 Special, -0.18 {+2.29} Speed
Unique Item – Beedrillite: Allows for transformation into Mega Beedrill

Poison Jab (20): 56 {113} Poison type physical damage, 20% Poison, 57 (58) {116} average damage
Endeavour (5): Target’s HP is set equal to user’s HP
Agility (30): Raises Speed by 2 levels
Pin Missile (20): 19 {38} Bug type physical damage, hits 2 to 5 times, 54 (55){111} average damage
---
Fell Stinger (25): 22 {44} Bug type physical damage, Attack raises by 2 levels if target dies as a result of this attack, 22 (23) {45} average damage
Assurance (10): 28 {36} Dark type physical damage, damage doubles if target has already received damage this turn, 28 (29){37} average damage
Toxic Spikes (20): Entry hazard that applies poison status upon entrance; if a second layer is applied, Toxic is applied instead
Pursuit (20): 19 {29} Dark type physical damage, 19 {29} average damage
Rage (20): 10 {15} Normal type physical damage, user’s Attack raises by 1 level if every-time they are hit on the same turn this is used, 10 {15} average damage
Twineedle (20): 19 {39} Bug type physical damage, hits twice, 20% Poison, 39 {80} average
Focus Energy (30): Raises Critical Hit domain by 1 level
Fury Attack (20): 8 {12} Normal type physical damage, hits 2 to 5 times, 85% accuracy, 21 {30} average damage
Harden (30): Raises Defense by 1 level
Poison Sting (35): 12 {24} Poison type physical damage, 30% Poison, 12 {24} average damage
String Shot (40): Lowers Speed by 1 level, 95% accuracy
Bug Bite (20): 42 {86} Bug type physical damage, 43 {88} average damage

Comments: Beedrill is not good, plain and simple…is what I originally said, but then he decided to Mega Evolve and now has good damage and incredible speed! Heavy

Pidgeot (Flying/Normal)
158 HP, 100 Atk, 95 {100} Def, 90 {155} SpA, 90 {100} SDef, 121 {141} Spe
Special Ability 1 – Keen Eye: Grants immunity to accuracy lowering
Special Ability 2 – Tangled Feet: Evasion raised by 1 level when under Confusion status
Hidden Ability – Big Pecks: Grants immunity to Defense lowering
Mega Ability – No Guard: All Attacks, both used by and targeting the user, have cannot miss; this includes effects like Fly and Dig, though does not apply to instant death
Effective Stats: 0.91 {0.96} Physical, 0.87 {1.06} Special, +0.74 {+1.45} speed
Unique Item – Pidgeotite: Allows for transformation into Mega Pidgeot

Hurricane (10): 62 {106} Flying type Special Damage, 30% Confusion, 70% {100%} accuracy, 44 {109} average damage
Roost (10): 50% Healing, user loses Flying typing for rest of turn if faster
Feather Dance (15): Lowers Attack by 2 levels
Agility (30): Raises Speed by 2 level
---
Air Slash (15): 43 {73} Flying type special damage, 30% Flinch, 95% {100%} accuracy, 42 {75} average
Mirror Move (20): Uses the last move used by the opponent
Tailwind (15): Doubles speed for entire team for 4 turns
Wing Attack (35): 39 Flying type physical damage, 40 average damage
Whirlwind (20): Forces target to run or swap, cannot miss, -6 priority
Twister (20): 16 {26} Dragon type special damage, 20% Flinch, 16 {26} average damage
Gust (35): 24 {40} Flying type special damage, 24 {41} average damage
Quick Attack (30): 27 Normal type physical damage, +1 priority, 27 average damage
Sand-Attack (15): Lowers Accuracy by 1 level
Tackle (35): 33 Normal type physical damage, 34 average damage

Comments: With the Mega Evolution, he hits decently well and is very fast, combined with some support moves. At the same time, though, he loses to Black Mage casting Break.  Middle


Raticate (Normal)
130 HP, 101 Atk, 80 Def, 70 SpA, 90 SDef, 117 Spe
Special Ability 1 – Run Away: Insures success upon Running
Special Ability 2 – Guts: Attack increases by 50% when user is inflicted with one of the Primary Status; this boost overrides Burn
Hidden Ability – Hustle: Physical attacks do 50% more damage, but accuracy reduced by 20%
Effective Stats: 0.63 Physical, 0.71 Special, +0.61 speed

Double-Edge (15): 78 (114) Normal type physical damage, 33% recoil (80% accuracy), 52 (62) net average damage
Swords Dance (20): Raises Attack by 2 levels
Super Fang (10): Halves CHP, 90% (72%) accuracy
Scary Face (10): Lowers Speed by 2 levels
---
Endeavour (5): Target’s HP is set equal to user’s HP
Assurance (10): 22 {33} Dark type physical damage, damage doubles if target has already received damage this turn, (80% accuracy), 22 {27} average damage
Crunch (10): 34 (51) Dark type physical damage, 20% chance of lowering Defense by 1 level, (80% accuracy,) 35 (42) average damage
Sucker Punch (5): 34 (51) Dark type physical damage, +1 priority, fails if target does not use a damaging attack this turn, (80% accuracy) 35 (42) average damage
Pursuit (20): 18 (27} Dark type physical damage, (80% accuracy) 18 (22) average damage
Bite (25): 26 (39) Dark type physical damage, 30% Flinch, 26 (32) average damage
Focus Energy (30): Raises Critical Hit domain by 1 level
Quick Attack (30): 27 (40) Normal type physical damage, +1 priority, (80% accuracy) 27 (33) average damage
Hyper Fang (15): 51 (77) Normal type physical damage, 10% Flinch, 90% (72%) accuracy, 47 (57) average damage
Tail Whip (30): Lowers Defense by 1 level
Tackle (35): 33 (50) Normal type physical damage, (80% accuracy) 34 (41) average damage

Comments: Raticate either Super Fangs until you are in kill range, Swords Dances then kills you, or uses some sort of Endeavour strategy…and he’s not particularly effective at any of those! Light


Fearow (Normal/Flying)
140 HP, 110 Atk, 85 Def, 81 SpA, 81 SDef, 120 Spe
Special Ability – Keen Eye: Grants immunity to accuracy lowering
Hidden Ability – Sniper: Critical Hits do 225% damage instead of 150%
Effective Stats: 0.72 Physical, 0.69 Special, +0.71 Speed

Drill Peck (20): 56 Flying type physical damage, 57 average damage
Agility (30): Raises Speed by 2 levels
Roost (10): 50% Healing, user loses Flying typing for rest of turn if faster
Growl (30): Lowers Attack by 2 levels
---
Leer (30): Lowers Defense by 1 level
Drill Run (10): 37 Ground type physical damage, 12.5% critical hit rate, 95% accuracy, 37 average damage
Assurance (10): 28 Dark type physical damage, damage doubles if target has already received damage this turn, 28 (29) average damage
Mirror Move (20): Uses the last move used by the opponent
Pursuit (20): 19 (30) Dark type physical damage, 19 average damage
Fury Attack (20): 12 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 30 average damage
Aerial Ace (20): 42 Flying type physical damage, cannot miss, 43 (44) average damage
Pluck (20): 42 Flying type physical damage, 43 (44) average damage
Peck (35): 26 Flying type physical damage, 26 (27) average damage

Comments: Decent speed with a buff and healing with Growl to compliment, but otherwise completely unspectacular. Light


Arbok (Poison)
135 HP, 105 Atk, 89 Def, 85 SpA, 99 SDef, 100 Spe
Special Ability 1 – Intimidate: Lower’s opponent’s attack by 1 level when user enters battle
Special Ability 2 – Shed Skin: 33% chance of recovering from all status at end of turn
Hidden Ability – Unnerve: Opponent cannot use berries
Effective Stats: 0.73 Physical, 0.81 Special, -0.00 Speed

Gunk Shot (5): 79 Poison type physical damage, 30% Poison, 80% accuracy, 65 average damage
Coil (20): Raises Attack, Defense and Accuracy by 1 level
Glare (30): Adds Paralysis
Screech (40): Lowers Defense by 2 levels, 85% accuracy
---
Haze (30): Dispels all stat changes for the entire field
Belch (10): 64 Poison type special damage, requires a Berry be used prior this attack, 90% accuracy, 59 average damage
Gastro Acid (10): Nulls the effects of target’s Special Ability
Mud Bomb (10): 24 Ground type special damage, 30% chance of lowering accuracy by 1 level, 85% accuracy, 21 average damage
Acid Spray (20): 23 Poison type special damage, lowers Special Defense by 2 levels, 23 average damage
Stockpile (20): Raises Defense and Special Defense by 1 level, increase Stock by 1, can be used up to 3 times
Spit Up (10): 36 damage per stock, resets stock to 0, 37 average damage
Swallow (10): Heals user based on number of stock; 25% for 1, 50% for 2, and 100% for 3, resets stock to 0
Crunch (15): 35 Dark type physical damage, 20% chance of lowering defense by 1 level, 36 average damage
Acid (30): 23 poison type special damage, 10% chance of lowering Special Defense by 1 level, 23 average damage
Bite (30): 27 Dark type physical damage, 30% Flinch, 27 average damage
Poison Sting (35): 12 Poison type physical damage, 30% Poison, 12 average damage
Wrap (15): 8 Normal type physical damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 90% accuracy, 7 average damage
Fire Fang (15): 29 Fire type physical damage, 10% Burn, 10% Flinch, 95% accuracy, 28 average damage
Ice Fang (15): 29 Ice type physical damage, 10% Freeze, 10% Flinch, 95% accuracy, 28 average damage
Thunder Fang (15): 29 Electric type physical damage, 10% Paralysis, 10% Flinch, 95% accuracy, 28 average damage

Comments: Glare, buff with Coil, hope to kill, and with intimidate to help, Arbok is better than he first appears.  Thing is, he didn’t appear all that impressive so Light


Pikachu (Electric)
110 HP, 75 (150) Atk, 60 Def, 70 (140) SpA, 70 SDef, 110 Spe
Special Ability – Static: 30% chance of inflicting paralysis on opponent when hit by a contact move
Hidden Ability – Lightning Rod: Grants immunity to Electric attacks, all electric attacks in team battles are forced to target the user.  If hit with an electric attack, Special Attack of user raises by 1 level
Effective Stats: 0.4 Physical, 0.47 Special, +0.35 Speed
Unique Item – Light Ball: Doubles Attack and Special Attack, this is already factored into damages

Thunderbolt (15): 79 Electric type special damage, 10% Paralysis, 81 average damage
Nasty Plot (20): Special Attack raises by 2 levels
Nuzzle (20): 20 Electric type physical damage, adds Paralysis, 20 average damage
Charm (20): Lowers Attack by 2 levels
---
Volt Tackle (15): 112 Electric type physical damage, 10% Paralysis, 33% recoil, 77 net average damage
Sweet Kiss (10): Adds Confusion, 75% accuracy
Thunder (10): 96 Electric type special damage, 30% Paralysis, 70% accuracy, 69 average damage
Light Screen (30): Halves Special Damage dealt to entire team for 5 turns
Discharge (15): 70 Electric type special damage, 30% paralysis, 72 average damage
Agility (30): Raises Speed by 2 levels
Feint (10): 20 Normal type physical damage, ignores and dispels invincibility, +2 priority, 20 average damage
Slam (20): 50 Normal type physical damage, 75% accuracy, 38 average damage
Double Team (15): Raises Evade by 1 level
Electro Ball (10): Does Electric type special damage based on user’s speed vs. opponent’s speed; if target is 50%+ user’s speed, damage is 53, if target is 33%-50% user’s speed, damage is 70, if 25%-33% user’s speed, then 104 damage, and if below 25%, 134 damage
Wild Charge (15): 84 Electric type physical damage, 25% recoil, 64 net average damage
Spark (20): 61 Electric physical damage, 30% paralysis, 62 average damage
Thunder Wave (20): Adds paralysis, fails vs. those immune to Electric
Quick Attack (30): 26 Normal type physical damage, +1 priority, 26 average damage
Play Nice (20): Lowers Attack by 1 level, cannot miss, ignores invincibility
Growl (40): Lowers Attack by 1 level
Thunder Shock (30): 36 Electric type special damage, 10% paralysis, 37 average damage
Tail Whip (30): Lowers Defense by 1 level
#Meteor Mash (10): 56 Steel type physical damage, 20% chance of raising users Attack by 1 level, 90% accuracy, 51 average damage
#Icicle Crash (10): 53 Ice type physical damage, 30% Flinch, 90% accuracy, 49 average damage
#Draining Kiss (10): 30 Fairy type special damage, heals user equal to 75% damage done, 30 average damage
#Electric Terrain (10): Field Effect where all targets are immune to sleep, as well as increases Electric damage by 50%, lasts 5 turns
#Flying Press (10): 50 Flying/Fighting type physical damage, 95% accuracy, 48 average damage

#All these moves are usable only by the special Cosplay Pikachu obtained in game.  Only one of these moves can be used at a time, and cannot be on any set that contains Volt Tackle.  The legality of these moves are debatable due to special circumstances though worth noting the Pikachu in question is obtainable in-game without external requirements.  Also, the Pikachu that gets this cannot evolve into Raichu, so Raichu does not have access to these moves.

Comments: Pikachu has a surprisingly varied moveset with solid damage and atrocious durability…which is pretty much how he’s always been! High Light


Raichu (Electric)
135 HP, 110 Atk, 75 Def, 110 SpA, 100 SDef, 130 Spe
Special Ability – Static: 30% chance of inflicting paralysis on opponent when hit by a contact move
Hidden Ability – Lightning Rod: Grants immunity to Electric attacks all electric attacks in team battles are forced to target the user.  If hit with an electric attack, Special Attack of user raises by 1 level
Effective Stats: 0.62 Physical, 0.82 Special, +1.06 Speed

Thunderbolt (15): 62 Electric type special damage, 10% Paralysis, 63 average damage
Nasty Plot (20): Special Attack raises by 2 levels
Nuzzle (20): 20 Electric type physical damage, adds Paralysis, 20 average damage
Charm (20): Lowers Attack by 2 levels
---
Volt Tackle (15): 82 Electric type physical damage, 10% Paralysis, 33% recoil, 56 net average damage
Sweet Kiss (10): Adds Confusion, 75% accuracy
Thunder (10): 76 Electric type special damage, 30% Paralysis, 70% accuracy, 54 average damage
Light Screen (30): Halves Special Damage dealt to entire team for 5 turns
Discharge (15): 56 Electric type special damage, 30% paralysis, 57 average damage
Agility (30): Raises Speed by 2 levels
Feint (10): 15 Normal type physical damage, ignores and dispels invincibility, +2 priority, 15 average damage
Slam (20): 37 Normal type physical damage, 75% accuracy, 28 average damage
Double Team (15): Raises Evade by 1 level
Electro Ball (10): Does Electric type special damage based on user’s speed vs. opponent’s speed; if target is 50%+ user’s speed, damage is 42, if target is 33%-50% user’s speed, damage is 56, if 25%-33% user’s speed, then 84 damage, and if below 25%, 102 damage
Wild Charge (15): 62 Electric type physical damage, 25% recoil, 43 net average damage
Thunder Wave (20): Adds paralysis, fails vs. those immune to Electric
Quick Attack (30): 19 Normal type physical damage, +1 priority, 19 average damage
Play Nice (20): Lowers Attack by 1 level, cannot miss, ignores invincibility
Growl (40): Lowers Attack by 1 level
Thunder Shock (30): 29 Electric type special damage, 10% paralysis, 29 average damage
Tail Whip (30): Lowers Defense by 1 level
Spark (20): 46 Electric physical damage, 30% paralysis, 47 average damage

Comments: Notable decrease in damage for a significant boost to speed and durability.  Still frail, but it’s overall a winning trade. Middle


Sandslash (Ground)
150 HP, 120 Atk, 130 Def, 65 SpA, 75 SDef, 85 Spe
Special Ability – Sand Veil: Raises Evasion by 1 level during a Sandstorm
Hidden Ability – Sand Rush: Speed is doubled during a Sandstorm
Effective Stats: 1.19 Physical, 0.68 Special, -0.53 Speed

Earthquake (10): 75 Ground type physical damage, 77 average damage
Swords Dance (20): Raises Attack by 2 levels
Sandstorm (5): Adds Sandstorm weather effect for 5 turns
Crush Claw (10): 38 Normal type physical damage, 50% chance of lowering defense by 1 level, 95% accuracy, 37 average damage
---
Gyro Ball (5): 15 Steel type physical damage, damage changes based on target’s speed, where-in higher speed = higher power, 15 average damage
Dig (10): 61 Ground type physical damage, one turn charge time, during which user cannot be damaged ala FF Jump, 31 average damage
Sand Tomb (15): 28 Ground type physical damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 85% accuracy, 24 average damage
Slash (20): 35 Normal type physical damage, 12.5% critical hit rate, 37 average damage
Fury Swipes (15): 10 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 24 average damage
Magnitude (30): Does Ground type physical damage ranging from 10 to 115, with middling values being the most common, 54 median damage
Fury Cutter (20): 21 Bug type physical damage, damage doubles on consecutive uses up to 5 times, 95% accuracy, 20 average damage
Swift (20): 17 Normal type special damage, cannot miss, 17 average damage
Rapid Spin (40): 11 Normal type physical damage, removes entry hazards and breaks free of moves like Wrap and Leech Seed, 11 average damage
Rollout (20): 16 Rock type physical damage, damage doubles each consecutive turn, used 5 turns in a row unless it misses, 90% accuracy, 14 average damage
Poison Sting (35): 9 Poison type physical damage, 30% Poison, 9 average damage
Scratch (35): 21 Normal type physical damage, 21 average damage
Defense Curl (40): Raises Defense by 1 level, doubles damage of Rollout if used immediately before

Comments: Decent physical durability, middling damage, and a good buff for healers, but he’s too slow and not good enough at anything.  Light

Nidoqueen (Poison/Ground)
165 HP, 112 Atk, 107 Def, 95 SpA, 105 SDef, 96 Spe
Special Ability 1 – Poison Point: 30% chance of inflicting poison on opponent when hit by a contact move
Special Ability 2 – Rivalry: Damage increases by 25% if opponent is same gender of user, and decreases by 25% if opponent is opposite gender as user.  Nidoqueen, as the name would imply, is always female
Hidden Ability – Sheer Force: Moves with a secondary effect deal 33% more damage, but lose that secondary effect.
Effective Stats: 1.07 physical, 1.04 special, -0.14 speed

Earth Power (10): 54 (72) Ground type special damage, 10% chance of lowering Special Defense by 1 level (n/a w/ Sheer Force), 55 (74) average damage
Body Slam (15): 40 (53) Normal type physical damage, 30% paralysis (n/a w/ Sheer Force), 41 (54) average damage
Flatter (15): Adds Confusion, raises target’s Special Attack by 2 levels
Tail Whip (30): Lowers Defense by 1 level
---
Poison Fang (15): 36 (48) Poison type physical damage, 50% toxic (n/a w/ Sheer Force), 37 (49) average damage
Captivate (20): Lowers Special Attack by 2 levels if target is opposite gender
Crunch (15): 38 (50) Dark type physical damage, 20% chance of lowering Defense by 1 level (n/a w/ Sheer Force), 39 (51) average damage
Toxic Spikes (20): Entry hazard that applies poison status upon entrance; if a second layer is applied, Toxic is applied instead
Helping Hand (20): Increases an ally’s damage by 50%, +5 priority
Bite (20): 29 (38) Dark type physical damage, 30% Flinch (n/a w/ Sheer Force), 29 (39) average damage
Fury Swipes (15): 10 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 24 average damage
Super Power (5): 56 Fighting type physical damage, lowers user’s Attack and Defense by 1 level, 57 average damage
Chip Away (20): 33 Normal type physical damage, ignores target’s stat modifiers, 34 average damage
Poison Sting (35): 12 (15) Poison type physical damage, 30% Poison (n/a w/ Sheer Force), 12 (15) average damage
Double Kick (30): 15 Fighting type physical damage, hits twice, 30 average damage
Growl (40): Lowers Attack by 1 level
Scratch (35): 19 Normal type physical damage, 19 average damage

Comments: About as unremarkable as they come, Nidoqueen is mediocre in every way outside of above average durability. Light


Nidoking (Poison/Ground)
156 HP, 122 Atk, 97 Def, 105 SpA, 95 SDef, 105 Spe
Special Ability 1 – Poison Point: 30% chance of inflicting poison on opponent when hit by a contact move
Special Ability 2 – Rivalry: Damage increases by 25% if opponent is same gender of user, and decreases by 25% if opponent is opposite gender as user.  Nidoking, as the name would imply, is always male
Hidden Ability – Sheer Force: Moves with a secondary effect deal 33% more damage, but lose that secondary effect.
Effective Stats: 0.92 Physical, 0.9 Special, +0.18 Speed

Poison Jab (20): 62 (82) Poison type physical damage, 30% poison (n/a w/ Sheer Force), 63 (84) average damage
Horn Drill (5): Instant Death, 30% accuracy, fails vs. those immune to Normal type attacks
Flatter (15): Adds Confusion, raises target’s Special Attack by 2 levels
Earth Power (10): 60 (80) Earth type special damage, 10% chance of lowering Special Defense by 1 level (n/a w/ Sheer Force), 61 (81) average damage
---
Toxic Spikes (20): Entry hazard that applies poison status upon entrance; if a second layer is applied, Toxic is applied instead
Helping Hand (20): Increases an ally’s damage by 50%
Leer (30): Lowers Defense by 1 level
Fury Attack (20): 9 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 21 average damage
Captivate (20): Lowers Special Attack by 2 levels if target is opposite gender
Horn Attack (25): 33 Normal type physical damage, 34 average damage
Thrash (10): 61 Normal type physical damage, target uses for 2 to 3 turns in a row, at the end of which they are confused, 62 average damage
Mega Horn (10): 61 Bug type physical damage, 85% accuracy, 62 average damage
Chip Away (20): 36 Normal type physical damage, ignores target’s stat modifiers, 37 average damage
Poison Sting (35): 13 (16) Poison type physical damage, 30% poison (n/a w/ Sheer Force), 13 (16) average damage
Double Kick (30): 16 Fighting type physical damage, hits twice, 33 average damage
Focus Energy (30): Raises Critical Hit domain by 1 level
Peck (35): 19 Flying type physical damage, 20 average damage

Comments: A slightly more offense oriented version of the female counterpart, Nidoking is likewise similarly unimpressive, if a little better. Light


Clefable (Fairy)
170 HP, 90 Atk, 93 Def, 115 SpA, 110 SDef, 80 Spe
Special Ability 1 – Cute Charm: 30% chance of inflicting Attract on opponent when hit by a contact move
Special Ability 2 – Magic Guard: Grants immunity to damage through indirect means
Hidden Ability – Unaware: Ignores opponents stat modifiers
Effective Stats: 0.96 physical, 1.14 special, -0.71 speed

Moonblast (15): 69 Fairy type special damage, 30% chance of lowering Special Attack by 1 level, 71 average damage
Moonlight (5): 50% Healing
Cosmic Power (20): Raises Defense and Special Defense by 1 level
Sing (15): Adds Sleep, 55% accuracy
---
Sweet Kiss (10): Adds Confusion, 75% hit rate
Charm (20): Lowers Attack by 2 levels
Copycat (20): User uses the last action used
Magical Leaf (20): 29 Grass type special damage, cannot miss, 29 average damage
After you (15): Makes target act immediately after the user, regardless of speed or priority
Healing Wish (10): Heals next ally of all damage and status, user faints as a result of the attack
Meteor Mash (10): 34 Steel type physical damage, 20% chance of raising Attack by 1 level, 90% accuracy, 31 average damage
Gravity (5): Flying typing and Levitate ability are negated for 5 turns
Body Slam (15): 32 Normal type physical damage, 30% paralysis, 33 average damage
Lucky Chant (30): Target is unable to critical hit for 4 to 5 turns
Metronome (10): Makes a random action from pretty much any attack you can think of; for purposes of sanity, I am not getting full details of this attack
Stored Power (10): 11 Psychic type special damage, damage increases for every stat modifier user has, 11 average damage
Minimize (10): Raises Evasion by 2 levels
Wake-Up Slap (10): 27 Fighting type physical damage, damage doubles if used on a sleeping target, removing Sleep status in process, 27 average damage
Bestow (15): User gives target their held item
Follow Me (20): All opponents on battlefield are forced to target user
Defense Curl (40): Raises Defense by 1 level
Double Slap (10): 7 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 18 average damage
Encore (5): Forces target to use their last attack for the next 5 turns
Growl (40): Lowers Attack by 1 level
Pound (35): 16 Normal type physical damage, 16 average damage
Disarming Voice (15): 30 Fairy type special damage, cannot miss, 30 average damage

Comments: Being retyped and getting a new move under that typing, Clefable has a rather significant jump in damage, which helps it out a lot.  With that, some status, and a bit of a defensive game, might be good enough for Middle

Ninetales (Fires)
148 HP, 96 Atk, 95 Def, 101 SpA, 120 SDef, 120 Spe
Special Ability – Flash Fire: Fire type damage is nulled; if user is hit by a Fire type move, user’s Fire Type damage increases by 50%
Hidden Ability – Drought: Automatically activates Sunny Day weather; this is already factored in when applicable
Effective Stats: 0.86 physical, 1.08 magical, +0.71 Speed

Fire Blast (5): 70 (105) Fire type special damage, 10% Burn, 85% accuracy, 61 (92) average damage
Nasty Plot (20): Raises Special Attack by 2 levels
Confuse Ray (15): Adds Confusion
Will-o-Wisp (15): Adds Burn, 85% accuracy
---
Imprison (10): Target cannot use any moves they share with the user
Quick Attack (30): 17 Normal type physical damage, +1 priority, 17 average damage
Safeguard (25): Grants immunity to status for user’s team for 5 turns
Ember (25): 27 (40) Fire type special damage, 10% Burn, 27 (41) average damage
Tail Whip (30): Lowers Defense by 1 level
Roar (20): Forces target to run or swap, cannot miss, -6 priority
Baby-Doll Eyes (30): Lowers Attack by 1 level, +1 priority
Fire Spin (15): 24 (37) Fire type special damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 85% accuracy, 21 (31) average damage
Flamethrower (15): 57 (86) Fire type Special damage, 10% Burn, 85% accuracy, 58 (88) average damage
Payback (10): 21 Dark type physical damage, damage doubles if user goes second, 21 average damage
Feint Attack (20): 25 Dark type physical damage, cannot miss, 25 average damage
Flame Burst (15): 45 (68) Fire type special damage, 46 (70) average damage
Extrasensory (20): 34 Psychic type special damage, 10% Flinch, 34 average damage
Grudge (5): If user faints the same turn this is used, target loses all PP on the last attack used
Captivate (20): Lowers Special Attack by 2 levels if target is opposite gender; Ninetales are primarily female
Inferno (5): 64 (96) Fire type special damage, adds Burn, 50% accuracy, 33 (49) average damage

Comments: What it lacks in damage, it somewhat makes up for in variety off decent speed.  Heck, it has ways of dealing with just about everything to some degree except Female Mages. Middle


Wigglytuff (Normal/Fairy)
215 HP, 90 Atk, 65 Def, 105 SpA, 70 SDef, 65 Spe
Special Ability 1 – Cute Charm: 30% chance of inflicting Attract on opponent when hit by a contact move
Special Ability 2 – Competitive: Raises Special Attack by 2 levels every time a stat is lowered by the opponent
Hidden Ability – Frisk: Reveals opponent’s held item
Effective Stats: 0.85 Physical, 0.92 Magical, -1.24 Speed

Hyper Voice (10): 60 Normal type special damage, 61 average damage
Charm (20): Lowers Attack by 2 levels
Rest (10): Full HP and status healing, puts user to Sleep for 2 turns
Disable (20): Target is unable to use their last action for 4 turns
---
Sweet Kiss (10): Adds Confusion, 75% accuracy
Body Slam (15): 49 Normal type physical damage, 30% paralysis, 50 average damage
Gyro Ball (5): 15 Steel type physical damage, damage varies linearly, based on target’s speed vs. user’s speed, where faster target = more damage; this is damage vs. 100 speed (average), 15 average damage
Copycat (20): User uses the last action used
Mimic (10): User uses last move used by target; said move replaces Mimic until user is swapped out
Wake-Up Slap (10): 27 Fighting type physical damage, damage doubles if used on a sleeping target, removing Sleep status in process, 27 average damage
Round (15): 41 Normal type special damage, 42 average damage
Rollout (20): 12 Rock type physical damage, damage doubles each consecutive turn, used 5 turns in a row unless it misses, 90% accuracy, 11 average damage
Pound (35): 24 Normal type physical damage, 24 average damage
Defense Curl (40): Raises Defense by 1 level, doubles damage of Rollout if used immediately before
Disarming Voice (15): 28 Fairy type special damage, cannot miss, 28 average damage
Play Nice (20): Lowers Attack by 1 level, cannot miss, ignores invincibility
Double Slap (10): 10 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 24 average damage
Sing (15): Adds Sleep, 55% accuracy
Play Rough (10): 51 Fairy type physical damage, 10% chance of lowering Attack by 1 level, 90% accuracy, 47 average damage
Double-Edge (15): 68 Normal type physical damage, 33% recoil, 46 net average damage

Comments: Slow, not particularly durable nor damaging, and while having a number of neat skills, they’re very niche in their use.  Light
« Last Edit: October 30, 2016, 09:01:37 PM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

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Re: Pokemon Gen 6
« Reply #2 on: January 02, 2015, 04:50:24 AM »
Vileplume (Grass/Poison)
150 HP, 100 Atk, 105 Def, 130 SpA, 110 SDef, 70 Spe
Special Ability – Chlorophyll: Raises speed by 2 levels during Sunny Day
Hidden Ability – Effect Spore: 10% chance of inflicting Poison, Paralysis or Sleep on opponent when hit by a contact move
Effective Stats: 0.96 Physical, 1.00 Magical, -1.06 Speed

Petal Dance (10): 97 Grass type special damage, target uses for 2 to 3 turns in a row, at the end of which they are confused, 100 average damage
Sleep Powder (15): Adds Sleep Status, 75% accuracy
Moonlight (5): 50% Healing
Petal Blizzard (15): 57 Grass type physical damage, 58 average damage
---
Toxic (10): Adds Toxic, cannot miss
Giga Drain (10): 61 Grass type special damage, heals user equal to half damage done, 62 average damage
Grassy Terrain (10): 1/16th Regen for entire field, all Grass moves increased by 50%
Lucky Chant (30): Target is unable to critical hit for 4 to 5 turns
Natural Gift (15): Varying effects based on what Berry is held; easier to look this up than me explain what each does, consumes berry in the process
Moonblast (15): 51 Fairy type special damage, 30% chance of lowering Special Attack by 1 level, 52 average damage
Acid (30): 34 Poison type special damage, 30% chance of lowering Special Defense by 1 level, 35 average damage
Sweet Scent (20): Lowers Evasion by 1 level
Absorb (25): 18 Grass type special damage, heals user equal to half damage done, 18 average damage
Solar Beam (10): 97 Grass type special damage, one turn charge time, 50 average damage
Stun Spore (30): Adds Paralysis, 75% accuracy
Poison Powder (35): Adds Poison, 75% accuracy
Aromatherapy (5): Full status healing for user’s team
Mega Drain (25): 34 Grass type special damage, heals user equal to half damage done, 35 average damage

Comments: Good damage, status, healing, Vileplume has it all…except for Speed, which holds it back considerably.  Middle


Parasect (Bug/Grass)
135 HP, 115 Atk, 100 Def, 80 SpA, 100 SDef, 50 Spe
Special Ability 1 – Effect Spore: 10% chance of inflicting Poison, Paralysis or Sleep on opponent when hit by a contact move
Special Ability 2 – Dry Skin: User restores 25% of their MHP if hit with a Water attack, receives 25% more damage from Fire, heals 12.5% MHP per turn during Rain, and lose  12.5% HP per turn during Sunny Day
Hidden Ability – Damp: Grants immunity to moves like Self Destruct and Explosion
Effective Stats: 0.82 Physical, 0.82 Magical, -1.76 speed

X-scissor (15): 58 Bug type physical damage, 59 average damage
Spore (15): Adds Sleep
Growth (20): Raises Attack and Special Attack by 1 level
Giga Drain (10): 39 Grass type special damage, heals user equal to half damage done, 40 average damage
---
Rage Powder (20): Forces opponents to target user in team battles
Aromatherapy (5): Full status healing for user’s team
Fury Cutter (20): 30 Bug type physical damage, damage doubles on consecutive uses up to 5 times, 95% accuracy, 29 average damage
Slash (20): 34 Normal type physical damage, 12.5% critical hit rate, 36 average damage
Cross Poison (20): 34 Poison type physical damage, 12.5% critical hit rate, 10% Poison, 36 average damage
Leech Life (15): 16 Bug type physical damage, heals user equal to half damage done, 16 average damage
Poison Powder (35): Adds Poison, 75% accuracy
Stun Spore (30): Adds Paralysis, 75% accuracy
Scratch (35): 20 Normal type physical damage, 20 average damage

Comments: Parasect has pretty much remained the same through generations.  Has the awesomeness of Spore, but off really bad speed and not much else going for it.  Light


Venomoth (Bug/Poison)
145 HP, 85 Atk, 80 Def, 110 SpA, 95 SDef, 110 Spe
Special Ability 1 – Shield Dust: Secondary effects on damage moves don’t work on the user
Special Ability 2 – Tinted Lens: Doubles the damage of moves that are “Not Very Effective”
Hidden Ability – Wonder Skin: Non-damaging attacks have halved accuracy
Effective Status: 0.71 Physical, 0.84 Magical, +0.35 Speed

Bug Buzz (10): 62 Bug type special damage, 10% chance of lowering Special Attack by 1 level, 63 average damage
Quiver Dance (20): Raises Special Attack, Special Defense and Speed by 1 level
Sleep Powder (15): Adds Sleep, 75% accuracy
Disable (20): Target is unable to use their last action for 4 turns
---
Supersonic (20): Adds Confusion, 55% accuracy
Silver Wind (5): 42 Bug type special damage, 10% chance of raising all stats by 1 level, 43 average damage
Psybeam (20): 30 Psychic type special damage, 10% Confusion, 30 average damage
Poison Powder (35): Adds Poison, 75% accuracy
Stun Spore (30): Adds Paralysis, 75% accuracy
Poison Fang (15): 28 Poison type physical damage, 50% toxic (n/a w/ Sheer Force), 28 average damage
Psychic (10): 41 Psychic type special damage, 10% chance of lowering Special Attack by 1 level, 42 average damage
Zen Headbutt (15): 29 Psychic type physical, 20% Flinch, 90% accuracy, 26 average damage
Gust (35): 19 Flying type special damage, 19 average damage
Confusion (25): 24 Psychic type special damage, 10% Confusion, 24 average damage
Leech Life (15): 13 Bug type physical damage, heals user equal to half damage done, 13 average damage
Foresight (40): Target’s evasion reset to default, allows Normal and Fighting type moves to hit Ghost types
Tackle (35): 19 Normal type physical damage, 19 average damage
Signal Beam (15): 53 Bug type special damage, 10% Confusion, 53 average damage

Comments: Venomoth is the same as it’s been since Gen 3; Butterfree with better stats and typing, but no Compound Eyes so worse status.  As such, still Light if an effective one


Dugtrio (Ground)
120 HP, 100 Atk, 70 Def, 70 SpA, 90 SDef, 140 Spe
Special Ability 1 – Arena Trap: Opponent is unable to run or swap; does not work against Flying types or those with Levitate
Special Ability 2 – Sand Veil: Raises Evasion by 1 level during a Sandstorm
Hidden Ability – Sand Force: Increases damage of Rock, Steel and Ground type moves by 33% during a Sandstorm
Effective Stats: 0.47 Physical, 0.6 Magical, +1.41 speed

Earthquake (10): 63 Ground type physical damage, 64 average damage
Fissure (5): Instant Death, 30% Accuracy, fails against those immune to Ground
Mud-Slap (15): 11 Ground type special damage, lowers Accuracy by 1 level, 11 average damage
Bulldoze (20): 39 Ground type physical damage, lowers Speed by 1 level, 40 average damage
---
Slash (20): 30 Normal type physical damage, 12.5% critical hit rate, 31 average damage
Dig (10): 51 Ground type physical damage, one turn charge time, during which user cannot be damaged ala FF Jump, 26 average damage
Earth Power (10): 41 Ground type special damage, 10% chance of lowering Special Defense by 1 level, 42 average damage
Mud Bomb (10): 30 Ground type special damage, 30% chance of lowering Speed by 1 level, 85% accuracy, 26 average damage
Sand Tomb (15): 17 Ground type physical damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 85% accuracy, 14 average damage
Sucker Punch (5): 34 Dark type physical damage, +1 priority, fails if target does not use a damaging attack this turn, 35 average damage
Magnitude (30): Does ground type physical damage ranging from 8 to 93, with middling values being the most common, 46 median damage
Astonish (15): 13 Ghost type physical damage, 30% Flinch, 13 average damage
Growl (40): Lowers Attack by 1 level
Sand-Attack (15): Lowers Accuracy by 1 level
Scratch (35): 18 Normal type physical damage, 18 average damage
Tri-Attack (10): 24 Normal type special damage, 20% chance of adding Freeze, Burn or Paralysis, 24 average damage
Night Slash (15): 30 Dark type physical damage, 12.5% critical hit rate, 31 average damage
Rototiller (10): Raises Attack and Special Attack of all Grass types

Comments: Speed is about the only good thing I can say about it.  Frail, unimpressive damage, and meager tricks.  Light


Persian (Normal)
140 HP, 90 Atk, 80 Def, 85 SpA, 85 SDef, 135 Spe
Special Ability 1 – Limber: Grants immunity to paralysis
Special Ability 2 – Technician: Attacks that have 60 power or less deal 1.5x damage; this is already factored in when appropriate
Hidden Ability – Unnerve: Opponent is unable to use berries.
Effective Stats: 0.68 Physical, 0.72 Magical, +1.24 Speed

Swift (20): 50 (33) Normal type special damage, cannot miss, 51 (34) average damage
Fake Out (10): 36 (24) Normal type physical damage, +3 priority, 100% flinch, only works on user’s first turn, 37 (24) average damage
Nasty Plot (20): Raises Special Attack by 2 levels
Slash (20): 41 Normal type physical damage, 12.5% critical hit rate, 43 average damage
---
Feint (10): 28 (19) Normal type physical damage, ignores and dispels invincibility, +2 priority, 28 (19) average damage
Night Slash (15): 27 Dark type physical damage, 12.5% critical hit rate, 28 average damage
Captivate (20): Lowers Special Attack by 2 levels if target is opposite gender; Persian has a 50% chance of either gender
Assurance (10): 35 (23) Dark type physical damage, damage doubles if target has already received damage this turn, 36 (23) average damage
Power Gem (20): 29 Rock type special damage, 29 average damage
Taunt (20): Forces target to use damage attacks for the next 3 turns
Feint Attack (20): 35 (23) Dark type physical damage, cannot miss, 36 (23) average damage
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Fury Swipes (15): 18 (12) Normal type physical damage, hits 2 to 5 times, 80% accuracy, 43 (27) average damage
Bite (25): 35 (23) Dark type physical damage, 30% Flinch, 36 (23) average damage
Growl (40): Lowers Attack by 1 level
Scratch (35): 36 (24) Normal type physical damage, 37 (24) average damage
Play Rough (10): 34 Fairy type physical damage, 10% chance of lowering Attack by 1 level, 90% accuracy, 31 average damage
Pay Day (20): 36 (24) Normal type physical damage, 37 (24) average damage

Comments: Great Speed and Nasty Plot (or Screech), as well as a free hit with Fake Out, help offset its poor damage, though has nothing to offset the durability woes.  Light


Golduck (Water)
155 HP, 102 Atk, 98 Def, 115 SpA, 100 SDef, 105 Spe
Special Ability 1 – Cloud Nine: Weather Effects are nulled out while user is on the field
Special Ability 2 – Damp: Grants immunity to moves like Self Destruct or Explosion
Hidden Ability – Swift Swim: Speed raises by 2 levels during Rain
Effective Stats: 0.92 Physical, 0.94 Magical, +0.18 Speed

Hydro Pump (5): 79 Water type special damage, 80% accuracy, 65 average damage
Amnesia (20): Raises Special Defense by 2 levels
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Aqua Tail (10): 60 Water type physical damage, 90% accuracy, 55 average damage
---
Wonder Room (10): Field Effect that swaps Defense and Special Defense
Psych Up (10): Copies stat changes of target
Zen Headbutt (15): 35 Psychic type physical, 20% Flinch, 90% accuracy, 32 average damage
Soak (20): Turns Target into a Water type
Disable (20): Target is unable to use their last action for 4 turns
Water Pulse (20): 44 Water type special damage, 20% Confusion, 45 average damage
Fury Swipes (15): 9 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 21 average damage
Confusion (25): 25 Psychic type special damage, 10% Confusion, 25 average damage
Water Gun (25): 30 Water type special damage, 30 average damage
Tail Whip (30): Lowers Defense by 1 level
Scratch (35): 18 Normal type physical damage, 18 average damage
Water Sport (15): Halves Fire Damage
Aqua Jet (20): 28 Water type physical damage, +1 priority, 28 average damage

Comments: Utterly average in stats, and not very good in anything else.  Light


Primeape (Fighting)
140 HP, 125 Atk, 80 Def, 80 SpA, 90 SDef, 115 Spe
Special Ability 1 – Vital Spirit: Grants immunity to Sleep
Special Ability 2 – Anger Point: Increases attack to +6 stages when hit with a critical hit
Hidden Ability – Defiant: Raises Attack by 2 levels when a stat is lowered; does not apply to self or ally inflicted stat downs
Effective Stats: 0.68 Physical, 0.77 Magical, +0.53 Speed

Close Combat (5): 93 Fighting type physical damage, lowers user's Defense and Special Defense by 1 level, 95 average damage
Swagger (15): Adds Confusion, raises target’s attack by 2 levels, 90% accuracy
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Seismic Toss (20): 50 Fighting type physical damage, ignores all modifiers including defense, 50 average damage
---
Final Gambit (5): Does damage equal to user’s HP, user faints as a result of the attack
Punishment (5): 32 Dark type physical damage, damage increases by 33% for every stat level above 0 target has up to +7, 33 average damage
Thrash (10): 62 Normal type physical damage, target uses for 2 to 3 turns in a row, at the end of which they are confused, 63 average damage
Cross Chop (5): 78 Fighting type physical damage, 12.5% Critical hit rate, 80% accuracy, 66 average damage
Rage (20): 11 Normal type physical damage, user’s Attack raises by 1 level if every-time they are hit on the same turn this is used, 11 average damage
Assurance (10): 32 Dark type physical damage, damage doubles if target has already received damage this turn, 33 average damage
Karate Chop (25): 40 Fighting type physical damage, 12.5% Critical Hit Rate, 42 average damage
Fury Swipes (15): 10 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 24 average damage
Focus Energy (30): Raises Critical Hit domain by 1 level
Leer (30): Lowers Defense by 1 level
Low Kick (20): Deals between 17 and 93 Fighting type physical damage based on target’s weight, where heavier = more damage, 64 average damage against “average” weight
Scratch (35): 22 Normal type physical damage, 22 average damage
Fling (10): Deals damage based on item held

Comments: Fast physical damage dealer with shaky durability, nothing really stand out, but not horrible. Middle


Arcanine (Fire)
165 HP, 130 Atk, 100 Def, 120 SpA, 100 SDef, 115 Spe
Special Ability 1 – Intimidate: Lower’s opponent’s attack by 1 level when user enters battle
Special Ability – Flash Fire: Fire type damage is nulled; if user is hit by a Fire type move, user’s Fire Type damage increases by 50%
Hidden Ability – Justified: Raises Attack by 1 level when hit by a Dark type attack
Effective Stats: 1.00 Physical, 1.00 Magical, +0.53 Speed

Flare Blitz (15): 100 Fire type physical damage, 10% Burn, 33% recoil, 67 net average damage
Flamethrower (15): 68 Fire type special damage, 10% burn, 70 average damage
Agility (30): Raises Speed by 2 levels
Leer (30): Lowers Defense by 1 level
---
Outrage (10): 64 Dragon type physical damage, target uses for 2 to 3 turns in a row, at the end of which they are confused, 66 average damage
Heat Wave (10): 71 Fire type special damage, 10% Burn, 90% accuracy, 65 average damage
Crunch (10): 43 Dark type physical damage, 20% chance of lowering Defense by 1 level, 44 average damage
Retaliate (5): 38 Normal type physical damage, damage doubles if used on turn after an ally has fainted, 39 average damage
Flame Burst (15): 53 Fire type special damage, 54 average damage
Take Down (20): 48 Normal type physical damage, 25% Recoil, 85% accuracy, 31 net average damage
Reversal (15): Fighting type physical Damage that fluctuates based on HP, ranging from 12 damage at max HP to 110 damage at 4% or less, damage altering at set intervals
Flame Wheel (25): 50 Fire type physical damage, 10% Burn, 51 average damage
Helping Hand (20): Increases an ally’s damage by 50%, +5 priority
Ember (25): 31 Fire type special damage, 10% Burn, 31 average damage
Extreme Speed (5): 43 Normal type physical damage, +2 priority, 44 average damage
Fire Fang (15): 54 Fire type physical damage, 10% Burn, 10% Flinch, 95% accuracy, 52 average damage
Odor Sleuth (40): Target’s evasion reset to default, allows Normal and Fighting type moves to hit Ghost types
Roar (20): Forces target to run or swap, cannot miss, -6 priority
Bite (25): 33 Dark type physical damage, 30% Flinch, 34 average damage
Thunder Fang (15): 36 Electric type physical damage, 10% Paralysis, 10% Flinch, 95% accuracy, 35 average damage

Comments: Despite the high overall stats, Arcanine isn’t as impressive as you’d think.  Intimidate makes him good against fighters, and he’s got good speed, but subpar damage, and no real special tricks mean I can’t see him higher than Middle


Poliwrath (Water/Fighting)
165 HP, 115 Atk, 115 Def, 90 SpA, 110 SDef, 90 Spe
Special Ability 1 – Water Absorb: Water attacks heal user up to 25% of their MHP
Special Ability 2 - Damp: Grants immunity to moves like Self Destruct and Explosion
Hidden Ability – Swift Swim: Speed raises by 2 levels during Rain
Effective Stats: 1.15 Physical, 1.10 Magical, -0.35 Speed

Wake-Up Slap (10): 51 Fighting type physical damage, damage doubles if used on a sleeping target, removing Sleep status in process, 52 average damage
Hydro Pump (5): 62 Water type special damage, 80% accuracy, 51 average damage
Belly Drum (10): Raises Attack to +6, user loses half their MHP
Hypnosis (20): Adds Sleep, 60% accuracy
---
Mud Bomb (10): 25 Ground type special damage, 30% chance of lowering Accuracy by 1 level, 85% accuracy, 21 average damage
Mud Shot (15): 21 Ground type special damage, Lowers Speed by 1 level, 95% accuracy, 20 average damage
Body Slam (15): 41 Normal type physical damage, 30% Paralysis, 42 average damage
Rain Dance (5): Adds Rain Weather for 5 turns
Bubble (30): 24 Water type special damage, 10% chance of lowering Speed by one level, 24 average damage
Water Gun (25): 24 Water type special damage, 24 average damage
Water Sport (15): Halves Fire Damage
Circle Throw (10): 44 Fighting type physical damage, forces target to run or swap, -6 priority, 90% accuracy, 40 average damage
Mind Reader (5): Insures next attack will hit
Dynamic Punch (5): 72 Fighting type physical damage, adds Confusion, 50% accuracy, 37 average damage
Submission (25): 58 Fighting type physical damage, 25% recoil, 80% accuracy, 35 net average damage
Double Slap (10): 8 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 21 average damage
Bubble Beam (20): 38 Water type special damage, 10% chance of lowering Speed by one level, 39 average damage

Comments: Put enemy to sleep -> Belly Drum -> Kill.  That sounds like a sound strategy until you remember that Sleep is turn 2, and he’s sluggish, and Belly Drum fails if he loses over half his health. Light/Middle


Alakazam (Psychic)
130 HP, 70 Atk, 65 {85} Def, 155 {195} SpA, 95 SDef, 140 {170} Spe
Special Ability 1 – Synchronize: If user is hit with Poison, Burn or Paralysis, then opponent receives the same status, if applicable
Special Ability 2 – Inner Focus: Grants Immunity to Flinch
Hidden Ability - Magic Guard: Grants immunity to damage through indirect means
Mega Ability – Trace: User copies a random opponent’s ability
Effective Stats: 0.51 {0.67} Physical, 0.91 Magical, +1.41 {+2.47} Speed
Unique Item – Alakazite: Allows for transformation into Mega Alakazam

Psychic (10): 87 {109} Psychic type special damage, 10% chance of lowering special defense by 1 level, 89 {112} average damage
Reflect (20): Halves Physical Damage dealt to entire team for 5 turns
Calm Mind (20): Raises Special Attack and Special Defense by 1 level
Recover (10): 50% Healing
---
Trick (10): User swaps held item with target
Future Sight (10): 115 {144} Psychic type special damage, attack activates on 3rd turn after use, user can still act between usage and activation, 118 {148} average damage
Psycho Cut (20): 32 Psychic type physical damage, 12.5% Critical Hit Rate, 34 average damage
Telekinesis (15): All attacks against Target except Instant Death have 100% accuracy for next 3 turns, Target also becomes immune to all Ground type damage
Psybeam (20): 63 {79} Psychic type special damage, 10% Confusion, 66 {83} average damage
Ally Switch (15): User trades spots with ally in Team Battle and thus opponent’s targeting is changed as well
Miracle Eye (40): Target’s evasion reset to default, allows Psychic type moves to hit Dark types
Disable (20): Target is unable to use their last action for 4 turns
Confusion (25): 49 {61} Psychic type special damage, 10% Confusion, 50 {62} average damage
Kinesis (15): Lower’s Accuracy by 1 level, 80% accuracy
Teleport (20): User runs without fail from battle

Comments: The classic Glass Cannon of the franchise, Alakazam returns with basically more of the same, and now a Mega form to do more of the same BUT BETTER! Still fast, still frail but can compensate, still has healing, etc., and thus, is still a solid Heavy


Machamp (Fighting)
165 HP, 150 Atk, 100 Def, 85 SpA, 105 SDef, 75 Spe
Special Ability 1 – Guts: Attack increases by 50% when user is inflicted with one of the Primary Status; this boost overrides Burn
Special Ability 2 – No Guard: All Attacks, both used by and targeting the user, have cannot miss; this includes effects like Fly and Dig, though does not apply to instant death
Hidden Ability – Steadfast: Raises Speed by 1 level every-time user is Flinched
Effective Stats: 1.00 Physical, 1.05 Magical, -0.88 Speed

Dynamic Punch (5): 93 Fighting type physical damage, 100% Confusion, (50% Accuracy,) 95 (47) average damage
Cross Chop (5): 93 Fighting type physical damage, 12.5% Critical Hit Rate, (80% Accuracy), 98 (79) average damage
Bulk Up (20): Raises Attack and Defense by 1 level
Scary Face (10): Lowers speed by 2 levels
---
Submission (25): 75 Fighting type physical damage, 25% recoil, (80% accuracy), 57 (45) net average damage
Dual Chop (15): 26 Dragon type physical damage, hits twice, (90% Accuracy), 53 (49) average damage
Wake-Up Slap (10): 66 Fighting type physical damage, damage doubles if used on a sleeping target, removing Sleep status in process, 68 average damage
Vital Throw (10): 66 Fighting type physical damage, cannot miss, -1 priority, 68 average damage
Knock Off (25): 41 Dark type physical damage, if target is holding an item, damage doubles and target drops item, 42 average damage
Revenge (10): 57 Fighting type physical damage, damage doubles if user takes damage this turn, -4 priority, 58 average damage
Seismic Toss (20): 50 Fighting type physical damage, ignores all modifiers including defense, 50 average damage
Low Sweep (20): 61 Fighting type physical damage, lowers targets speed by 1 level, 62 average damage
Foresight (40): Target’s evasion reset to default, allows Normal and Fighting type moves to hit Ghost types
Karate Chop (25): 48 Fighting type physical damage, 12.5% Critical Hit Rate, 51 average damage
Focus Energy (30): Raises Critical Hit domain by 1 level
Leer (30): Lowers Defense by 1 level
Low Kick (20): Deals between 20 and 112 Fighting type physical damage based on target’s weight, where heavier = more damage, 77 average damage against “average” weight
Wide Guard (10): Users team becomes immune to all damage for 1 turn, +3 priority, success rate halves on each consecutive use

Comments: Good at slugfests, less good if status is involved given he cannot afford No Guard.  Being slow doesn’t help, though Scary Face and Low Sweep can help mitigate that. Middle


Victreebel (Grass/Poison)
155 HP, 125 Atk, 85 Def, 120 SpA, 90 SDef, 90 Spe
Special Ability - Chlorophyll: Speed raises by 2 levels during Sunny Day
Hidden Ability – Gluttony: Health restoring berries activate at 50% HP
Effective Stats: 0.8 Physical, 0.85 Magical, -0.35 Speed

Leaf Blade (15): 71 Grass type physical damage, 12.5% Critical hit rate, 75 average damage
Sleep Powder (15): Adds Sleep, 75% accuracy
Leaf Storm (5): 97 Grass type special damage, lowers users Special Attack by 2 levels, 90% accuracy, 90 average damage
Growth (20): Raises Attack and Special Attack by 2 levels
---
Knock Off (25): 34 Dark type physical damage, if target is holding an item, damage doubles and target drops item, 35 average damage
Gastro Acid (10): Nulls the effects of target’s Special Ability
Slam (20): 39 Normal type physical damage, 75% accuracy, 32 average damage
Wring Out (5): 60 Normal type special damage, damage decreases linearly with target’s HP, 61 average damage
Poison Powder (35): Adds Poison, 75% accuracy
Stun Spore (30): Adds Paralysis, 75% accuracy
Acid (30): 31 Poison type special damage, 10% chance of lowering Special Defense by 1 level, 31 average damage
Wrap (15): 9 Normal type physical damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 90% accuracy, 8 average damage
Leaf Tornado (10): 50 Grass type special damage, 50% chance of lowering Accuracy by 1 level, 90% accuracy, 46 average damage
Razor Leaf (25): 44 Grass type physical damage, 12.5% Critical hit rate, 95% accuracy, 44 average damage
Sweet Scent (20): Lowers Evasion by 1 level
Stockpile (20): Raises Defense and Special Defense by 1 level, increase Stock by 1, can be used up to 3 times
Spit Up (10): 50 damage per stock, resets stock to 0, 51 average damage
Swallow (10): Heals user based on number of stock; 25% for 1, 50% for 2, and 100% for 3, resets stock to 0

Comments: A bit on the slow and frail side, he relies heavily on status, buffing and killing.  Can do some defensive play thanks to Stockpile too.  Middle


Tentacruel (Water/Poison)
155 HP, 90 Atk, 85 Def, 100 SpA, 140 SDef, 120 Spe
Special Ability 1 – Clear Body: Grants immunity to stat downs
Special Ability 2 – Liquid Ooze: Parasitic Healing will cause damage to the user of the attack instead of healing
Hidden Ability – Rain Dish: 6.25% MHP Regen during Rain
Effective Durability: 0.8 Physical, 1.32 Magical, +0.71 Speed

Sludge Wave (10): 60 Poison type special damage, 10% Poison, 61 average damage
Acid Spray (20): 27 Poison type special damage, lowers Special Defense by 2 levels, 27 average damage
Barrier (20): Raises Defense by 2 levels
Brine (10): 42 Water type special damage, damage doubles if target has less than 50% HP, 43 average damage
---
Wring Out (5): 62 Normal type special damage, damage decreases linearly with target’s HP, 63 average damage
Hydro Pump (5): 69 Water type special damage, 80% accuracy, 56 average damage
Supersonic (20): Adds Confusion, 55% accuracy
Hex (10): 28 Ghost type special damage, damage doubles if target has one of the primary statuses, 28 average damage
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Poison Jab (20): 46 Poison type physical damage, 30% Poison, 47 average damage
Bubble Beam (20): 42 Water type special damage, 10% chance of lowering Speed by one level, 43 average damage
Wrap (15): 7 Normal type physical damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 90% accuracy, 6 average damage
Water Pulse (20): 39 Water type special damage, 20% Confusion, 40 average damage
Toxic Spikes (20): Entry hazard that applies poison status upon entrance; if a second layer is applied, Toxic is applied instead
Acid (30): 27 Poison type special damage, 10% chance of lowering Special Defense by 1 level, 27 average damage
Constrict (35): 5 Normal type physical damage, 10% chance of lowering Speed by 1 level, 5 average damage
Poison Sting (35): 10 Poison type physical damage, 30% Poison, 10 average damage
Reflect Type (15): User changes typing to match target

Comments: Decent variety and stats overall, but nothing mind-blowingly good.  Solid Middle

Golem (Rock/Ground)
155 HP, 140 Atk, 150 Def, 75 SpA, 85 SDef, 65 Spe
Special Ability 1 – Sturdy: Grants immunity to Instant Death; user cannot be killed if at Max HP
Special Ability 2 – Rock Head: Grants immunity to Recoil damage
Hidden Ability - Sand Veil: Raises Evasion by 1 level during a Sandstorm
Effective Stats: 1.42 (2.84) Physical, 0.8 Magical, -1.24 Speed

Earthquake (10): 87 Ground type physical damage, 89 average damage
Rock Polish (20): Raises Speed by 2 levels
Bulldoze (20): 53 Ground type physical damage, lowers Speed by 1 level, 54 average damage
Stone Edge (5): 87 Rock type physical damage, 12.5% Critical Hit Rate, 80% accuracy, 73 average damage
---
Heavy Slam (10): Deals between 24 and 69 Steel type physical damage, damage varies based on target’s weight relative to user’s, where lower weight for target = greater damage, 37 average damage against “average” weight
Double-Edge (15): 69 Normal type physical damage, 33% recoil (n/a w/ Rock Head), 47 (71 net) average damage
Explosion (5): 143 Normal type physical damage, user faints as a result of the attack, 147 average damage
Self Destruct (5): 115 Normal type physical damage, user faints as a result of the attack, 118 average damage
Rock Blast (10): 24 Rock type physical damage, hits 2 to 5 times, 90% accuracy, 66 average damage
Stealth Rock (20): Entry Hazard that does 12.5% damage at base, and fluctuates linearly depending on target’s Rock resistance
Smack Down (15): 45 Rock type physical damage, target loses Flying typing or Levitate if applicable until they leave battle, 46 average damage
Rock Throw (15): 45 Rock type physical damage, 90% accuracy, 41 average damage
Magnitude (30): Does Ground type physical damage ranging from 11 to 130, with middling values being the most common, 63 median damage
Steamroller (20): 38 Bug type physical damage, 30% Flinch, 39 average damage
Mud Sport (15): Halves Electric Damage
Defense Curl (40): Raises Defense by 1 level, doubles damage of Rollout if used immediately before
Tackle (35): 30 Normal type physical damage, 30 average damage
Rollout (20): 28 Rock type physical damage, damage doubles each consecutive turn, used 5 turns in a row unless it misses, 90% accuracy, 25 average damage

Comments: At first glance, it’s a typical physical tank.  Then you realize it has Rock Polish and Bulldoze to offset speed woes, and Sturdy makes it very hard to kill in one turn, and suddenly it’s looking a lot scarier.  Low Heavy


Rapidash (Fire)
140 HP, 120 Atk, 90 Def, 100 SpA, 100 SDef, 125 Spe
Special Ability 1 – Run Away: Insures success upon Running
Special Ability 2 – Flash Fire: Fire type damage is nulled; if user is hit by a Fire type move, user’s Fire Type damage increases by 50%
Hidden Ability – Flame Body: 30% chance of inflicting Burn on opponent when hit by a contact move
Effective Stats: 0.77 Physical, 0.85 Magical, +0.88 Speed

Flare Blitz (15): 90 Fire type physical damage, 10% Burn, 33% recoil, 61 net average damage
Flame Charge (20): 39 Fire type physical damage, raises speed by 1 level, 40 average damage
Inferno (5): 63 Fire type special damage, adds Burn, 50% accuracy, 32 average damage
Mega Horn (10): 60 Bug type physical damage, 85% accuracy, 52 average damage
---
Bounce (5): 43 Flying type physical damage, one turn charge time, during which user cannot be damaged ala FF Jump, 30% paralysis, 85% accuracy, 18 average damage
Fire Blast (5): 69 Fire type special damage, 10% Burn, 60 average damage
Fury Attack (20): 9 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 21 average damage
Agility (20): Raises Speed by 2 levels
Take Down (20): 45 Normal type physical damage, 25% recoil, 85% accuracy, 29 average damage
Fire Spin (15): 24 Fire type special damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 85% accuracy, 21 average damage
Stomp (20): 33 Normal type physical damage, 30% Flinch, 34 average damage
Flame Wheel (25): 46 Fire type physical damage, 10% Burn, 47 average damage
Ember (25): 27 Fire type special damage, 10% Burn, 27 average damage
Tail Whip (30): Lowers Defense by 1 level
Growl (40): Lowers Attack by 1 level
Quick Attack (30): 18 Normal type physical damage, +1 priority, 18 average damage
Poison Jab (20): 34 Poison type physical damage, 20% Poison, 35 average damage

Comments: Subpar damage, durability, and variety, with speed not as high as its name would suggest (though still good), seems like a typical Light


Slowbro (Water/Psychic)
170 HP, 95 Atk, 130 {200} Def, 120 {150} SpA, 100 SDef, 50 Spe
Special Ability 1 – Oblivious: Grants immunity to Attract and Taunt
Special Ability 2 – Own Tempo: Grants immunity to confusion
Hidden Ability – Regenerator: User Heals 1/3rd Max HP every turn
Effective Stats: 1.35 {2.05} physical, 1.03 magical, -1.76 Speed

Psychic (10): 68 {84} type Special damage, 10% chance of lowering Special Defense by 1 level, 70 {86} average damage
Amnesia (20): Raises Special Defense by 2 levels
Yawn (10): Target is inflicted with Sleep Status on the following turn
Slack Off (10): 50% Healing
---
Heal Pulse (10): Heals Ally equal to half user’s Max HP
Psych Up (10): Copies stat changes of target
Rain Dance (5): Adds Rain Weather for 5 turns
Withdraw (40): Raises Defense by 1 level
Zen Headbutt (15): 46 Psychic type physical, 20% Flinch, 90% accuracy, 42 average damage
Water Pulse (20): 46 {57} Water type special damage, 20% Confusion, 47 {58} average damage
Headbutt (20): 28 Normal type physical damage, 20% Flinch, 28 average damage
Disable (20): Target is unable to use their last action for 4 turns
Confusion (25): 39 {48} Psychic type special damage, 10% Confusion, 40 {49} average damage
Water Gun (25): 31 {39} water type special damage, 31 {40} average damage
Tackle (35): 21 Normal type physical damage, 21 average damage
Curse (10): Raises Attack and Defense by 1 level, lowers Speed by 1 level

Comments: Unlike Rapidash, Slowbro’s name is an indicator to how slow he is!  He does make up for this however with being an incredible physical tank with Amnesia and Slack Off to compliment, on top of some status and a few other side tricks like Curse should situation arise. Middle/Heavy


Farfetch’d (Normal/Flying)
127 HP, 85 Atk, 75 Def, 78 SpA, 82 SDef, 80 Spe
Special Ability 1 – Keen Eye: Grants immunity to accuracy lowering
Special Ability 2 – Inner Focus: Grants immunity to Flinch
Hidden Ability – Defiant: Raises Attack by 2 levels when a stat is lowered; does not apply to self or ally inflicted stat downs
Effective Stats: 0.58 Physical, 0.63 Magical, -0.71 Speed
Unique Item – Stick: Raises Critical Hit Domains by 2 (so 50% Base); this is NOT his default, due to actually lowering the damage of his best attack, for alt damage, this is already factored in.

Acrobatics (15): 59 (31) Flying type physical damage, 60 (38) average damage
Swords Dance (20): Raises Attack by 2 levels
Agility (30): Raises Speed by 2 levels
Air Slash (15): 38 Flying type special damage, 30% Flinch, 95% accuracy, 37 (45) average damage
---
Air Cutter (25): 31 Flying type special damage, 12.5% (100%) Critical hit rate, 95% accuracy, 31 (44) average damage
Brave Bird (15): 66 Flying type physical damage, 33% recoil, 44 (53) average damage
False Swipe (40): 21 Normal type physical damage, cannot kill, 21 (26) average damage
Feint (10): 18 Normal type physical damage, ignores and dispels invincibility, +2 priority, 18 (22) average damage
Night Slash (15): 25 Dark Type physical damage, 12.5% (100%) Critical Hit rate, 26 (37) average damage
Knock Off (25): 24 Dark type physical damage, if target is holding an item, damage doubles and target drops item, 24 (30) average damage
Aerial Ace (20): 33 Flying type physical damage, cannot miss, 34 (41) average damage
Fury Attack (20): 10 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 24 (30) average damage
Fury Cutter (20): 15 Bug type physical damage, damage doubles on consecutive uses up to 5 times, 95% accuracy, 14 (17) average damage
Leer (30): Lowers Defense by 1 level
Sand Attack (15): Lowers Accuracy by 1 level
Peck (35): 20 Flying type physical damage, 20 (25) average damage
Poison Jab (20): 29 Poison type physical damage, 20% Poison, 29 (36) average damage

Comments: Farfetch’d is practically Godlike!  Except for the lack of damage…and speed…and durability...Light

*Big Gap*

Starmie (Water/Psychic)
135 HP, 95 Atk, 105 Def, 120 SpA, 105 SDef, 135 SPe
Special Ability 1 – Illuminate: Increases random encounter rate of Wild Pokemon
Special Ability 2 – Natural Cure: Heals user of all basic status effects when swapped
Hidden Ability – Analytic: Users Attack raises by 30% if they act last that turn
Effective Stats: 0.86 Physical, 0.86 Magical, +1.24 Speed

Psychic (10): 68 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 70 average damage
Confuse Ray (10): Adds Confusion
Recover (10): 50% Healing
Cosmic Power (20): Raises Defense and Special Defense by 1 level
---
Hydropump (5): 82 Water type special damage, 80% accuracy, 67 average damage
Light Screen (20): Halves Special Damage dealt to entire team for 5 turns
Power Gem (20): 40 Rock type special damage, 41 average damage
Reflect Type (15): Changes user’s typing to that of the target’s
Minimize (10): Raises Evade by 2 levels
Brine (10): 50 Water type special damage, damage double if target’s HP is below 50%, 51 average damage
Gyro Ball (5): 9 Steel type physical damage, damage changes based on target’s speed, where-in higher speed = higher power, 9 average damage
Camouflage (20): Changes user’s typing based on the environment
Bubble Beam (20): 50 Water type special damage, 10% chance of lowering Speed by 1 level, 51 average damage
Psywave (15): Deals damage ranging from 25 to 75, ignores all modifiers including defense, 50 average damage
Harden (30): Increases Defense by 1 level
Tackle (35): 21 Normal type physical damage, 21 average damage
Swift (20): 30 Normal type special damage, cannot miss, 30 average damage
Water Gun (25): 31 Water type special damage, 31 average damage
Rapid Spin (40): 17 Normal type physical damage, removes entry hazards and breaks free of moves like Wrap and Leech Seed, 17 average damage

Comments: Damage and durability leave a bit to be desired, but it’s got a lot of tools and the speed to make use of them, nice strong Middle
« Last Edit: August 24, 2016, 04:21:44 AM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

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Re: Pokemon Gen 6
« Reply #3 on: January 04, 2015, 01:51:04 AM »
Because going through all of Gen 1 is boring and there are more interesting things with the generation, I'm going to be skipping ahead to a few more interesting things first, then jumping back.  Specifically, doing the Kanto, Hoenn and Kalos legendaries (...as well as Dragonite, and possibly Salamence/Metagross), since those are the ones with interesting changes and/or are new.

Articuno (Ice/Flying)
165 HP, 105 Atk, 120 Def, 115 SpA, 145 SDef, 105 Spe
Special Ability – Pressure: Opponent’s Attacks use 2 PP instead of 1 if targeting the user
Hidden Ability – Snow Cloak: Raises Evade by 1 level during Hail
Effective Stats: 1.21 Physical, 1.46 Magical, +0.18 Speed

Ice Beam (10): 65 Ice type special damage, 10% Freeze, 67 average damage
Reflect (20): Halves Physical Damage dealt to entire team for 5 turns
Roost (10): 50% Healing, user loses Flying typing for rest of turn if faster
Agility (30): Raises Speed by 2 level
---
Sheer Cold (5): Instant Death, 30% accuracy
*Blizzard (5): 79 Ice type special damage, 10% Freeze, 70% accuracy, 57 average damage
Tailwind (15): Doubles speed for entire team for 4 turns
Hail (5): Causes Hail weather for 5 turns
Ancient Power (5): 29 Rock type special damage, 10% chance of raising all stats by 1 level, 29 average damage
Mind Reader (5): Insures next attack will hit
Ice Shard (30): 28 Ice type physical damage, +1 priority, 28 average damage
Mist (30): Grants immunity to stat downs for 5 turns
Powder Snow (25): 30 Ice type special damage, 10% Freeze, 30 average damage
Gust (35): 30 Flying type special damage, 30 average damage
Freeze-Dry (20): 51 Ice type special damage, hits weakness on Water types, 10% Freeze, 52 average damage
Hurricane (10): 79 Flying type special damage, 30% Confusion, 70% accuracy, 57 average damage

Comments: Articuno’s primary strategy is outlasting his opponent.  Between Reflect, Agility, high defenses and Roost, it has the tools to do so.  Damage is underwhelming, but it does have a back up strategy in Mind Reader + Sheer Cold for 2 turn Instant Death, as well as Hail + Blizzard to get around evasion with a slight damage boost. Low Heavy


Zapdos (Electric/Flying)
165 HP, 110 Atk, 105 Def, 145 SpA, 115 SDef, 120 Spe
Special Ability – Pressure: Opponent’s Attacks use 2 PP instead of 1 if targeting the user
Hidden Ability – Static: 30% chance of inflicting paralysis on opponent when hit by a contact move
Effective Stats: 1.05 Physical, 1.10 Magical, +0.78 Speed

Discharge (20): 73 Electric type special damage, 30% Paralysis, 75 average damage
Roost (10): 50% Healing, user loses Flying typing for rest of turn if faster
Charge (20): Raises Special Defense by 1 level, damage doubles next turn if attack is Electric typed
Thunder Wave (20): Adds paralysis, fails vs. those immune to Electric
---
Zap Cannon (5): 108 Electric type special damage, 100% Paralysis, 50% accuracy, 55 average damage
*Thunder (10): 99 Electric type special damage, 30% Paralysis, 70% accuracy, 71 average damage
Drill Peck (20): 56 Flying type physical damage, 57 average damage
Light Screen (20): Halves Special Damage dealt to entire team for 5 turns
Rain Dance (5): Adds Rain Weather for 5 turns
Ancient Power (5): 37 Rock type special damage, 10% chance of raising all stats by 1 level, 38 average damage
Agility (30): Raises Speed by 2 level
Detect (5): Invincibility for 1 turn, +4 priority, success rate halves on each consecutive use
Pluck (20): 42 Flying type physical damage, 43 average damage
Peck (35): 26 Flying type physical damage, 26 average damage
Thunder Shock (25): 37 Electric type special damage, 10% Paralysis, 38 average damage

Comments: While damage is middling, Zapdos has a few tricks to make up for it like a speed game, buffs to deal with mages, healing, and even Thunder + Rain Dance to get around Evasion or those reliant on Fire. Heavy


Moltres (Fire/Flying)
165 HP, 120 Atk, 105 Def, 145 SpA, 115 SDef, 110 Spe
Special Ability – Pressure: Opponent’s Attacks use 2 PP instead of 1 if targeting the user
Hidden Ability – Flame Body: 30% chance of inflicting Burn on opponent when hit by a contact move
Effective Stats: 1.05 Physical, 1.10 Magical, +0.35 Speed

Flamethrower (15): 81 Fire type special damage, 10% Burn, 83 average damage
Agility (30): Raises Speed by 2 levels
Roost (10): 50% Healing, user loses Flying typing for rest of turn if faster
Safeguard (25): Grants immunity to status for entire team for 5 turns
---
Hurricane (10): 99 Flying type special damage, 30% Confusion, 70% accuracy, 71 average damage
Sky Attack (5): 104 Flying type physical damage, one turn charge time, 12.5% Critical hit Rate, 30% Flinch, 90% accuracy, 49 average damage
*Solar Beam (10): 72 Grass type special damage, 1 turn charge time, 38 average damage
Heat Wave (10): 86 Fire type special damage, 10% Burn, 90% accuracy, 79 average damage
Sunny Day (5): Adds Sunny Day Weather for 5 turns
Air Slash (15): 68 Flying type special damage, 30% Flinch, 95% accuracy, 66 average damage
Ancient Power (5): 37 Rock type special damage, 10% chance of raising all stats by 1 level, 38 average damage
Endure (10): User will survive any lethal attack with 1 HP, success rate halves on each consecutive use, +3 Priority
Fire Spin (15): 33 Fire type special damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 85% accuracy, 28 average damage
Ember (25): 37 Fire type special damage, 10% Burn, 38 average damage
Wing Attack (35): 46 Flying type physical damage, 47 average damage

Comments: Moltres has come a long way since the Fire Spin spamming days of Gen 1.  Not only did it gain an actual damage move, but several decent back up options as well, between Sunnybeam combo or Hurricane for Fire Resistance, Roost and Agility to play defensively, and Sky Attack is…still pretty much awful and should never be used! Some form of Heavy


Dragonite (Dragon/Flying)
166 HP, 154 Atk, 115 Def, 120 SpA, 120 SDef, 100 Spe
Special Ability – Inner Focus: Grants Immunity to Flinch
Hidden Ability – Multiscale: Halves damage when HP Is full
Effective Stats: 1.16 Physical, 1.21 Magical, -0.00 Speed

*Outrage (10): 114 Dragon type physical damage, target uses for 2 to 3 turns in a row, at the end of which they are confused, 117 average damage
Dragon Dance (10): Raises Attack and Speed by 1 level
Roost (10): 50% Healing, user loses Flying typing for rest of turn if faster
Safeguard (25): Grants immunity to status for entire team for 5 turns
---
Thunder Wave (20): Adds paralysis, fails vs. those immune to Electric
Hurricane (10): 82 Flying type special damage, 10% Confusion, 70% accuracy, 59 average damage
*Hyper Beam (5): 68 Normal type special damage, 1 turn recharge, 90% accuracy, 34 average damage
Wing Attack (35): 58 Flying type physical damage, 59 average damage
Dragon Rush (10): 96 Dragon type physical damage, 20% Flinch, 75% accuracy, 74 average damage
Aqua Tail (10): 57 Water type physical damage, 90% accuracy, 52 average damage
Dragon Tail (10): 58 Dragon type physical damage, forces target to run or swap, -6 Priority, 90% accuracy, 53 average damage
Agility (30): Raises Speed by 2 levels
Slam (20): 57 Normal type physical damage, 75% accuracy, 39 average damage
Dragon Rage (10): 40 Dragon type special damage, ignores all modifiers including defense, 40 average damage
Twister (20): 31 Dragon type special damage, 20% flinch, 31 average damage
Leer (30): Lowers Defense by 1 level
Wrap (15): 11 Normal type physical damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 10 average damage
Fire Punch (15): 48 Fire type physical damage, 10% Burn, 49 average damage
Thunder Punch (15): 48 Electric type physical damage, 10% Paralysis, 49 average damage

Comments: Good durability and great damage backed up by an amazing buff and healing, Dragonite’s pretty damn scary in the DL.  Only shortcomings are average starting speed, and a serious Ice weakness, as well as his best damage restricting his actions some.  Heavy


Mewtwo (Psychic {Psychic/Fighting})
181 HP, 130 {210} <170> Atk, 110 {120} <90> Def, 174 <214> SpA, 110 {120} <140> SDef, 150 <160> Spe
Special Ability – Pressure: Opponent’s Attacks use 2 PP instead of 1 if targeting the user
Hidden Ability – Unnerve: Opponent cannot use berries
Mega Ability X – Steadfast: Steadfast: Raises Speed by 1 level every-time user is Flinched
Mega Ability Y – Insomnia: Grants Immunity to Sleep
Effective Stats: 1.21 {1.32} <0.99> Physical, 1.21 {1.32} <1.54> Magical, +1.76 <+2.12> Speed
Unique Item 1 – Mewtwonite X: Allows for transformation into Mega Mewtwo X
Unique Item 2 – Mewtwonite Y: Allows for Transformation into Mega Mewtwo Y

*Psystrike (10): 108 <132> Psychic type special damage, hits defense, 111 <136> average damage
Recover (10): 50% Healing
Barrier (20): Raises Defense by 2 levels
*Amnesia (20): Raises Special Defense by 2 levels
---
*Me First (20): Use attack used by Target against them with 50% more power, fails if user is slower or target uses a Non-damaging attack
*Mist (30): Grants immunity to stat downs for 5 turns
*Aura Sphere (20): 58 {87} <71> Fighting type special damage, cannot miss, 59 {89} <73> average damage
Psychic (10): 97 <119> Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 100 <122> average damage
Guard Swap (10): User trades Defense and Special Defense modifiers with target
Power Swap (10): User trades Attack and Special Attack modifiers with Target
Psycho Cut (20): 58 {92} <75> Psychic type physical damage, 12.5% Critical hit Rate, 61 {97} <79> average damage
Miracle Eye (40): Insures next attack will hit, allows Psychic type moves to hit Dark types
Future Sight (10): 129 <158> Psychic type special damage, attack activates on 3rd turn after use, user can still act between usage and activation, 133 <162> average damage
Swift (20): 44 <53> Normal type special damage, cannot miss, 45 <54> average damage
Safeguard (25): Grants immunity to status for entire team for 5 turns
Disable (20): Target is unable to use their last action for 4 turns
Confusion (25): 55 <67> Psychic type special damage, 10% Confusion, 56 <69> average damage

Comments: Mewtwo is always Mewtwo…which begs the question why he needed a Mega form that makes him faster and hits harder.  Loses some physical bulk with that.  His other Mega form doesn’t see as much use, mostly just useful if he needs higher defense or is facing Dark damage.  Godlike


Mew (Psychic)
175 HP, 120 Atk, 120 Def, 120 SpA, 120 SDef, 120 Spe
Special Ability – Synchronize: If user is hit with Poison, Burn or Paralysis, then opponent receives the same status, if applicable
Effective Stats: 1.28 Physical, 1.28 Magical, +0.78 Speed

Psychic (10): 68 Psychic type damage, 10% chance of lowering Special Defense by 1 level, 70 average damage
*Nasty Plot (20): Raises Special Attack by 2 levels
Barrier (20): Raises Defense by 2 levels
Amnesia (20): Raises Special Defense by 2 levels
---
*Me First (20): Use attack used by Target against them with 50% more power, fails if user is slower or target uses a Non-damaging attack
Metronome (10): Makes a random action from pretty much any attack you can think of; for purposes of sanity, I am not getting full details of this attack
*Aura Sphere (20): 40 Fighting type special damage, cannot miss, 41 average damage
*Baton Pass (40): User swaps out, passing along stat changes to whoever replaces him
Ancient Power (5): 30 Rock type special damage, 10% chance of raising all stats by 1 level, 30 average damage
Mega Punch (20): 40 Normal type physical damage, 85% accuracy, 35 average damage
Transform (10): User transforms into target, gaining their non-HP stats, typing, Special Ability, and their move-set with 5 PP uses of each attack
Reflect Type (15): User changes typing to match target
Pound (35): 21 Normal type physical damage, 21 average damage

Comments: Good stats across the board with middling damage but some really good buffs help keep it afloat somewhere in Heavy
« Last Edit: August 24, 2016, 04:11:54 AM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

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Re: Pokemon Gen 6
« Reply #4 on: January 23, 2015, 02:12:28 AM »
This post is dedicated entirely to Gen 3 shenanigans.  Namely starters, legendaries, dragons that hanglide, and robots that get bigger by stacking more of them on top of each other until it makes both more and less sense at the same time!

Why Gen 3 specifically?  Because a large number of the ones listed here got some sort of major gameplay change (usually a Mega Evolution) that makes them worth noting.

Sceptile (Grass {Grass/Dragon})
145 HP, 105 {135} Atk, 85 {95} Def, 125 {165} SpA, 105 SDef, 140 {165} Spe
Special Ability – Overgrow: Grass damage increases by 50% when HP =< 33%
Hidden Ability – Unburden: When the user's item is consumed, its speed doubles until it leaves combat
Mega Ability - Lightning Rod: Grants immunity to Electric attacks, all electric attacks in team battles are forced to target the user.  If hit with an electric attack, Special Attack of user raises by 1 level
Effective Stats: 0.75 {0.84} Physical, 0.93 Magical, +1.41 {+2.29} Speed
Unique Item – Sceptilite: Allows for transformation in Mega Sceptile

Energy Ball (10): 71 {92} Grass type special damage, 10% chance of lowering Special Defense by 1 level, 73 {94} average damage
Agility (30): Raises Speed by 2 level
Giga Drain (10): 59 {77} Grass type special damage, heals user equal to half damage done, 60 {79} average damage
Frenzy Plant (5): 116 {153} Grass type special damage, 1 turn recharge, 90% accuracy, 53 {71} average damage
---
Grass Pledge (10): 63 {82} Grass type special damage, 64 {84} average damage
Endeavour (5): Target’s HP is set equal to user’s HP
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Leaf Storm (5): 101 {133} Grass type special damage, lowers users Special Attack by 2 levels, 90% accuracy, 93 {123} average damage
Quick Guard (15): Grants immunity to Increased Priority attacks for entire team for one turn, +3 Priority, success rate halves on each consecutive use
False Swipe (40): 18 {23} Normal type physical damage, cannot kill, 18 {23} average damage
X-Scissor (15): 35 {45} Bug type physical damage, 36 {46} average damage
Detect (5): Invincibility for 1 turn, +4 priority, success rate halves on each consecutive use
Dual Chop (15): 18 {35} Dragon type physical damage, hits twice, 90% Accuracy, 32 {64} average damage
Slam (20): 35 {45} Normal type physical damage, 75% accuracy, 27 {34} average damage
Leaf Blade (15): 60 {76} Grass type physical damage, 12.5% Critical hit rate, 63 {80} average damage
Pursuit (20): 18 {23} Dark type physical damage, 18 {23} average damage
Fury Cutter (20): 18 {23} Bug type physical damage, damage doubles on consecutive uses up to 5 times, 95% accuracy, 17 {22} average damage
Mega Drain (15): 33 {42} Grass type special damage, heals user equal to half damage done, 34 {43} average damage
Quick Attack (30): 18 {23} Normal type physical damage, +1 Priority, 18 {23} average damage
Absorb (25): 17 {22} Grass type special damage, heals user equal to half damage done, 17 {22} average damage
Leer (30): Lowers Defense by 1 level
Pound (35): 18 {23} Normal type physical damage, 18 {23} average damage

Comments: As Mega Sceptile, he’s extremely fast with good offense and a powerful finisher in Frenzy Plant, with Giga Drain being good enough damage and healing to squeeze out that extra turn.  If opponent has high special defense, he does have Leaf Blade + Screech as a back up.  Heavy


Blaziken (Fire/Fighting)
155 HP, 140 {180} Atk, 90 {100} Def, 130 {150} SpA, 90 {100} SDef, 100 {120} Spe
Special Ability – Blaze: Fire damage increases by 50% when HP =< 33%
Hidden Ability – Speed Boost: User gets +1 Speed at the end of each turn
Mega Ability – Speed Boost: User gets +1 Speed at the end of each turn
Effective Stats: 0.85 {0.94} Physical, 0.85 {0.94} Magical, -0.00 {+0.71} Speed
Unique Item – Blazikenite: Allows for transformation into Mega Blaziken

High Jump Kick (10): 113 {144} Fighting type physical damage, user takes 50% MHP in damage if attack misses, 90% accuracy, 110 {126} average damage
Bulk Up (20): Raises Attack and Defense by 1 level
Flamethrower (15): 73 {84} Fire type special damage, 10% Burn, 75 {86} average damage
Blast Burn (5): 121 {139} Fire type special damage, 1 turn recharge, 90% accuracy, 56 {64} average damage
---
Sand Attack (15): Lowers Accuracy by 1 level

Flame Burst (15): 58 {66} Fire type special damage, 59 {68} average damage
Ember (25): 34 {39} Fire type special damage, 10% Burn, 35 {40} average damage
Slash (20): 41 {52} Normal type physical damage, 12.5% Critical hit rate, 43 {55} average damage
Fire Spin (15): 30 {34} Fire type special damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 85% accuracy, 26 {29} average damage
Fire Pledge (10): 65 {75} Fire type special damage, 67 {77} average damage
Mirror Move (20): Uses the last move used by the opponent
Flare Blitz (15): 104 {133} Fire type physical damage, 10% Burn, 33% recoil, 71 {91} net average damage
Sky Uppercut (15): 75 {95} Fighting type physical damage, 90% accuracy, 69 {88} average damage
Blaze Kick (10): 75 {95} Fire type physical damage, 10% Burn, 12.5% critical hit rate, 90% accuracy, 71 {90} average damage
Quick Attack (30): 24 {30} Normal type physical damage, +1 Priority, 24 {30} average damage
Peck (35): 21 {27} Flying type physical damage, 21 {27} average damage
Double Kick (30): 28 {35} Fighting type physical damage, hits twice 56 {72} average damage
Focus Energy (30): Raises Critical Hit domain by 1 level
Scratch (35): 24 {30} Normal type physical damage, 24 {30} average damage
Growl (40): Lowers Attack by 1 level
Fire Punch (15): 66 {84} Fire type physical damage, 10% Burn, 68 {86} average damage
Brave Bird (15): 69 {89} Flying type physical damage, 33% recoil, 47 {60} net average damage

Comments: Mega Blaziken hits hard, gets faster every turn, has a buff that makes him hit harder, and even has passable special damage.  Basically, he’s really good! One flaw is he starts at average speed though. High Heavy


Swampert (Water/Ground)
175 HP, 130 {170} Atk, 110 {130}, 105 {115} SpA, 110 {130} SDef, 80 {90} Spe
Special Ability – Torrent: Water damage increases by 50% when HP =< 33%
Hidden Ability – Damp: Grants immunity to moves like Self Destruct and Explosion
Mega Ability – Swift Swim: Speed raises by 2 levels during Rain
Effective Stats: 1.17 {1.38} Physical, 1.17 {1.38} Magical, -0.71 {-0.35} Speed
Unique Item – Swampertite: Allows for transformation into Mega Swampert

Earthquake (10): 81 {105} Ground type physical damage, 83 {108} average damage
Hydro Pump (5): 72 {79} Water type special damage, 80% accuracy, 59 {65} average damage
Hydro Cannon (5): 98 {107} Water type special damage, 1 turn recharge, 90% accuracy, 45 {49} average damage
Mud Shot (15): 37 {41} Ground type special damage, Lowers Speed by 1 level, 95% accuracy, 36 {40} average damage
---
Hammer Arm (10): 54 {70} Fighting type physical damage, lowers user’s speed by 1 level, 90% accuracy, 50 {64} average damage
Endeavour (5): Target’s HP is set equal to user’s HP
Take Down (20): 49 {63} Normal type physical damage, 25% Recoil, 85% accuracy, 31 {41} net average damage
Muddy Water (10): 60 {65} Water type special damage, 30% chance of lowering Accuracy by 1 level, 90% accuracy, 53 {56} average damage
Protect (10): Invincibility for 1 turn, +4 priority, success rate halves on each consecutive use
Rock Slide (15): 41 {53} Rock type physical damage, 30% Flinch, 90% accuracy, 38 {49} average damage
Mud Bomb (10): 44 {48} Ground type special damage, 30% chance of lowering Accuracy by 1 level, 85% accuracy, 38 {42} average damage
Bide (10): User skips next two turns, at the end of which, they will do twice as much Normal type damage as they received during that phase, +1 priority
Foresight (40): Target’s evasion reset to default, allows Normal and Fighting type moves to hit Ghost types
Mud-Slap (20): 15 {16} Ground type special damage, lowers Accuracy by 1 level, 15 {16} average damage
Water Gun (25): 28 {30} Water type special damage, 28 {30} average damage
Growl (40): Lowers Attack by 1 level
Tackle (35): 28 {36} Normal type physical damage, 28 {37} average damage
Mud Sport (15): Halves Electric Damage
Whirlpool (15): 25 {27} Water type special damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 85% accuracy, 21 {23} average damage
Rock Throw (15): 28 {36} Rock type physical damage, 90% accuracy, 25 {33} average damage


Comments: Tanky and hits hard, with Mud Shot to help with the speed woes some.  Not much in variety otherwise, but good enough for Heavy

*BIG GAP*

Gardevoir (Psychic/Fairy)
143 HP, 85 {105} Atk, 85 Def, 145 {185} SpA, 135 {155} SDef, 100 {120} Spe
Special Ability 1 – Synchronize: If user is hit with Poison, Burn or Paralysis, then opponent receives the same status, if applicable
Special Ability 2 – Trace: User’s special ability becomes same as opponent’s when they enter the battle
Hidden Ability – Telepathy: User cannot be harmed by allies
Mega Ability – Pixilate: Normal type attacks are boosted by 30% and become Fairy type, this is already factored into averages when applicable
Effective Stats: 0.74 physical, 1.17 {1.35} magical, -0.00 {+0.71} speed
Unique Item – Gardevoirite: Allows for transformation into Mega Gardevoir

Moonblast (15): 86 {109} Fairy type special damage, 30% chance of lowering Special Attack by 1 level, 88 {112} average damage
Hypnosis (20): Adds Sleep, 60% accuracy
Calm Mind (20): Raises Special Attack and Special Defense by 1 level
Draining Kiss (10): 46 {58} Fairy type special damage, heals user equal to 75% damage done, 47 {59} average damage
---
Stored Power (10): 20 {25} Psychic type special damage, damage increases linearly for every buff the user has, 20 {25} average damage
Dream Eater (15): 90 {115} Psychic type special damage, heals user equal to half damage done, only works if target is asleep, 92 {118} average damage
Captivate (20): Lowers Special Attack by 2 levels if target is opposite gender; despite all logic and reason, Gardevoir has a 50% chance of either gender
Future Sight (10): 108 {137} Psychic type special damage, attack activates on 3rd turn after use, user can still act between usage and activation, 112 {141} average damage
Imprison (10): Target cannot use any moves they share with the user
Psychic (10): 81 {103} Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 83 {106} average damage
Heal Pulse (10): Heals Ally equal to half user’s Max HP
Magical Leaf (20): 37 {46} Grass type special damage, cannot miss, 38 {46} average damage
Wish (10): Turn after this is used, the current Pokemon heals equal to 50% User’s MHP
Disarming Voice (20): 37 {47} Fairy type special damage, cannot miss, 38 {48} average damage
Teleport (20): User runs without fail from battle
Confusion (25): 46 {58} Psychic type special damage, 10% Confusion, 47 {59} average damage
Double Team (15): Raises Evade by 1 level
Growl (40): Lowers Attack by 1 level
Misty Terrain (10): Creates Terrain that grants immunity to all status

Comments: As Mega Gardevoir, it hits hard, has good speed, high magic durability though iffy physical, and a lot of tricks to play around.  Heavy


*BIG GAP*

Salamence (Dragon/Flying)
170 HP, 155 {165} Atk, 100 {150} Def, 130 {140} SpA, 120 {140} Spe
Special Ability – Intimidate: Lower’s opponent’s attack by 1 level when user enters battle
Hidden Ability – Moxie: Raises User’s attack by 1 level for every foe he defeats
Mega Ability – Aerilate: Normal type attacks are boosted by 30% and become Flying type, this is already factored into averages when applicable
Effective Stats: 1.03 {1.55} Physical, 1.03 {1.14} Magical, +0.71 Speed
Unique Item – Salamencite: Allows for transformation into Mega Salamence

Dragon Claw (15): 78 {82} Dragon type physical damage, 80 {84} average damage
Double-Edge (15): 77 Normal {159 Flying} type physical damage, 33% recoil, 53 {109} average damage
Scary Face (10): Lowers speed by 2 levels
Dragon Breath (20): 46 {53} Dragon type special damage, 30% paralysis, 47 {54} average damage
---
Fly (15): 87 {90} Flying type physical damage, one turn charge time, during which user cannot be damaged ala FF Jump, 95% accuracy, 42 {43} average damage
Flamethrower (15): 45 {52} Fire type special damage, 10% Burn, 46 {53} average damage
Zen Headbutt (15): 58 {61} Psychic type physical damage, 20% Flinch, 90% accuracy, 53 {56} average damage
Protect (10): Invincibility for 1 turn, +4 priority, success rate halves on each consecutive use
Crunch (15): 58 {61} Dark type physical damage, 20% chance of lowering Defense by 1 level, 59 {62} average damage
Focus Energy (30): Raises Critical Hit domain by 1 level
Headbutt (15): 45 Normal {94 Flying} type physical damage, 30% Flinch, 46 {96} average damage
Bite (25): 39 {41} Dark type physical damage, 30% Flinch, 40 {42} average damage
Leer (30): Lowers Defense by 1 level
Ember (25): 21 {24} Fire type special damage, 10% Burn, 21 {24} average damage
Rage (20): 20 Normal {29 Flying} type physical damage, user’s Attack raises by 1 level if every-time they are hit on the same turn this is used, 20 {29} average damage
Fire Fang (15): 42 {45} Fire type physical damage, 10% Burn, 10% Flinch, 95% accuracy, 41 {44} average damage
Thunder Fang (15): 42 {45} Electric type physical damage, 10% Burn, 10% Flinch, 95% accuracy, 41 {44} average damage
Dragon Tail (10): 59 {62} Dragon type physical damage, forces target to run or swap, -6 Priority, 90% accuracy, 54 {57} average damage

Comments: Mega Salamence is extremely fast, hits respectably hard, and is a massive physical tank BEFORE intimidate.  Despises Ice magic a lot though. Heavy/Godlike


Metagross (Psychic/Steel)
155 HP, 155 {165} Atk, 150 {170} Def, 115 {125} SpA, 110 {130} SDef, 90 {130} Spe
Special Ability – Clear Body: Grants immunity to stat downs
Hidden Ability – Light Metal: Weight of user is halved
Mega Ability –Tough Claws: All Contact moves increase damage by 30%; this is already factored into damage when applicable
Effective Stats: 1.42 (2.84) {1.6 (3.2)} physical, 1.04 {1.24} magical, -0.35 {+1.06} speed
Unique Item – Metagrossite: Allows for transformation into Mega Metagross

Meteor Mash: 87 {123} Steel type physical damage, 20% chance of raising Attack by 1 level, 90% accuracy, 80 {114} average damage
Agility (20): Raises Speed by 2 levels
Iron Defense (15): Raises Defense by 2 levels
Psychic (10): 65 {71} Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 67 {73} average damage
---
Hyper Beam (5): 71 {77} Normal type special damage, 1 turn recharge, 90% accuracy, 32 {35} average damage
Hammer Arm (10): 64 {91} Fighting type physical damage, lowers user’s speed by 1 level, 90% accuracy, 59 {84} average damage
Scary Face (10): Lowers Speed by 2 levels
Zen Headbutt (15): 78 {110} Psychic type physical, 20% Flinch, 90% accuracy, 72 {102} average damage
Miracle Eye (40): Target’s evasion reset to default, allows Psychic type moves to hit Dark types
Bullet Punch (30): 40 {57} Steel type physical damage, +1 priority, 41 {58} average damage
Pursuit (20): 26 {37} Dark type physical damage, 26 {38} average damage
Metal Claw (35): 49 {70} Steel type physical damage, 10% chance of raising Attack by 1 level, 95% accuracy, 48 {68} average damage
Confusion (25): 37 {40} Psychic type special damage, 10% Confusion, 38 {41} average damage
Take Down (20): 58 {82} Normal type physical damage, 25% recoil, 85% accuracy, 37 {53} average damage
Magnet Rise (10): Grants immunity to Ground type attacks and terrain for 5 turns

Comments: Mega Metagross is fast, hits hard, and extremely tanky with buffs to boot.  High Heavy


Regirock (Rock)
155 HP, 120 Atk, 220 Def, 70 SpA, 120 SDef, 70 Spe
Special Ability - Clear Body: Grants immunity to stat downs
Hidden Ability - Sturdy: Grants immunity to Instant Death; user cannot be killed if at Max HP
Effective Stats: 2.08 (4.16) Physical, 1.13 Magical, -1.06 Speed

Stone Edge (5): 75 Rock type physical damage, 12.5% Critical hit rate, 80% accuracy, 63 average damage
Curse (10): Raises Attack and Defense by 1 level, lowers Speed by 1 level
Bulldoze (20): 30 Ground type physical damage, lowers Speed by 1 level, 30 average damage
Zap Cannon (5): 35 Electric type special damage, adds Paralysis, 50% accuracy, 18 average damage
---
*Hyper Beam (5): 44 Normal type special damage, 1 turn recharge, 90% accuracy, 20 average damage
Super Power (5): 60 Fighting type physical damage, lowers user’s attack and defense by 1 level, 61 average damage
Hammer Arm (10): 50 Fighting type physical damage, lowers user’s speed by 1 level, 90% accuracy, 46 average damage
Lock-on (5): Insures next attack will hit
Iron Defense (15): Raises Defense by 2 levels
Ancient Power (5): 28 Rock type special damage, 10% chance of raising all stats by 1 level, 28 average damage
Charge Beam (10): 16 Electric type special damage, 70% chance of raising Special Attack by 1 level, 90% accuracy, 14 average damage
Rock Throw (15): 39 Rock type physical damage, 90% accuracy, 36 average damage
Stomp (20): 33 Normal type physical damage, 30% Flinch, 34 average damage
Explosion (5): 123 Normal type physical damage, user faints as a result of the attack, 126 average damage

Comments: Pretty much your text book example of a Slow, Tanky type.  Middle


Regice (Ice)
155 HP, 70 Atk, 120 Def, 120 SpA, 220 SDef, 70 Spe
Special Ability - Clear Body: Grants immunity to stat downs
Hidden Ability – Ice Body: User heals 1/16th MHP per turn during Hail
Effective Stats: 1.13 Physical, 2.08 Magical, -1.06 Speed

Ice Beam (10): 68 Ice type special damage, 10% Freeze, 70 average damage
Amnesia (20): Raises Special Defense by 2 levels
Charge Beam (10): 26 Electric type special damage, 70% chance of raising Special Attack by 1 level, 90% accuracy, 24 average damage
Icy Wind (15): 42 Ice type special damage, 95% accuracy, 41 average damage
---
Bulldoze (20): 18 Ground type physical damage, lowers Speed by 1 level, 18 average damage
Zap Cannon (5): 60 Electric type special damage, adds Paralysis, 50% accuracy, 30 average damage
*Hyper Beam (5): 74 Normal type special damage, 1 turn recharge, 90% accuracy, 34 average damage
Curse (10): Raises Attack and Defense by 1 level, lowers Speed by 1 level
Super Power (5): 35 Fighting type physical damage, lowers user’s attack and defense by 1 level, 36 average damage
Hammer Arm (10): 30 Fighting type physical damage, lowers user’s speed by 1 level, 90% accuracy, 27 average damage
Lock-on (5): Insures next attack will hit
Ancient Power (5): 30 Rock type special damage, 10% chance of raising all stats by 1 level, 30 average damage
Stomp (20): 20 Normal type physical damage, 30% Flinch, 20 average damage
Explosion (5): 72 Normal type physical damage, user faints as a result of the attack, 74 average damage

Comments: Pretty much the Mage version of Regirock using a different element.  Middle


Registeel(Steel)
155 HP, 95 Atk, 170 Def, 95 SpA, 170 SDef, 70 Spe
Special Ability - Clear Body: Grants immunity to stat downs
Hidden Ability – Light Metal: Weight of user is halved
Effective Stats: 1.6 (3.2) Physical, 1.6 Magical, -1.06 Speed

Iron Head (15): 48 Steel type physical damage, 30% flinch, 49 average damage
Amnesia (20): Raises Special Defense by 2 levels
Bulldoze (20): 24 Ground type physical damage, lowers Speed by 1 level, 24 average damage
Curse (10): Raises Attack and Defense by 1 level, lowers Speed by 1 level
---
Metal Claw (35): 31 Steel type physical damage, 10% chance of raising Attack by 1 level, 95% accuracy, 30 average damage
Charge Beam (10): 21 Electric type special damage, 70% chance of raising Special Attack by 1 level, 90% accuracy, 19 average damage
Flash Cannon (10): 48 Steel type special damage, 10% chance of lowering Special Defense by a level, 49 average damage
Zap Cannon (5): 47 Electric type special damage, adds Paralysis, 50% accuracy, 24 average damage
*Hyper Beam (5): 59 Normal type special damage, 1 turn recharge, 90% accuracy, 27 average damage
Super Power (5): 47 Fighting type physical damage, lowers user’s attack and defense by 1 level, 48 average damage
Hammer Arm (10): 40 Fighting type physical damage, lowers user’s speed by 1 level, 90% accuracy, 37 average damage
Lock-on (5): Insures next attack will hit
Ancient Power (5): 24 Rock type special damage, 10% chance of raising all stats by 1 level, 24 average damage
Stomp (20): 26 Normal type physical damage, 30% Flinch, 26 average damage
Explosion (5): 97 Normal type physical damage, user faints as a result of the attack, 100 average damage
Iron Defense (15): Raises Defense by 2 levels

Comments: Middle ground of the previous two, he’s tanky against both types and can do both kinds of damage…except not particularly well. Middle


Latias (Dragon/Psychic)
155 HP, 100 {120} Atk, 110 {140} Def, 130 (195) {160} SpA, 150 (225) {170} SDef, 130 Spe
Special Ability – Levitate: Grants immunity to Ground type attacks and other grounded effects like Terrain
Unique Item 1 – Soul Dew: Raises Special Attack and Special Defense by 50%; this is already factored in when appropriate
Unique Item 2 – Latiasite: Allows for transformation into Mega Latias
Effective Stats: 1.04 {1.32} Physical, 1.42 (2.13) {1.6} Magical, +1.06 speed

Psychic (10): 125 {101} Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 128 {104} average damage
Recover (10): 50% Healing
Safeguard (25): Grants immunity to status for entire team for 5 turns
Charm (20): Lowers Attack by 2 levels
---
Healing Wish (10): Heals next ally of all damage and status, user faints as a result of the attack
Dragon Pulse (10): 103 {85} Dragon type special damage, 106 {87} average damage
Guard Split (10): User and Target’s Defense and Special Defense are set equal to the average of both
Zen Headbutt (15): 51 {61} Psychic type physical damage, 20% Flinch, 90% accuracy, 47 {56} average damage
Reflect Type (15): User changes typing to match target
Psycho Shift (10): Transfers status effect on user to the target
Mist Ball (5): 85 {70} Psychic type special damage, 50% chance of lowering Special Attack by 1 level, 87 {72} average damage
Dragon Breath (20): 73 {61} Dragon type special damage, 30% paralysis, 75 {62} average damage
Heal Pulse (10): Heals Ally equal to half user’s Max HP
Refresh (20): Full Status Healing
Stored Power (10): 26 {22} Psychic type special damage, damage increases for every stat modifier user has, 26 {22} average damage
Water Sport (15): Halves Fire Damage
Psywave (15): Deals between 25 to 75 Psychic type special damage, ignores all modifiers including defense, 50 average damage
Wish (10): Turn after this is used, the current Pokemon heals equal to 50% User’s MHP
Helping Hand (20): Increases an ally’s damage by 50%, +5 priority

NOTE: Given the situation of Soul Dew, some people may not allow it.  For those that don’t, all Special Attacks besides Psywave do 33% less damage.  Naturally, this does not apply to the Mega form.

Comments: In a rare case where Pokemon may not want their Mega form, Latias is a major special tank with good damage, speed and longevity.  High Heavy


Latios (Dragon/Psychic)
155 HP, 110 {150} Atk, 100 {120} Def, 150 (225) {180} SpA, 130 (195) {140} SDef, 130 Spe
Special Ability – Levitate: Grants immunity to Ground type attacks and other grounded effects like Terrain
Unique Item 1 – Soul Dew: Raises Special Attack and Special Defense by 50%; this is already factored in when appropriate
Unique Item 2 – Latiosite: Allows for transformation into Mega Latios
Effective Stats: 0.94 {1.13} Physical, 1.23 (1.85) {1.32} Magical, +1.06 speed

Psychic (10): 109 {90} Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 112 {92} average damage
Recover (10): 50% Healing
Safeguard (25): Grants immunity to status for entire team for 5 turns
Luster Purge (5): 98 {79} Psychic type special damage, 50% chance of lowering Special Defense by 1 level, 101 {81} average damage
---
Dragon Dance (10): Raises Attack and Speed by 1 level
Memento (10): Lowers Attack and Special Attack by 2 levels, user faints as a result of the attack
Dragon Pulse (10): 118 {95} Dragon type special damage, 121 {97} average damage
Power Split (10): User and Target’s Attack and Special Attack are set equal to the average of both
Zen Headbutt (15): 56 {75} Psychic type physical damage, 20% Flinch, 90% accuracy, 51 {69} average damage
Telekinesis (15): All attacks against Target except Instant Death have 100% accuracy for next 3 turns, Target also becomes immune to all Ground type damage
Psycho Shift (10): Transfers status effect on user to the target
Dragon Breath (20): 84 {68} Dragon type special damage, 30% paralysis, 86 {70} average damage
Heal Pulse (10): Heals Ally equal to half user’s Max HP
Refresh (20): Full Status Healing
Stored Power (10): 30 {24} Psychic type special damage, damage increases for every stat modifier user, 30 {24} average damage
Protect (10): Invincibility for 1 turn, +4 priority, success rate halves on each consecutive use
Psywave (15): Deals between 25 to 75 Psychic type special damage, ignores all modifiers including defense, 50 average damage
Heal Block (10): Target cannot recover HP for next 5 turns
Helping Hand (20): Increases an ally’s damage by 50%, +5 priority

NOTE: Given the situation of Soul Dew, some people may not allow it.  For those that don’t, all Special Attacks besides Psywave do 33% less damage.  Naturally, this does not apply to the Mega form.

Comments: A more offensive oriented version of Latias, all things considered. High Heavy


Kyogre (Water)
175 HP, 120 {170} Atk, 110 Def, 170 {200} SpA, 160 {180} SDef, 110 Spe
Special Ability – Drizzle: Automatically activates Rain weather; this is already factored into damage when applicable
Primal Ability – Primordial Sea: Causes Heavy Rain weather, lasts as long as user is on the field, this is already factored into damage when applicable
Effective Stats: 1.17 Physical, 1.70 {1.92} Magical, +0.35 Speed
Unique Item – Blue Orb: Transforms Kyogre into Primal Kyogre at the start of combat

Origin Pulse (10): 174 {220} Water type special damage, 85% accuracy, 152 {178} average damage
Water Spout (5): 236 {277} Water type special damage, damage decreases linearly with HP, 243 {285} average damage
Calm Mind (20): Raises Special Attack and Special Defense by 1 level
Scary Face (10): Lowers speed by 2 levels
---
Double-Edge (15): 60 Normal {84} type physical damage, 33% recoil, 40 {57} average damage
Hydro Pump (5): 174 {220} Water type special damage, 80% accuracy, 143 {168} average damage
Sheer Cold (5): Instant Death, 30% accuracy
Muddy Water (10): 143 {168} Water type special damage, 30% chance of lowering Accuracy by 1 level, 90% accuracy, 120 {147} average damage
Ice Beam (10): 63 {74} Ice type special damage, 10% Freeze, 64 {76} average damage
Aqua Ring (20): Grants user 1/16th MHP Regen
Body Slam (15): 43 {61} Normal type physical damage, 30% paralysis, 44 {62} average damage
Aqua Tail (10): 102 {143} Water type physical damage, 90% accuracy, 94 {132} average damage
Water Pulse (20): 97 {113} Water type special damage, 20% Confusion, 100 {116} average damage
Ancient Power (5): 43 {50} Rock type special damage, 10% chance of raising all stats by 1 level, 44 {51} average damage

NOTE: If Kyogre does not go Primal, his Water type damage decreases by 33% after 5 a turns.

Comments: Kyogre was already stupid good, so naturally they upgraded him so he hits harder, as well as doesn’t fear Anti-Mages as much. Godlike


Groudon (Ground {Ground/Fire})
175 HP, 170 {200} Atk, 160 {180} Def, 120 {170} SpA, 110 SDef, 110 Spe
Special Ability – Drought: Automatically activates Sunny Day weather; this is already factored into damage when applicable
Primal Ability – Desolate Land: Causes Harsh Sunlight weather, lasts as long as user is on the field, this is already factored into damage when applicable
Effective Stats: 1.70 {1.92} Physical, 1.17 Magical, +0.35 Speed
Unique Item – Red Orb: Transforms Groudon into Primal Groudon at the start of combat

Precipice Blade (10): 126 {148} Ground type physical damage, 85% accuracy, 110 {129} average damage
Fire Blast (5): 82 {174} Fire type special damage, 10% Burn, 85% accuracy, 71 {152} average damage
Eruption (5): 112 {236} Fire type special damage, damage decreases linearly with HP, 115 {243} average damage
Rest (10): Full HP and status healing, puts user to Sleep for 2 turns
---
Hammer Arm (10): 70 {82} Fighting type physical damage, lowers user’s speed by 1 level, 90% accuracy, 64 {76} average damage
Solar Beam (10): 60 {84} Grass type special damage, 61 {86} average damage
Bulk Up (20): Raises Attack and Defense by 1 level
Earthquake (10): 105 {124} Ground type physical damage, 108 {127} average damage
Lava Plume (15): 61 {128} Fire type special damage, 30% Burn, 62 {132} average damage
Earth Power (10): 68 {95} Ground type special damage, 10% chance of lowering Special Defense by 1 level, 70 {97} average damage
Scary Face (10): Lowers Speed by 2 levels
Mud Shot (15): 42 {59} Ground type special damage, Lowers Speed by 1 level, 95% accuracy, 41 {57} average damage
Ancient Power (5): 30 {43} Rock type special damage, 10% chance of raising all stats by 1 level, 30 {44} average damage
Fissure (5): Instant Death, 30% Accuracy, fails against those immune to Ground
NOTE: If Groudon does not go Primal, his Fire type damage decreases by 33% after 5 a turns.  Additionally, Solar Beam gets a 1 turn charge time.

Comments: While the damage isn’t quite as absurd as his counterpart, Groudon has more variety in that he doesn’t rely on one element, has a better healing move, and a superior typing (weak only to Ground); Godlike


Rayquaza (Dragon/Flying)
180 HP, 170 {200} Atk, 110 {120} Def, 170 {200} SpA, 110 {120} SDef, 95 {135} Spe
Special Ability – Air Lock: Weather Effects are nulled out while user is on the field
Mega Ability – Delta Stream: Causes Delta Stream weather, lasts as long as user is on the field
Effective Stats: 1.21 {1.31} Physical, 1.21 {1.31} Magical, +0.53 {+1.24} Speed

*Outrage (10): 126 {148} Dragon type physical damage, target uses for 2 to 3 turns in a row, at the end of which they are confused, 129 {152} average damage
#Dragon Ascent (5): 126 {148} Flying type physical damage, lowers user’s Defense and Special Defense by 1 level, 129 {152} average damage
Dragon Dance (10): Raises Attack and Speed by 1 level
Dragon Pulse (10): 90 {105} Dragon type special damage, 92 {108} average damage
---
Scary Face (10): Lowers speed by 2 levels
Rest (10): Full HP and status healing, puts user to Sleep for 2 turns
Twister (20): 44 {51} Dragon type special damage, 20% Flinch, 45 {52} average damage
Ancient Power (5): 43 {50} Rock type special damage, 10% chance of raising all stats by 1 level, 44 {51} average damage
Crunch (15): 56 {66} Dark type physical damage, 20% chance of lowering Defense by 1 level, 57 {68} average damage
Air Slash (15): 80 {93} Flying type special damage, 30% Flinch, 95% accuracy, 78 {91} average damage
Extreme Speed (5): 56 {66} Normal type physical damage, +2 priority, 58 {68} average damage
Fly (15): 95 {112} Flying type physical damage, one turn charge time, during which user cannot be damaged ala FF Jump, 95% accuracy, 46 {54} average damage
*Hyper Voice (10): 63 {74} Normal type special damage, 64 {76} average damage
*Hyper Beam (5): 105 {123} Normal type special damage, 1 turn recharge, 90% accuracy, 48 {57} average damage

#For Rayquaza to access his Mega Evolution, Dragon Ascent must be on his in-battle move-set.  Should be noted he never needs to use Dragon Ascent in battle to Mega Evolve, simply being on the moveset is enough.

Comments: Rayquaza’s still playing the Dragon Dance -> Outrage -> You die strategy he’s had since Gen 4.  Only now he decided to Mega Evolve, thus add MORE speed and MORE damage to it, with some slight durability pushes. Godlike, as one would expect of what is considered the single best Pokemon in the Meta-game to date.


Jirachi (Psychic/Steel)
175 HP, 120 Atk, 120 Def, 120 SpA, 120 SDef, 120 Spe
Special Ability – Serene Grace: Secondary effects on damage attacks have their chances doubled; this is already factored in when necessary
Effective Stats: 1.28 (2.56) Physical, 1.28 Magical, +0.76 Speed

Psychic (10): 68 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 70 average damage
Cosmic Power (20): Raises Defense and Special Defense by 1 level
Rest (10): Full HP and status healing, puts user to Sleep for 2 turns
Doom Desire (5): 104 Steel type special damage, attack activates on 3rd turn after use, user can still act between usage and activation, 107 average damage
---
Last Resort (5): 69 Normal type physical damage, can only be used after the other 3 attacks are used at least once, 71 average damage
Future Sight (10): 90 Psychic type special damage, attack activates on 3rd turn after use, user can still act between usage and activation, 92 average damage
Healing Wish (10): Heals next ally of all damage and status, user faints as a result of the attack
Gravity (5): Flying typing and Levitate ability are negated for 5 turns
Double-Edge (15): 60 Normal type physical damage, 33% recoil, 40 average damage
Zen Headbutt (15): 61 Psychic type physical damage, 20% Flinch, 90% accuracy, 56 average damage
Refresh (20): Full Status Healing
Wish (10): Turn after this is used, the current Pokemon heals equal to 50% User’s MHP
Helping Hand (20): Increases an ally’s damage by 50%, +5 priority
Swift (20): 30 Normal type special damage, cannot miss, 30 average damage
Confusion (25): 39 Psychic type special damage, 10% Confusion, 40 average damage

Comments: While above average in stats, it doesn’t really have much going for it other than a bit of a defensive game with Cosmic Power + Rest.  Middle/Heavy

Despite being one Pokedex entry, Deoxys is functionally 4 different Pokemon, each with their own stats and level up lists, and as a result, will be treated as 4 different Pokemon. Unlike previous generations, Deoxys is NOT a promotional, but actually obtainable in the game itself.  Keep in mind that technically another form of Deoxys can use the other forms abilities he changes from one form to the other after learning it in the first form, so some may allow cross-form moves.


Deoxys-Normal (Psychic)
125 HP, 170 Atk, 70 Def, 170 SpA, 70 SDef, 170 Spe
Special Ability – Pressure: Opponent’s Attacks use 2 PP instead of 1 if targeting the user
Effective Stats: 0.53 Physical, 0.53 Magical, +2.47 Speed

Psychic (10): 95 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 97 average damage
*Psycho Boost (5): 147 Psychic type special damage, lowers user’s Special Attack by 2 levels, 90% accuracy, 136 average damage
Cosmic Power (20): Raises Defense and Special Defense by 1 level
Recover (10): 50% Healing
---
*Hyper Beam (5): 105 Normal type special damage, 1 turn recharge, 90% accuracy, 48 average damage
Zen Headbutt (15): 85 Psychic type physical damage, 20% Flinch, 90% accuracy, 78 average damage
Psycho Shift (10): Transfers status effect on user to the target
Snatch (10): The first stat increasing move used on the field will target the user of Snatch instead, +4 priority
Pursuit (20): 29 Dark type physical damage, 29 average damage
Knock Off (25): 46 Dark type physical damage, if target is holding an item, damage doubles and target drops item, 47 average damage
Teleport (20): User runs without fail from battle
Night Shade (15): 50 Ghost type special damage, ignores all modifiers including defense, 50 average damage
Wrap (15): 12 Normal type physical damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 90% accuracy, 11 average damage
Leer (30): Lowers Defense by 1 level

Comments: Super fast, hits hard, and dies to a sneeze.  Cosmic Power actually lets him avoid a OHKO, which with the speed, is possibly enough to take down many.  Heavy


Deoxys-Attack (Psychic)
125 HP, 200 Atk, 40 Def, 200 SpA, 40 SDef, 170 Spe
Special Ability – Pressure: Opponent’s Attacks use 2 PP instead of 1 if targeting the user
Effective Stats: 0.3 Physical, 0.3 Magical, +2.47 Speed
Psychic (10): 112 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 115 average damage
*Psycho Boost (5): 172 Psychic type special damage, lowers user’s Special Attack by 2 levels, 90% accuracy, 159 average damage
Cosmic Power (20): Raises Defense and Special Defense by 1 level
Recover (10): 50% Healing
---
Teleport (20): User runs without fail from battle
Night Shade (15): 50 Ghost type special damage, ignores all modifiers including defense, 50 average damage
Wrap (15): 13 Normal type physical damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 90% accuracy, 12 average damage
Leer (30): Lowers Defense by 1 level
*Hyper Beam (5): 123 Normal type special damage, 1 turn recharge, 90% accuracy, 57 average damage
Zap Cannon (5): 98 Electric type special damage, 100% Paralysis, 50% accuracy, 50 average damage
Zen Headbutt (15): 99 Psychic type physical damage, 20% Flinch, 90% accuracy, 91 average damage
Psycho Shift (10): Transfers status effect on user to the target
Super Power (5): 98 Fighting type physical damage, lowers user’s attack and defense by 1 level, 101 average damage
Pursuit (20): 34 Dark type physical damage, 35 average damage
Taunt (20): Forces target to use damage attacks for the next 3 turns

Comments: If he can live to turn 2, good chance wins!  The issue of course is getting that far, since even after a Cosmic Power, he’s incredibly easy to OHKO.  Damage isn’t quite high enough to make up for durability that bad, so Middle


Deoxys-Defense (Psychic)
125 HP, 90 Atk, 180 Def, 90 SpA, 180 SDef, 110 Spe
Special Ability – Pressure: Opponent’s Attacks use 2 PP instead of 1 if targeting the user
Effective Stats: 1.37 Physical, 1.37 Magical, +0.35 Speed

Psychic (10): 51 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 52 average damage
Iron Defense (15): Raises Defense by 2 levels
Amnesia (20): Raises Special Defense by 2 levels
Recover (10): 50% Healing
---
*Counter (20): Deals damage equal to twice damage dealt to user if attack was physical, -5 priority
*Mirror Coat (20): Deals damage equal to twice damage dealt to user if attack was special, -5 priority
*Psycho Boost (5): 79 Psychic type special damage, lowers user’s Special Attack by 2 levels, 90% accuracy, 73 average damage
Psycho Shift (10): Transfers status effect on user to the target
Snatch (10): The first stat increasing move used on the field will target the user of Snatch instead, +4 priority
Zen Headbutt (15): 46 Psychic type physical damage, 20% Flinch, 90% accuracy, 42 average damage
Spikes (20): Entry Hazard that deals damage to opponents upon entrance based on MHP, 12.5% for 1 layer, 16.7% for 2 layers, and 25% for 3 layers, fails vs. those with Flying type or Levitate ability
Knock Off (25): 25 Dark type physical damage, if target is holding an item, damage doubles and target drops item, 25 average damage
Teleport (20): User runs without fail from battle
Night Shade (15): 50 Ghost type special damage, ignores all modifiers including defense, 50 average damage
Wrap (15): 7 Normal type physical damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 90% accuracy, 6 average damage
Leer (30): Lowers Defense by 1 level

Comments: He’s got a good defensive game going on, so he can win many fights by simply outlasting his opponents.  One major problem is ITD, which he has no way to deal with outside of healing.  Middle/Heavy


Deoxys-Speed (Psychic)
125 HP, 115 Atk, 110 Def, 115 SpA, 110 SDef, 200 Spe
Special Ability – Pressure: Opponent’s Attacks use 2 PP instead of 1 if targeting the user
Effective Stats: 0.84 Physical, 0.84 Magical, +3.53 Speed

Psychic (10): 65 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 67 average damage
*Psycho Boost (5): 100 Psychic type special damage, lowers user’s Special Attack by 2 levels, 90% accuracy, 92 average damage
Agility (30): Raises Speed by 2 levels
Recover (10): 50% Healing
---
Knock Off (25): 32 Dark type physical damage, if target is holding an item, damage doubles and target drops item, 33 average damage
Teleport (20): User runs without fail from battle
Night Shade (15): 50 Ghost type special damage, ignores all modifiers including defense, 50 average damage
Wrap (15): 8 Normal type physical damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 90% accuracy, 7 average damage
Leer (30): Lowers Defense by 1 level
Zen Headbutt (15): 58 Psychic type physical, 20% Flinch, 90% accuracy, 53 average damage
Psycho Shift (10): Transfers status effect on user to the target
Double Team (15): Raises Evade by 1 level
Swift (20): 29 Normal type special damage, cannot miss, 29 average damage
Pursuit (20): 20 Dark type physical damage, 20 average damage
*Extreme Speed (5): 38 Normal type physical damage, +2 priority, 40 average damage

Comments: The most balanced of the Deoxys, which isn’t much of a statement granted, he’s also the fastest.  While the damage is a bit iffy, Psycho Boost and the raw speed help make up for it, as well as the fact that, while subpar on durability, it’s enough to take one hit (…though only one!) without wasting his first turn. Heavy
« Last Edit: October 30, 2016, 09:03:14 PM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

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Re: Pokemon Gen 6
« Reply #5 on: February 03, 2015, 12:40:17 AM »
Due to requests, I'm jumping right into Gen 6 here.  I'll probably continue with Gen 6 until that's done since those are all the new duellers, then back pedal and work on older things in some order or another.  I might even take REQUESTS!!! But without further ado, here's the first batch of Kalos Pokemon!

Chesnaught (Grass/Fighting)
163 HP, 127 Atk, 142 Def, 94 SpA, 95 SDef, 84 Spe
Special Ability – Overgrow: Grass damage increases by 50% when HP =< 33%
Hidden Ability – Bulletproof: Grants Immunity to all Bullet and Bomb based attacks; check here for what that includes.
Effective Stats: 1.41 physical, 0.94 magical, -0.56 speed

Hammer Arm (10): 79 Fighting type physical damage, lowers user’s speed by 1 level, 90% accuracy, 73 average damage
Bulk Up (20): Raises Attack and Defense by 1 level
Leech Seed (10): Pseudo-status where target loses 12.5% of their MHP every turn, and heals user for equal amounts, 90% accuracy
Wood Hammer (15): 95 Grass type physical damage, 33% recoil, 64 net average damage
---
Seed Bomb (15): 64 Grass type physical damage, 66 average damage
*Giga Impact (5): 78 Normal type physical damage, 1 turn recharge, 90% accuracy, 36 average damage
Spiky Shield (10): Invincibility for 1 turn, attack receives damage equal to 1/8th their MHP if attack has physical contact, +4 priority, success rate halves on each consecutive use
Pain Split (20): User and Target’s HP are set equal to the average of both
Body Slam (15): 45 Normal type physical damage, 30% paralysis, 46 average damage
Mud Shot (15): 22 Ground type special damage, Lowers Speed by 1 level, 95% accuracy, 21 average damage
Take Down (20): 48 Normal type physical damage, 25% Recoil, 85% accuracy, 31 net average damage
Needle Arm (15): 32 Bug type physical damage, 30% Flinch, 33 average damage
Pin Missile (20): 14 Bug type physical damage, hits 2 to 5 times, 39 average damage
Bite (25): 32 Dark type physical damage, 30% Flinch, 33 average damage
Rollout (20): 17 Rock type physical damage, damage doubles each consecutive turn, used 5 turns in a row unless it misses, 90% accuracy, 15 average damage
Vine Whip (25): 37 Grass type physical damage, 38 average damage
Growl (40): Lowers Attack by 1 level
Tackle (35): 27 Normal type physical damage, 27 average damage
Belly Drum (10): Raises Attack to +6, user loses half their MHP
Feint (10): 17 Normal type physical damage, ignores and dispels invincibility, +2 priority, 17 average damage
Frenzy Plant (5): 88 Grass type special damage, 1 turn recharge, 90% accuracy, 40 average damage
Grass Pledge (10): 48 Grass type special damage, 49 average damage

Comments: Pretty standard physical tank all things considered, with some modest tricks but nothing game-breaking.  Middle


Delphox (Fire/Psychic)
150 HP, 89 Atk, 92 Def, 134 SpA, 120 SDef, 124 Spe
Special Ability – Blaze: Fire damage increases by 50% when HP =< 33%
Hidden Ability – Magician: If user deals damage to target, Held Item is stolen; fails if user already has a Held Item
Effective Stats: 0.84 Physical, 1.1 Magical, +0.85 Speed

Fire Blast (5): 92 Fire type special damage, 10% Burn, 85% accuracy, 80 average damage
Blast Burn (5): 124 Fire type special damage, 1 turn recharge, 90% accuracy, 57 average damage
Light Screen (20): Halves Special Damage dealt to entire team for 5 turns
Will-o-Wisp (15): Adds Burn, 85% accuracy
---
Flamethrower (15): 75 Fire type special damage, 10% Burn, 77 average damage
Psychic (10): 75 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 77 average damage
Future Sight (10): 100 Psychic type special damage, attack activates on 3rd turn after use, user can still act between usage and activation, 103 average damage
Magic Room (10): Nulls the effects of all Held Items on battlefield for 5 turns
Sunny Day (5): Adds Sunny Day Weather for 5 turns
Mystical Fire (10): 55 Fire type special damage, lowers Special Attack by 1 level, 56 average damage
Psyshock (10): 67 Psychic type special damage, hits defense, 69 average damage
Psybeam (10): 55 Psychic type special damage, 10% Confusion, 56 average damage
Fire Spin (15): 31 Fire type special damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 85% accuracy, 27 average damage
Flame Charge (20): 29 Fire type physical damage, raises speed by 1 level, 29 average damage
Howl (40): Raises Attack by 1 level
Scratch (35): 16 Normal type physical damage, 16 average damage
Tail Whip (30): Lowers Defense by 1 level
Ember (25): 35 Fire type special damage, 10% Burn, 36 average damage
Shadow Ball (10): 45 Ghost type special damage, 20% chance of lowering Special Defense by 1 level, 46 average damage
Switcheroo (10): User Trades its Held Item with target
Role Play (10): Changes User’s Special Ability to the Target’s
Fire Pledge (10): 67 Fire type special damage, 69 average damage

Comments: Good Speed, high level of versatility, and a finisher to compensate for its middling offense, Delphox can deal with most situations pretty well.  Best Non-Mega starter in the DL? Very possible! Heavy


Greninja (Water/Dark)
147 HP, 115 Atk, 87 Def, 123 SpA, 91 SDef, 142 Spe
Special Ability – Torrent: Water damage increases by 50% when HP =< 33%
Hidden Ability – Protean: User’s typing changes to that of the attack he is using, this change happens before damage is calculated (aka user functionally has a STAB on all attacks), and is retained until user’s next action.  Due to the nature of this ability, I will be listing what type Non-Damage moves are
Effective Stats: 0.78 Physical, 0.81 Magical, +1.48 speed

Hydro Pump (5): 84 Water Type special damage, 80% accuracy, 69 average damage
Hydro Cannon (5): 114 Water type special damage, 1 turn recharge, 90% accuracy, 52 average damage
Night Slash (15): 51 Dark type physical damage, 12.5% critical hit rate, 54 average damage
Growl (40): Lowers Attack by 1 level, Normal Type
---
Bounce (5): 41 (62) Flying type physical damage, one turn charge time, during which user cannot be damaged ala FF Jump, 30% paralysis, 85% accuracy, 17 (27) average damage
Smack Down (15): 25 (37) Rock type physical damage, target loses Flying typing or Levitate if applicable until they leave battle, 25 (38) average damage
Fling (10): Deals damage based on item held, Dark Type
Round (15): 31 (46) Normal type special damage, 31 (47) average damage
Water Shuriken (20): 13 Water type physical damage, hits 2 to 5 times, +1 priority, 40 average damage
Haze (30): Dispels all stat changes for the entire field, Ice type
Double Team (15): Raises Evade by 1 level, Normal type
Extrasensory (20): 41 (62) Psychic type special damage, 10% Flinch, 42 (63) average damage
Substitute (10): User sacrifices 25% of their MHP to create a "substitute" with HP equal to that amount of HP lost. While the sub is up, the user is immune to all status, and any excess damage dealt to the sub beyond its HP is not carried over to the user. Instant Death acts just like lethal damage to the sub. If User's HP is equal to or below 25% his Maximum, then using Substitute is impossible. Note that if attack hits multiple times, then any hit done after the lethal damage hit DOES deal damage to the user (as in, the Sub dies to the previous hit.), and any status dealt BEFORE the Sub is used will still be active normally after the sub (so Poison damage still hits the user, if the Sub is out), Normal Type
Feint Attack (20): 44 Dark type physical damage, cannot miss, 45 average damage
Spikes (20): Entry Hazard that deals damage to opponents upon entrance based on MHP, 12.5% for 1 layer, 16.7% for 2 layers, and 25% for 3 layers, fails vs. those with Flying type or Levitate ability, Ground type
Shadow Sneak (30): 20 (30) Ghost type physical damage, +1 priority, 20 (30) average damage
Quick Attack (30): 20 (30) Normal type physical damage, +1 priority, 20 (30) average damage
Smokescreen (20): Lowers Accuracy by 1 level, Normal type
Water Pulse (20): 47 Water type special damage, 20% Confusion, 48 average damage
Lick (30): 15 (23) Ghost type physical damage, 30% Paralysis, 15 (23) average damage
Bubble (30): 32 Water type special damage, 10% chance of lowering Speed by 1 level, 33 average damage
Pound (35): 20 (30) Normal type physical damage, 20 (30) average damage
Mat Block (15): Protects user’s entire team from all damage for 1 turn, only works on user’s first turn, Fighting type
Role Play (10): Changes User’s Special Ability to the Target’s, Psychic type

Comments: Greninja has impressive speed, but is lacking in durability.  Fights with him will end quickly one way or another.  Middle/Heavy


Diggersby (Normal/Ground)
160 HP, 76 (152) Atk, 97 Def, 70 SpA, 97 SDef, 98 Spe
Special Ability 1 – Pick Up: User randomly will get an item when battle ends
Special Ability 2 – Cheek Pouch: Heals 33% HP anytime user consumes a berry
Hidden Ability – Huge Power: Doubles user’s Attack; this is already factored in when applicable
Effective Stats: 0.94 physical, 0.94 magical, -0.07 speed

Earthquake (10): 48 (95) Ground type physical damage, 49 (97) average damage
Swords Dance (20): Raises Attack by 2 levels
Super Fang (10): Halves CHP, 90% accuracy
Agility (30): Raises Speed by 2 level
---
Hammer Arm (10): 32 {63} Fighting type physical damage, lowers user’s speed by 1 level, 90% accuracy, 29 {58} average damage
Facade (20): 35 (67) Normal type physical damage, damage doubles if user is inflicted with Paralysis, Burn or Poison, overrides Burn’s damage penalty, 36 (69) average damage
Bounce (5): 27 (54) Flying type physical damage, one turn charge time, during which user cannot be damaged ala FF Jump, 30% paralysis, 85% accuracy, 11 (23) average damage
Dig (10): 39 (76) Ground type physical damage, one turn charge time, during which user cannot be damaged ala FF Jump, 20 (39) average damage
Flail (15): Normal type physical Damage that fluctuates based on HP, ranging from 11 (21) damage at max HP to 95 (192) damage at 4% or less, damage altering at set intervals
Odor Sleuth (40): Target’s evasion reset to default, allows Normal and Fighting type moves to hit Ghost types
Double Kick (30): 11 (20) Fighting type physical damage, hits twice, 22 (40) average damage
Mud Shot (15): 26 Ground type special damage, Lowers Speed by 1 level, 95% accuracy, 25 average damage
Take Down (20): 44 (85) Normal type physical damage, 25% Recoil, 85% accuracy, 28 (55) net average damage
Mud-Slap (20): 11 Ground type special damage, lowers Accuracy by 1 level, 11 average damage
Quick Attack (30): 21 (39) Normal type physical damage, +1 priority, 21 (40) average damage
Leer (30): Lowers Defense by 1 level
Tackle (35): 25 (48) Normal type physical damage, 25 (49) average damage
Bulldoze (20): 30 (58) Ground type physical damage, lowers Speed by 1 level, 30 (59) average damage
Rototiller (10): Raises Attack and Special Attack of all Grass types
Double Slap (10): 9 (16) Normal type physical damage, hits 2 to 5 times, 85% accuracy, 21 (42) average damage

Comments: At first glance, Diggersby looks pretty bad, but if you take a second glance, he’s got a surprising amount of variety thanks to good buffs, a limit move of sorts, and a gravity move.  Still Light but a surprisingly good one.


Talonflame (Fire/Flying)
153 HP, 101 Atk, 91 Def, 94 SpA, 89 SDef, 146 Spe
Special Ability – Flame Body: 30% chance of inflicting Burn on opponent when hit by a contact move
Hidden Ability – Gale Wings: All Flying type moves get +1 Priority modifier
Effective Stats: 0.85 Physical, 0.83 Magical, +1.62 Speed

Acrobatics (15): 70 Flying type physical damage, 72 average damage
Growl (40): Lowers Attack by 1 level
Roost (10): 50% Healing, user loses Flying typing for rest of turn if faster
Agility (30): Raises Speed by 2 level
---
Flame Charge (20): 36 Fire type physical damage, raises Speed by 1 level, 37 average damage
Brave Bird (15): 76 Flying type physical damage, 33% recoil, 52 net average damage
Flare Blitz (15): 76 Fire type physical damage, 10% Burn, 33% recoil, 52 net average damage
Steel Wing (25): 30 Steel type physical damage, 10% chance of raising Defense by 1 level, 90% accuracy, 27 average damage
Tailwind (15): Doubles speed for entire team for 4 turns
Me First (20): Use attack used by Target against them with 50% more power, fails if user is slower or target uses a Non-damaging attack
Natural Gift (15): Varying effects based on what Berry is held; easier to look this up than me explain what each does, consumes berry in the process
Razor Wind (10): 32 Normal type special damage, 12.5% Critical Hit rate, 1 turn charge time, 17 average damage
Ember (25): 25 Fire type special damage, 10% Burn, 25 average damage
Flail (15): Normal type physical Damage that fluctuates based on HP, ranging from 10 damage at max HP to 85 damage at 4% or less, damage altering at set intervals
Peck (35): 24 Flying type physical damage, 24 average damage
Quick Attack (30): 18 Normal type physical damage, +1 Priority, 18 average damage
Tackle (35): 22 Normal type physical damage, 22 average damage

Comments: Extremely fast with the ability to boost it and healing, capable of hold its own despite its mediocre other stats.  Middle/Heavy


Vivillion (Bug/Flying)
155 HP, 72 Atk, 70 Def, 110 SpA, 70 SDef, 109 Spe
Special Ability 1 – Shield Dust: Grants immunity to secondary effects on damage attacks
Special Ability 2 – Compound Eyes: Accuracy of all moves increased by 30%, this is already factored into listed hit rates
Hidden Ability – Friend Guard: Allies receive 25% less damage in team battles
Effective Stats: 0.66 Physical, 0.66 Magical, +0.32 Speed

Hurricane (10): 76 Flying type Special Damage, 30% Confusion, 91% (70%)accuracy, 71 (54) average damage
Quiver Dance (20): Raises Special Attack, Special Defense and Speed by 1 level
Safeguard (25): Grants immunity to status for entire team for 5 turns
Sleep Powder (15): Adds Sleep, 97.5% (75%) accuracy
---
Supersonic (20): Adds Confusion, 71.5% (55%) accuracy
Powder (20): If target uses a Fire type move, the attack fails and the target receives 25% MHP in damage, PP will be consumed, +1 Priority
Bug Buzz (10): 62 Bug type special damage, 10% chance of lowering Special Attack by 1 level, 63 average damag
Aromatherapy (5): Full status healing for user’s team
Draining Kiss (10): 24 Fairy type special damage, heals user equal to 75% damage done, 24 average damage
Psybeam (20): 30 Psychic type special damage, 10% Confusion, 30 average damage
Poison Powder (35): Adds Poison, 97.5% (75%) accuracy
Stun Spore (30): Adds Paralysis, 97.5% (75%) accuracy
Harden (30): Raises Defense by 1 level
Struggle Bug (20): 36 Bug type special damage, lowers Special Attack by 1 level, 37 average damage
Gust (35): 29 Flying type special damage, 29 average damage
Light Screen (20): Halves Special Damage dealt to entire team for 5 turns
Protect (10): Invincibility for 1 turn, +4 priority, success rate halves on each consecutive use
Bug Bite (20): 28 Bug type physical damage, 28 average damage
Tackle (35): 16 Normal type physical damage, 16 average damage

Comments: If this looks like Butterfree+, that’s because it is.  Has all of Butterfree’s Tricks, marginally better stats, and a few other things Butterfree doesn’t have.  Not better enough to get out of Light though.


Pyroar (Fire/Normal)
161 HP, 88 Atk, 92 Def, 129 SpA, 86 SDef, 126 Spe
Special Ability 1 – Rivalry: Damage increases by 25% if opponent is same gender of user, and decreases by 25% if opponent is opposite gender as user.  Pyroar is primarily female.
Special Ability 2 – Unnerve: Opponent cannot use berries
Hidden Ability – Moxie: Raises User’s attack by 1 level for every foe he defeats
Effective Stats: 0.9 Physical, 0.84 Magical, +0.92 Speed

Flamethrower (15): 71 Fire type special damage, 10% Burn, 73 average damage
Hyper Beam (5): 117 Normal type special damage, 1 turn recharge, 90% accuracy, 54 average damage
Noble Roar (30): Lowers Attack and Special Attack by 1 level
Work Up (30): Raises Attack and special Attack by 1 level
---
Hyper Voice (10): 71 Normal type special damage, 73 average damage
Overheat (5): 102 Fire type special damage, lowers user’s Special Attack by 2 levels, 90% accuracy, 94 average damage
Incinerate (15): 48 Fire type special damage, 49 average damage
Crunch (15): 30 Dark type physical damage, 20% chance of lowering Special Defense by 1 level, 30 average damage
Echoed Voice (15): 33 Normal type special damage, damage increases by about 30 points each consecutive use up to the 5th, 34 average damage
Endeavour (5): Target’s HP is set equal to user’s HP
Fire Fang (15): 37 Fire type physical damage, 10% Burn, 10% Flinch, 95% accuracy, 36 average damage
Headbutt (15): 40 Normal type physical damage, 30% Flinch, 41 average damage
Ember (25): 33 Fire type special damage, 10% Burn, 34 average damage
Leer (30): Lowers Defense by 1 level
Tackle (35): 29 Normal type physical damage, 29 average damage

Comments: Pyroar’s good at dealing with Healers thanks to buffs and Hyper Beam as a finisher, but otherwise unremarkable.  Middle


The next Pokemon needs a bit of an explanation.  Normally, Floette is the stage 2 Pokemon of Flabebe, and usually evolves into Florges, the fully evolved form.  However, there is one exception to this: Floette on the Eternal Flower.  This particular Floette is functionally an entirely different Pokemon as it has its own set of (much higher) base, gets a move that Floette normally doesn’t get, and is incapable of evolving or breeding.  As a result, I am giving it its own entry here, but you will not see the basic Floette as there’s no reason to not evolve those into a Florges.  Note that because Floette Eternal flower technically has never been released, it will not be factored into averages; it’s listed purely for completion reasons.


Floette-Eternal Flower (Fairy)
149 HP, 85 Atk, 87 Def, 145 SpA, 148 SDef, 112 Spe
Special Ability – Flower Veil: Allied Grass types gain immunity to stat downs
Hidden Ability – Symbiosis: If ally consumes their held item, user transfers held item to ally
Effective Stats: 0.79 Physical, 1.34 Magical, +0.42 Speed
Moonblast (15): 86 Fairy type special damage, 30% chance of lowering Special Attack by 1 level, 88 average damage
Light of Ruin (5): 126 Fairy type special damage, 33% recoil, 90% accuracy, 77 average damage
Misty Terrain (10): Creates Terrain that grants immunity to all status
Wish (10): Turn after this is used, the current Pokemon heals equal to 50% User’s MHP
---
Grassy Terrain (10): 1/16th Regen for entire field, all Grass moves increased by 50%
Solar Beam (10): 72 Grass type special damage, 1 turn charge time, 38 average damage
Petal Dance (10): 72 Grass type special damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 74 average damage
Aromatherapy (5): Full Status Healing
Petal Blizzard (15): 32 Grass type physical damage, 33 average damage
Magical Leaf (20): 37 Grass type special damage, cannot miss, 38 average damage
Razor Leaf (25): 20 Grass type physical damage, 12.5% Critical Hit rate, 95% accuracy, 20 average damage
Lucky Chant (30): Target cannot critical hit for 5 turns
Fairy Wind (30): 37 Fairy type special damage, 38 average damage
Vine Whip (25): 17 Grass type physical damage, 17 average damage
Tackle (35): 17 Normal type physical damage, 17 average damage

Comments: Light on tricks, Floette’s game plan is simply hurl Moonblasts and finish with a Light of Ruin.  Stats are probably good enough to make this work a decent amount of the time too.  Middle/Heavy


Florges (Fairy)
153 HP, 85 Atk, 88 Def, 132 SpA, 174 SDef, 95 Spe
Special Ability – Flower Veil: Allied Grass types gain immunity to stat downs
Hidden Ability – Symbiosis: If ally consumes their held item, user transfers held item to ally
Effective Stats: 0.82 Physical, 1.62 Magical, -0.18 Speed

Moonblast (15): 78 Fairy type special damage, 30% chance of lowering Special Attack by 1 level, 80 average damage
Misty Terrain (10): Creates Terrain that grants immunity to all status
Wish (10): Turn after this is used, the current Pokemon heals equal to 50% User’s MHP
Disarming Voice (15): 34 Fairy type special damage, cannot miss, 35 average damage
---
Grassy Terrain (10): 1/16th Regen for entire field, all Grass moves increased by 50%
Solar Beam (10): 65 Grass type special damage, 1 turn charge time, 33 average damage
Petal Dance (10): 65 Grass type special damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 67 average damage
Aromatherapy (5): Full Status Healing
Petal Blizzard (15): 32 Grass type physical damage, 33 average damage
Magical Leaf (20): 34 Grass type special damage, cannot miss, 35 average damage
Razor Leaf (25): 20 Grass type physical damage, 12.5% Critical Hit rate, 95% accuracy, 20 average damage
Lucky Chant (30): Target cannot critical hit for 5 turns
Fairy Wind (30): 34 Fairy type special damage, 35 average damage
Vine Whip (25): 17 Grass type physical damage, 17 average damage
Tackle (35): 17 Normal type physical damage, 17 average damage
Flower Shield (10): Raises Defense of all Grass types by 1 level
Grass Knot (20): Deals between 12 and 67 Grass type special damage based on target’s weight, where heavier = more damage, 45 average damage against “average” weight

Comments: Slower and less damage but more durable than Floette-Eternal and lacks Light of Ruin, so overall losing trade. Middle


Gogoat (Grass)
198 HP, 120 Atk, 82 Def, 117 SpA, 101 SDef, 88 Spe
Special Ability – Sap Sipper: If user is hit with a Grass type attack, user receives no damage and attack is increased by +1 level
Hidden Ability – Grass Pelt: Defense increases by 50% when fighting on Grass or if Grassy Terrain is in effect
Effective Stats: 0.99 Physical, 1.22 Magical, -0.42 Speed

Leaf Blade (15): 68 Grass type physical damage, 12.5% Critical hit rate, 72 average damage
Milk Drink (10): 50% Healing
Bulldoze (20): 30 Ground type physical damage, lowers Speed by 1 level, 30 average damage
Leech Seed (10): Pseudo-status where target loses 12.5% of their MHP every turn, and heals user for equal amounts, 90% accuracy
---
Aerial Ace (20): 30 Flying type physical damage, cannot miss, 30 average damage
Earthquake (10): 50 Ground type physical damage, 51 average damage
Horn Leech (10): 57 Grass type physical damage, heals user equal to half damage done, 58 average damage
Double-Edge (15): 61 Normal type physical damage, 33% recoil, 40 net average damage
Bulk Up (20): Raises Attack and Defense by 1 level
Seed Bomb (20): 61 Grass type physical damage, 62 average damage
Take Down (20): 45 Normal type physical damage, 25% recoil, 85% accuracy, 29 net average damage
Synthesis (5): 50% Healing
Worry Seed (10): Target’s special ability becomes Insomnia
Razor Leaf (25): 42 Grass type physical damage, 12.5% Critical Hit rate, 95% accuracy, 42 average damage
Tail Whip (40): Lowers Defense by 1 level
Vine Whip (25): 35 Grass type physical damage, 36 average damage
Growth (20): Raises Attack and Special Attack by 1 level
Tackle (35): 26 Normal type physical damage, 26 average damage

Comments: More variety than you’d expect but its overall stats are kind of middling.  Middle


Pangoro (Fighting/Dark)
170 HP, 144 Atk, 98 Def, 89 SpA, 91 SDef, 78 Spe
Special Ability 1 – Iron Fist: Increases damage of punching moves by 20%, this is already factored into damage when necessary
Special Ability 2 – Mold Breaker: Attacks ignore opponent’s special abilities
Hidden Ability – Scrappy: Normal and Fighting types attacks ignore immunities granted by Ghost Typing
Effective Stats: 1.01 physical, 0.94 Magical, -0.78 speed

Hammer Arm (10): 108 (90) Fighting type physical damage, lowers user’s speed by 1 level, 90% accuracy, 100 (83) average damage
Sky Uppercut (15): 92 (77) Fighting type physical damage, 90% accuracy, 85 (71) average damage
Crunch (15): 72 Dark type physical damage, 20% chance of lowering Defense by 1 level, 74 average damage
Work Up (30): Raises Attack and special Attack by 1 level
---
*Low Sweep (20): 59 Fighting type physical damage, lower’s target’s speed by 1 level, 60 average damage
*Taunt (20): Forces target to use damage attacks for the next 3 turns
Parting Shot (10): Lowers Target’s Attack and Special Attack by 1 level, user swaps out as a result of the attack
Entrainment (15): Changes target’s special ability to be the same as the user’s
Body Slam (15): 52 Normal type physical damage, 30% paralysis, 53 average damage
Vital Throw (10): 63 Fighting type physical damage, cannot miss, -1 priority, 64 average damage
Circle Throw (10): 55 Fighting type physical damage, target is forced to run or swap, -6 priority, 51 average damage
Slash (20): 42 Normal type physical damage, 12.5% Critical Hit rate, 44 average damage
Comet Punch (15): 14 (10) Normal type physical damage, hits 2 to 5 times, 85% accuracy, 36 (27) average damage
Karate Chop (25): 46 Fighting type physical damage, 12.5% Critical Hit rate, 48 average damage
Arm Thrust (15): 15 Fighting type physical damage, hits 2 to 5 times, 46 average damage
Leer (30): Lowers Defense by 1 level
Tackle (35): 30 Normal type physical damage, 30 average damage

Comments: He’s slow, lacking in variety, average durability, and damage is just shy of 2HKO, seems like a textbook Light brawler.

Meowstic (Psychic)
149 HP, 68 Atk, 96 Def, 103 SpA, 101 SDef, 124 Spe
Special Ability 1 – Keen Eye: Grants immunity to accuracy lowering
Special Ability 2 – Infiltrator: All attacks ignore the effects of Reflect, Light Screen, Safeguard and Substitute
Hidden Ability (Male) – Prankster: All non-damage attacks get +1 Priority
Hidden Ability (Female) – Competitive: Special Attack raises by 2 levels whenever a stat is lowered; does not apply to self-inflicted stat losses
Effective Stats: 0.87 Physical, 0.92 Magical, +0.85 Speed

NOTE: Meowstic is a unique Pokemon in that it’s moveset changes based on whether it’s Male or Female.  Due to the fact that the stats are consistent and both share the important damage moves, I will be treating them as one Pokemon, and simply label what moves are restricted by gender.  By default, I am assuming Meowstic is Male, since that’s theoverall better dueler.

Psychic (10): 59 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 60 average damage
Charm (20): Lowers Attack by 2 levels, male only
Light Screen (30): Halves Special Damage dealt to entire team for 5 turns
Psyshock (20): 52 Psychic type special damage, hits defense, 53 average damage
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Quick Guard (15): Grants immunity to Increased Priority attacks for entire team for one turn, +3 Priority, success rate halves on each consecutive use, male only
Mean Look (5): Target is unable to run or swap, male only
Helping Hand (20): Increases an ally’s damage by 50%, +5 priority, male only
Scratch (35): 12 Normal type physical damage, 12 average damage
Leer (30): Lowers Defense by 1 level
Confusion (25): 34 Psychic type special damage, 10% Confusion, 35 average damage
Psybeam (20): 43 Psychic type special damage, 10% Confusion, 44 average damage
Fake Out (10): 12 Normal type physical damage, +3 priority, 100% flinch, only works on user’s first turn, 12 average damage
Disarming Voice (15): 18 Fairy type special damage, cannot miss, 18 average damage
Miracle Eye (40): Target’s evasion reset to default, allows Psychic type moves to hit Dark types, male only
Reflect (30): Halves Physical Damage dealt to entire team for 5 turns
Role Play (10): Changes User’s Special Ability to the Target’s, male only
Imprison (10): Target cannot use any moves they share with the user
Sucker Punch (5): 23 Dark type physical damage, +1 priority, fails if target does not use a damaging attack this turn, 23 average damage
Misty Terrain (10): Creates Terrain that grants immunity to all status, and halves Dragon damage, male only
Stored Power (10): 15 Psychic type special damage, damage increases for every stat modifier user has, 15 average damage, female only
Me First (20): Use attack used by Target against them with 50% more power, fails if user is slower or target uses a Non-damaging attack, female only
Magical Leaf (20): 26 Grass type special damage, cannot miss, 26 average damage, female only
Covet (25): 18 Normal type physical damage, steals target’s held item if user has none, 18 average damage
Charge Beam (10): 22 Electric type special damage, 70% chance of raising Special Attack by 1 level, 90% accuracy, 20 average damage, female only
Shadow Ball (15): 35 Ghost type special damage, 20% chance of lowering Special Defense by 1 level, 36 average damage, female only
Extrasensory (20): 52 Psychic type special damage, 20% flinch, 53 average damage, female only
Signal Beam (15): 33 Bug type special damage, 10% Confusion, 34 average damage, female only
Future Sight (10): 77 Psychic type special damage, attack activates on 3rd turn after use, user can still act between usage and activation, 79 average damage, female only

Comments: With Light Screen and Charm, it can compensate for its low damage by increasing its longevity, should be enough for Middle backed up by good speed.


Aegislash (Ghost/Steel)
135 HP, 70 (170) Atk, 170 (70) Def, 70 (170) SpA, 70 (170) SDef, 80 Spe
Special Ability – Stance Change: Aegislash changes between Shield Forme and Sword Forme depending on actions.  It starts every fight in Shield Forme (the first set of stats) until it uses an offensive action, which shifts to Sword Forme (the stats in parantheses).  If uses the attack “King’s Shield”, it goes back into Shield Forme.  Since Aegislash cannot attack directly unless it is in Sword Forme, it’s Shield Forme offensive stats are mostly redundant, hence only one damage value will be listed
Effective Stats: 1.4 (Immune) (0.58 (Immune)) physical, 1.4 (0.58) magical, -0.78 Speed
Iron Head (15): 85 Steel type physical damage, 30% flinch, 87 average damage
Swords Dance (20): Raises Attack by 2 levels
Automize (15): Raises Speed by 2 levels
Iron Defense (30): Raises Defense by 2 levels
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King’s Shield (10): Damage Immunity for 1 turn, attacker loses -1 Attack if using a contact move, +4 priority, success rate halves on each consecutive use
Sacred Sword (15): 63 Fighting type physical damage, ignores defensive modifiers, 64 average damage
Aerial Ace (20): 43 Flying type physical damage, cannot miss, 44 average damage
Head Smash (5): 105 Rock type physical damage, 50% Recoil, 80% accuracy, 43 net average damage
Power Trick (10): Swap’s users Attack and Defense stats
Night Slash (15): 50 Dark type physical damage, 12.5% critical hit rate, 53 average damage
Slash (20): 50 Normal type physical damage, 12.5% critical hit rate, 53 average damage
Shadow Sneak (30): 44 Ghost type physical damage, +1 priority, 45 average damage
Pursuit (20): 29 Dark type physical damage, 29 average damage
Fury Cutter (20): 29 Bug type physical damage, damage doubles on consecutive uses up to 5 times, 95% accuracy, 29 average damage
Tackle (35): 36 Normal type physical damage, 37 average damage
Metal Sound (40): Lowers Special Defense by 2 levels, 85% accuracy
Retaliate (5): 50 Normal type physical damage, damage doubles if used right after ally has fainted, 53 average damage

Comments: For a Pokemon with a complicated special ability, his strategy is quite simple though still effective.  He starts in Shield Forme, uses this opportunity to buff a lot, and then tries to finish it fast.  Between the durability and the excellent Ghost/Steel typing, he can probably get away with this in Heavy


Aromatisse (Fairy)
176 HP, 92 Atk, 92 Def, 119 SpA, 108 SDef, 49 Spe
Special Ability – Healer: 30% chance of healing user of all status every turn
Hidden Ability – Aroma Veil: Protects Allies from Taunt, Torment, Encore, Disable, Heal Block, and Attract
Effective Stats: 0.99 Physical, 1.17 Magical, -1.8 Speed

Moonblast (15): 71 Fairy type special damage, 30% chance of lowering Special Attack by 1 level, 73 average damage
Charm (20): Lowers Attack by 2 levels
Calm Mind (20): Raises Special Attack and Special Defense by 1 level
Sweet Kiss (10): Adds Confusion, 75% accuracy
---
Psych Up (10): Copies stat changes of target
Reflect (20): Halves Physical Damage dealt to entire team for 5 turns
Disarming Voice (15): 31 Fairy type special damage, cannot miss, 31 average damage
Psychic (10): 45 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 46 average damage
Skill Swap (10): User changes their Special Ability with that of the Target’s
Misty Terrain (10): Creates Terrain that grants immunity to all status, and halves Dragon damage
Flail (15): Normal type physical Damage that fluctuates based on HP, ranging from 9 damage at max HP to 76 damage at 4% or less, damage altering at set intervals
Attract (20): Inflicts Attract status on target if they are opposite Gender of the user; Aromatisse has no gender bias
Draining Kiss (10): 38 Fairy type special damage, heals user equal to 75% damage done, 39 average damage
Echoed Voice (15): 21 Normal type special damage, damage increases by about 20 points each consecutive use up to the 5th, 21 average damage
Odor Sleuth (40): Target’s evasion reset to default, allows Normal and Fighting type moves to hit Ghost types
Fairy Wind (30): 31 Fairy type special damage, 31 average damage
Sweet Scent (20): Lowers Evasion by 1 level
Heal Pulse (10): Heals Ally equal to half user’s Max HP
Aromatic Mist (20): Raises Special Defense of ally by 1 level

Comments: Meant to be a team player, Aromatisse is not very interesting in the DL, having a few buffs, damage and shakey status. That wouldn’t be so bad if it didn’t have such low speed. Light


Slurpuff (Fairy)
157 HP, 100 Atk, 106 Def, 105 SpA, 95 SDef, 92 Spe
Special Ability – Sweet Veil: Prevents Sleep status for all fighters
Hidden Ability – Unburden: User’s speed doubles when held item is consumed
Effective Stats: 1.01 physical, 0.91 magical, -0.28 Spe

Play Rough (10): 57 Fairy type physical damage, 10% chance of lowering attack by 1 level, 90% accuracy, 52 average damage
Cotton Guard (10): Raises Defense by 2 levels
Cotton Spore (40): Lowers Target’s speed by 2 levels
Light Screen (30): Halves Special Damage dealt to entire team for 5 turns
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*Safeguard (25): Grants immunity to status for entire team for 5 turns
Wish (10): Turn after this is used, the current Pokemon heals equal to 50% User’s MHP
Energy Ball (10): 40 Grass type special damage, 10% chance of lowering Special Defense by 1 level, 41 average damage
Draining Kiss (10): 34 Fairy type special damage, heals user equal to 75% damage done, 35 average damage
Aromatherapy (5): Full Status Healing
Endeavour (5): Target’s HP is set equal to user’s HP
Round (15): 27 Normal type special damage, 27 average damage
Fake Tears (20): Lowers Special Defense by 2 levels
Play Nice (20): Lowers Attack by 1 level
Fairy Wind (30): 28 Fairy type special damage, 28 average damage
Tackle (35): 22 Normal type physical damage, 22 average damage
Sweet Scent (20): Lowers Evasion by 1 level

Comments: It can buff both defenses, lower speed, and do crap damage.  Really nothing to write home about at all, Light


Malamar (Psychic/Dark
161 HP, 112 Atk, 108 Def, 88 SpA, 95 SDef, 93 Spe
Special Ability 1 – Contrary: Stat Modifiers on user are inverted, this is factored in when applicable
Special Ability 2 – Suction Cups: Grants immunity to forced swap moves like Roar
Hidden Ability – Infiltrator: All attacks ignore the effects of Reflect, Light Screen, Safeguard and Substitute
Effective Stats: 1.19 Physical, 1.05 Magical, -0.25 Speed

Foul Play (15): 66 Dark type physical damage, damage based off target’s Attack as opposed to user’s, damage here assumes 110 Attack (roughly average), 68 average damage
Light Screen (30): Halves Special Damage dealt to entire team for 5 turns
Super Power (5): 56 Fighting type physical damage, raises (lowers) Attack and Defense by 1 level, 57 average damage
Hypnosis (20): Adds Sleep, 60% accuracy
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Night Slash (15): 50 Dark Type physical damage, 12.5% critical hit rate, 53 average damage
Psycho Cut (20): 50 Psychic Type physical damage, 12.5% critical hit rate, 53 average damage
Slash (20): 33 Normal Type physical damage, 12.5% critical hit rate, 35 average damage
Pluck (20): 29 Flying type physical damage, 29 average damage
Payback (10): 36 Dark type physical damage, damage doubles if user acts second, 37 average damage
Switcheroo (10): User trades items with the target
Psybeam (10): 37 Psychic type special damage, 10% Confusion, 38 average damage
Topsy-Turvy (20): Inverts all stat modifiers on the field
Psywave (15): Deals damage ranging from 25 to 75, ignores all modifiers including defense, 50 average damage
Swagger (15): Adds Confusion, raises target’s attack by 2 levels, 90% accuracy
Reflect (20): Halves Physical Damage dealt to entire team for 5 turns
Constrict (35): 6 Normal type physical damage, 10% chance of lowering speed by 1 level, 6 average damage
Peck (35): 17 Flying type physical damage, 17 average damage
Tackle (35): 24 Normal type physical damage, 24 average damage
Reversal (15): Fighting type physical Damage that fluctuates based on HP, ranging from 10 damage at max HP to 92 damage at 4% or less, damage altering at set intervals

Comments: Rather solid all things considered.  A bit slow, but between the numerous options it has including a damage attack that buffs Defense and Attack, immunity to those who rely on stat debuffs (and lack stat buffs), and even some status.  High Middle


Barbaracle (Water/Rock)
147 HP, 125 Atk, 135 Def, 74 SpA, 106 SDef, 88 Spe
Special Ability 1 - Tough Claws: Raises damage of contact moves by 33%.  This is already factored into averages when appropriate
Special Ability 2 – Sniper: Raises damage of critical hits to 2.25x damage
Hidden Ability – Pickpocket: Steal opponents Held Item when using a contact move
Effective Stats: 1.21(2.42) Physical, 0.95 Magical, -0.42 Speed

Razor Shell (10): 71 (59) Water type physical damage, 50% chance of lowering Defense by 1 level, 95% accuracy, 69 (58 w/ Sniper) (57 w/ Pickpocket) average damage
Shell Smash (15): Raises Attack, Special Attack and Speed by 2 levels, lowers Defense and Special Defense by 1 level
Mud-Slap (10): 7 Ground type special damage, lowers accuracy by 1 level, 7 average damage
Stone Edge (5): 52 Rock type physical damage, 12.5% Critical Hit Rate, 80% accuracy, 44 (45 w/ Sniper) average damage
---
Skull Bash (10): 89 (67) Normal type physical damage, 2 turn charge time, Defense raised by 1 level during first turn, 45 (35 w/ Sniper) (34 w/ Pickpocket) average damage
Cross Chop (5): 69 (52) Fighting type physical damage, 12.5% Critical Hit Rate, 80% accuracy, 58 (45 w/ Sniper)(44 w/ Pickpocket) average damage
Night Slash (15): 49 (37) Dark type physical damage, 12.5% Critical hit rate, 53 (40 w/ Sniper) (39 w/ Pickpocket) average damage
Fury Cutter (20): 29 (21) Bug type physical damage, damage doubles on consecutive uses up to 5 times, 95% accuracy, 28 (21) average damage
Hone Claws (15): Raises Attack and Accuracy by 1 level
Ancient Power (5): 29 Rock type special damage, 10% chance of raising all stats by 1 level, 29 (30 w/ Sniper) average damage
Rock Polish (20): Raises Agility by 2 levels
Clamp (15): 35 (29) Water type physical damage, target takes damage equal to 12.5% of their MHP per turn for the next 4 to 5 turns, 85% accuracy, 30 (25) average damage
Slash (20): 49 (37) Normal type physical damage, 12.5% Critical hit rate, 53 (40 w/ Sniper) (39 w/ Pickpocket) average damage
Fury Swipes (15): 14 (10)Normal type physical damage, hits 2 to 5 times, 80% accuracy, 33 (24) average damage
Withdraw (40): Raises Defense by 1 level
Water Gun (25): 20 Water type special damage, 20 average damage
Sand-Attack (15): Lowers Accuracy by 1 level
Scratch (35): 29 (22) Normal type physical damage, 29 (23 w/ Sniper) (22 w/ Pickpocket) average damage

Comments: Physical tank utterly saved by the existence of Shell Smash, letting him buff to crazy high offense.  Defensive fighters despise him, but those with actual offense pose legitimate threats, especially lightning mages. Light/Middle


Dragalge (Dragon/Poison)
140 HP, 95 Atk, 110 Def, 117 SpA, 143 SDef, 64 Spe
Special Ability 1 – Poison Point: 30% chance of poisoning opponent if hit with a contact move
Special Ability 2 – Poison Touch: All contact moves have a 30% chance of poisoning the target
Hidden Ability – Adaptability: STAB bonus increases from 1.5x to 2x. 
Effective Stats: 0.94 Physical, 1.22 Magical, -1.27 Speed

Sludge Bomb (5): 66 (90) Poison Type special damage, 30% Poison, 68 (88) average damage
Toxic (10): Adds Toxic status, cannot miss
Dragon Pulse (10): 63 (84) Dragon type special damage, 64(86) average damage
Acid (30): 31 (41) Poison type special damage, 10% chance of lowering Special Defense by 1 level, 31 (42) average damage
---
Twister (20): 31 (41) Dragon type special damage, 20% Flinch, 31 (42) average damage
Dragon Tail (10): 37 (49) Dragon type physical damage, target is forced to run or swap, -6 priority, 90% accuracy, 34 (45) average damage
Hydro Pump (5): 53 Water type special damage, 80% accuracy, 43 average damage
Aqua Tail (10): 36 Water type physical damage, 90% accuracy, 33 average damage
Double Team (10): Raises Evade by 1 level
Water Pulse (20): 30 Water type special damage, 20% Confusion, 30 average damage
Poison Tail (25): 31 (42) Poison type physical damage, 12.5% Critical hit rate, 10% Poison, 32 (44) average damage
Camouflage (20): Changes user’s typing based on the environment
Bubble (30): 20 Water type special damage, 10% chance of lowering speed by 1 level, 20 average damage
Water Gun (25): 20 Water type special damage, 20 average damage
Tail Whip (30): Lowers Defense by 1 level
Feint Attack (20): 24 Dark type physical damage, cannot miss, 24 average damage
Smokescreen (20): Lowers Accuracy by 1 level
Tackle (35): 21 Normal type physical damage, 21 average damage

Comments: Very slow, and outside of impressive special durability, it’s really got very little worth noting.  Waste of a unique typing. Light


Clawitzer (Water)
146 HP, 93 Atk, 108 Def, 140 SpA, 109 SDef, 79 Spe
Special Ability – Mega Launcher: Pulse and Aura moves increased by 50%, already factored into damage when applicable
Effective Stats: 0.96 Physical, 0.97 Magical, -0.74 Speed

Water Pulse (20): 80 Water type special damage, 20% Confusion, 82 average damage
Aura Sphere (20): 70 Fighting type special damage, cannot miss, 72 average damage
Crab Hammer (10): 59 Water type physical damage, 12.5% Critical hit rate, 56 average damage
Swords Dance (20): Raises Attack by 2 levels
---
Dragon Pulse (10): 75 Dragon type special damage, 77 average damage
Dark Pulse (15): 70 Dark type special damage, 20% Flinch, 72 average damage
Muddy Water (10): 79 Water type special damage, 30% chance of lowering Accuracy by 1 level, 85% accuracy, 69 average damage
Aqua Jet (20): 25 Water type physical damage, +1 Priority, 25 average damage
Smack Down (15): 20 Rock type physical damage, target loses Flying typing or Levitate if applicable until they leave battle, 20 average damage
Bubble Beam (20): 58 Water type special damage, 10% chance of lowering Speed by 1 level, 59 average damage
Flail (15): Normal type physical Damage that fluctuates based on HP, ranging from 9 damage at max HP to 77 damage at 4% or less, damage altering at set intervals
Vice Grip (30): 22 Normal type physical damage, 22 average damage
Bubble (30): 36 Water type special damage, 10% chance of lowering Speed by 1 level, 37 average damage
Water Sport (15): Halves Fire Damage
Water Gun (25): 36 Water type special damage, 37 average damage
Splash (40): Does absolutely nothing
Heal Pulse (10): Heals Ally equal to 75% user’s Max HP

Comments: Average damage, average durability, bad speed, no redeeming tricks…yep, Light


Heliolisk (Electric/Normal)
137 HP, 75 Atk, 72 Def, 129 SpA, 114 SDef, 129 Spe
Special Ability 1 – Dry Skin: User restores 25% of their MHP if hit with a Water attack, receives 25% more damage from Fire, heals 12.5% MHP per turn during Rain, and lose  12.5% HP per turn during Sunny Day
Special Ability 2 – Sand Veil: Users Evade raises by 1 level during Sandstorm
Hidden Ability – Solar Power: Special Attack increase by 50% during Sunny Day, but loses 12.5% MHP per turn
Effective Stats: 0.6 physical, 0.92 magical, +1.02 Speed

Thunderbolt (15): 73 Electric type special damage, 10% Paralysis, 75 average damage
Thunder Wave (20): Adds Paralysis, fails vs. those immune to Electric
Parabolic Charge (20): 41 Electric type special damage, heals user equal to half damage done, 42 average damage
Charge (20): Raises Special Defense by 1 level, damage doubles next turn if attack is Electric typed
---
Volt Switch (20): 57 Electric type special damage, user forced to swap as a result of the attack, 58 average damage
Bulldoze (20): 20 Ground type physical damage, lowers target’s speed by 1 level, 20 average damage
Mud-Slap (10): 12 Ground type special damage, lowers target’s accuracy by 1 level, 12 average damage
Thundershock (30): 34 Electric type special damage, 10% paralysis, 35 average damage
Tail Whip (30): Lowers Defense by 1 level
Pound (35): 20 Normal type physical damage, 20 average damage
Thunder (10): 88 Electric type special damage, 30% paralysis, 70% accuracy, 63 average damage
Quick Attack (30): 20 Normal type physical damage, +1 Priority, 20 average damage
Razor Wind (10): 65 Normal type special damage, 12.5% Critical Hit Rate, 1 turn charge time, 34 average damage
Electrify (20): Changes the typing of target’s next attack into Electric
Eerie Impulse (15): Lowers Special Attack by 2 levels

Comments: It’s got good speed and Thunder Wave to compliment, but otherwise unremarkable and rolls over to Lightning resistance.  Light


Tyrantrum (Rock/Dragon)
157 HP, 141 Atk, 139 Def, 89 SpA, 79 SDef, 91 Spe
Special Ability – Strong Jaw: Biting Attacks do 50% more damage; this is already factored into damage when applicable
Hidden Ability – Rock Head: Grants immunity to recoil damage
Effective Stats: 1.33 (2.66) physical, 0.75 magical, -1.02 speed

Crunch (15): 71 (48) Dark type physical damage, 20% chance of lowering Defense by 1 level, 73 (49) average damage
Charm (20): Lowers Attack by 2 levels
Head Smash (5): 131 Rock type physical damage, 50% recoil, 80% accuracy, 54 (108) average damage
Horn Drill (5): Instant Death, 30% accuracy
---
*Giga Impact (5): 87 Normal type physical damage, 1 turn recharge, 90% accuracy, 40 average damage
Rock Slide (10): 66 Rock type physical damage, 10% Flinch, 90% accuracy, 61 average damage
Tail Whip (30): Lowers Defense by 1 level
Earthquake (10): 58 Ground type physical damage, 59 average damage
Outrage (10): 70 Normal type physical damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 72 average damage
Dragon Claw (15): 71 Dragon type physical damage, 73 average damage
Dragon Tail (10): 54 Dragon type physical damage, forces target to run or swap, -6 Priority, 90% accuracy, 50 average damage
Ancient Power (5): 35 Rock type special damage, 10% chance of raising all stats by 1 level, 36 average damage
Bite (25): 54 (36) Dark type physical damage, 30% flinch, 55 (37) average damage
Bide (10): User skips next two turns, at the end of which, they will do twice as much Normal type damage as they received during that phase, +1 priority
Stomp (20): 38 Normal type physical damage, 30% flinch, 39 average damage
Roar (20): Forces target to run or swap, cannot miss, -6 priority
Tackle (35): 30 Normal type physical damage, 30 average damage

Comments: Slow Physical tank who has a nice finisher offset his modest damage. Middle.


Aurorus (Ice/Rock)
198 HP, 97 Atk, 92 SDef, 119 SpA, 112 SDef,
Special Ability – Refrigerate: Normal type attacks are boosted by 30% and become Ice type, this is already factored into averages when applicable
Hidden Ability – Snow Warning: Automatically activates Hail weather
Effective Stats: 1.11 (2.22) Physical, 1.25 Magical, -0.78 Speed

Ice Beam (10): 67 Ice type special damage, 10% Freeze, 69 average damage
Light Screen (30): Halves Special Damage dealt to entire team for 5 turns
Thunder Wave (20): Adds paralysis, fails vs. those immune to Electric
Hyper Beam (5): 144 (74) Ice (Normal) type special damage, 1 turn recharge, 90% accuracy, 66 (34) average damage
---
Freeze-Dry (20): 53 Ice type special damage, hits weakness on Water types, 10% Freeze, 54 average damage
*Blizzard (5): 82 Ice type special damage, 10% Freeze, 70% accuracy (cannot miss), 59 (84) average damage
#Nature Power (20): 78 (40) Ice (Normal) type special damage, 20% chance of inflicting one of Burn, Paralysis or Freeze, 80 (41) average damage
Encore (5): Forces target to use their last attack for the next 5 turns
Hail (5): Causes Hail weather for 5 turns
Avalanche (20): 38 Ice type physical damage, damage doubles if user takes damage on same turn this is used, -4 priority, 39 average damage
Round (15): 59 (30) Normal type special damage, 61 (30) average damage
Ancient Power (5): 46 Rock type special damage, 10% chance of raising all stats by 1 level, 47 average damage
Aurora Beam (20): 49 Ice type special damage, 10% chance of lowering Attack by 1 level, 50 average damage
Mist (30): Grants immunity to stat downs for 5 turns
Take Down (20): 76 (39) Ice (Normal) type physical damage, 25% recoil, 85% accuracy, 49 (25) net average damage
Icy Wind (15): 42 Ice type special damage, 95% accuracy, 41 average damage
Rock Throw (15): 32 Rock type physical damage, 90% accuracy, 30 average damage
Powder Snow (25): 31 Ice type special damage, 20% Freeze, 31 average damage
Growl (40): Lowers Attack by 1 level

#Nature Power’s effects vary based on terrain, using a different attack depending where the fight takes place.  This assumes Urban Terrain, thus it uses Tri-Attack.  If you take a different view, please consult this link right here for how the move works.  Due to it’s questionable nature, I opted to NOT put it on Aurorus’ default moveset despite it being it’s best damage.

Comments: Somewhat better than you’d think, Aurorus’ main failing is his low speed, but it compensates that nicely with good durability and Thunder Wave, complimented by a nice strong finisher in Hyper Beam, though it really hates Ice resistance.  Middle/Heavy


Sylveon (Fairy)
170 HP, 85 Atk, 85 Def, 130 SpA, 150 SDef, 80 Spe
Special Ability – Cute Charm: 30% chance of inflicting Attract on opponent when hit by a contact move
Hidden Ability – Pixilate: Normal type attacks are boosted by 30% and become Fairy type
Effective Stats: 0.88 physical, 1.55 magical, -0.71 speed

Moonblast (15): 77 Fairy type special damage, 30% chance of lowering Special Attack by 1 level, 79 average damage
Light Screen (30): Halves Special Damage dealt to entire team for 5 turns
Charm (20): Lowers Attack by 2 levels
Draining Kiss (10): 42 Fairy type special damage, heals user equal to 75% damage done, 43 average damage
---
Trump Card (5): Normal (Fairy) Type special damage that ranges from 22 (44) to 110 (214) based on this attack’s remaining PP, where lower = more damage
Double-Edge (15): 44 (86) Normal (Fairy) type physical damage, 33% recoil, 57 average damage
Baton Pass (40): User swaps out, passing along stat changes to whoever replaces him
Take Down (20): 34 (67) Normal (Fairy) type physical damage, 25% recoil, 85% accuracy, 21 (43) average damage
Covet (25): 22 (43) Normal (Fairy) type physical damage, steals target’s held item if user has none, 22 (44) average damage
Refresh (20): Full Status Healing
Bite (20): 22 Dark type physical damage, 30% Flinch, 22 average damage
Baby-Doll Eyes (30): Lowers Attack by 1 level, +1 priority
Growl (40): Lowers Attack by 1 level
Psych Up (10): Copies stat changes of target
Last Resort (5): 50 (97) Normal (Fairy) type physical damage, can only be used after the other 3 attacks are used at least once, 51 (100) average damage
Misty Terrain (10): Creates Terrain that grants immunity to all status, and halves Dragon damage
Skill Swap (10): User changes their Special Ability with that of the Target’s
Swift (20): 33 (65) Normal type special damage, cannot miss, 34 (67) average damage
Quick Attack (30): 15 (30) Normal (Fairy) type physical damage, +1 priority, 15 (30) average damage
Fairy Wind (30): 34 Fairy type special damage, 35 average damage
Sand-Attack (15): Lowers Accuracy by 1 level
Helping Hand (20): Increases an ally’s damage by 50%, +5 priority
Tackle (35): 19 (37) Normal (Fairy) type physical damage, 19 (38) average damage
Tail Whip (30): Lowers Defense by 1 level
Disarming Voice (15): 34 Fairy type special damage, cannot miss, 35 average damage

Comments: Can play defensively to some degree, but unremarkable otherwise despite the large move-set. Middle


Hawlucha (Fighting/Flying)
153 HP, 112 Atk, 95 Def, 94 SpA, 83 SDef, 138 Spe
Special Ability 1 – Limber: Grants Immunity to Paralysis
Special Ability 2 – Unburden: When the user's item is consumed, its speed doubles until it leaves combat
Hidden Ability - Mold Breaker: Attacks ignore opponent’s special abilities
Effective Durability: 0.88 Physical, 0.87 Magical, +1.34 Speed

High Jump Kick (10): 91 Fighting type physical damage, user takes 50% MHP in damage if attack misses, 90% accuracy, 79 average damage
Swords Dance (30): Raises Attack by 2 levels
Feather Dance (15): Lowers Attack by 2 levels
Roost (10): 50% Healing, user loses Flying typing for rest of turn if faster
---
Sky Drop (10): 43 Flying type physical damage, 1 turn charge time, during which, target cannot act, 22 average damage
Sky Attack (5): 97 Flying type physical damage, 30% Flinch, 12.5% Critical Hit rate, 1 turn charge time, 90% accuracy, 46 average damage
Endeavour (5): Target’s HP is set equal to user’s HP
Bounce (5): 60 Flying type physical damage, one turn charge time, during which user cannot be damaged ala FF Jump, 30% paralysis, 85% accuracy, 26 average damage
Flying Press (10): 57 Flying/Fighting physical damage, 95% accuracy, 55 average damage
Fling (10): Deals damage based on item held, Dark Type
Encore (5): Forces target to use their last attack for the next 5 turns
Aerial Ace (20): 43 Flying type physical damage, cannot miss, 44 average damage
Wing Attack (35): 43 Flying type physical damage, 44 average damage
Karate Chop (25): 36 Fighting type physical damage, 12.5% Critical hit rate, 38 average damage
Hone Claws (15): Raises Attack and Accuracy by 1 level
Tackle (35): 24 Normal type physical damage, 24 average damage
Detect (5): Invincibility for 1 turn, +4 priority, success rate halves on each consecutive use

Comments: Good speed with Roost and Feather Dance helps offset the iffy durability, Swords Dance allows it to set up for real damage, so covers it’s bases well.  High Middle
« Last Edit: November 17, 2016, 01:48:20 PM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

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Re: Pokemon Gen 6
« Reply #6 on: January 23, 2016, 04:37:19 AM »
Dedenne (Electric/Fairy)
132 HP, 78 Atk, 77 Def, 101 SpA, 87 SDef, 121 Spe
Special Ability 1 – Cheek Pouch: Heals 33% of user’s MHP when they eat a berry
Special Ability 2 – Pick Up: Random chance to get an item after each battle
Hidden Ability – Plus: Increases Special Attack by 50% if paired with someone who has Minus
Effective Stats: 0.62 physical, 0.7 magical, +0.74 speed

Discharge (15): 51 Electric type special damage, 30% paralysis, 52 average damage
Nuzzle (20): 12 Electric type physical damage, 100% paralysis, 12 average damage
Charm (20): Lowers Attack by 2 levels
Parabolic Charge (20): 33 Electric type special damage, heals user equal to half damage dealt, 34 average damage
---
Thunder (10): 70 Electric type special damage, 30% paralysis, 70% accuracy, 50 average damage
Play Rough (10): 45 Fairy type physical damage, 10% chance of lowering Attack by 1 level, 90% accuracy, 41 average damage
Entrainment (15): Changes target’s special ability to be the same as the user’s
Charge Beam (10): 33 Electric type special damage, 70% chance of raising Special Attack by 1 level, 90% accuracy, 30 average damage
Snore (15): 22 Normal type special damage, 30% flinch, can only be used if user is asleep, 22 average damage
Rest (10): Full HP and status healing, puts user to Sleep for 2 turns
Volt Switch (20): 45 Electric type special damage, user forced to swap as a result of the attack, 46 average damage
Thunder Wave (15): Adds Paralysis, fails against those immune to Electric type attacks
Charge (20): Raises Special Defense by 1 level, damage doubles next turn if attack is Electric typed
Thunder shock (30): 27 Electric type special damage, 10% paralysis, 27 average damage
Tail Whip (30): Lowers Defense by 1 level
Tackle (35): 12 Normal type physical damage, 12 average damage

Comments: Low damage, low durability, modest tricks…yep, textbook Light


Carbink (Rock/Fairy)
125 HP, 70 Atk, 170 Def, 70 SpA, 170 SDef, 70 Spe
Special Ability – Clear Body: Grants immunity to stat downs
Hidden Ability - Sturdy: Grants immunity to Instant Death; user cannot be killed if at Max HP
Effective Stats: 1.29 (2.58) physical, 1.29 magical, -1.06 Speed

Moonblast (15): 43 Fairy type special damage, 30% chance of lowering Special Attack by 1 level, 44 average damage
Light Screen (30): Halves Special Damage dealt to entire team for 5 turns
Reflect (20): Halves Physical Damage dealt to entire team for 5 turns
*Safeguard (25): Grants immunity to status for entire team for 5 turns
---
Stone Edge (5): 45 Rock type physical damage, 12.5% Critical Hit rate, 80% accuracy, 38 average damage
Power Gem (20): 36 Rock type special damage, 37 average damage
Skill Swap (10): User changes their Special Ability with that of the Target’s
Flail (15): Normal type physical Damage that fluctuates based on HP, ranging from 7 damage at max HP to 58 damage at 4% or less, damage altering at set intervals
Ancient Power (5): 28 Rock type special damage, 10% chance of raising all stats by 1 level, 28 average damage
Guard Split (10): User and Target’s Defense and Special Defense are set equal to the average of both
Stealth Rock (20): Entry Hazard that does 12.5% damage at base, and fluctuates linearly depending on target’s Rock resistance
Smack Down (15): 24 Rock type physical damage, target loses Flying typing or Levitate if applicable until they leave battle, 24 average damage
Sharpen (30): Raises Attack by 1 level
Rock Throw (15): 24 Rock type physical damage, 90% accuracy, 21 average damage
Harden (30): Raises Defense by 1 level
Tackle (35): 16 Normal type physical damage, 16 average damage

Comments: Tanky, especially against physicals, and has tricks to augment it but it’s offensively awful which holds it back a lot.  Light/Middle


Goodra (Dragon)
165 HP, 120 Atk, 90 Def, 130 SpA, 170 SDef, 100 Spe
Special Ability 1 – Sap Sipper: If hit with a Grass move, user takes no damage and receives +1 to Attack
Special Ability 2 – Hydration: All status effects heal at the end of turn during Rain Weather
Hidden Ability – Gooey: Lower’s opponent’s speed by 1 level when hit with a contact move
Effective Stats: 0.9 physical, 1.71 magical, -0.00 speed

Outrage (10): 90 Dragon type physical damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 92 average damage
Rain Dance (5): Adds Rain Weather for 5 turns
Dragon Pulse (10): 69 Dragon type special damage, 71 average damage
Dragon Breath (15): 50 Dragon type special damage, 30% paralysis, 51 average damage
---
Power Whip (10): 60 Grass type physical damage, 85% accuracy, 52 average damage
Aqua Tail (10): 45 Water type physical damage, 90% accuracy, 41 average damage
Body Slam (15): 43 Normal type physical damage, 30% paralysis, 44 average damage
Muddy Water (10): 49 Water type special damage, 30% chance of lowering Accuracy by 1 level, 85% accuracy, 42 average damage
Flail (15): Normal type physical Damage that fluctuates based on HP, ranging from 11 damage at max HP to 98 damage at 4% or less, damage altering at set intervals
Bide (10): User skips next two turns, at the end of which, they will do twice as much Normal type damage as they received during that phase, +1 priority
Protect (10): Invincibility for 1 turn, +4 priority, success rate halves on each consecutive use
Absorb (25): 12 Grass type special damage, heals user equal to half damage dealt, 12 average damage
Bubble (30): 22 Water type special damage, 10% chance of lowering Speed by 1 level, 22 average damage
Tackle (35): 26 Normal type physical damage, 26 average damage
Feint (10): 16 Normal type physical damage, ignores and dispels invincibility, +2 priority, 16 average damage

Comments: Magic tank who is basically average at everything else who relies almost entirely on pure damage.  Beats those who rely on status if he’s faster than them, I suppose. Middle


Klefki (Fairy/Steel)
132 HP, 100 Atk, 111 Def, 100 SpA, 107 SDef, 95 Spe
Special Ability – Prankster: Non-damaging attacks are raised to +1 priority if lower
Hidden Ability – Magician: If user deals damage to target, Held Item is stolen; fails if user already has a Held Item
Effective stat: 0.89 (1.78) physical, 0.86 magical, -0.18 Speed

Play Rough (10): 57 Fairy type physical damage, 90% accuracy, 52 average damage
Draining Kiss (10): 33 Fairy type special damage, heals user equal to 75% damage done, 34 average damage
Heal Block (10): Target cannot recover HP for next 5 turns
Foul Play (15): 44 Dark type physical damage, damage based off target’s Attack as opposed to user’s, damage here assumes 110 Attack (roughly average), 45 average damage
---
Magic Room (10): Nulls the effects of all Held Items on battlefield for 5 turns
Recycle (10): Restores Held Items if they were consumed by user; this does not apply if item was removed by the opponent by moves such as Thief
Imprison (10): Target cannot use any moves they share with the user
Mirror Shot (10): 42 Steel type special damage, 30% chance of lowering Accuracy by 1 level, 36 average damage
Torment (15): Prevents target from using the same attack two turns in a row
Crafty Shield (10): Grants immunity to all status for user’s entire team for 1 turn, +3 priority
Spikes (20): Entry Hazard that deals damage to opponents upon entrance based on MHP, 12.5% for 1 layer, 16.7% for 2 layers, and 25% for 3 layers, fails vs. those with Flying type or Levitate ability
Metal Sound (40): Lowers Special Defense by 2 levels, 85% accuracy
Astonish (15): 7 Ghost type physical damage, 30% Flinch, 7 average damage
Fairy Wind (30): 27 Fairy type special damage, 37 average damage
Tackle (35): 22 Normal type physical damage, 22 average damage
Fairy Lock (10): Prevents all targets from running or swapping

Comments: It’s got great typing but otherwise is quite lackluster, despite being a terror in competitive. Light


Trevenant (Ghost/Grass)
160 HP, 130 Atk, 96 Def, 85 SpA, 102 SDef, 76 Spe
Special Ability 1 – Natural Cure: Heals user of all status when they are withdrawn from battle
Special Ability 2 – Frisk: Reveals opponent’s held item
Hidden Ability – Harvest: 50% chance of restoring user’s Berry; during Sunny Day weather, this is 100%
Effective stats: 0.93 (immune) physical, 0.96 magical, -0.85 speed

Wood Hammer (15): 97 Grass type physical damage, 33% recoil, 67 average damage
Horn Leech (10): 61 Grass type physical damage, heals user equal to half damage dealt, 62 average damage
Will-o-Wisp (15): Inflicts Burn, 85% accuracy
Confuse Ray (15): Adds Confusion
---
Leech Seed (10): Pseudo-status where target loses 12.5% of their MHP every turn, and heals user for equal amounts, 90% accuracy
Shadow Claw (15): 58 Ghost type physical damage, 12.5% Critical hit rate, 61 average damage
Phantom Force (10): 73 Ghost type physical damage, 1 turn charge time during which user is invincible ala FF Jump, ignores invincibility, 37 average damage
Destiny Bond (5): Target dies if User faints after this move is used
Forest’s Curse (20): Changes Target to Grass type
Curse (10): User loses 50% of their MHP to inflict target with status where they lose 25% of their MHP each turn
Feint Attack (20): 33 Dark type physical damage, cannot miss, 34 average damage
Ingrain (20): Grants user 1/16th MHP Regen, user cannot Run or Swap
Growth (20): Raises Attack and Special Attack by 1 level
Astonish (30): 26 Ghost type physical damage, 30% Flinch, 26 average damage
Tackle (35): 28 Normal type physical damage, 28 average damage

Comments: What’s this? Something with actual variety and potentially interesting moveset!?  With lots of defensive tricks, between parasitic healing, gradual damage, confusion, and even an Anti-Fighter status, Trevenant is a lot more varied than you’d expect.  The one thing holding him back is his poor speed. Middle


Gourgeist is a unique Pokemon in that it comes in 4 different sizes, each with varying stats.  The moveset is identical between the four, but the stats change notably.  As a result, I am listing Gourgeist 4 times, treating it as 4 different Pokemon, just like Deoxys. To be clear, not the stat differences aren’t major, just that I feel I should address them all and this avoids confusion despite being more repetitive.  And yes, I have been dreading this for a long time.


Gourgeist-Normal (Grass/Ghost)
140 HP, 110 Atk, 142 Def, 78 SpA, 75 SDef, 104 Spe
Special Ability 1 – Pick Up: User randomly will get an item when battle ends
Special Ability 2 – Frisk: Reveals opponent’s held item
Hidden Ability - Insomnia: Grants Immunity to Sleep
Effective Stats: 1.21 (immune) physical, 0.81 magical, +0.14 speed

Seed Bomb (15): 56 Grass type physical damage, 57 average damage
Scary Face (10): Lowers speed by 2 levels
Confuse Ray (15): Adds Confusion
Leech Seed (10): Pseudo-status where target loses 12.5% of their MHP every turn, and heals user for equal amounts, 90% accuracy
---
Explosion (5): 113 Normal type physical damage, user faints as a result of the attack, 116 average damage
Shadow Ball (15): 40 Ghost type special damage, 20% chance of lowering Special Defense by 1 level, 41 average damage
Trick-or-Treat (20): Target becomes a Ghost type
Phantom Force (10): 62 Ghost type physical damage, 1 turn charge time during which user is invincible ala FF Jump, ignores invincibility, 31 average damage
Pain Split (20): User and Target’s HP are set equal to the average of both
Shadow Sneak (30): 29 Ghost type physical damage, +1 priority, 29 average damage
Razor Leaf (25): 39 Grass type physical damage, 12.5% critical hit rate, 95% accuracy, 39 average damage
Worry Seed (10): Target’s special ability becomes Insomnia
Astonish (15): 22 Ghost type physical damage, 30% flinch, 22 average damage
Trick (10): User swaps held item with target

Comments: Some decent defensive tricks to help make up for poor damage, decent physical durability (especially if you treat Ghost types as immune) but subpar magic durability.  Middle


Gourgeist-Small (Grass/Ghost)
130 HP, 105 Atk, 142 Def, 78 SpA, 75 SDef, 119 Spe
Special Ability 1 – Pick Up: User randomly will get an item when battle ends
Special Ability 2 – Frisk: Reveals opponent’s held item
Hidden Ability - Insomnia: Grants Immunity to Sleep
Effective Stats: 1.12 (immune) physical, 0.75 magical, +0.67 speed

Seed Bomb (15): 53 Grass type physical damage, 54 average damage
Scary Face (10): Lowers speed by 2 levels
Confuse Ray (15): Adds Confusion
Leech Seed (10): Pseudo-status where target loses 12.5% of their MHP every turn, and heals user for equal amounts, 90% accuracy
---
Explosion (5): 108 Normal type physical damage, user faints as a result of the attack, 111 average damage
Shadow Ball (15): 40 Ghost type special damage, 20% chance of lowering Special Defense by 1 level, 41 average damage
Trick-or-Treat (20): Target becomes a Ghost type
Phantom Force (10): 60 Ghost type physical damage, 1 turn charge time during which user is invincible ala FF Jump, ignores invincibility, 30 average damage
Pain Split (20): User and Target’s HP are set equal to the average of both
Shadow Sneak (30): 28 Ghost type physical damage, +1 priority, 28 average damage
Razor Leaf (25): 37 Grass type physical damage, 12.5% critical hit rate, 95% accuracy, 37 average damage
Worry Seed (10): Target’s special ability becomes Insomnia
Astonish (15): 21 Ghost type physical damage, 30% flinch, 21 average damage
Trick (10): User swaps held item with target

Comments: A little faster, a little frailer, basically the same thing as the previous form. Middle


Gourgeist-Large (Grass/Ghost)
150 HP, 115 Atk, 142 Def, 78 SpA, 75 SDef, 89 Spe
Special Ability 1 – Pick Up: User randomly will get an item when battle ends
Special Ability 2 – Frisk: Reveals opponent’s held item
Hidden Ability - Insomnia: Grants Immunity to Sleep
Effective Stats: 1.3 (immune) physical, 0.87 magical, -0.37 speed

Seed Bomb (15): 58 Grass type physical damage, 59 average damage
Scary Face (10): Lowers speed by 2 levels
Confuse Ray (15): Adds Confusion
Leech Seed (10): Pseudo-status where target loses 12.5% of their MHP every turn, and heals user for equal amounts, 90% accuracy
---
Explosion (5): 118 Normal type physical damage, user faints as a result of the attack, 121 average damage
Shadow Ball (15): 40 Ghost type special damage, 20% chance of lowering Special Defense by 1 level, 41 average damage
Trick-or-Treat (20): Target becomes a Ghost type
Phantom Force (10): 65 Ghost type physical damage, 1 turn charge time during which user is invincible ala FF Jump, ignores invincibility, 33 average damage
Pain Split (20): User and Target’s HP are set equal to the average of both
Shadow Sneak (30): 30 Ghost type physical damage, +1 priority, 30 average damage
Razor Leaf (25): 41 Grass type physical damage, 12.5% critical hit rate, 95% accuracy, 41 average damage
Worry Seed (10): Target’s special ability becomes Insomnia
Astonish (15): 23 Ghost type physical damage, 30% flinch, 23 average damage
Trick (10): User swaps held item with target

Comments: A little more durable, a little frailer, losing trade since now it’s below average speed which is a big deal. Still Middle


Gourgeist-Super (Grass/Ghost)
160 HP, 120 Atk, 142 Def, 78 SpA, 75 SDef, 74 Spe
Special Ability 1 – Pick Up: User randomly will get an item when battle ends
Special Ability 2 – Frisk: Reveals opponent’s held item
Hidden Ability - Insomnia: Grants Immunity to Sleep
Effective Stats: 1.38 (immune) physical, 0.93 magical, -0.92 speed

Seed Bomb (15): 61 Grass type physical damage, 62 average damage
Scary Face (10): Lowers speed by 2 levels
Confuse Ray (15): Adds Confusion
Leech Seed (10): Pseudo-status where target loses 12.5% of their MHP every turn, and heals user for equal amounts, 90% accuracy
---
Explosion (5): 123 Normal type physical damage, user faints as a result of the attack, 126 average damage
Shadow Ball (15): 40 Ghost type special damage, 20% chance of lowering Special Defense by 1 level, 41 average damage
Trick-or-Treat (20): Target becomes a Ghost type
Phantom Force (10): 68 Ghost type physical damage, 1 turn charge time during which user is invincible ala FF Jump, ignores invincibility, 35 average damage
Pain Split (20): User and Target’s HP are set equal to the average of both
Shadow Sneak (30): 31 Ghost type physical damage, +1 priority, 31 average damage
Razor Leaf (25): 42 Grass type physical damage, 12.5% critical hit rate, 95% accuracy, 42 average damage
Worry Seed (10): Target’s special ability becomes Insomnia
Astonish (15): 24 Ghost type physical damage, 30% flinch, 24 average damage
Trick (10): User swaps held item with target

Comments: Most durable of the 4, but not by an appreciable amount and the speed kills it.  Damage is highest but again by such a small amount to not care. Lowest Middle of the four.


Avalugg (Ice)
170 HP, 137 Atk, 204 Def, 64 SpA, 66 SDef, 48 Spe
Special Ability 1 - Own Tempo: Grants immunity to confusion
Special Ability 2 – Ice Body: User heals 1/16th of their MHP each turn during Hail
Hidden Ability - Sturdy: Grants immunity to Instant Death; user cannot be killed if at Max HP
Effective Stats: 2.11 physical, 0.68 magical, -1.84 speed

Avalanche (20): 52 Ice type physical damage, damage doubles if user takes damage on same turn this is used, -4 priority, 53 average damage
Recover (10): 50% Healing
Curse (10): Raises Attack and Defense by 1 level, lowers Speed by 1 level
Ice Ball (20): 27 Ice type physical damage, damage doubles each consecutive turn, used 5 turns in a row unless it misses, 90% accuracy, 27 average damage
---
Crunch (15): 46 Dark type physical damage, 20% chance of lowering Defense by 1 level, 47 average damage
Skull Bash (10): 73 Normal type physical damage, 2 turn charge time, Defense raised by 1 level during first turn, 37 average damage
Double-Edge (15): 68 Normal type physical damage, 33% recoil, 46 average damage
Blizzard (5): 45 Ice type special damage, 10% Freeze, 32 average damage
Rapid Spin (40): 17 Normal type physical damage, removes entry hazards and breaks free of moves like Wrap and Leech Seed, 17 average damage
Ice Fang (15): 56 Ice type physical damage, 10% Freeze, 10% Flinch, 95% accuracy, 56 average damage
Sharpen (30): Raises Attack by 1 level
Take Down (20): 54 Normal type physical damage, 25% Recoil, 85% accuracy, 34 average damage
Icy Wind (15): 24 Ice type special damage, lowers speed by 1 level, 95% accuracy, 24 average damage
Powder Snow (25): 18 Ice Type special damage, 10% Freeze, 18 average damage
Harden (30): Raises Defense by 1 level
Bite (25): 35 Dark type physical damage, 30% Flinch, 36 average damage
Tackle (35): 29 Normal type physical damage, 29 average damage
Iron Defense (15): Raises Defense by 2 levels

Comments: Ridiculous physical durability, bad magic durability, and extremely slow to the point where Avalanche’s penalty barely counts as one.  Like most super specialized tanks, I’d say he’s Light


Noivern (Dragon/Flying)
160 HP, 90 Atk, 100 Def, 117 SpA, 100 SDef, 143 Spe
Special Ability 1 – Frisk: Reveals opponent’s held item
Special Ability 2 – Infiltrator: All attacks ignore the effects of Reflect, Light Screen, Safeguard and Substitute
Hidden Ability - Telepathy: User cannot be harmed by allies
Effective stats: 0.97 physical, 0.97 magical, +1.53 speed

Boomburst (10): 68 Normal type special damage, 70 average damage
Agility (20): Raises Speed by 2 levels
Roost (10): 50% Healing, user loses Flying typing for rest of turn if faster
Supersonic (20): Adds Confusion, 55% accuracy
---
Dragon Pulse (10): 63 Dragon type special damage, 64 average damage
Hurricane (10): 80 Flying type special damage, 30% Confusion, 70% accuracy, 57 average damage
Air Slash (15): 56 Flying type special damage, 30% Flinch, 95% accuracy, 54 average damage
Super Fang (10): Halves CHP, 90% accuracy
Whirlwind (20): Forces target to run or swap, cannot miss, -6 priority
Tailwind (15): Doubles speed for entire team for 4 turns
Razor Wind (10): 39 Normal type special damage, 12.5% Critical Hit Rate, 1 turn charge time, 20 average damage
Air Cutter (25): 30 Flying type special damage, 12.5% Critical Hit rate, 95% accuracy, 30 average damage
Wing Attack (35): 35 Flying type physical damage, 36 average damage
Bite (25): 23 Dark type physical damage, 30% Flinch, 23 average damage
Gust (35): 31 Flying type special damage, 31 average damage
Leech Life (15): 9 Bug type physical damage, heals user equal to half damage done, 9 average damage
Tackle (35): 20 Normal type physical damage, 20 average damage
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Moonlight (5): 50% Healing


Comments: While it’s damage is subpar, it’s got speed and healing combo that can make up for it, making it stronger than it appears on paper.  Just needs to watch out for Ice damage. High Middle

 

Xerneas (Fairy)
201 HP, 151 Atk, 115 Def, 151 SpA, 118 SDef, 119
Special Ability – Fairy Aura: All Fairy type attacks get a 1/3rd damage bonus while user is on the field; this is already factored into damages
Effective Stats: 1.41 Physical, 1.44 Magical, +0.67 speed

Moonblast (15): 119 Fairy type special damage, 30% chance of lowering Special Attack by 1 level, 122 average damage
Geomancy (10): Raises Special Attack, Special Defense and Speed by 2 levels, 1 turn charge time
Misty Terrain (10): Creates Terrain that grants immunity to all status, and halves Dragon damage
Light Screen (30): Halves Special Damage dealt to entire team for 5 turns
---
*Outrage (10): 75 Dragon type physical damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 77 average damage
*Close Combat (5): 75 Fighting type physical damage, lower’s users Defense and Special Defense by 1 level, 77 average damage
*#Nature Power (20): 50 Normal type special damage, 20% chance of inflicting one of Burn, Paralysis or Freeze, 51 average damage
*Giga Impact (5): 93 Normal type physical damage, 1 turn recharge, 90% accuracy, 43 average damage
Psych Up (10): Copies stat changes of target
Horn Leech (10): 47 Grass type physical damage, heals user equal to half damage dealt, 48 average damage
Night Slash (15): 44 Dark type physical damage, 12.5% Critical Hit rate, 46 average damage
Mega Horn (10): 69 Bug type physical damage, 85% Hit rate, 60 average damage
Gravity (5): Flying typing and Levitate ability are negated for 5 turns
Aurora Beam (20): 41 Ice type special damage, 10% chance of lowering Attack by 1 level, 42 average damage
Take Down (20): 56 Normal type physical damage, 25% recoil, 85% accuracy, 36 average damage
Ingrain (20): Grants user 1/16th MHP Regen, user cannot Run or Swap
Aromatherapy (5): Full Status Healing
Heal Pulse (10): Heals Ally equal to half user’s Max HP

#Nature Power’s effects vary based on terrain, using a different attack depending where the fight takes place.  This assumes Urban Terrain, thus it uses Tri-Attack.  If you take a different view, please consult this link right here for how the move works.

Comments: Respectable in all departments but not particularly stellar, Xerneas is a solid dueler overall.  High Heavy


Yveltal (Dark/Flying)
201 HP, 151 Atk, 115 Def, 151 SpA, 118 SDef, 119
Special Ability – Dark Aura: All Dark type attacks get a 1/3rd damage bonus while user is on the field; this is already factored into damages
Effective Stats: 1.41 Physical, 1.44 Magical, +0.67 speed

Dark Pulse (15): 101 Dark type special damage, 20% Flinch, 104 average damage
Roost (10): 50% Healing, user loses Flying typing for rest of turn if faster
Oblivion Wing (10): 76 Flying type special damage, heals user equal to 75% damage dealt, 78 average damage
Snarl (15): 70 Dark type special damage, lowers Special Attack by 1 level, 95% accuracy, 68 average damage
---
*Sky Attack (5): 131 Flying type physical damage, one turn charge time, 12.5% Critical hit Rate, 30% Flinch, 90% accuracy, 62 average damage
*Hyper Beam (5): 93 Normal type special damage, 1 turn recharge, 90% accuracy, 43 average damage
*Sucker Punch (5): 101 Dark type physical damage, +1 priority, fails if target does not use a damaging attack this turn, 104 average damage
Focus Blast (5): 75 Fighting type special damage, 70% accuracy, 54 average damage
Dragon Rush (10): 62 Dragon type physical damage, 75% accuracy, 47 average damage
Psychic (10): 56 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 57 average damage
Phantom Force (10): 28 Ghost type physical damage, one turn charge time, during which user cannot be damaged ala FF Jump, ignores invincibility, 28 average damage
Foul Play (15): 88 Dark type physical damage, damage based off target’s Attack as opposed to user’s, damage here assumes 110 Attack (roughly average), 90 average damage
Disable (20): Target is unable to use their last action for 4 turns
Air Slash (15): 71 Flying type special damage, 30% Flinch, 95% accuracy, 68 average damage
Double Team (15): Raises Evade by 1 level
Taunt (20): Forces target to use damage attacks for the next 3 turns
Razor Wind (10): 47 Normal type special damage, 12.5% Critical Hit rate, 1 turn charge time, 24 average damage
Hurricane (10): 103 Flying type special damage, 30% Confusion, 70% accuracy, 74 average damage

Comments: You’d think with the moniker “Pokemon of Destruction” that Yveltal would be all about nuking his opponent.  In truth, he’s actually the more defensive of the two, having less offense in favor of healing both standard and parasitic, Snarl for mages, and Double team for evasion.  Probably the one who translates better into this setting, so Heavy/Godlike


Zygarde (Dragon/Ground)
183 HP, 120 Atk, 141 Def, 101 SpA, 115 SDef, 115 Spe
Special Ability – Aura Break: Nullifies the effects of Aura abilities
Effective Stats: 1.58 physical, 1.28 magical, +0.53 speed

*Outrage (10): 90 Dragon type physical damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 92 average damage
*Dragon Dance (10): Raises Attack and Speed by 1 level
Glare (30): Adds Paralysis
*Safeguard (25): Grants immunity to status for entire team for 5 turns
---
*Extremespeed (5): 40 Normal type physical damage, +2 priority, 41 average damage
*Coil (20): Raises Attack, Defense, and Accuracy by 1 level
Dragon Pulse (10): 54 Dragon type special damage, 55 average damage
Camouflage (20): Changes user’s typing based on the environment
Crunch (15): 40 Dark type physical damage, 20% chance of lowering Defense by 1 level, 41 average damage
Haze (30): Dispels all stat changes for the entire field, Ice type
Sandstorm (5): Adds Sandstorm weather effect for 5 turns
Land’s Wrath (10): 68 Ground type physical damage, 70 average damage
Earthquake (10): 75 Ground type physical damage, 77 average damage
Bind (15): 9 Normal type physical damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 85% accuracy, 7  average damage
Dig (10): 61 Ground type physical damage, one turn charge time, during which user cannot be damaged ala FF Jump, 62 average damage
Bite (25): 30 Dark type physical damage, 30% flinch, 30 average damage
Dragon Breath (20): 39 Dragon type special damage, 30% paralysis, 40 average damage
Bulldoze (20): 46 Ground type physical damage, lowers Speed by 1 level, 47 average damage

Comments: Fast and durable, with Dragon Dance to help it’s middling damage. Just needs to stay away from Ice damage! Heavy


Diancie (Rock/Fairy)
125 HP, 120 {180} Atk, 170 {130} Def, 120 {180} SpA, 170 {130} SDef, 70 {130} Spe
Special Ability – Clear Body: Grants immunity to stat downs
Mega Ability – Magic Bounce: Reflects all Non-Damage attacks targeting user back at the source
Effective Stats: 1.29 (2.58) {0.99 (1.98)} Physical, 1.29 {0.99} Magical, -1.06 {+1.06} Speed
Unique Item – Diancite: Allows for transformation into Mega Diancie

Diamond Storm (5): 75 {112} Rock type physical damage, 50% chance of raising Defense by 1 level, 95% accuracy, 73 {109} average damage
*Safeguard (25): Grants immunity to status for entire team for 5 turns
Reflect (20): Halves Physical Damage dealt to entire team for 5 turns
Light Screen (20): Halves Special Damage dealt to entire team for 5 turns
---
Moonblast (15): 71 {106} Fairy type special damage, 30% chance of lowering Special Attack by 1 level, 73 {109} average damage
Stone Edge (5): 75 {112} Rock type physical damage, 12.5% Critical Hit rate, 80% accuracy, 63 {95} average damage
Trick Room (5): Field effect that inverts the speed stats for 5 turns, -7 Priority
Skill Swap (10): User changes their Special Ability with that of the Target’s
Flail (15): Normal type physical Damage that fluctuates based on HP, ranging from 11 {16} damage at max HP to 98 {147} damage at 4% or less, damage altering at set intervals
Ancient Power (5): 46 {68} Rock type special damage, 10% chance of raising all stats by 1 level, 47 {70} average damage
Guard Split (10): User and Target’s Defense and Special Defense are set equal to the average of both
Stealth Rock (20): Entry Hazard that does 12.5% damage at base, and fluctuates linearly depending on target’s Rock resistance
Smack Down (15): 39 {57} Rock type physical damage, target loses Flying typing or Levitate if applicable until they leave battle, 40 {58} average damage
Sharpen (30): Raises Attack by 1 level
Rock Throw (15): 39 {57} Rock type physical damage, 90% accuracy, 36 {52} average damage
Harden (30): Raises Defense by 1 level
Tackle (35): 26 {38} Normal Type physical damage, 26 {39} average damage

Comments: A weird Pokemon in the sense that the Mega is actually very different from the base form.  The Base form wins by tanking while the Mega Form goes for straight up quick wins.  Overall, the Mega is better due to the damage + speed combo being more notable than the base form’s durability, but we have a rare case where someone may in fact Mega Evolve mid-battle instead of from the outset.  That aside, the Mega Form by itself is fast with solid damage and good defensive buffs, so Heavy


Hoopa is another Multi-forme Pokemon, having a Confined and Unbound form.  The Unbound form is technically better in everyway being essentially an evolution, but for consistency, I’m listing both.  Use your own judgment. Note that Unbound can use any move that Confined has access to, but not the other way around.

Hoopa-Confined (Psychic/Ghost)
155 HP, 130 Atk, 80 Def, 170 SpA, 150 SDef, 90 Spe
Special Ability - Magician: If user deals damage to target, Held Item is stolen; fails if user already has a Held Item
Effective Stats: 0.75 (Immune) physical, 1.42 Magical, -0.35 speed

*Psychic (10): 95 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 97 average damage
*Nasty Plot (20): Raises Special Attack by 2 levels
Light Screen (20): Halves Special Damage dealt to entire team for 5 turns
Trick Room (5): Field effect that inverts the speed stats for 5 turns, -7 Priority
---
Hyperspace Hole (5): 85 Psychic type special damage, ignores invincibility, 87 average damage
Shadow Ball (10): 85 Ghost type special damage, 20% chance of lowering Special Defense by 1 level, 87 average damage
Guard Split (10): User and Target’s Defense and Special Defense are set equal to the average of both
Wonder Room (10): Field Effect that swaps Defense and Special Defense stats for 5 turns
Zen Headbutt (15): 65 Psychic type special damage, 20% Flinch, 90% accuracy, 60 average damage
Phantom Force (10): 73 Ghost type physical damage, 1 turn charge time during which user is invincible ala FF Jump, ignores invincibility, 37 average damage
Power Split (10): User and Target’s Attack and Special Attack are set equal to the average of both
Skill Swap (10): User changes their Special Ability with that of the Target’s
Psybeam (10): 69 Psychic type special damage, 10% Confusion, 71 average damage
Magic Coat (15): Reflects Status Effects, including Confusion and Leech Seed, at opponent, +4 Priority
Astonish (15): 26 Ghost type physical damage, 30% Flinch, 26 average damage
Confusion (25): 54 Psychic type special damage, 10% Confusion, 55 average damage
Ally Switch (15): Swaps places (and thereby opponent targeting) with an ally on the field, +1 priority
Destiny Bond (5): Target dies if User faints after this move is used
Trick (10): User swaps held item with target

Comments: Strong typing, good damage with lot’s of weird gimmicky moves to back it up, low speed and physical durability are it’s only flaws. Heavy


Hoopa-Unbound (Psychic/Dark)
155 HP, 180 Atk, 80 Def, 190 SpA, 150 SDef, 100 Spe
Special Ability - Magician: If user deals damage to target, Held Item is stolen; fails if user already has a Held Item
Effective Stats: 0.75 physical, 1.42 Magical, +0.00 Speed

*Psychic (10): 106 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 109 average damage
*Nasty Plot (20): Raises Special Attack by 2 levels
Light Screen (20): Halves Special Damage dealt to entire team for 5 turns
Hyperspace Fury (5): 112 Dark type physical damage, ignores invincibility, lowers User’s defense by 1 level, 115 average damage
---
Hyperspace Hole (5): 85 Psychic type special damage, ignores invincibility, 87 average damage
Shadow Ball (10): 63 Ghost type special damage, 20% chance of lowering Special Defense by 1 level, 64 average damage
Guard Split (10): User and Target’s Defense and Special Defense are set equal to the average of both
Wonder Room (10): Field Effect that swaps Defense and Special Defense stats for 5 turns
Zen Headbutt (15): 90 Psychic type special damage, 20% Flinch, 90% accuracy, 83 average damage
Phantom Force (10): 67 Ghost type physical damage, 1 turn charge time during which user is invincible ala FF Jump, ignores invincibility, 34 average damage
Power Split (10): User and Target’s Attack and Special Attack are set equal to the average of both
Skill Swap (10): User changes their Special Ability with that of the Target’s
Psybeam (10): 73 Psychic type special damage, 10% Confusion, 75 average damage
Magic Coat (15): Reflects Status Effects, including Confusion and Leech Seed, at opponent, +4 Priority
Astonish (15): 23 Ghost type physical damage, 30% Flinch, 23 average damage
Confusion (25): 57 Psychic type special damage, 10% Confusion, 58 average damage
Ally Switch (15): Swaps places (and thereby opponent targeting) with an ally on the field, +1 priority
Destiny Bond (5): Target dies if User faints after this move is used
Trick (10): User swaps held item with target
Trick Room (5): Field effect that inverts the speed stats for 5 turns, -7 Priority
Dark Pulse (15): 95 Dark type special damage, 20% Flinch, 97 average damage
Knock Off (25): 73 Dark type physical damage, if target is holding an item, damage doubles and target drops item, 75 average damage

Comments: Worse typing, but better damage and average speed, and can hit a 2nd defensive stat much better than before.  Still Heavy


Volcanion (Fire/Water)
155 HP, 130 Atk, 140 Def, 150 SpA, 110 SDef, 90 Spe
Special Ability – Water Absorb: Water attacks heal user up to 25% of their MHP
Effective Stats: 1.32 Physical, 1.04 magical, -0.35 Speed

Steam Eruption (5): 102 Water type special damage, 30% Burn, 95% accuracy, 99 average damage
Overheat (5): 121 Fire type special damage, lowers user’s Special Attack by 2 levels, 90% accuracy, 112 average damage
Flare Blitz (15): 97 Fire type physical damage, 10% Burn, 33% recoil, 67 net average damage
Flame Charge (20): 42 Fire type physical damage, raises Speed by 1 level, 43 average damage
---
Explosion (5): 133 Normal type physical damage, user faints as a result of the attack, 137 average damage
Hydro Pump (5): 68 Water type special damage, 80% accuracy, 56 average damage
Body Slam (15): 46 Normal type physical damage, 30% Paralysis, 47 average damage
Weather Ball (10): 32 Normal type special damage, double damage during weather effect and typing changes based off weather, where Rain = Water, Sunny Day = Fire, Sandstorm = Rock, and Hail = Ice, 33 average damage
Scald (15): 75 Water type special damage, 30% Burn, 77 average damage
Stomp (20): 36 Normal type physical damage, 30% Flinch, 37 average damage
Water Pulse (20): 57 Water type special damage, 20% confusion, 58 average damage
Haze (30): Dispels all stat changes for the entire field, Ice type
Mist (30): Grants immunity to stat downs for 5 turns
Take Down (20): 51 Normal type physical damage, 25% recoil, 85% accuracy, 33 average damage

Comments: Durable with borderline 2HKO damage if factoring in the finisher, which also sometimes burn.  Heavy
« Last Edit: November 17, 2016, 01:48:00 PM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

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Re: Pokemon Gen 6
« Reply #7 on: January 27, 2016, 04:23:21 AM »
At this point, I'm going to say screw it to order and just post things as I do them, and then do a reposting later down the line of things in order.  Since everyone finds Pokemon through Ctrl+Fs or something similar anyway (I can't imagine finding it through manual means), I don't think this should matter much.

Also moving the damage values to the first post; this should keep things a little more organized and works for a quick list of "Did Meeple post these stats yet?"

This does make the indication of "Gaps" obsolete but they're there for my own purposes I suppose.  Without further ado...here starts the COMPLETELY OUT OF ORDER UPDATES!!!


Dodrio (Flying/Normal)
135 HP, 130 Atk, 90 Def, 80 SpA, 80 SDef, 120 Spe
Special Ability 1 – Run Away: Insures success upon Running
Special Ability 2 – Early Bird: Halves the duration of Sleep status
Hidden Ability – Tangled Feet: User gets +1 Evasion when Confused
Effective Stats: 0.74 physical, 0.66 magical, +0.71 Speed

Thrash (10): 97 Normal type physical damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 100 average damage
Agility (30): Raises Speed by 2 levels
Endeavour (5): Target’s HP is set equal to user’s HP
Rage (20): 18 Normal type physical damage, raises Attack by 1 level, 18 average damage
---
Drill Peck (20): 65 Flying type physical damage, 67 average damage
Acupressure (30): Raises a random stat by 2 levels
Uproar (10): 46 Normal type special damage, used for 3 turns consecutively, during which user is immune to Sleep status, 47 average damage
Tri Attack (10): 41 Normal type special damage, 20% of inflicting one of Freeze, Burn or Paralysis, 42 average damage
Pluck (20): 50 Flying type physical damage, 51 average damage
Pursuit (20): 22 Dark type physical damage, 22 average damage
Fury Attack (20): 14 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 37 average damage
Growl (40): Lowers Attack by 1 level
Quick Attack (30): 34 Normal type physical damage, +1 Priority, 35 average damage
Peck (30): 30 Flying type physical damage, 30 average damage
Double Hit (10): 30 Normal type physical damage, hits twice, 90% accuracy, 55s average damage

Comments: Good speed and solid damage but durability is problematic.  Agility allows for some cute strategies with Endeavour.  Middle


Dewgong (Ice/Water)
165 HP, 90 Atk, 100 Def, 90 SpA, 115 SDef, 90 Spe
Special Ability 1 – Thick Fat: Halves damage of Fire and Ice attacks
Special Ability 2 – Hydration: Heals all status effects while Raining
Hidden Ability – Ice body: User heals 1/16th MHP per turn during Hail
Effective Stats: 1.00 physical, 1.15 magical, -0.35 speed

Ice beam: 51 Ice type special damage, 10% Freeze, 52 average damage
Safeguard (25): Grants immunity to status for entire team for 5 turns
Brine (10): 38 Water type special damage, damage doubles if target has less than 50% HP, 39 average damage
Icy Wind (15): 32 Ice type special damage, lowers speed by 1 level, 95% accuracy, 31 average damage
---
Sheer Cold (5): Instant Death, 30% accuracy
Hail (10): Adds Hail Weather for 5 turns
Aqua Tail (10): 51 Water type physical damage, 90% accuracy, 47 average damage
Dive (10): 46 Water type physical damage, one turn charge time, during which user cannot be damaged ala FF Jump, 23 average damage
Take Down (20): 36 Normal type physical damage, 25% recoil, 85% accuracy, 23 net average damage
Aqua Jet (20): 24 Water type physical damage, +1 priority, 24 average damage
Aurora Beam (20): 38 Ice type special damage, 10% chance of lowering Attack by 1 level, 39 average damage
Aqua Ring (20): Grants user 1/16th MHP regen
Rest (10): Full HP and status healing, puts user to Sleep for 2 turns
Ice Shard (20): 24 Ice type physical damage, +1 priority, 24 average damage
Encore (5): Forces target to use their last attack for the next 5 turns
Signal Beam (15): 29 Bug type special damage, 10% confusion, 29 average damage
Growl (40): Lowers Attack by 1 level
Headbutt (20): 27 Normal type physical damage, 30% flinch, 27 average damage

Comments: Remarkably mediocre in all ways, I don’t really need to say much else other than Light


Muk (Poison)
180 HP, 125 Atk, 95 Def, 85 SpA, 120 SDef, 70 Spe
Special Ability 1 – Stench: All contact moves have a 10% chance of Flinching the target
Special Ability 2 - Sticky Hold: User’s held item cannot be stolen
Hidden Ability - Poison Touch: All Contact moves have a 30% chance of poisoning the target
Effective Stats: 1.04 physical, 1.31 magical, -1.06 speed

Gunk Shot (5): 93 Poison type physical damage, 30% Poison, 80% accuracy, 76 average damage
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Poison Gas (40): Adds Poison, 90% accuracy
Venom Drench (20): Lowers Attack, Special Attack, and Speed by 1 level if target is poisoned
---
Memento (10): Lowers Attack and Special Attack by 2 levels, user faints as a result of the attack
Blech (10): 64 Poison type special damage, can only be used after user consumes a berry, 90% accuracy, 59 average damage
Acid Armor (20): Raises Defense by 2 levels
Sludge Wave (10): 51 Poison type special damage, 10% chance of Poison, 52 average damage
Sludge Bomb (10): 49 Poison type special damage, 30% chance of Poison, 50 average damage
Fling (10): Deals damage based on item held
Minimize (10): Raises Evasion by 1 level
Mud Bomb (10): 24 Ground type special damage, 30% chance of lowering Accuracy by 1 level, 85% accuracy, 21 average damage
Sludge (20): 36 Poison type special damage, 30% chance of Poison, 37 average damage
Disable (20): Target is unable to use their last action for 4 turns
Mud-Slap (10): 8 Ground type special damage, lowers accuracy by 1 level, 8 average damage
Harden (40): Raises Defense by 1 level
Pound (35): 22 Normal type physical damage, 22 average damage

Comments: Slow, magically tanky, and generally unimpressive. Light


Cloyster (Water/Ice)
125 HP, 115 Atk, 200 Def, 105 SpA, 65 SDef, 90 Spe
Special Ability 1 – Skill Link: Multi-hit attacks like Fury Attack always hit 5 times
Special Ability 2 – Shell Armor: Grants immunity to critical hits
Hidden Ability – Overcoat: Grants immunity to Weather Effects and Powder Moves
Effective Stats: 1.52 physical, 0.59 magical, -0.35 speed

Icicle Spear (30): 20 Ice type physical damage, hits 5 times (2 to 5 without Skill Link), 103 (61) average damage
Shell Smash (15): Raises Attack, Special Attack and Speed by 2 levels, lowers Defense and Special Defense by 1 level
Ice Shard (30): 30 Ice type physical damage, +1 Priority, 30 average damage
Hydro Pump (5): 72 Water type special damage, 80% accuracy, 59 average damage
---
Ice Beam (10): 60 Ice type special damage, 10% Freeze, 61 average damage
Iron Defense (15): Raises Defense by 2 levels
Brine (10): 44 Water type special damage, damage doubles if target’s HP is below 50%, 45 average damage
Whirlpool (15): 25 Water type special damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 85% accuracy, 21 average damage
Clamp (15): 27 Water type physical damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 23 average damage
Razor Shell (10): 55 Water type physical damage, 50% chance of lowering Defense by 1 level, 95% accuracy, 53 average damage
Leer (30): Lowers Defense by 1 level
Tackle (35): 25 Normal type physical damage, 25 average damage
Spikes (20): Entry Hazard that deals damage to opponents upon entrance based on MHP, 12.5% for 1 layer, 16.7% for 2 layers, and 25% for 3 layers, fails vs. those with Flying type or Levitate ability
Spike Cannon (15): 11 Normal type physical damage, hits 5 times (2 to 5 without Skill Link), 56 (34) average damage
Aurora Beam (20): 44 Ice type special damage, 10% chance of lowering attack by 1 level, 45 average damage
Protect (10): Invincibility for 1 turn, +4 priority, success rate halves on each consecutive use
Supersonic (20): Adds Confusion, 55% accuracy
Withdraw (40): Raises Defense by 1 level
Toxic Spikes (20): Entry hazard that applies poison status upon entrance; if a second layer is applied, Toxic is applied instead

Comments: Physically tanking, magically frail, pretty much a text book tank in that regard though with decent special damage.  Shell Smash elevates a lot, allowing it to actually do half decently in Middle


Gengar (Ghost/Poison)
135 HP, 85 Atk, 80 {100} Def, 150 {190} SpA, 95 {115} SDef, 130 {150} Spe
Special Ability – Levitate: Grants Immunity to Ground type attacks
Mega Ability – Shadow Tag: Opponent is unable to run or swap
Effective Stats: 0.66 (Immune) {0.82 (Immune)} Physical, 0.78 {0.94} Magical, +1.07 {+1.76} Speed

Shadow Ball (15): 75 {95} Ghost type special damage, 20% chance of lowering Special Defense by 1 level, 77 {97} average damage
Confuse Ray (15): Adds Confusion
Hypnosis (20): Adds Sleep, 60% accuracy
Hex (10): 61 {77} Ghost type special damage, damage doubles if target is inflicted with one of the primary status effects, 62 {79} average damage
---
Nightmare (15): Causes Target to lose 25% of their MHP each turn, only works on sleeping targets
Destiny Bond (5): If user dies on the same turn this is used, the opponent dies alongside the user
Dark Pulse (15): 50 {63} Dark type special damage, 10% flinch, 51 {64} average damage
Dream Eater (15): 62 {78} Psychic type special damage, heals user equal to half damage done, can only be used on Sleeping targets, 63 {80} average damage
Payback (10): 19 Dark type physical damage, damage doubles if user acts after the target, 19 average damage
Shadow Punch (20): 33 Ghost type physical damage, cannot miss, 34 average damage
Sucker Punch (5): 29 Dark type physical damage, +1 priority, fails if target does not use a direct attack that turn, 29 average damage
Night Shade (15): 50 Ghost type special damage, ignores all modifiers including defense, 50 average damage
Curse (10): User loses 50% of their MHP to inflict target with status where they lose 25% of their MHP each turn
Mean Look (5): Target is unable to run or swap
Spite (10): Reduces PP of target’s last action by 4
Lick (30): 18 Ghost type physical damage, 30% paralysis, 18 average damage
Comments: Gengar is always Gengar.  He’s fast, has reasonable offense, and a few handy tricks to mess with his opponent if he can’t slugfest.  Also gains a Mega now, boosting his stats some. Heavy


Hypno (Psychic)
160 HP, 93 Atk, 90 Def, 93 SpA, 135 SDef, 87 Spe
Special Ability 1 – Insomnia: Grants immunity to sleep
Special Ability 2 – Forewarn: Informs user of opponent’s strongest attack
Hidden Ability – Inner Focus: Grants immunity to flinch
Effective Stats: 0.8 physical, 1.36 magical, -0.46 Speed

Psychic (10): 53 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 54 average damage
Nasty Plot (20): Raises Special Attack by 2 levels
Psyshock (10): 47 Psychic type special damage, hits defense, 48 average damage
Hypnosis (20): Adds sleep, 60% accuracy
---
Future Sight (10): 70 Psychic type special damage, attack activates on 3rd turn after use, user can still act between usage and activation, 72 average damage
Swagger (15): Adds Confusion, raises target’s attack by 2 levels, 90% accuracy
Zen Headbutt (15): 47 Psychic type physical damage, 20% Flinch, 90% accuracy, 43 average damage
Synchronoise (10): 70 Psychic type special damage, only works on other psychic types, 72 average
Psych Up (10): Copies stat changes of target
Headbutt (15): 28 Normal type physical damage, 30% flinch, 28 average damage
Psybeam (20): 39 Psychic type special damage, 10% Confusion, 40 average damage
Meditate (40): Raises Attack by 1 level
Poison Gas (40): Adds Poison, 90% accuracy
Confusion (25): 30 Psychic type special damage, 10% Confusion, 30 average damage
Disable (20): Target is unable to use their last action for 4 turns
Pound (35): 16 Normal type physical damage, 16 average damage
Switcheroo (10): User trades held item with target
Nightmare (15): Causes Target to lose 25% of their MHP each turn, only works on sleeping targets

Comments: Low speed and damage is not a good combo; some debilitating moves like Hypnosis and Swagger combined with Nasty Plot can help make up for it some.  Light/Middle


Kingler (Water)
130 HP, 150 Atk, 135 Def, 70 SpA, 70 SDef, 95 Spe
Special Ability 1 – Hyper Cutter: Grants immunity to Attack lowering, does not apply to self inflicted stat lowering
Special Ability 2 – Shell Armor: Grants immunity to Critical Hits
Hidden Ability – Sheer Force: Moves with a secondary effect deal 33% more damage, but lose that secondary effect.
Effective Stats: 1.07 physical, 0.55 magical, -0.18 Speed

Crab Hammer (10): 93 Water type physical damage, 12.5% Critical hit Rate, 90% accuracy, 88 average damage
Mud Shot (15): 17 (22) Ground type special damage, lowers speed by 1 (0) level(s), 16 (22) average damage
Leer (40): Lowers Defense by 1 level
Guillotine (5): Instant Death, 30% accuracy
---
Flail (15): Normal type physical Damage that fluctuates based on HP, ranging from 13 damage at max HP to 123 damage at 4% or less, damage altering at set intervals
Brine (10): 30 Water type special damage, damage doubles if target has less than 50% HP, 30 average damage
Slam (20): 50 Normal type physical damage, 75% accuracy, 38 average damage
Protect (10): Invincibility for 1 turn, +4 priority, success rate halves on each consecutive use
Stomp (20): 41 (54) Normal type physical damage, 30% (0%) Flinch, 42 (56) average damage
Metal Claw (35): 32 (42) Steel type physical damage, 10% (0%) chance of raising User’s attack by 1 level, 31 (41) average damage
Bubble beam (20): 32 (42) Water type special damage, 10% (0%) chance of lowering speed by 1 level, 33 (44) average damage
Harden (30): Raises Defense by 1 level
Vice Grip (30): 35 Normal type physical damage, 36 average damage
Bubble (30): 19 (28) Water type special damage, 10% (0%) chance of lowering speed by 1 level, 19 (29) average damage
Harden (30): Raises Defense by 1 level
Mud Sport (15): Halves Electric Damage
Wide Guard (10): Users team becomes immune to all damage for 1 turn, +3 priority, success rate halves on each consecutive use

Comments: Utterly unremarkable across the board, and downright bad in some areas like Magic Durability.  Light


Electrode (Electric)
135 HP, 70 Atk, 90 Def, 100 SpA, 100 SDef, 160 Spe
Special Ability 1 – Soundproof: Grants immunity to sound based attacks
Special Ability 2 – Static: 30% chance of inflicting paralysis on opponent when hit by a contact move
Hidden Ability – Aftermath: Opponent who dealt finishing blow loses 25% of their MHP if attack made physical contact
Effective Stats: 0.74 physical, 0.82 magical, +2.12 Speed

Discharge (15): 51 Electric type special damage, 30% paralysis, 52 average damage
Charge (20): Raises Special Defense by 1 level, damage doubles next turn if attack is Electric typed
Swift (20): 26 Normal type special damage, cannot miss, 26 average damage
Charge Beam (10): 33 Electric type special damage, 70% chance of raising users Attack by 1 level, 30 average damage
---
Mirror Coat (20): Deals damage equal to twice damage dealt if attack was special, -5 priority
Explosion (5): 72 Normal type physical damage, user faints as a result of the attack, 74 average damage
Gyro Ball (5): 6 Steel type physical damage, damage changes based on target’s speed, where-in higher speed = higher power, 6 average damage
Magnet Rise (10): Changes users Special Ability to “Levitate” for 5 turns
Self-Destruct (5): 58 Normal type physical damage, user faints as a result of the attack, 59 average damage
Electro Ball (10): Does Electric type special damage based on user’s speed vs. opponent’s speed; if target is 50%+ user’s speed, damage is 39, if target is 33%-50% user’s speed, damage is 51, if 25%-33% user’s speed, then 75 damage, and if below 25%, 95 damage
Light Screen (30): Halves Special Damage dealt to entire team for 5 turns
Spark (20): 30 Electric type physical damage, 30% paralysis, 30 average damage
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Rollout (20): 10 Rock type physical damage, damage doubles each consecutive turn, used 5 turns in a row unless it misses, 90% accuracy, 9 average damage
Eerie Impulse (15): Lowers Special Attack by 2 levels
Tackle (35): 16 Normal type physical damage, 16 average damage
Sonic Boom (20): 20 Normal type special damage, ignores all modifiers including defense, 90% accuracy, 18 average damage
Magnetic Flux (20): Raises Defense and Special Defense by 1 level if Pokemon has Plus or Minus ability

Comments: As usual, Electrode has bad damage and modest tricks but is so fast that he kind of makes up for it, allowing him some level of success in Middle
Exeggutor (Grass/Psychic)
170 HP, 115 Atk, 105 Def, 145 SpA, 85 SDef, 75 Spe
Special Ability - Chlorophyll: Speed raises by 2 levels during Sunny Day
Hidden Ability – Harvest: 50% chance of restoring user’s consumed berry, 100% chance during Sunny Day
Effective Stats: 1.09 physical, 084 magical, -0.88 Speed

Extrasensory (20): 73 Psychic type special damage, 10% flinch, 75 average damage
Leaf Storm (5): 117 Grass type special damage, lowers user’s Special Attack by 2 levels, 90% accuracy, 109 average damage
Sleep Powder (15): Adds Sleep, 75% accuracy
Leech Seed (10): Pseudo-status where target loses 12.5% of their MHP every turn, and heals user for equal amounts, 90% accuracy
---
Psyshock (10): 73 Psychic type special damage, hits defense, 75 average damage
Bestow (15): User gives target their held item if target does not have item
Solar Beam (10): 108 Grass Type special damage, 1 turn charge time, 55 average damage
Natural Gift (15): Varying effects based on what Berry is held; easier to look this up than me explain what each does, consumes berry in the process
Worry Seed (10): Changes target’s Special Ability to Insomnia
Confusion (25): 46 Psychic type special damage, 10% confusion, 47 average damage
Poison Powder (35): Adds Poison, 75% accuracy
Stun Spore (30): Adds Paralysis, 75% accuracy
Bullet Seed (30): 20 Grass type physical damage, hits 2 to 5 times, 61 average damage
Reflect (20): Halves Physical Damage dealt to entire team for 5 turns
Hypnosis (20): Adds Sleep, 60% accuracy
Uproar (10): 55 Normal type special damage, used for 3 turns consecutively, during which user is immune to Sleep status, 56 average damage
Barrage (20): 8 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 21 average damage
Wood Hammer (15): 86 Grass type physical damage, 33% recoil, 56 net average damage
Egg Bomb (10): 48 Normal type physical damage, 75% accuracy, 37 average damage
Stomp (20): 32 Normal type physical damage, 30% flinch, 33 average damage
Seed Bomb (15): 58 Grass type physical damage, 59 average damage

Comments: Damage is passable, hitting both defensive stats to boot, a few status effects for tricks, most notably Sleep Powder, and has a nice finisher in Leaf Storm.  He is, however, pretty darn slow and that’s going to hold him back. Middle


Marowak (Ground)
135 HP, 100 (200) Atk, 130 Def, 70 SpA, 100 SDef, 65 Spe
Special Ability 1 – Rock Head: Grants immunity to recoil damage
Special Ability 2 – Lightning Rod: Grants immunity to Electric attacks, all electric attacks in team battles are forced to target the user. 
Hidden Ability – Battle Armor: Grants Immunity to Critical hits
Effective Stats: 1.07 physical, 0.84 magical, -1.24 speed
Unique Item – Thick Club: Doubles the attack stat, this is already factored into damage when appropriate

Bonemerang (10): 63 Ground type physical damage, hits twice 90% accuracy, 116 average damage
Leer (30): Lowers Defense by 1 level
Growl (40): Lowers Attack by 1 level
Double-Edge 98 Normal type physical damage, (33% recoil), 101 (67) average damage
---
Retaliate (5): 38 Normal type physical damage, damage doubles if used on turn after an ally has fainted, 39 average damage
Thrash (10): 98 Normal type physical damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 101 average damage
Endeavour (5): Target’s HP is set equal to user’s HP
Bone Rush (10): 33 Ground type physical damage, hits 2 to 5 times, 90% accuracy, 90 average damage
Fling (10): Deals damage based on item held
False Swipe (40): 34 Normal type physical damage, cannot kill, 35 average damage
Rage (20): 18 Normal type physical damage, user’s Attack raises by 1 level if every-time they are hit on the same turn this is used, 18 average damage
Focus Energy (30): Raises Critical Hit domain by 1 level
Headbutt (15): 58 Normal type physical damage, 30% flinch, 59 average damage
Tail Whip (30): Lowers Defense by 1 level
Bone Club (20): 81 Ground type physical damage, 10% flinch, 85% accuracy, 71 average damage

Comments: Deals high damage, and decent physical durability, but he’s slow and completely lacking in variety. Light


Hitmonlee (Fighting)
125 HP, 140 Atk, 73 Def, 55 SpA, 130 SDef, 107 Spe
Special Ability 1 – Limber: Grants Immunity to paralysis
Special Ability 2 – Reckless: Attacks that have recoil deal 20% more damage; this is already factored into damage when applicable
Hidden Ability – Unburden: Speed doubles when held item is consumed
Effective Stats: 0.56 physical, 0.99 magical, +0.25 speed

High Jump Kick (10): 135 (113) Fighting type physical damage, user receives 50% MHP in damage if attack misses, 90% accuracy, 118 (98) average damage
Reversal (15): Fighting type physical Damage that fluctuates based on HP, ranging from 19 damage at max HP to 177 damage at 4% or less, damage altering at set intervals
Meditate (40): Raises Attack by 1 level
Fake Out (10): 24 Normal type physical damage, +3 priority, 100% flinch, only works on user’s first turn, 24 average damage
---
Close Combat (5): 104 Fighting type physical damage, Lowers user’s Defense and Special Defense by 1 level, 107 average damage
Mega Kick (5): 69 Normal type physical damage, 75% accuracy, 53 average damage
Blaze Kick (10): 50 Fire type physical damage, 12.5% Critical Hit rate, 10% Burn, 90% accuracy, 47 average damage
Wide Guard (10): Users team becomes immune to all damage for 1 turn, +3 priority, success rate halves on each consecutive use
Foresight (40): Target’s evasion reset to default, allows Normal and Fighting type moves to hit Ghost types
Mind Reader (5): Insures next attack will hit
Feint (10): 18 Normal type physical damage, ignores and dispels invincibility, +2 priority, 18 average damage
Focus Energy (30): Raises Critical Hit domain by 1 level
Brick Break (15): 66 Fighting type physical damage, dispels barriers like Reflect and Light Screen, 68 average damage
Jump Kick (10): 105 (87) Fighting type physical damage, user receives 50% MHP in damage if attack misses, 90% accuracy, 99 (82) average damage
Rolling Kick (15): 53 Fighting type physical damage, 30% flinch, 85% accuracy, 46 average damage
Double Kick (30): 28 Fighting type physical damage, hits twice, 59 average damage
Revenge (10): 53 Fighting type physical damage, damage doubles if user takes damage this turn, -4 priority, 54 average damage
Endure (10): User will survive any lethal attack with 1 HP, success rate halves on each consecutive use, +3 Priority
Tackle (35): 30 Normal type physical damage, 30 average damage
Helping Hand (20): Increases an ally’s damage by 50%, +5 priority

Comments: Above average speed and hits pretty hard, but awful physical durability, and no actual variety mean it can’t really do much beyond Middle


Hitmonchan (Fighting)
125 HP, 125 Atk, 99 Def, 55 SpA, 130 SDef, 96 Spe
Special Ability 1 – Keen Eye: Grants Immunity to accuracy lowering
Special Ability 2 – Iron Fist: Punching Attacks do 20% more damage
Hidden Ability – Inner Focus: Grants Immunity to Flinch.
Effective Stats: 0.75 Physical, 0.99 Magical, -0.04 Speed

Close Combat (5): 93 Fighting type physical damage, lowers users Defense and Special Defense by 1 level, 95 average damage
Agility (30): Raises Speed by 2 levels
Counter (20): Deals damage equal to twice damage dealt if attack was physical, -5 priority
Mach Punch (30): 33 (39) Fighting type physical damage, +1 priority, 34 (40) average damage
---
Thunder Punch (15): 39 (47) Electric type physical damage, 10% paralysis, 40 (48) average damage
Fire Punch (15): 39 (47) Fire type physical damage, 10% burn, 40 (48) average damage
Ice Punch (15): 39 (47) Ice type physical damage, 10% freeze, 40 (48) average damage
Focus Punch (20): 116 (139) Fighting type physical damage, attack is cancelled if user is hit before this resolves, -3 priority, 119 (143) average damage
Detect (5): Invincibility for 1 turn, +4 priority, success rate halves on each consecutive use
Mega Punch (15): 42 (50) Normal type physical damage, 85% accuracy, 36 (43) average damage
Sky Uppercut (15): 67 (80) Fighting type physical damage, 90% accuracy, 62 (74) average damage
Quick Guard (15): Grants immunity to Increased Priority attacks for entire team for one turn, +3 Priority, success rate halves on each consecutive use, male only
Vaccuum Wave (30): 16 Fighting type special damage, +1 priority, 16 average damage
Feint (10): 17 Normal type physical damage, ignores and dispels invincibility, +2 priority, 17 average damage
Bullet Punch (30): 22 (26) Steel type physical damage, +1 priority, 22 (26) average damage
Pursuit (20): 22 Dark type physical damage, 22 average damage
Comet Punch (15): 10 (13) Normal type physical damage, hits 2 to 5 times, 85% accuracy, 24 (33) average damage
Revenge (10): 48 Fighting type physical damage, damage doubles if user takes damage this turn, -4 priority, 49 average damage

Comments: Hits damage is decent and that’s about all the good I can say about him. Light


Meganium (Grass)
155 HP, 102 Atk, 120 Def, 103 SpA, 120 SDef, 100 Spe
Special Ability – Overgrow: Grass damage increases by 50% when HP =< 33%
Hidden Ability – Leaf Guard: Grants immunity to status effects during Sunny Day
Effective Stats: 1.13 physical, 1.13 magical, -0.00 Speed

Petal Dance (20): 77 Grass type special damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 79 average damage
Reflect (20): Halves Physical Damage dealt to entire team for 5 turns
Synthesis (5): 50% Healing
Light Screen (20): Halves Special damage dealt to entire team for 5 turns
---
Frenzy Plant (5): 96 Grass type special damage, 1 turn recharge, 90% accuracy, 44 average damage
Solar Beam (10): 77 Grass type special damage, 1 turn charge time, 39 average damage
Safeguard (25): Grants immunity to status for entire team for 5 turns
Magical Leaf (20): 40 Grass type special damage, cannot miss, 41 average damage
Petal Blizzard (15): 58 Grass type special damage, 59 average damage
Aromatherapy (5): Full status healing for user’s team
Body Slam (15): 36 Normal type physical damage, 30% paralysis, 37 average damage
Sweet Scent (20): Lowers evasion by 1 level
Natural Gift (15): Varying effects based on what Berry is held; easier to look this up than me explain what each does, consumes berry in the process
Poison Powder (35): Adds Poison, 75% accuracy
Razor Leaf (35): 36 Grass type physical damage, 12.5% Critical hit rate, 95% accuracy, 36 average damage
Growl (40): Lowers Attack by 1 level
Tackle (35): 22 Normal type physical damage, 22 average damage
Grass Pledge (10): 52 Grass type special damage, 53 average damage

Comments: Plays the tanking game with reasonable bulk, healing and defensive buffs, in hopes to outlast his opponent.  Middle/Heavy


Typhlosion (Fire)
153 HP, 104 Atk, 98 Def, 129 SpA, 105 SDef, 120 Spe
Special Ability – Blaze: Fire damage increases by 50% when HP =< 33%
Hidden Ability – Flash Fire: Fire type damage is nulled; if user is hit by a Fire type move, user’s Fire Type damage increases by 50%
Effective Stats: 0.91 Physical, 0.98 magical, +0.71 Speed

Flamethrower (15): 73 Fire type special damage, 10% Burn, 75 average damage
Blast Burn (5): 120 Fire type special damage, 1 turn recharge, 90% accuracy, 55 average damage
Eruption (5): 120 Fire type special damage, damage decreases linearly with HP, 125 average damage
Flame Charge (20): 34 Fire type physical damage, raises speed by 1 level, 35 average damage
---
Fire Pledge (10): 65 Fire type special damage, 67 average damage
Inferno (5): 81 Fire type special damage, 100% Burn, 50% accuracy, 41 average damage
Ember (25): 34 Fire type special damage, 10% Burn, 35 average damage
Smokescreen (20): Lowers Accuracy by 1 level
Growl (40): Lowers Attack by 1 level
Double-Edge (15): 52 Normal type physical damage, 33% recoil, 35 net average damage
Rollout (20): 14 Rock type physical damage, damage doubles each consecutive turn, used 5 turns in a row unless it misses, 90% accuracy, 12 average damage
Lava Plume (15): 65 Fire type special damage, 30% Burn, 67 average damage
Swift (20): 33 Normal type special damage, cannot miss, 34 average damage
Flame Wheel (25): 40 Fire type physical damage, 10% burn, 41 average damage
Defense Curl (40): Raises Defense by 1 level
Quick Attack (30): 18 Normal type physical damage, +1 Priority, 18 average damage
Gyro Ball (5): 10 Steel type physical damage, damage changes based on target’s speed, where-in higher speed = higher power, 10 average damage
Fire Pledge (10): 65 Fire type special damage, 67 average damage

Comments: Eruption into Blast Burn off good speed can kill a large number of opponents.  Those that it can’t, he still has a speed buff to build up for a big finisher with Blast Burn, especially if he hits a limit phase.  Middle/Heavy


Feraligatr (Water)
160 HP, 125 Atk, 120 Def, 99 SpA, 103 SDef, 97 Spe
Special Ability – Torrent: Water damage increases by 50% when HP =< 33%
Hidden Ability – Sheer Force: Moves with a secondary effect deal 33% more damage, but lose that secondary effect.
Effective Stats: 1.17 physical, 1.00 magical, -0.07 speed

Aqua Tail (10): 71 Water type physical damage, 90% accuracy, 65 average damage
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Agility (20): Raises Speed by 2 levels
Hydro Cannon (5): 92 Water type special damage, 1 turn recharge, 90% accuracy, 42 average damage
---
*Hydro Pump (5): 68 Water type special damage, 80% accuracy, 56 average damage
*Super Power (5): 62 Fighting type physical damage, lowers user’s attack and defense by 1 level, 63 average damage
Thrash (20): 62 Normal type physical damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 63 average damage
Slash (20): 37 Normal type physical damage, 12.5% critical hit rate, 39 average damage
Chip Away (20): 37 Normal type physical damage, ignores all stat modifiers, 38 average damage
Crunch (15): 42 (56) Dark type physical damage, 20% chance of lowering defense by 1 level (n/a w/ Sheer Force), 43 (57) average damage
Flail (15): Normal type physical Damage that fluctuates based on HP, ranging from 11 damage at max HP to 95 damage at 4% or less, damage altering at set intervals
Ice Fang (15): 34 (45) Ice type physical damage, 10% Flinch, (n/a w/ Sheer Force), 10% Freeze (n/a w/ Sheer Force), 95% accuracy, 33 (44) average damage
Scary Face (10): Lowers Speed by 2 levels
Bite (25): 32 (42) Dark type physical damage, 30% Flinch (n/a w/ Sheer Force), 33 (44) average damage
Rage (20): 11 Normal type physical damage, raises Attack by 1 level if user receives damage this turn, 11 average damage
Water Gun (25): 26 Water type special damage, 26 average damage
Leer (30): Lowers Defense by 1 level
Scratch (35): 22 Normal type physical damage, 22 average damage

Comments: Being a bit low on damage, and an unremarkable finisher, combined with losing tie-breaks to average speed foes makes Feraligatr somewhat unremarkable compared to most of the other starters.  To his credit, he does have a bit of a speed game, and Screech allows him to bust healers.  Middle

*big gap*

Raikou (Electric)
165 HP, 105 Atk, 95 Def, 135 SpA, 120 SDef, 135 Spe
Special Ability – Pressure: Opponent’s Attacks use 2 PP instead of 1 if targeting the user
Hidden Ability – Volt Absorb: Electric attacks heal user up to 25% of their MHP
Effective Stats: 0.94 physical, 1.24 special, +1.24 speed

Discharge (20): 68 Electric type special damage, 30% paralysis, 70 average damage
*Calm Mind (20): Raises Special Attack and Special Defense by 1 level
Reflect (20): Halves Physical Damage dealt to entire team for 5 turns
Extrasensory (20): 45 Psychic type special damage, 20% Flinch, 46 average damage
---
*Thunder (10): 92 Electric type special damage, 30% paralysis, 70% accuracy, 66 average damage
Rain Dance (5): Adds Rain Weather for 5 turns
Thunder Fang (15): 44 Electric type physical damage, 10% Paralysis, 10% Flinch, 95% accuracy, 43 average damage
Crunch (15): 35 Dark type physical damage, 20% chance of lowering defense by 1 level, 36 average damage
Spark (20): 44 Electric type physical damage, 30% paralysis, 45 average damage
Quick Attack (30): 18 Normal type physical damage, +1 priority, 18 average damage
Roar (20): Forces target to run or swap, cannot miss, -6 priority
Thunder Shock (30): 36 Electric type special damage, 10% paralysis, 37 average damage
Leer (30): Lowers Defense by 1 level
Bite (25): 27 Dark type physical damage, 30% flinch, 27 average damage

Comment: He’s fast with some buffs and fairly bulky, but damage can use some work, especially if Lightning is resisted. Middle/Heavy


Entei (Fire)
190 HP, 135 Atk, 105 Def, 110 SpA, 95 SDef, 120 Spe
Special Ability – Pressure: Opponent’s Attacks use 2 PP instead of 1 if targeting the user
Hidden Ability – Flash Fire: Fire type damage is nulled; if user is hit by a Fire type move, user’s Fire Type damage increases by 50%
Effective stats: 1.21 physical, 1.10 magical, +0.71 Speed

Sacred Fire (5): 84 Fire type physical damage, 50% burn, 95% accuracy, 82 average damage
*Calm Mind (20): Raises Special Attack and Special Defense by 1 level
Fire Blast (5): 76 Fire type special damage, 10% Burn, 85% accuracy, 66 average damage
Swagger (15): Adds Confusion, raises target’s attack by 2 levels, 90% accuracy
---
Eruption (5): 102 Fire type special damage, damage decreases linearly with HP, 105 average damage
Lava Plume (15): 56 Fire type special damage, 30% Burn, 57 average damage
Extrasensory (20): 37 Psychic type special damage, 10% Flinch, 38 average damage
Fire Fang (15): 56 Fire type physical damage, 10% Burn, 10% Flinch, 95% accuracy, 54 average damage
Flamethrower (15): 62 Fire type special damage, 10% Burn, 63 average damage
Stomp (20): 37 Normal type physical damage, 30% flinch, 38 average damage
Fire Spin (15): 26 Fire type special damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 85% accuracy, 22 average damage
Roar (20): Forces target to run or swap, cannot miss, -6 priority
Ember (25): 29 Fire type special damage, 10% Burn, 29 average damage
Leer (30): Lowers Defense by 1 level
Bite (25): 34 Dark type physical damage, 30% Flinch, 35 average damage

Comments: Getting Sacred Fire is the kind of shot in the arm his damage needs, so combined with good speed and significant bulk, he’s well set, though he runs into some problems if Fire is resisted.  A bit better off than Raikou, so Low Heavy


Suicune (Water)
175 HP, 95 Atk, 135 Def, 110 SpA, 135 SDef, 105 Spe
Special Ability – Pressure: Opponent’s Attacks use 2 PP instead of 1 if targeting the user
Hidden Ability – Water Absorb: Water attacks heal user up to 25% of their MHP
Effective Stats: 1.44 Physical, 1.44 Magical, +0.18 Speed

Hydro Pump (5): 76 Water type special damage, 80% accuracy, 62 average damage
*Calm Mind (20): Raises Special Attack and Special Defense by 1 level
Tailwind (15): Doubles speed for entire team for 4 turns
Extrasensory (20): 37 Psychic type special damage, 10% Flinch, 38 average damage
---
*Blizzard (5): 50 Ice type special damage, 10% Freeze, 70% accuracy, 36 Average damage
Ice Fang (15): 26 Ice type physical damage, 10% Freeze, 10% Flinch, 9% accuracy, 25 average damage
Mirror Coat (20): Deals damage equal to twice damage dealt to user if attack was special, -5 priority
Mist (30): Grants immunity to stat downs for 5 turns
Aurora Beam (20): 30 Ice type special damage, 10% chance of lowering Attack by 1 level, 30 average damage
Gust (35): 19 Flying type special damage, 19 average damage
Rain Dance (5): Adds Rain Weather for 5 turns
Bubble Beam (20): 46 Water type special damage, 10% chance of lowering Speed by 1 level, 47 average damage
Leer (30): Lowers Defense by 1 level
Bite (25): 26 Dark type physical damage, 30% Flinch, 26 average damage

Comments: Extremely tank with some key buffs to help offset it’s lowish damage, Middle/Heavy


Tyranitar (Rock/Dark)
175 HP, 154 {184} Atk, 130 {170} Def, 115 SpA, 120 {140} SDef, 81 {91} Spe
Special Ability – Sand Stream: Automatically activates Sandstorm weather
Hidden Ability – Unnerve: Prevents opponent from using a Berry
Mega Ability - Sand Stream: Automatically activates Sandstorm weather
Effective Stats: 1.38 (2.76){1.81 (3.62)} Physical, 0.93 (1.4){1.49 (2.24)} Magical, -0.67 {-0.32} Speed
Unique Item – Tyranitarite: Allows for transformation in Mega Tyranitar

Stone Edge (5): 96 {114} Rock type physical damage, 12.5% Critical hit rate, 81 {96} average damage
Scary Face (10): Lowers Speed by 2 levels
Crunch (15): 77 {92} Dark type physical damage, 20% chance of lowering defense by 1 level, 79 {94} average damage
Screech (40): Lowers Defense by 2 levels, 85% accuracy
---
Payback (10): 49 {58} Dark type physical damage, damage doubles if user acts after target, 50 {59} average damage
*Giga Impact (5): 95 {113} Normal type physical damage, 1 turn recharge, 90% accuracy, 44 {52} average damage
*Hyper Beam (5): 71 Normal type special damage, 1 turn recharge, 90% accuracy, 32 average damage
Earthquake (10): 64 Ground type physical damage, 66 average damage
Dark Pulse (15): 58 Dark type special damage, 20% flinch, 59 average damage
Thrash (20): 77 {92} Normal type physical damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 79 {94} average damage
Rock Slide (15): 72 {86} Rock type physical damage, 20% Flinch, 90% accuracy, 66 {79} average damage
Chip Away (20): 45 {53} Normal type physical damage, ignores all stat modifiers, 46 {54} average damage
Sandstorm (10): Adds Sandstorm Weather for 5 turns
Leer (30): Lowers Defense by 1 level
Bite (25): 58 Dark type physical damage, 30% Flinch, 59 average damage
Fire Fang (15): 42 {50} Fire type physical damage, 10% Burn, 10% Flinch, 95% accuracy, 41 {48} average damage
Ice Fang (15): 42 {50} Ice type physical damage, 10% Freeze, 10% Flinch, 95% accuracy, 41 {48} average damage
Thunder Fang (15): 42 {50} Electric type physical damage, 10% Paralysis, 10% Flinch, 95% accuracy, 41 {48} average damage


Comments: Extremely durable, and has 2HKO damage once you factor in Sandstorm damage every turn.  He is slow, but Scary Face helps get around that. Heavy/Godlike


Lugia (Psychic/Flying)
181 HP, 110 Atk, 150 Def, 110 SpA, 174 SDef, 130 Spe
Special Ability – Pressure: Opponent’s Attacks use 2 PP instead of 1 if targeting the user
Hidden Ability – Multiscale: Halves damage if user is at full HP
Effective Stats: 1.65 physical, 1.92 magical, +1.06 speed

Aeroblast (5): 69 Flying type special damage, 12.5% critical hit rate, 95% accuracy, 69 average damage
*Calm Mind (20): Raises Special Attack and Special Defense by 1 level
*Recover (10): 50% Healing
Safeguard (25): Grants immunity to status for entire team for 5 turns
---
*Sky Attack (5): 96 Flying type physical damage, 12.5% Critical Hit rate, 30% Flinch, 1 turn charge time, 90% accuracy, 45 average damage
*Natural Gift (15): Varying effects based on what Berry is held; easier to look this up than me explain what each does, consumes berry in the process
*Future Sight (10): 82 Psychic type special damage, attack activates on 3rd turn after use, user can still act between usage and activation, 84 average damage
Ancient Power (5): 28 Rock type special damage, 10% chance of raising all stats by 1 level, 28 average damage
Punishment (5): 28 Dark type physical damage, damage increases by 33% for every stat level above 0 target has up to +7, 28 average damage
Hydro Pump (5): 50 Water type special damage, 80% accuracy, 41 average damage
Rain Dance (5): Adds Rain Weather for 5 turns
Extrasensory (20): 56 Psychic type special damage, 10% flinch, 57 average damage
Dragon Rush (10): 46 Dragon type physical damage, 20% flinch, 75% accuracy, 35 average damage
Gust (35): 29 Flying type special damage, 29 average damage
Weather Ball (10): 24 Normal type special damage, type changes and damage doubles if special weather is in effect, 24 average damage
Whirlwind (20): Forces target to run or swap, cannot miss, -6 priority

Comments: Still fast and tanky, Lugia’s damage is suspect, so relies on a defensive buffing game to eventually build its damage high enough to nuke the competition. High Heavy


Ho-Oh (Fire/Flying)
181 HP, 150 Atk, 110 Def, 130 SpA, 174 SDef, 110 Spe
Special Ability – Pressure: Opponent’s Attacks use 2 PP instead of 1 if targeting the user
Hidden Ability – Regenerator: User heals 33% of HP when swapped out
Effective Stats: 1.21 physical, 1.92 magical, +0.71 speed

Sacred Fire (5): 93 Fire type physical damage, 50% Burn, 95% accuracy, 91 average damage
Sunny Day (5): Adds Sun weather for 5 turns
*Recover (10): 50% Healing
Brave Bird (15): 112 Flying type physical damage, 33% recoil, 77 average damage
---
Safeguard (25): Grants immunity to status for entire team for 5 turns
Sky Attack (5): 130 Flying type physical damage, 12.5% Critical Hit rate, 30% Flinch, 1 turn charge time, 90% accuracy, 62 average damage
Fire Blast (5): 89 Fire type special damage, 10% Burn, 85% accuracy, 78 average damage
*Calm Mind (20): Raises Special Attack and Special Defense by 1 level
*Natural Gift (15): Varying effects based on what Berry is held; easier to look this up than me explain what each does, consumes berry in the process
*Future Sight (10): 64 Psychic type special damage, attack activates on 3rd turn after use, user can still act between usage and activation, 66 average damage
Ancient Power (5): 33 Rock type special damage, 10% chance of raising all stats by 1 level, 34 average damage
Punishment (5): 38 Dark type physical damage, damage increases by 33% for every stat level above 0 target has up to +7, 39 average damage
Extrasensory (20): 43 Psychic type special damage, 10% flinch, 44 average damage
Gust (35): 34 Flying type special damage, 35 average damage
Weather Ball (10): 28 Normal type special damage, type changes and damage doubles if special weather is in effect, 28 average damage
Whirlwind (20): Forces target to run or swap, cannot miss, -6 priority

Comments: Somewhat more balanced than Lugia, Ho-Oh trades in some speed and physical bulk for more offensive options while still retaining some defensive game, especially considering his best damage, Sacred Fire, has a reasonable chance to burn and thus neuter fights entirely.  High Heavy


Celebi (Grass/Psychic)
175 HP, 120 Atk, 120 Def, 120 SpA, 120 SDef, 120 Spe
Special Ability – Natural Cure: Recovers all status when user is swapped out
Effective Stats: 1.28 physical, 1.28 magical, +0.71 Speed

Magical Leaf (20): 46 Grass type special damage, cannot miss, 47 average damage
*Leaf Storm (5): 97 Grass type special damage, lowers user’s Special Attack by 2 levels, 90% accuracy, 90 average damage
Leech Seed (10): Pseudo-status where target loses 12.5% of their MHP every turn, and heals user for equal amounts, 90% accuracy
Recover (10): 50% Healing
---
*Perish Song (5): After 3 turns, all viable targets on field will faint
*Healing Wish (10): Heals next ally of all damage and status, user faints as a result of the attack
Future Sight (10): 90 Psychic type special damage, attack activates on 3rd turn after use, user can still act between usage and activation, 92 average damage
Heal Block (15): Prevents target from Healing for 5 turns
Natural Gift (15): Varying effects based on what Berry is held; easier to look this up than me explain what each does, consumes berry in the process
Baton Pass (40): User swaps out, passing along stat changes to whoever replaces him
Ancient Power (5): 30 Rock type special damage, 10% chance of raising all stats by 1 level, 30 average damage
Safeguard (25): Grants immunity to status for entire team for 5 turns
Heal Bell (5): Full status healing for user’s team
Confusion (25): 39 Psychic type special damage, 10% confusion, 40 average damage

Comments: Celebi’s strategy relies either on outstalling the opponent until Leaf Storm can just nuke them outright, or build it such that it fires off Leaf Storm on the same turn a Future Sight activates, in hopes to finish it in one turn.  Weird dueler to say the least, whose lucky enough that it’s stats are just good enough to pull off the antics. Some form of Heavy


Torterra (Grass/Ground)
170 HP, 129 Atk, 125 Def, 95 SpA, 105 Sdef, 76 Spe
Special Ability – Overgrow: Grass damage increases by 50% when HP =< 33%
Hidden Ability – Shell Armor: Grants Immunity to Critical Hits
Effective Stats: 1.29 Physical, 1.09 Magical, -0.85 Speed

Earthquake (10): 81 Ground type physical damage, 83 average damage
Leech Seed (10): Pseudo-status where target loses 12.5% of their MHP every turn, and heals user for equal amounts, 90% accuracy
Synthesis: 50% Healing
Curse (10): Raises Attack and Defense by 1 level, lowers speed by 1 level
---
Frenzy Plant (5): 89 Grass type special damage, 1 turn recharge, 90% accuracy, 42 average damage
Grass Pledge (10): 48 Grass type special damage, 49 average damage
Leaf Storm (5): 77 Grass type special damage, lowers user’s Special Attack by 2 levels, 71 average damage
Giga Drain (10): 46 Grass type special damage, heals user equal to half damage dealt, 47 average damage
Mega Drain (15): 25 Grass type special damage, heals user equal to half damage dealt, 25 average damage
Absorb (25): 14 Grass type special damage, heals user equal to half damage dealt, 14 average damage
Crunch (15): 43 Dark type physical damage, 20% chance of lowering defense by 1 level, 44 average damage
Bite (25): 35 Dark type physical damage, 30% Flinch, 36 average damage
Razor Leaf (25): 30 Grass type physical damage, 12.5% critical hit rate, 95% accuracy, 30 average damage
Withdraw (40): Raises Defense by 1 level
Wood Hammer (15): 96 Grass type physical damage, 33% recoil, 66 net average damage
Tackle (35): 27 Normal type physical damage, 27 average damage

Comments: Physically tanky, with Curse to back it up, it’s best strategy is to play defensively to build up for an Earthquake or Wood Hammer kill, using Synthesis and Leech Seed to help stall.  Obviously, it’s issues are being slow and that pesky W4 to Ice being easy to exploit.  High Middle


Infernape (Fire/Fighting)
151 HP, 124 Atk, 91 Def, 124 SpA, 91 SDef, 128 Spe
Special Ability – Blaze: Fire damage increases by 50% when HP =< 33%
Hidden Ability – Iron Fist: All punch moves have damage increased by 20%
Effective Stats: 0.84 physical, 0.84 magical, +0.99 speed

Close Combat (5): 93 Fighting type physical damage, lowers Attack and Defense by 1 level, 95 average damage
Blast Burn (5): 115 Fire type special damage, 1 turn recharge, 90% accuracy, 53 average damage
Nasty Plot (20): Raises Special Attack by 2 levels
Slack Off (10): 50% Healing
---
Fire Pledge (10): 62 Fire type special damage, 63 average damage
Flamethrower (15): 70 Fire type special damage, 10% Burn, 72 average damage
Façade (20): 36 Normal type physical damage, damage doubles if affected by Burn, Paralysis or Poison, 37 average damage
Torment (15): Prevents target from using the same attack two turns in a row
Flare Blitz (15): 93 Fire type physical damage, 10% Burn, 33% recoil, 63 net average damage
Calm Mind (20): Raises Special Attack and Special Defense by 1 level
Acrobatics (15): 57 Flying type physical damage, 58 average damage
Fire Spin (15): 29 Fire type special damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 85% accuracy, 25 average damage
Punishment (5): 28 Dark type physical damage, damage increases by 33% for every stat level above 0 target has up to +7, 28 average damage
Feint (10): 16 Normal type physical damage, ignores and dispels invincibility, +2 priority, 16 average damage
Flame Wheel (25): 47 Fire type physical damage, 10% Burn, 48 average damage
Fury Swipes (15): 10 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 24 average damage
Mach Punch (30): 32 (39) Fighting type physical damage, +1 Priority, 33 (40) average damage
Taunt (20): Forces target to use damage attacks for the next 3 turns
Ember (25): 32 Fire type special damage, 10% Burn, 33 average damage
Leer (30): Lowers Defense by 1 level
Scratch (35): 21 Normal type physical damage, 21 average damage

Comments: Nasty Plot + Blast Burn is a 2 turn set up OHKo strategy, and he’s fast enough to make it work.  If you don’t resist fire, kill him before his 2nd turn or die.  If you do resist Fire?  He still has Close Combat for legitimate damage and Slack Off to allow some longevity, albeit durability could use some work. Heavy


Empoleon (Steel/Water)
159 HP, 106 Atk, 108 Def, 131 SpA, 121 SDef, 80 Spe
Special Ability – Torrent: Water Damage increased by 50% when HP =< 33%
Hidden Ability – Defiant: Attack increases by 2 levels every time a stat is lowered, does not apply to self-inflicted stat downs
Effective Stats: 1.05 (2.10) physical, 1.17 magical, -0.71 speed

Hydro Pump (5): 90 Water type special damage, 80% accuracy, 74 average damage
Hydro Cannon (5): 122 Water type special damage, 1 turn recharge, 90% accuracy, 56 average damage
Swagger (15): Adds Confusion, increases target’s Attack by 2 levels, 90% accuracy
Brine (10): 54 Water type special damage, damage doubles if target is below 50% health, 55 average damage
---
Water Pledge (10): 66 Water type special damage, 68 average damage
Drill Peck (20): 36 Flying type physical damage, 37 average damage
Mist (30): Grants immunity to stat downs for 5 turns
Whirlpool (15): 30 Water type special damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 85% accuracy, 26 average damage
Aqua Jet (20): 28 Water type physical damage, +1 priority, 28 average damage
Fury Attack (20): 8 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 21 average damage
Bubble beam (20): 54 Water type special damage, 10% chance of lowering speed by 1 level, 55 average damage
Metal Claw (35): 34 Steel type physical damage, 10% chance of raising Attack by 1 level, 95% accuracy, 33 average damage
Sword Dance (20): Raises Attack by 2 levels
Bubble (30): 34 Water type special damage, 10% chance of lowering speed by 1 level, 35 average damage
Growl (40): Lowers Attack by 1 level
Tackle (35): 23 Normal type physical damage, 23 average damage
Pound (35): 19 Normal type physical damage, 19 average damage
Bide (10): User skips next two turns, at the end of which, they will do twice as much Normal type damage as they received during that phase, +1 priority
Water Sport (15): Halves Fire Damage

Comments: Bulky with average damage and low speed, though unlike Torterra, it’s damage is just good enough that paired with a finisher, it can end things in 2 turns possibly, and Swagger does help it bust up mages. Middle/Heavy

Serperior (Grass)
150 HP, 95 Atk, 115 Def, 95 SpA, 115 SDef, 133 Spe
Special Ability – Overgrow: Grass damage increases by 50% when HP =< 33%
Hidden Ability - Contrary: Stat Modifiers on user are inverted
Effective Stats: 1.05 physical, 1.05 magical, +1.16 speed

Leaf Blade (15): 54 Grass type physical damage, 12.5% critical hit rate, 57 average damage
Frenzy Plant (5): 89 Grass type special damage, 1 turn recharge, 90% accuracy, 41 average damage
Coil (20): Raises (lowers) Attack, Defense, and Accuracy by 1 level
Leech Seed (10): Pseudo-status where target loses 12.5% of their MHP every turn, and heals user for equal amounts, 90% accuracy
---
Grass Pledge (10): 48 Grass type special damage, 49 average damage
Leaf Storm (5): 77 Grass type special damage, lowers (raises) user’s Special Attack by 2 levels, 90% accuracy, 71 average damage
Gastro Acid (10): Nulls the effects of target’s Special Ability
Wring Out (10): 47 Normal type physical damage, damage decreases linearly with target’s HP, 48 average damage
Giga Drain (10): 46 Grass type special damage, heals user equal to half damage dealt, 47 average damage
Slam (20): 32 Normal type physical damage, 75% accuracy, 24 average damage
Mega Drain (15): 25 Grass type special damage, heals user equal to half damage dealt, 25 average damage
Leaf Tornado (10): 40 Grass type special damage, 50% chance of lowering target’s accuracy by 1 level, 90% accuracy, 37 average damage
Growth (20): Raises (lowers) Attack and Special Attack by 1 level
Wrap (15): 7 Normal type physical damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 90% accuracy, 6 average damage
Vine Whip (25): 28 Grass type physical damage, 28 average damage
Leer (30): Lowers Defense by 1 level
Tackle (35): 21 Normal type physical damage, 21 average damage

Comments: Serperior is a Pokemon that really wants its Hidden Ability to be legal, since suddenly Leaf Storm becomes absolutely ridiculous, enough to push him an entire division higher. Otherwise, his strategy centers around buffing a lot, relying on good speed and durability, to set up so he can compensate for poor damage. Middle


Emboar (Fire/Fighting)
185 HP, 143 Atk, 85 Def, 120 SpA, 85 SDef, 85 Spe
Special Ability – Blaze: Fire damage increases by 50% when HP =< 33%
Hidden Ability – Reckless: Recoil Attacks increase by 20%
Effective Stats: 0.96 physical, 0.96 magical, -0.35 speed

Hammer Arm (10): 89 Fighting type physical damage, lowers user’s speed by 1 level, 90% accuracy, 82 average damage
Flame Charge (20): 46 Fire type physical damage, raises user’s speed by 1 level, 47 average damage
Flare Blitz (15): 106 (128} Fire type physical damage, 10% Burn, 33% recoil, 73 (88) net average damage
Blast Burn (5): 112 Fire type special damage, 1 turn recharge, 90% accuracy, 51 average damage
---
Fire Pledge (10): 61 Fire type special damage, 62 average damage
Roar (20): Forces target to run or swap, cannot miss, -6 priority
Head Smash (5): 88 (106) Rock type physical damage, 50% recoil, 80% accuracy, 36 (43) net average damage
Flamethrower (15): 68 Fire type special damage, 10% Burn, 70 average damage
Assurance (10): 36 Dark type physical damage, damage doubles if target has already received damage this turn, 37 average damage
Heat Crash (10): 37 Fire type physical damage, damage increases against lighter weight targets, this damage assumes against 80 kg (roughly average), leading to minimal damage, 38 average damage
Take Down (20): 53 (64) Normal type physical damage, 25% recoil, 85% accuracy, 34 (42) net average damage
Rollout (20): 19 Rock type physical damage, damage doubles each consecutive turn, used 5 turns in a row unless it misses, 90% accuracy, 17 average damage
Smog (30): 16 Poison type special damage, 40% Poison, 70% accuracy, 11 average damage
Arm Thrust (20): 15 Fighting type physical damage, hits 2 to 5 times, 46 average damage
Defense Curl (40): Raises Defense by 1 level
Odor Sleuth (40): Target’s evasion reset to default, allows Normal and Fighting type moves to hit Ghost types
Ember (25): 31 Fire type special damage, 10% Burn, 31 average damage
Tail Whip (30): Lowers Defense by 1 level
Tackle (35): 30 Normal type physical damage, 30 average damage

Comments: Slow with average damage, the existence of Flame Charge helps mitigate this some, and Blast Burn still works as a solid turn 3 finisher. High Middle


Samurott (Water)
170 HP, 120 Atk, 105 Def, 128 SpA, 90 SDef, 90 Spe
Special Ability – Torrent: Water damage increases by 50% when HP =< 33%
Hidden Ability – Shell Armor: Grants immunity to critical hits
Effective Stats: 1.09 physical, 0.93 magical, -0.35 speed

Hydro Pump (5): 88 Water type special damage, 80% accuracy, 72 average damage
Aqua Tail (10): 68 Water type physical damage, 90% accuracy, 63 average damage
Swords Dance (20): Raises Attack by 2 levels
Hydro Cannon (5): 119 Water type special damage, 1 turn recharge, 90% accuracy, 55 average damage
---
Water Pledge (10): 64 Water type special damage, 66 average damage
Retaliate (5): 35 Normal type physical damage, damage doubles if used right after ally has fainted, 36 average damage
Encore (5): Forces target to use their last attack for the next 5 turns
Slash (20): 35 Normal type physical damage, 12.5% critical hit rate, 37 average damage
Aqua Jet (30): 31 Water type physical damage, +1 priority, 31 average damage
Revenge (10): 30 Fighting type physical damage, damage doubles if user takes damage this turn, -4 priority, 30 average damage
Water Pulse (20): 49 Water type special damage, 20% confusion, 50 average damage
Fury Cutter (20): 21 Bug type physical damage, damage doubles on consecutive uses up to 5 times, 95% accuracy, 20 average damage
Razor Shell (10): 57 Water type physical damage, 50% chance of lowering Defense by 1 level, 95% accuracy, 55 average damage
Focus Energy (30): Raises Critical Hit domain by 1 level
Water Sport (15): Halves Fire Damage
Water Gun (25): 33 Water type special damage, 34 average damage
Tail Whip (30): Lowers Defense by 1 level
Tackle (35): 26 Normal type physical damage
Mega Horn (10): 60 Bug type physical damage, 85% accuracy, 52 average damage

Comments: About as stock as you can get, the only really neat thing worth bringing up about him is Encore + Swords Dance is a nice dynamic against fighters who rely on defensive strats, but otherwise is a pretty standard slugger. High Middle
« Last Edit: October 30, 2016, 09:02:33 PM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

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Re: Pokemon Gen 6
« Reply #8 on: February 18, 2016, 01:28:40 AM »
Garchomp (Dragon/Ground)
183 HP, 150 {190} Atk, 115 {135} Def, 100 {140} SpA, 105 {115} SDef, 122 {112} Spe
Special Ability – Sand Veil: Raises Evasion by 1 level during Sandstorm
Hidden Ability – Rough Skin: Opponent loses 1/16th of their MHP when user is hit with a contact move
Mega Ability – Sand Force: Damage of Ground, Rock and Steel type moves increase by 33% during Sandstorm
Effective Stats: 1.28 {1.5} physical, 1.17 {1.28} magical, +0.78 {+0.42} speed
Unique Item – Garchompite: Allows for transformation into Mega Garchomp

Dragon Claw (15): 75 {95} Dragon type physical damage, 77 {97} average damage
Sand Attack (15): Lowers Accuracy by 1 level
Sandstorm (10): Adds Sandstorm weather effect for 5 turns
Dragon Rage (10): 40 Dragon type damage, ignores all modifiers including defense, 40 average damage
---
Dragon Rush (10): 93 {118} Dragon type physical damage, 75% accuracy, 71 {91} average damage
Crunch (15): 50 {63} Dark type physical damage, 20% chance of lowering defense by 1 level, 51 {64} average damage
Dig (10): 65 {95} Ground type physical damage, one turn charge time, during which user cannot be damaged ala FF Jump, 33 {48} average damage
Slash (20): 38 {55} Normal type physical damage, 12.5% critical hit rate, 40 {58} average damage
Dual Chop (15): 39 {48} Dragon type physical damage, hits twice, 90% accuracy, 72 {88} average damage
Sand Tomb (15): 34 {43} Ground type physical damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 85% accuracy, 31 {39} average damage
Take Down (20): 56 {71} Normal type physical damage, 25% recoil, 85% accuracy, 36 {46} net average damage
Tackle (35): 32 {41} Normal type physical damage, 33 {42} average damage
Fire Fang (15): 41 {51} Fire type physical damage, 10% Flinch, 10% Burn, 95% accuracy, 40 {49} average damage

Comments: Good speed, damage and durability, Garchomp’s just very solid all around while not being stellar at the same time. Heavy

*BIG GAP*
Uxie (Psychic)
150 HP, 95 Atk, 150 Def, 95 SpA, 150 SDef, 115 Spe
Special Ability – Levitate: Grants immunity to Ground type attacks and other grounded effects like Terrain
Effective Stats: 1.37 physical, 1.37 magical, +0.53 speed

Extrasensory (20): 48 Psychic type special damage, 10% flinch, 49 average damage
Amnesia (20): Raises Special Defense by 2 levels
Yawn (10): Target is inflicted with Sleep Status on the following turn
Rest (10): Full HP and status healing, puts user to Sleep for 2 turns
---
Memento (10): Lowers Attack and Special Attack by 2 levels, user faints as a result of the attack
Natural Gift (15): Varying effects based on what Berry is held; easier to look this up than me explain what each does, consumes berry in the process
Flail (15): Normal type physical Damage that fluctuates based on HP, ranging from 9 damage at max HP to 80 damage at 4% or less, damage altering at set intervals
Future Sight (10): 71 Psychic type special damage, attack activates on 3rd turn after use, user can still act between usage and activation, 73 average damage
Swift (20): 24 Normal type special damage, cannot miss, 24 average damage
Endure (10): User will survive any lethal attack with 1 HP, success rate halves on each consecutive use, +3 Priority
Imprison (10): Target cannot use any moves they share with the user
Confusion (25): 31 Psychic type special damage, 10% confusion, 31 average damage

Comments: Good speed and durability, but damage needs a lot of work. Yawn, Amnesia and Rest can help tip things in it’s favor, High Middle


Mesprit (Psychic)
155 HP, 125 Atk, 125 Def, 125 SpA, 125 SDef, 100 Spe
Special Ability – Levitate: Grants immunity to Ground type attacks and other grounded effects like Terrain
Effective Stats: 1.18 physical, 1.18 magical, -0.00 speed

Extrasensory (20): 63 Psychic type special damage, 10% flinch, 64 average damage
Charm (20): Lowers Attack by 2 levels
Future Sight (10): 93 Psychic type special damage, attack activates on 3rd turn after use, user can still act between usage and activation, 95 average damage
Rest (10): Full HP and status healing, puts user to Sleep for 2 turns
---
Healing Wish (10): Heals next ally of all damage and status, user faints as a result of the attack
Natural Gift (15): Varying effects based on what Berry is held; easier to look this up than me explain what each does, consumes berry in the process
Lucky Chant (30): Target cannot critical hit for 5 turns
Copycat (20): User uses the last attack used before it’s turn
Swift (20): 32 Normal type special damage, cannot miss, 33 average damage
Protect (10): Invincibility for 1 turn, +4 priority, success rate halves on each consecutive use
Imprison (10): Target cannot use any moves they share with the user
Confusion (25): 40 Psychic type special damage, 10% confusion, 41 average damage

Comments: Durable, and damage is alright over 3 turns if we factor in Future Sight, and has Rest and Charm to stall against some fighters, and Copycat allows it to out-last some healers.  Average speed may hold it back a bit. Middle/Heavy


Azelf (Psychic)
150 HP, 145 Atk, 90 Def, 145 SpA, 90 SDef, 135 Spe
Special Ability – Levitate: Grants immunity to Ground type attacks and other grounded effects like Terrain
Effective Stats: 0.82 physical, 0.84 magical, +1.24 speed

Extrasensory (20): 73 Psychic type special damage, 10% flinch, 75 average damage
Nasty Plot (20): Raises Special Attack by 2 levels
Future Sight (10): 108 Psychic type special damage, attack activates on 3rd turn after use, user can still act between usage and activation, 111 average damage
Rest (10): Full HP and status healing, puts user to Sleep for 2 turns
---
Explosion (5): 148 Normal type physical damage, user faints as a result of the attack, 152 average damage
Natural Gift (15): Varying effects based on what Berry is held; easier to look this up than me explain what each does, consumes berry in the process
Uproar (10): 46 Normal type special damage, used for 3 turns consecutively, during which user is immune to Sleep status, 47 average damage
Last Resort (5): 54 Normal (Fairy) type physical damage, can only be used after the other 3 attacks are used at least once, 55 average damage
Swift (20): 37 Normal type special damage, cannot miss, 38 average damage
Detect (5): Invincibility for 1 turn, +4 priority, success rate halves on each consecutive use
Imprison (10): Target cannot use any moves they share with the user
Confusion (25): 46 Psychic type special damage, 10% confusion, 47 average damage

Comments: Glass cannon, Azelf’s strategy is essentially kill whatever it’s facing by it’s 3rd turn, as Nasty Plot x2 + Extrasensory should kill most.  Against those a little frailer, he can maybe use Rest to buy an extra turn, in hopes that Future Sight + Extrasensory takes out opponents. Durability is pretty bad regardless but he’s pretty fast at least.  Middle/Heavy


Dialga (Dragon/Steel)
175 HP, 140 Atk, 140 Def, 170 SpA, 120 SDef, 110 Spe
Special Ability – Pressure: Opponent’s Attacks use 2 PP instead of 1 if targeting the user
Hidden Ability – Telepathy: User cannot be harmed by allies
Effective stats: 1.49 (2.98) physical, 1.28 magical, +0.35 speed
Unique Item – Adamant Orb: Increases damage of Dragon and Steel type attacks by 20%, this is already factored in when relevant

Flash Cannon (10): 102 Steel type special damage, 10% chance of lowering Special Defense by 1 level, 105 average damage
Roar of Time (5): 189 Dragon type special damage, 1 turn recharge, 90% accuracy, 87 average damage
Scary Face (10): Lowers Speed by 2 levels
Metal Burst (10): Deals damage equal to 1.5x damage dealt if user goes after opponent
---
Iron Tail (15): 105 Steel type physical damage, 30% chance of lowering defense by 1 level, 75% accuracy, 81 average damage
Aura Sphere (20): 56 Fighting type special damage, cannot miss, 57 average damage
Earth Power (10): 63 Ground type special damage, 10% chance of lowering Special Defense by 1 level, 64 average damage
Dragon Claw (15): 84 Dragon type physical damage, 86 average damage
Power Gem (20): 56 Rock type special damage, 57 average damage
Slash (20): 41 Normal type physical damage, 12.5% critical hit rate, 43 average damage
Ancient Power (5): 43 Rock type special damage, 10% chance of raising all stats by 1 level, 44 average damage
Metal Claw (35): 54 Steel type physical damage, 10% chance of raising Attack by 1 level, 95% accuracy, 52 average damage
Dragon Breath (20): 77 Dragon type special damage, 30% paralysis, 79 average damage

Comments: Very durable with above average speed, and near OHKO damage with Roar of Time, he’s built for slugfesting very well.  Metal Burst scares off powerful attacks that just miss OHKOing, and Scary Face can shift things into his favor further. Heavy/Godlike


Palkia (Dragon/Water)
165 HP, 140 Atk, 120 Def, 170 SpA, 140 SDef, 120 Spe
Special Ability – Pressure: Opponent’s Attacks use 2 PP instead of 1 if targeting the user
Hidden Ability – Telepathy: User cannot be harmed by allies
Effective stats: 1.21 physical, 1.41 magical, +0.71 speed
Unique Item – Lustrous Orb: Increases damage of Dragon and Water type attacks by 20%, this is already factored in when relevant

Spacial Rend (10): 127 Dragon type special damage, 12.5% critical hit rate, 95% accuracy, 128 average damage

Scary Face (10): Lowers Speed by 2 levels
Aura Sphere (20): 56 Fighting type special damage, cannot miss, 57 average damage
Aqua Tail (10): 95 Water type physical damage, 90% accuracy, 88 average damage
---
Earth Power (10): 63 Ground type special damage, 10% chance of lowering Special Defense by 1 level, 64 average damage
Dragon Claw (15): 84 Dragon type physical damage, 86 average damage
Power Gem (20): 56 Rock type special damage, 57 average damage
Slash (20): 41 Normal type physical damage, 12.5% critical hit rate, 43 average damage
Ancient Power (5): 43 Rock type special damage, 10% chance of raising all stats by 1 level, 44 average damage
Attack by 1 level, 95% accuracy, 52 average damage
Dragon Breath (20): 77 Dragon type special damage, 30% paralysis, 79 average damage
Hydro Pump (5): 139 Water type special damage, 80% accuracy, 114 average damage
Water Pulse (20): 77 Water type special damage, 30% Confusion, 79 average damage

Comments: Higher speed and consistent damage than Dialga, but lower overall durability, and a bit less on options, Palkia’s not someone you want to get into a direct slugfest with in general. Heavy/Godlike


Heatran (Fire/Steel)
166 HP, 110 Atk, 126 Def, 150 SpA, 126 SDef, 97 Spe
Special Ability – Flash Fire: Fire type damage is nulled; if user is hit by a Fire type move, user’s Fire Type damage increases by 50%
Hidden Ability – Flame Body: 30% chance of inflicting Burn on opponent when hit by a contact move
Effective Stats: 1.27 (2.54) Physical, 1.27 Magical, -0.11 speed

Heat Wave (10): 89 Fire type special damage, 10% Burn, 95% accuracy, 87 average damage
Magma Storm (5): 93 Fire type special damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 75% accuracy, 71 average damage
Scary Face (10): Lowers Speed by 2 levels
Metal Sound (40): Lowers Special Defense by 2 levels, 85% accuracy
---
*Stone Edge (5): 46 Rock type physical damage, 80% accuracy, 12.5% critical hit rate, 39 average damage
Earth Power (10): 56 Ground type special damage, 10% chance of lowering special defense by 1 level, 57 average damage
Iron Head (15): 56 Steel type physical damage, 30% flinch, 57 average damage
Fire Spin (15): 34 Fire type special damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 85% accuracy, 29 average damage
Lava Plume (15): 75 Fire type special damage, 30% burn, 77 average damage
Crunch (15): 37 Dark type physical damage, 20% chance of lowering defense by 1 level, 38 average damage
Fire Fang (15): 46 Fire type physical damage, 10% Burn, 10% flinch, 95% accuracy, 45 average damage
Leer (30): Lowers Defense by 1 level
Ancient Power (5): 57 Rock type special damage, 10% chance of raising all stats by 1 level, 58 average damage

Comments: Fairly tanky, average damage, relies a lot on Fire, but Scary Face and Metal Sound can help accommodate to various degrees.  Middle/Heavy


Regigigas (Normal)
185 HP, 180 (90) Atk, 130 Def, 100 SpA, 130 SDef, 120 (60) Speed
Special Ability – Slow Start: For the first 5 turns, user’s Attack and Speed are halved, this is factored in when appropriate
Effective stats: 1.27 physical, 1.27 magical, +0.71 (-1.41) speed

Giga Impact (5): 84 Normal type physical damage, 1 turn recharge, 90% accuracy, 38 average damage
Confuse Ray (10): Adds Confusion
Heavy Slam (10): 45 Steel type physical damage, damage increases against lighter weight targets, this damage assumes against 80 kg (roughly average), leading to minimal damage, 46 average damage
Crush Grip (5): 62 Normal type physical damage, damage decreases linearly with target’s HP, 63 average damage
---
Dizzy Punch (10): 41 Normal type physical damage, 20% confusion, 42 average damage
Payback (10): 20 Dark type physical damage, damage doubles if user act second, 20 average damage
Zen Headbutt (15): 30 Psychic type physical damage, 90% accuracy, 27 average damage
Wide Guard (10): Users team becomes immune to all damage for 1 turn, +3 priority, success rate halves on each consecutive use
Revenge (10): 23 Fighting type physical damage, damage doubles if user takes damage this turn, -4 priority, 23 average damage
Foresight (40): Target’s evasion reset to default, allows Normal and Fighting type moves to hit Ghost types
Knock Off (25): 25 Dark type physical damage, if target is holding an item, damage doubles and target drops item, 25 average damage
Fire Punch (15): 29 Fire type physical damage, 10% Burn, 29 average damage
Thunder Punch (15): 29 Electric type physical damage, 10% Paralysis, 29 average damage
Ice Punch (15): 29 Ice type physical damage, 10% Freeze, 29 average damage

NOTE: After turn 5, all of Regigigas’ physical damage doubles

Comments: Well he’s durable! And has 100% Confusion!  And gets good damage and speed after 5 turns! Pity he’s laughable before that point, such that he auto loses to basically anyone reliant on status, and just about anyone with average damage (let alone confusion immunity) can outslug him pretty handedly.  Light


Giratina-Altered (Ghost/Dragon)
225 HP, 120 Atk, 140 Def, 120 SpA, 140 SDef, 110 Spe
Special Ability – Pressure: Opponent’s Attacks use 2 PP instead of 1 if targeting the user
Hidden Ability – Telepathy: User cannot be harmed by allies
Effective stats: 1.92 (immune) physical, 1.92 magical, +0.35 speed

Dragon Claw (15): 61 Dragon type physical damage, 62 average damage
Hex (10): 50 Ghost type special damage, damage doubles if target has one of the primary statuses, 51 average damage
Scary Face (10): Lowers Speed by 2 levels,
Dragon Breath (15): 50 Dragon type special damage, 30% paralysis, 51 average damage
---
Shadow Force (5): 90 Ghost type physical damage, one turn charge time, during which user cannot be damaged ala FF Jump, ignores invincibility, 46 average damage
Shadow Claw (15): 53 Ghost type physical damage, 12.5% critical hit rate, 56 average damage
Aura Sphere (20): 35 Fighting type special damage, cannot miss, 36 average damage
Earth Power (10): 45 Ground type special damage, 10% chance of lowering special defense by 1 level, 46 average damage
Destiny Bond (5): Target dies if User faints after this move is used
Shadow Sneak (30): 31 Ghost type physical damage, +1 priority, 31 average damage
Slash (20): 35 Normal type physical damage, 12.5% critical hit rate, 37 average damage
Ancient Power (5): 30 Rock type special damage, 10% chance of raising all stats by 1 level, 30 average damage
Ominous Wind (5): 50 Ghost type special damage, 10% chance of raising all stats by 1 level, 51 average damage

Comments: You look at his damage and are a bit disappointed that this comes from a 680 BST Pokemon…but then you look at his durability and recognize that he can actually get away with it in Heavy.


Giratina-Origin (Ghost/Dragon)
225 HP, 140 Atk, 120 Def, 140 SpA, 120 SDef, 110 Spe
Special Ability – Levitate: Grants immunity to Ground type attacks and other grounded effects like Terrain
Effective stats: 1.64 (immune) physical, 1.64 magical, +0.35 speed
Unique Item – Griseous Orb: Increases damage of Dragon and Ghost type attacks by 20%, changes Giratina into Origin form, this is already factored in when relevant
 
Dragon Claw (15): 84 Dragon type physical damage, 86 average damage
Hex (10): 69 Ghost type special damage, damage doubles if target has one of the primary statuses, 71 average damage
Scary Face (10): Lowers Speed by 2 levels,
Dragon Breath (15): 64 Dragon type special damage, 30% paralysis, 66 average damage
---
Shadow Force (5): 125 Ghost type physical damage, one turn charge time, during which user cannot be damaged ala FF Jump, ignores invincibility, 64 average damage
Shadow Claw (15): 74 Ghost type physical damage, 12.5% critical hit rate, 78 average damage
Aura Sphere (20): 47 Fighting type special damage, cannot miss, 48 average damage
Earth Power (10): 52 Ground type special damage, 10% chance of lowering special defense by 1 level, 53 average damage
Destiny Bond (5): Target dies if User faints after this move is used
Shadow Sneak (30): 44 Ghost type physical damage, +1 priority, 45 average damage
Slash (20): 41 Normal type physical damage, 12.5% critical hit rate, 43 average damage
Ancient Power (5): 35 Rock type special damage, 10% chance of raising all stats by 1 level, 36 average damage
Ominous Wind (5): 64 Ghost type special damage, 10% chance of raising all stats by 1 level, 66 average damage

Comments: Trading in some durability for better damage, Origin form is somewhat of a lateral shift from his Altered form, so we’ll give it the same Heavy rating.


Cresselia (Psychic)
195 HP, 90 Atk, 140 Def, 95 SpA, 150 SDef, 105 Spe
Special Ability – Levitate: Grants immunity to Ground type attacks and other grounded effects like Terrain
Effective stats: 1.66 physical, 1.78 magical, +0.18 speed

*Psychic (10): 54 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 55 average damage
Moonlight (5): 50% Healing
Safeguard (25): Grants immunity to status for entire team for 5 turns
Double Team (15): Raises Evade by 1 level, Normal type
---
*Moonblast (15): 38 Fairy type special damage, 30% chance of lowering Special Attack by 1 level, 39 average damage
Lunar Dance (10): Heals next ally of all damage and status, user faints as a result of the attack
Psycho Shift (10): Transfers status effect on user to the target
Psycho Cut (20): 41 Psychic type physical damage, 12.5% Critical Hit rate, 43 average damage
Slash (20): 27 Normal type physical damage, 12.5% Critical Hit rate, 28 average damage
Future Sight (10): 71 Psychic type special damage, attack activates on 3rd turn after use, user can still act between usage and activation, 73 average damage
Aurora Beam (20): 26 Ice type special damage, 10% chance of lowering attack by 1 level, 26 average damage
Mist (30): Grants immunity to stat downs for 5 turns
Confusion (25): 31 Psychic type special damage, 10% Confusion, 31 average damage

Comments: Extremely durable, with a lot of tools to make use of it, such that it can actually get away with its relatively poor damage. Heavy


Phione (Water)
155 HP, 100 Atk, 100 Def, 100 SpA, 100 SDef, 100 Spe
Special Ability – Hydration: Recovers status effects at the end of each turn during Rain Dance
Effective stats: 0.94 physical, 0.94 magical, -0.00 Speed

Bubblebeam (20): 42 Water type special damage, 10% chance of lowering speed by 1 level, 43 average damage
*Rain Dance (5): Adds Rain Weather for 5 turns
Acid Armor (30): Raises Defense by 2 levels
Supersonic (20): Adds Confusion, 55% accuracy
---
Dive (10): 51 Water type physical damage, one turn charge time, during which user cannot be damaged ala FF Jump, 26 average damage
Aqua Ring (20): Grants user 1/16th MHP Regen
Water Pulse (20): 39 Water type special damage, 20% confusion, 40 average damage
Whirlpool (15): 24 Water type special damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 85% accuracy, 21 average damage
Charm (20): Lowers Attack by 2 levels
Water Sport (15): Halves Fire Damage
Bubble (30): 27 Water type special damage, 10% chance of lowering speed, 27 average damage

Comments: Average durability, average speed, awful damage, and outside of pseudo-Status Immunity that boosts his damage from awful to merely bad, it has nothing worth noting. Light


Manaphy (Water)
175 HP, 120 Atk, 120 Def, 120 SpA, 120 SDef, 120 Spe
Special Ability – Hydration: Recovers status effects at the end of each turn during Rain Dance
Effective stats: 1.28 physical, 1.28 magical, +0.71 Speed

Bubblebeam (20): 50 Water type special damage, 10% chance of lowering speed by 1 level, 51 average damage
*Rain Dance (5): Adds Rain Weather for 5 turns
Acid Armor (30): Raises Defense by 2 levels
Tail Glow (20): Raises Special Attack by 3 levels
---
Dive (10): 62 Water type physical damage, one turn charge time, during which user cannot be damaged ala FF Jump, 31 average damage
Aqua Ring (20): Grants user 1/16th MHP Regen
Water Pulse (20): 46 Water type special damage, 20% confusion, 47 average damage
Whirlpool (15): 28 Water type special damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 85% accuracy, 24 average damage
Charm (20): Lowers Attack by 2 levels
Water Sport (15): Halves Fire Damage
Bubble (30): 31 Water type special damage, 10% chance of lowering speed, 31 average damage
Supersonic (20): Adds Confusion, 55% accuracy
*Heart Swap (10): User swaps stat changes with opponent

Comments: Now we’re talking; damage still sucks, but at least now it’s fast and durable, backed up with Tail Glow to compensate for said shoddy damage. Middle/Heavy


Darkrai (Dark)
145 HP, 110 Atk, 110 Def, 155 SpA, 110 SDef, 145 Spe
Special Ability – Bad Dreams: Opponent loses 12.5% MHP each turn if they are asleep
Effective Stats: 0.97 physical, 0.97 magical, +1.59 speed

*Dark Pulse (15): 78 Dark type special damage, 20% Flinch, 80 average damage
Dark Void (10): Adds Sleep, 80% accuracy
*Nasty Plot (20): Raises Special Attack by 2 levels
Nightmare (15): Causes Target to lose 25% of their MHP each turn, only works on sleeping targets
---
*Dream Eater (15): 64 Psychic type special damage, heals user equal to half damage done, can only be used on Sleeping targets, 66 average damage
Haze (30): Dispels all stat changes for the entire field
Feint Attack (20): 42 Dark type physical damage, cannot miss, 43 average damage
Hypnosis (20): Adds Sleep, 60% accuracy
Double Team (15): Raises Evade by 1 level
Quick Attack (30): 19 Normal type physical damage, +1 Priority, 19 average damage
Ominous Wind (5): 39 Ghost type special damage, 10% chance of raising all stats by 1 level, 40 average damage
Disable (20): Target is unable to use their last action for 4 turns

Comments: If he puts you to sleep, you lose, simple as that.  If sleep isn’t an option?  He’s still really fast with Nasty Plot to compensate for poor damage. Heavy


Shaymin-land forme (Grass)
175 HP, 120 Atk, 120 Def, 120 SpA, 120 SDef, 120 Spe
Special Ability – Natural Cure: Heals user of all status when they are withdrawn from battle
Effective stats: 1.28 physical, 1.28 magical, +0.71 Speed

*Seed Flare (5): 90 Grass type special damage, 40% chance of lowering Special Defense by 1 level, 85% accuracy, 78 average damage
*Sweet Kiss (10): Adds Confusion, 75% accuracy
Synthesis (5): 50% Healing
Leech Seed (10): Pseudo-status where target loses 12.5% of their MHP every turn, and heals user for equal amounts, 90% accuracy
---
*Healing Wish (10): Heals next ally of all damage and status, user faints as a result of the attack
*Energy Ball (10): 68 Grass type special damage, 10% chance of lowering target’s Special Defense by 1 level, 70 average damage
Aromatherapy (5): Full status healing for user’s team
Worry Seed (10): Target’s special ability becomes Insomnia
Natural Gift (15): Varying effects based on what Berry is held; easier to look this up than me explain what each does, consumes berry in the process
Sweet Scent (20): Lowers Evasion by 1 level
Magical Leaf (20): 46 Grass type special damage, cannot miss, 47 average damage
Growth (40): Raises Attack and Special Attack by 1 level

Comments: Good stats across the board, with a passable damage move backed up by some healing tricks lets it do fairly well for Slugfests,
Heavy

Shaymin-Sky form (Grass/Flying)
175 HP, 123 Atk, 95 Def, 140 SpA, 95 SDef, 147 Spe
Special Ability – Serene Grace: Secondary effects on damage attacks have their chances doubled; this is already factored in when necessary
Effective Stats: 1.01 physical, 1.01 magical, +1.66 Speed

*Seed Flare (5): 104 Grass type special damage, 80% chance of lowering Special Defense by 1 level, 85% accuracy, 91 average damage
*Sweet Kiss (10): Adds Confusion, 75% accuracy
Air Slash (15): 66 Flying type special damage, 60% Flinch, 95% accuracy, 64 average damage
Leech Seed (10): Pseudo-status where target loses 12.5% of their MHP every turn, and heals user for equal amounts, 90% accuracy
---
*Leaf Storm (5): 113 Grass type special damage, lowers user’s Special Attack by 2 levels, 90% accuracy, 104 average damage
*Energy Ball (10): 68 Grass type special damage, 20% chance of lowering target’s Special Defense by 1 level, 70 average damage
Quick Attack (30): 24 Normal type physical damage, +1 priority, 24 average damage
Worry Seed (10): Target’s special ability becomes Insomnia
Natural Gift (15): Varying effects based on what Berry is held; easier to look this up than me explain what each does, consumes berry in the process
Sweet Scent (20): Lowers Evasion by 1 level
Magical Leaf (20): 46 Grass type special damage, cannot miss, 47 average damage
Growth (40): Raises Attack and Special Attack by 1 level

Comments: Extremely fast with a 60% Flinch Rate and an 80% chance of increasing his best damage with already solid damage, Shaymin’s alternative form is pretty crazy, though loses something on durability, especially against Ice and Electric attacks. Heavy


Arceus (Normal)
195 HP, 140 Atk, 140 Def, 140 SpA, 140 SDef, 140 Spe
Special Ability – Multitype: User’s type changes based on what plate he’s equipped with.  Arceus defaults to Normal type if no plate is equipped
Effective Stats: 1.66 (3.32 w/ Iron or Stone Plate) (immune w/ Spooky plate) physical, 1.66 magical, +1.41 speed

*Judgement (10): 87 Normal type special damage, damage type changes based on what plate is equipped, 89 average damage
Cosmic Power (20): Raises Defense and Special Defense by 1 level
*Recover (10): 50% Healing
*Hyper Beam (5): 130 Normal type special damage, 1 turn recharge, 90% accuracy, 60 average damage
---
*Perish Song (5): After 3 turns, all viable targets on field will faint
Future Sight (10): 69 Psychic type special damage, attack activates on 3rd turn after use, user can still act between usage and activation, 71 average damage
Refresh (20): Full Status Healing
Extremespeed (5): 70 Normal type physical damage, +2 Priority, 72 average damage
Hyper Voice (10): 79 Normal type special damage, 81 average damage
Earth Power (10): 52 Ground type special damage, 10% chance of lowering Special Defense by a 1 level, 53 average damage
Gravity (5): Flying typing and Levitate ability are negated for 5 turns
Natural Gift (15): Varying effects based on what Berry is held; easier to look this up than me explain what each does, consumes berry in the process
Seismic Toss (20): 50 Fighting type physical damage, ignores all modifiers including defense, 50 average damage

NOTE: Due to Arceus’ nature, some of those values will change based on what he’s equipped with, in particular Normal moves drop by 33%, and other moves that match the new typing increase by 50%, with the exception of Judgment whose damage never changes due to its nature.
NOTE2: The Plates in question all increase damage of their respective typing by 20% in addition to changing Arceus’ typing, however, this aspect is usable by all Pokemon. Make of this as you will.  Given Arceus’ base form does not have any plates, this boost is naturally not factored in.

Comments: You should all know the drill by now; ridiculous stats across the board, capable of adapting typing to his needs, Judgment + Hyper Beam KOs many, Cosmic Power + Recover makes him hard to kill, what have you. Godlike

« Last Edit: August 24, 2016, 04:22:08 AM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

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Re: Pokemon Gen 6
« Reply #9 on: February 27, 2016, 05:36:19 AM »
Victini (Fire/Psychic)
175 HP, 120 Atk, 120 Def, 120 SpA, 120 SDef, 120 Spe
Special Ability – Victory Star: All attacks get accuracy increased by 10%, this is already factored in when appropriate
Effective stats: 1.28 physical, 1.28 magical, +0.71 Speed

Searing Shot (5): 75 Fire type special damage, 30% burn, 77 average damage
Inferno (5): 75 Fire type special damage, adds burn, 55% accuracy, 42 average damage
#V-create (5): 133 Fire type physical damage, lowers user’s Defense, Special Defense, and Speed by 1 level, 137 average damage
Flame Charge (20): 39 Fire type physical damage, raises user’s speed by 1 level, 40 average damage
---
*Overheat (5): 97 Fire type special damage, lower’s user’s Special Attack by 2 levels, 99% accuracy, 99 average damage
*Stored Power (10): 17 Psychic type special damage, damage increases linearly based on number of stat buffs in place, 17 average damage
*Final Gambit (5): Deals damage equal to user’s HP, user faints as a result of the attack
*Flare Blitz (15): 90 Fire type physical damage, 10% Burn, 33% recoil, 61 average damage
Double-Edge (15): 60 Normal type physical damage, 33% recoil, 40 average damage
Zen Headbutt (15): 61 Psychic type physical damage, 20% flinch, 99% accuracy, 62 average damage
Flame Burst (15): 53 Fire type special damage, 54 average damage
Reversal (15): Fighting type physical Damage that fluctuates based on HP, ranging from 11 damage at max HP to 98 damage at 4% or less, damage altering at set intervals
Headbutt (15): 35 Normal type physical damage, 30% flinch, 36 average damage
Endure (10): User will survive any lethal attack with 1 HP, success rate halves on each consecutive use, +3 Priority
Quick Attack (30): 21 Normal type physical damage, +1 priority, 21 average damage
Incinerate (15): 46 Fire type special damage, 47 average damage
Confusion (25): 39 Psychic type special damage, 10% confusion, 40 average damage
Focus Energy (30): Raises Critical Hit domain by 1 level

#V-create is a move given to Victini in an event.  Most Victinis are given V-create, and he’s the only one who can use it save Smeargle (who doesn’t count), and Rayquaza (which was a very specific variant that never got re-released from my recollection). Make of this as you will.

Comments: Fast, durable, and V-create is a crazy finisher.  Flame Charge also allows a speed boost, and he can even use Overheat into V-create to KO more durable folks. One flaw is he loses a lot against Fire resistance. Heavy


Hydreigon (Dark/Dragon)
167 HP, 125 Atk, 110 Def, 145 SpA, 110 SDef, 118 Spe
Special Ability – Levitate: Grants immunity to Ground type attacks and other grounded effects like Terrain
Effective Stats: 1.12 physical, 1.12 magical, +0.68 Speed

Outrage (10): 93 Normal type physical damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 95 average damage
Dragon Pulse (10): 77 Dragon type special damage, 79 average damage
Scary Face (10): Lowers Speed by 2 levels
Work Up (30): Raises Attack and Special Attack by 1 level
---
Hyper Voice (10): 54 Normal type special damage, 55 average damage
Body Slam (15): 44 Normal type physical damage, 30% paralysis, 45 average damage
Dragon Rush (10): 78 Dragon type physical damage, 20% Flinch, 75% accuracy, 60 average damage
Slam (20): 42 Normal type physical damage, 75% accuracy, 32 average damage
Crunch (15): 63 Dark type physical damage, 20% chance of lowering Defense by 1 level, 64 average damage
Roar (20): Forces target to run or swap, cannot miss, -6 priority
Dragon Breath (20): 55 Dragon type special damage, 30% paralysis, 56 average damage
Headbutt (15): 37 Normal type physical damage, 30% flinch, 38 average damage
Dragon Rage (10): 40 Dragon type special damage, ignores all modifiers including defense, 40 average damage
Bite (25): 48 Dark type physical damage, 30% Flinch, 49 average damage
Focus Energy (30): Raises Critical Hit domain by 1 level
Tri Attack (10): 48 Normal type special damage, 20% chance of adding Burn, Paralysis of Freeze, 49 average damage
Tackle (35): 27 Normal type physical damage, 27 average damage
Double Hit (10): 19 Normal type physical damage, hits twice, 90% accuracy, 34 average damage

Comments: Good speed, durability, and damage, backed up with a buff and debuff to help twist things in his favor.  Typing is pretty good too, except against pesky fairies! Heavy


Volcarona (Fire/Bug)
160 HP, 80 Atk, 85 Def, 155 SpA, 125 SDef, 120 Spe
Special Ability – Flame Body: 30% chance of inflicting Burn on opponent when hit by a contact move
Hidden Ability – Swarm: Bug damage increases by 50% when HP =< 33%
Effective Stats: 0.83 physical, 1.22 magical, +0.71 speed

Bug Buzz (10): 87 Bug type special damage, 10% chance of lowering special defense by 1 level, 89 average damage
Quiver Dance (20): Raises Special Attack, Special Defense, and Speed by 1 level
Fiery Dance (10): 78 Bug type special damage, raises Special Attack by 1 level, 80 average damage
String Shot (40): Lowers Speed by 1 level, 95% accuracy
---
Hurricane (10): 70 Flying type special damage, 30% confusion, 70% accuracy, 50 average damage
Rage Powder (20): Forces opponents to target user in team battles
Heat Wave (10): 61 Fire type special damage, 10% Burn, 90% accuracy, 56 average damage
Silver Wind (5): 59 Bug type special damage, 10% chance of raising all stats by 1 level, 60 average damage
Whirlwind (20): Forces target to run or swap, cannot miss, -6 priority
Fire Spin (15): 35 Fire type special damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 85% accuracy, 30 average damage
Gust (35): 26 Flying type special damage, 26 average damage
Leech Life (15): 12 Bug type physical damage, heals user equal to half damage dealt, 12 average damage
Ember (25): 40 Fire type special damage, 10% Burn, 41 average damage
Flame Wheel (25): 31 Fire type physical damage, 10% Burn, 31 average damage
Amnesia (20): Raises Special Defense by 2 levels
Thrash (20): 40 Normal type physical damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 41 average damage
Flare Blitz (15): 62 Fire type physical damage, 10% Burn, 33% recoil, 41 net average damage
Take Down (20): 30 Normal type physical damage, 25% recoil, 85% accuracy, 19 average damage
Double-Edge (15): 41 Fire type physical damage, 10% Burn, 33% recoil, 27 net average damage
Bug Bite (20): 31 Bug type physical damage, 31 average damage
Flame Charge (20): 27 Fire type physical damage, raises user’s speed by 1 level, 27 average damage

Comments: His move-set is too big for it’s own good and most of it is redundant…mostly because it gets everything it needs from literally 3 moves.  Strategy is simple; Quiver Dance then start using one of his offensive moves and win.  Low Heavy

Cobalion (Fighting/Steel)
166 HP, 110 Atk, 149 Def, 110 SpA, 92 SDef, 128 Spe
Special Ability – Justified: Raises Attack by 1 level when hit with a Dark type attack
Effective Stats: 1.51 (3.02) physical, 0.93 magical, +0.99 speed

Close Combat (5): 82 Fighting type physical damage, lowers user’s Defense and Special Defense by 1 level, 84 average damage
Swords Dance (20): Raises Attack by 2 levels
Iron Head (15): 56 Steel type physical damage, 30% Flinch, 57 average damage
Sacred Sword (15): 62 Fighting type physical damage, ignores target’s defensive modifiers including evade, 63 average damage
---
Metal Burst (10): Deals damage equal to 1.5x damage dealt if user goes after opponent
Work Up (30): Raises Attack and Special Attack by 1 level
Quick Guard (15): Grants immunity to Increased Priority attacks for entire team for one turn, +3 Priority, success rate halves on each consecutive use, male only
Retaliate (5): 33 Normal type physical damage, damage doubles if used right after ally has fainted, 34 average damage
Helping Hand (20): Increases an ally’s damage by 50%, +5 priority
Take Down (20): 41 Normal type physical damage, 25% recoil, 85% accuracy, 26 average damage
Metal Claw (35): 36 Steel type physical damage, 10% chance of raising Attack by 1 level, 95% accuracy, 35 average damage
Double Kick (30): 22 Fighting type physical damage, hits twice, 44 average damage
Leer (30): Lowers Defense by 1 level
Quick Attack (30): 19 Normal type physical damage, +1 priority, 19 average damage

Comments: Fast, physically tanky, and has Swords Dance to boost his average damage and punish people. Heavy

Terrakion (Rock/Fighting)
166 HP, 149 Atk, 110 Def, 92 SpA, 110 SDef, 128 Spe
Special Ability – Justified: Raises Attack by 1 level when hit with a Dark type attack
Effective Stats: 1.11 (2.22) physical, 1.11 magical, +0.99 speed

Close Combat (5): 111 Fighting type physical damage, lowers user’s Defense and Special Defense by 1 level, 114 average damage
Swords Dance (20): Raises Attack by 2 levels
Sacred Sword (15): 84 Fighting type physical damage, ignores target’s defensive modifiers including evade, 86 average damage
Rock Slide (15): 70 Rock type physical damage, 30% Flinch, 90% accuracy, 64 average damage
---
Stone Edge (5): 93 Rock type physical damage, 12.5% critical hit rate, 80% accuracy, 79 average damage
Work Up (30): Raises Attack and Special Attack by 1 level
Quick Guard (15): Grants immunity to Increased Priority attacks for entire team for one turn, +3 Priority, success rate halves on each consecutive use, male only
Retaliate (5): 44 Normal type physical damage, damage doubles if used right after ally has fainted, 45 average damage
Helping Hand (20): Increases an ally’s damage by 50%, +5 priority
Take Down (20): 56 Normal type physical damage, 25% recoil, 85% accuracy, 36 average damage
Smack Down (15): 47 Rock type physical damage, target loses Flying typing or Levitate if applicable until they leave battle, 48 average damage
Double Kick (30): 29 Fighting type physical damage, hits twice, 58 average damage
Leer (30): Lowers Defense by 1 level
Quick Attack (30): 25 Normal type physical damage, +1 priority, 25 average damage

Comments: 2HKO damage off decent durability, good speed, and has Swords Dance to buff it?  I think that’s pretty self explanatory. High Heavy


Virizion (Grass/Fighting)
166 HP, 110 Atk, 92 Def, 110 SpA, 149 SDef, 128 Spe
Special Ability – Justified: Raises Attack by 1 level when hit with a Dark type attack
Effective Stats: 0.93 physical, 1.51 magical, +0.99 speed

Close Combat (5): 82 Fighting type physical damage, lowers user’s Defense and Special Defense by 1 level, 84 average damage
Swords Dance (20): Raises Attack by 2 levels
Giga Drain (10): 52 Grass type special damage,
Sacred Sword (15): 62 Fighting type physical damage, ignores target’s defensive modifiers including evade, 63 average damage
---
Leaf Blade (15): 62 Grass type physical damage, 12.5% Critical hit rate, 65 average damage
Work Up (30): Raises Attack and Special Attack by 1 level
Quick Guard (15): Grants immunity to Increased Priority attacks for entire team for one turn, +3 Priority, success rate halves on each consecutive use, male only
Retaliate (5): 33 Normal type physical damage, damage doubles if used right after ally has fainted, 34 average damage
Helping Hand (20): Increases an ally’s damage by 50%, +5 priority
Take Down (20): 41 Normal type physical damage, 25% recoil, 85% accuracy, 26 average damage
Magical Leaf (20): 42 Grass type special damage, cannot miss, 43 average damage
Double Kick (30): 22 Fighting type physical damage, hits twice, 44 average damage
Leer (30): Lowers Defense by 1 level
Quick Attack (30): 19 Normal type physical damage, +1 priority, 19 average damage

Comments: At first glance, doesn’t seem like much, but Giga Drain actually allows a Swords Dance’d Close Combat to KO, meaning it gives a slight durability push that combined with overall solid stats, can get away with a lot of fights. Heavy


Tornadus-Incarnate (Flying)
154 HP, 135 Atk, 90 Def, 145 SpA, 100 Def, 131 Spe
Special Ability - Prankster: All non-damage attacks get +1 Priority, this is factored in when appropriate
Hidden Ability – Defiant: Attack increases by 2 levels every time a stat is lowered, does not apply to self-inflicted stat downs
Effective Stats: 0.84 physical, 0.94 magical, +1.09 speed

Hurricane (5): 99 Flying type special damage, 30% confusion, 70% accuracy, 71 average damage
Rain Dance (5): Adds Rain Weather for 5 turns
Agility (30): Raises Speed by 2 levels
Swagger (15): Adds Confusion, raises target’s attack by 2 levels, 90% accuracy, +1 priority (+0 w/ Defiant)
---
Thrash (20): 67 Normal type physical damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 69 average damage
Hammer Arm (10): 56 Fighting type physical damage, lowers user’s speed by 1 level, 90% accuracy, 51 average damage
*Dark Pulse (15): 48 Dark type special damage, 20% flinch, 49 average damage
Tailwind (15): Doubles speed for entire team for 4 turns
Crunch (15): 45 Dark type physical damage, 20% chance of lowering defense by 1 level, 46 average damage
Air Slash (15): 68 Flying type special damage, 30% Flinch, 95% accuracy, 66 average damage
Extrasensory (15): 48 Psychic type special damage, 20% flinch, 49 average damage
Air Cutter (25): 51 Flying type special damage, 12.5% critical hit rate, 95% accuracy, 51 average damage
Revenge (10): 51 Fighting type physical damage, damage doubles if user takes damage this turn, -4 priority, 52 average damage
Bite (25): 51 Dark type physical damage, 30% flinch, 52 average damage
Gust (35): 37 Flying type special damage, 38 average damage
Astonish (15): 18 Ghost type physical damage, 30% flinch, 18 average damage
Uproar (10): 54 Normal type special damage, used for 3 turns consecutively, during which user is immune to Sleep status, 55 average damage

Comments: He’s fast, and that’s about it really.  Damage is middling, durability is subpar, he has a priority status move, and that’s about it.  Middle/Heavy


Tornadus-Therian (Flying)
154 HP, 120 Atk, 100 Def, 130 SpA, 110 Def, 141 Spe
Special Ability - Regenerator: User heals 33% of HP when swapped out Effective Stats: 0.94 physical, 1.03 magical, +1.45 speed

Hurricane (5): 89 Flying type special damage, 30% confusion, 70% accuracy, 64 average damage
Rain Dance (5): Adds Rain Weather for 5 turns
Agility (30): Raises Speed by 2 levels
Swagger (15): Adds Confusion, raises target’s attack by 2 levels, 90% accuracy
---
Thrash (20): 60 Normal type physical damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 61 average damage
Hammer Arm (10): 50 Fighting type physical damage, lowers user’s speed by 1 level, 90% accuracy, 46 average damage
*Dark Pulse (15): 43 Dark type special damage, 20% flinch, 44 average damage
Tailwind (15): Doubles speed for entire team for 4 turns
Crunch (15): 40 Dark type physical damage, 20% chance of lowering defense by 1 level, 41 average damage
Air Slash (15): 61 Flying type special damage, 30% Flinch, 95% accuracy, 59 average damage
Extrasensory (15): 43 Psychic type special damage, 20% flinch, 44 average damage
Air Cutter (25): 46 Flying type special damage, 12.5% critical hit rate, 95% accuracy, 46 average damage
Revenge (10): 30 Fighting type physical damage, damage doubles if user takes damage this turn, -4 priority, 30 average damage
Bite (25): 30 Dark type physical damage, 30% flinch, 30 average damage
Gust (35): 34 Flying type special damage, 35 average damage
Astonish (15): 16 Ghost type physical damage, 30% flinch, 16 average damage
Uproar (10): 49 Normal type special damage, used for 3 turns consecutively, during which user is immune to Sleep status, 50 average damage

Comments: Didn’t we just see this?  Slightly more durable and faster but not much really has changed from the other form. Middle/Heavy


Thundurus-Incarnate (Flying/Electric)
154 HP, 135 Atk, 90 Def, 145 SpA, 100 Def, 131 Spe
Special Ability - Prankster: All non-damage attacks get +1 Priority, this is factored in when appropriate
Hidden Ability – Defiant: Attack increases by 2 levels every time a stat is lowered, does not apply to self-inflicted stat downs
Effective Stats: 0.84 physical, 0.94 magical, +1.09 speed

Discharge (15): 73 Electric type special damage, 30% paralysis, 75 average damage
Agility (30): Raises Speed by 2 levels
Swagger (15): Adds Confusion, raises target’s attack by 2 levels, 90% accuracy, +1 priority (+0 w/ Defiant)
Nasty Plot (20): Raises Special Attack by 2 levels
---
Thrash (20): 67 Normal type physical damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 69 average damage
Hammer Arm (10): 56 Fighting type physical damage, lowers user’s speed by 1 level, 90% accuracy, 51 average damage
*Dark Pulse (15): 48 Dark type special damage, 20% flinch, 49 average damage
Charge (20): Raises Special Defense by 1 level, damage doubles next turn if attack is Electric typed
Crunch (15): 45 Dark type physical damage, 20% chance of lowering defense by 1 level, 46 average damage
Shockwave (20): 55 Electric type special damage, cannot miss, 56 average damage
Extrasensory (15): 48 Psychic type special damage, 20% flinch, 49 average damage
Heal Block (10): Target cannot recover HP for next 5 turns
Revenge (10): 51 Fighting type physical damage, damage doubles if user takes damage this turn, -4 priority, 52 average damage
Bite (25): 51 Dark type physical damage, 30% flinch, 52 average damage
Thunder Shock (30): 37 Electric type special damage, 10% paralysis, 38 average damage
Astonish (15): 18 Ghost type physical damage, 30% flinch, 18 average damage
Uproar (10): 54 Normal type special damage, used for 3 turns consecutively, during which user is immune to Sleep status, 55 average damage
Thunder (10): 99 Electric type special damage, 30% paralysis, 70% accuracy, 71 average damage

Comments: Same damn thing as Tornadus, only Electric moves instead of Flying ones, though there is one key difference in that Thundurus has Nasty Plot, which is a huge boon. Heavy


Thundurus-Therian (Flying/Electric)
154 HP, 125 Atk, 90 Def, 165 SpA, 100 Def, 121 Spe
Special Ability - Volt Absorb: Electric attacks heal user up to 25% of their MHP
Effective Stats: 0.84 physical, 0.94 magical, +0.71 speed

Discharge (15): 82 Electric type special damage, 30% paralysis, 84 average damage
Agility (30): Raises Speed by 2 levels
Swagger (15): Adds Confusion, raises target’s attack by 2 levels, 90% accuracy
Nasty Plot (20): Raises Special Attack by 2 levels
---
Thrash (20): 62 Normal type physical damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 63 average damage
Hammer Arm (10): 52 Fighting type physical damage, lowers user’s speed by 1 level, 90% accuracy, 48 average damage
*Dark Pulse (15): 55 Dark type special damage, 20% flinch, 56 average damage
Charge (20): Raises Special Defense by 1 level, damage doubles next turn if attack is Electric typed
Crunch (15): 42 Dark type physical damage, 20% chance of lowering defense by 1 level, 43 average damage
Shockwave (20): 62 Electric type special damage, cannot miss, 63 average damage
Extrasensory (15): 55 Psychic type special damage, 20% flinch, 56 average damage
Heal Block (10): Target cannot recover HP for next 5 turns
Revenge (10): 32 Fighting type physical damage, damage doubles if user takes damage this turn, -4 priority, 33 average damage
Bite (25): 32 Dark type physical damage, 30% flinch, 33 average damage
Thunder Shock (30): 42 Electric type special damage, 10% paralysis, 43 average damage
Astonish (15): 17 Ghost type physical damage, 30% flinch, 17 average damage
Uproar (10): 61 Normal type special damage, used for 3 turns consecutively, during which user is immune to Sleep status, 62 average damage
Thunder (10): 112 Electric type special damage, 30% paralysis, 70% accuracy, 80 average damage

Comments: Ok, some deviation finally; still fast but notably slower than before, but hits a bit harder.  Overall worse since the tool-kit prefers the incarnate build more. Still Heavy


Reshiram (Fire/Dragon)
175 HP, 140 Atk, 120 Def, 170 SpA, 140 SDef, 110 Spe
Special Ability – Turboblaze: Attacks ignore opponent’s special abilities
Effective Stats: 1.34 physical, 1.49 magical, +0.35 speed

*Blue Flare (5): 136 Fire type special damage, 20% burn, 119 average damage
*Outrage (10): 104 Normal type physical damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 107 average damage
Dragon Breath (20): 64 Dragon type special damage, 30% paralysis, 66 average damage
Fusion Flare (5): 100 Fire type special damage, 108 average damage
---
*Hyper Voice (10: 63 Normal type special damage, 64 average damage
*Fire Blast (5): 116 Fire type special damage, 10% Burn, 85% accuracy, 101 average damage
*Crunch (15): 52 Dark type physical damage, 20% chance of lowering defense by 1 level, 53 average damage
Imprison (10): Target cannot use any moves they share with the user
Dragon Pulse (10): 90 Dragon type special damage, 92 average damage
Extransensory (20): 56 Psychic type special damage, 10% Flinch, 57 average damage
Slash (20): 41 Normal type physical damage, 12.5% critical hit rate, 43 average damage
Ancient Power (5): 43 Rock type special damage, 10% chance of raising all stats by 1 level, 44 average damage
Dragon Rage (10): 40 Dragon type special damage, ignores all modifiers including defense, 40 average damage
Fire Fang (15): 58 Fire type physical damage, 10% Burn, 10% Flinch, 95% accuracy, 56 average damage

Comments: Pretty much what you expect from an Uber Dragon.  Hits hard, quite durable, above average speed, and even has good damage on both defensive stats and can get around fire resistance, thanks to his secondary options. High Heavy

Zekrom (Electric/Dragon)
175 HP, 170 Atk, 140 Def, 140 SpA, 120 SDef, 110 Spe
Special Ability – Teravolt: Attacks ignore opponent’s special abilities
Effective Stats: 1.49 physical, 1.34 magical, +0.35 speed

*Bolt Strike (5): 136 Electric type physical damage, 20% paralysis, 119 average damage
**Outrage (10): 126 Dragon type physical damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 129 average damage
Dragon Breath (20): 53 Dragon type special damage, 30% paralysis, 54 average damage
*Thunder (10): 96 Electric type special damage, 30% Paralysis, 85% accuracy, 69 average damage
---
Fusion Bolt (5): 100 Electric type physical damage, 108 average damage
*Hyper Voice (10: 52 Normal type special damage, 53 average damage
*Crunch (15): 56 Dark type physical damage, 20% chance of lowering defense by 1 level, 57 average damage
Imprison (10): Target cannot use any moves they share with the user
Dragon Claw (15): 85 Dragon type special damage, 87 average damage
Extransensory (20): 47 Psychic type special damage, 10% Flinch, 48 average damage
Slash (20): 50 Normal type physical damage, 12.5% critical hit rate, 53 average damage
Ancient Power (5): 35 Rock type special damage, 10% chance of raising all stats by 1 level, 36 average damage
Dragon Rage (10): 40 Dragon type special damage, ignores all modifiers including defense, 40 average damage
Thunder Fang (15): 69 Fire type physical damage, 10% Burn, 10% Flinch, 95% accuracy, 67 average damage

Comments: If Zekrom looks like Electric Physical version of Reshiram, that’s because he is!  One notable key difference otherwise is Zekrom’s best damage isn’t elementally walled, but his ability to hit a 2nd defensive stat is compromised.  We’ll call this an even trade, High Heavy


Landorus-Incarnate (Ground/Flying)
164 HP, 145 Atk, 110 Def, 135 SpA, 100 SDef, 121 Spe
Special Ability – Sand Force: Damage of Ground, Rock and Steel type moves increase by 33% during Sandstorm
Hidden Ability – Sheer Force: Moves with a secondary effect deal 33% more damage, but lose that secondary effect.
Effective Stats: 1.10 physical, 1.00 magical, +0.74 speed

Earthquake (10): 90 Ground type physical damage, 92 average damage
Bulldoze (20): 55 (74) Ground type physical damage, lowers speed by 1 level (n/a w/ Sheer Force), 56 (76) average damage
Fissure (5): Instant Death, 30% Accuracy, fails against those immune to Ground
Swords Dance (20): Raises Attack by 2 levels
---
Outrage (10): 72 Normal type physical damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 74 average damage
Hammer Arm (10): 60 Fighting type physical damage, lowers user’s speed by 1 level, 90% accuracy, 55 average damage
*Stone Edge (5): 60 Rock type physical damage, 12.5% critical hit rate, 80% accuracy, 51 average damage
Sandstorm (10): Adds Sandstorm Weather for 5 turns
Rock Slide (10): 45 (60) Rock type physical damage, 30% (0%) flinch, 90% accuracy, 41 (55) average damage
Earth Power (10): 76 (102) Ground type special damage, 10% (0%) chance of lowering special defense by 1 level, 78 (104) average damage
Extransensory (20): 45 (60) Psychic type special damage, 10% (0%) flinch, 46 (61) average damage
Rock Throw (15): 34 Rock type physical damage, 90% accuracy, 31 average damage
Punishment (5): 31 Dark type physical damage, damage increases by 33% for every stat level above 0 target has up to +7, 31 average damage
Imprison (10): Target cannot use any moves they share with the user
Rock Tomb (15): 37 (49) Rock type physical damage, Lowers speed by 1 level (n/a w/ Sheer Force) 95% accuracy, 36 (48) average damage
Mud Shot (15): 47 (58) Ground type special damage, lowers speed by 1 level (n/a w/ Sheer Force), 95% accuracy, 46 (57) average damage
Block (5): Prevents target from running or swapping

Comments: Swords Dance -> Earthquake is his go to strategy, Fissue there if instant death is needed, Bulldoze helps shift speed in his favor, Earth Power is on the side for a 2nd defensive stat.  probably better than his brothers, Heavy


Landorus-Therian (Ground/Flying)
164 HP, 165 Atk, 110 Def, 125 SpA, 100 SDef, 111 Spe
Special Ability – Intimidate: Lower’s opponent’s attack by 1 level when user enters battle
Effective Stats: 1.10 physical, 1.00 magical, +0.39 speed

Earthquake (10): 102 Ground type physical damage, 105 average damage
Bulldoze (20):62 Ground type physical damage, lowers speed by 1 level, 63 average damage
Fissure (5): Instant Death, 30% Accuracy, fails against those immune to Ground
Swords Dance (20): Raises Attack by 2 levels
---
Outrage (10): 82 Normal type physical damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 84 average damage
Hammer Arm (10): 68 Fighting type physical damage, lowers user’s speed by 1 level, 90% accuracy, 63 average damage
*Stone Edge (5): 68 Rock type physical damage, 12.5% critical hit rate, 80% accuracy, 57 average damage
Sandstorm (10): Adds Sandstorm Weather for 5 turns
Rock Slide (10): 51 Rock type physical damage, 30% (0%) flinch, 90% accuracy, 47 average damage
Earth Power (10): 71 Ground type special damage, 10% (0%) chance of lowering special defense by 1 level, 73 average damage
Extransensory (20): 42 Psychic type special damage, 10% (0%) flinch, 43 average damage
Rock Throw (15): 38 Rock type physical damage, 90% accuracy, 35 average damage
Punishment (5): 35 Dark type physical damage, damage increases by 33% for every stat level above 0 target has up to +7, 36 average damage
Imprison (10): Target cannot use any moves they share with the user
Rock Tomb (15): 41 Rock type physical damage, Lowers speed by 1 level (n/a w/ Sheer Force) 95% accuracy, 40 average damage
Mud Shot (15): 44 Ground type special damage, lowers speed by 1 level (n/a w/ Sheer Force), 95% accuracy, 43 average damage
Block (5): Prevents target from running or swapping

Comments: Much like Thundurus, it trades speed for power.  Unlike Thundurus, the damage is a significant boost since now he breaks the 2HKO threshold, meaning a single Swords Dance can one shot, so the trade-off may be more meaningful here. Heavy


Kyurem (Dragon/Ice)
200 HP, 155 Atk, 110 Def, 155 SpA, 110 SDef, 115 Spe
Special Ability – Pressure: Opponent’s Attacks use 2 PP instead of 1 if targeting the user
Effective Stats: 1.34 physical, 1.34 magical, +0.53 speed

*Outrage (10): 115 Normal type physical damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 118 average damage
Glaciate (10): 63 Ice type special damage, lowers target’s speed by 1 level, 95% accuracy, 61 average damage
Ice Beam (10): 87 Ice type special damage, 10% Freeze, 89 average damage
Dragon Pulse (10): 82 Dragon type special damage, 84 average damage
---
*Hyper Voice (10): 58 Normal type special damage, 59 average damage
*Blizzard (5): 106 Ice type special damage, 10% Freeze, 70% accuracy, 76 average damage
*Endeavour (5): Target’s HP is set equal to user’s HP
Imprison (10): Target cannot use any moves they share with the user
Scary Face (10): Lowers Speed by 2 levels
Slash (20): 45 Normal type physical damage, 12.5% critical hit rate, 47 average damage
Dragon Breath (20): 53 Dragon type special damage, 30% paralysis, 54 average damage
Ancient Power (5): 39 Rock type special damage, 10% chance of raising all stats by 1 level, 40 average damage
Imprison (10): Target cannot use any moves they share with the user
Dragon Rage (10): Dragon type special damage, ignores all modifiers including defense, 40 average damage
Icy Wind (15): 54 Ice type special damage, lowers target’s speed by 1 level, 95% accuracy, 52 average damage

Comments: Fast and Tanky with 2HKO damage, and a speed debuff for healers, solid Heavy


Kyurem-Black (Dragon/Ice)
200 HP, 190 Atk, 120 Def, 140 SpA, 110 SDef, 115 Spe
Special Ability – Teravolt: Attacks ignore opponent’s special abilities
Effective Stats: 1.46 physical, 1.34 magical, +0.53 speed

*Outrage (10): 141 Normal type physical damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 145 average damage
Ice Beam (10): 79 Ice type special damage, 10% Freeze, 81 average damage
Dragon Pulse (10): 75 Dragon type special damage, 77 average damage
Icy Wind (15): 49 Ice type special damage, lowers target’s speed by 1 level, 95% accuracy, 48 average damage
---
Fusion Bolt (5): 78 Electric type physical damage, 80 average damage
*Hyper Voice (10): 52 Normal type special damage, 53 average damage
*Blizzard (5): 96 Ice type special damage, 10% Freeze, 70% accuracy, 69 average damage
*Endeavour (5): Target’s HP is set equal to user’s HP
Imprison (10): Target cannot use any moves they share with the user
Freeze Shock (5): 164 Ice type physical damage, 30% paralysis, 1 turn charge time, 90% accuracy, 76 average damage
Slash (20): 55 Normal type physical damage, 12.5% critical hit rate, 58 average damage
Dragon Breath (20): 53 Dragon type special damage, 30% paralysis, 54 average damage
Ancient Power (5): 35 Rock type special damage, 10% chance of raising all stats by 1 level, 36 average damage
Imprison (10): Target cannot use any moves they share with the user
Dragon Rage (10): Dragon type special damage, ignores all modifiers including defense, 40 average damage

Comments: Outrage -> Win.  The rest of his moves are overall pointless outside of maybe Icy Wind for healers.  Heavy


Kyurem-White (Dragon/Ice)
200 HP, 140 Atk, 110 Def, 190 SpA, 120 SDef, 115 Spe
Special Ability – Turboblaze: Attacks ignore opponent’s special abilities
Effective Stats: 1.34 physical, 1.46 magical, +0.53 speed

*Outrage (10): 104 Normal type physical damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 107 average damage
Ice Beam (10): 106 Ice type special damage, 10% Freeze, 109 average damage
Dragon Pulse (10): 100 Dragon type special damage, 103 average damage
Icy Wind (15): 66 Ice type special damage, lowers target’s speed by 1 level, 95% accuracy, 64 average damage
---
Fusion Flare (5): 78 Fire type special damage, 80 average damage
*Hyper Voice (10): 73 Normal type special damage, 75 average damage
*Blizzard (5): 129 Ice type special damage, 10% Freeze, 70% accuracy, 93 average damage
*Endeavour (5): Target’s HP is set equal to user’s HP
Imprison (10): Target cannot use any moves they share with the user
Ice Burn (5): 164 Ice type special damage, 30% burn, 1 turn charge time, 90% accuracy, 76 average damage
Slash (20): 41 Normal type physical damage, 12.5% critical hit rate, 43 average damage
Dragon Breath (20): 73 Dragon type special damage, 30% paralysis, 75 average damage
Ancient Power (5): 47 Rock type special damage, 10% chance of raising all stats by 1 level, 48 average damage
Imprison (10): Target cannot use any moves they share with the user
Dragon Rage (10): Dragon type special damage, ignores all modifiers including defense, 40 average damage

Comments: Least damaging of the Kyurems, and overall the worst as a result, but still by no means bad. Heavy


Keldeo (Water/Fighting)
166 HP, 92 Atk, 110 Def, 149 SpA, 110 SDef, 128 Spe
Special Ability – Justified: Raises Attack by 1 level when hit with a Dark type attack
Effective stats: 1.11 physical, 1.11 magical, +0.99 Speed

Sacred Sword (15): 84 Fighting type physical damage, ignores defensive modifiers including evade, 86 average damage
Secret Sword (10): 79 Fighting type special damage, hits defense, 81 average damage
*Close Combat (5): 69 Fighting type physical damage, lowers user’s Defense and Special Defense by 1 level, 71 average damage
Swords Dance (20): Raises Attack by 2 levels
---
Work Up (30): Raises Attack and Special Attack by 1 level
Quick Guard (15): Grants immunity to Increased Priority attacks for entire team for one turn, +3 Priority, success rate halves on each consecutive use, male only
*Hydro Pump (5): 102 Water type special damage, 80% accuracy, 84 average damage
Aqua Tail (10): 53 Water type physical damage, 90% accuracy, 49 average damage
Retaliate (5): 27 Normal type physical damage, damage doubles if used right after ally has fainted, 27 average damage
Helping Hand (20): Increases an ally’s damage by 50%, +5 priority, male only
Take Down (20): 35 Normal type physical damage, 25% recoil, 85% accuracy, 22 net average damage
Bubble Beam (20): 61 Water type special damage, 10% chance of lowering speed by 1 level, 62 average damage
Double Kick (30): 19 Fighting type physical damage, hits twice, 39 average damage
Leer (30): Lowers Defense by 1 level
Aqua Jet (20): 25 Water type physical damage, +1 priority, 25 average damage

Comments: Fast with average damage and Swords Dance to buff, Keldeo is just shy of being quite good.  Middle/Heavy


Meloetta (Normal/Psychic (Fighting/Psychic))
175 HP, 97 (148) Atk, 97 (110) Def, 148 (97) SpA, 148 (97) SDef, 110 (148) Spe
Special Ability – Serene Grace: Secondary effects on damage attacks have their chances doubled; this is already factored in when necessary
Effective Stats: 1.03 (1.17) physical, 1.58 (1.03) magical, +0.35 (+0.99) speed

Psychic (10): 83 (55) Psychic type special damage, 20% chance of lowering special Defense by 1 level, 85 (56) average damage
Relic Song (10): 70 (31) Normal type special damage, 20% Sleep, changes Meloetta into Pirouette form, 72 (31) average damage
*Close Combat (5): 48 (110) Fighting type physical damage, lowers user’s Defense and Special Defense by 1 level, 49 (113) average damage
Teeter Dance (20): Adds Confusion
---
*Perish Song (5): After 3 turns, all viable targets on field will faint
*Role Play (10): Changes User’s Special Ability to the Target’s
Hyper Voice (10): 83 (37) Normal type special damage, 85 (38) average damage
Wake-Up Slap (10): 29 (65) Fighting type physical damage, damage doubles if used on a sleeping target, removing Sleep status in process, 29 (67) average damage
U-turn (20): 29 (43) Bug type special damage, user forced to swap as a result of the attack, 29 (44) average damage
Echoed Voice (15): 38 (17) Normal type special damage, damage increases by about 36 (16) points each consecutive use up to the 5th, 39 average damage
Psybeam (20): 61 (41) Psychic type special damage, 20% confusion, 62 (42) average damage
Acrobatics (15): 45 (67) Flying type physical damage, 46 (69) average damage
Sing (15): Adds Sleep, 55% accuracy
Confusion (25): 47 (32) Psychic type special damage, 20% confusion, 48 (33) average damage
Quick Attack (30): 26 (25)Normal type physical damage, +1 priority, 26 (25) average damage
Round (15): 56 (25) Normal type special damage, 57 (25) average damage

NOTE: Since Meloetta’s transformation can only be done mid-battle and requires one turn to use, unlike Mega’s which are a free action, I am not factoring in Meloetta’s Pirouette Form into averages.  Pirouette form lasts until the fight ends or Meloetta is swapped out.

Comments: So it starts off as a pretty average dueller with above average speed and durability, but can use Relic song to trade in some durability for an shear damage and speed.  Unfortunately, Relic Song + Close Combat isn’t enough to KO most, but it can use things like Teeter Dance to buy some more time. Middle/Heavy


Genesect (Bug/Steel)
146 HP, 140 Atk, 115 Def, 140 SpA, 115 SDef, 119 Spe
Special Ability – Download: When the user enters the battle, its Attack or Special Attack is raised 1 level, whichever corresponds to the opponent's lower defensive stat (Special Attack is raised in the case of a tie).
Effective Stats: 1.02 (2.04) physical, 1.02 magical, +0.64 speed
Unique Item – Drives: Changes the type of Techno Blast to Electric, Fire, Water or Ice depending on which of the 4 are equipped.

Bug Buzz (10): 81 Bug type special damage, 10% chance of lowering Special Defense by 1 level, 83 average damage
X-scissor (15): 70 Bug type physical damage, 72 average damage
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Metal Sound (40): Lowers Special Defense by 2 levels, 85% accuracy
---
*Self-Destruct (5): 115 Normal type physical damage, user faints as a result of the attack, 118 average damage
*Hyper Beam (5): 86 Normal type special damage, 1 turn recharge, 90% accuracy, 54 average damage
Zap Cannon (5): 58 Electric type special damage, adds paralysis, 50% accuracy, 29 average damage
Simple Beam (15): Changes target’s Special Ability to “Simple”
Tri-Attack (10): 47 Normal type special damage, 20% chance of adding Freeze, Burn or Paralysis, 48 average damage
Signal Beam (15): 66 Bug type special damage, 10% confusion, 68 average damage
Slash (20): 41 Normal type physical damage, 12.5% critical hit rate, 42 average damage
Magnet Bomb (20): 53 Steel type physical damage, cannot miss, 54 average damage
Flame Charge (20): 30 Fire type physical damage, raises Speed by 1 level, 30 average damage
Lock-on (5): Insures next attack will hit
Fury Cutter (20): 36 Bug type physical damage, damage doubles on consecutive uses up to 5 times, 95% accuracy, 35 average damage
Metal Claw (35): 45 Steel type physical damage, 10% chance of raising attack by 1 level, 95% accuracy, 44 average damage
Magnet Rise (10): Grants immunity to Ground type attacks and terrain for 5 turns
Quick Attack (30): 24 Normal type physical damage, +1 priority, 24 average damage
Techno Blast (5): 69 Normal type special damage, 71 average damage
Fell Stinger (25): 28 Bug type physical damage, raises user’s attack by 2 levels if target is defeated, 28 average damage

NOTE: Due to the nature of Download, Genesect’s damage is actually 50% higher on average for half his moves, depending on his opponent.  Given which stat gets buffed depends on his opponent, I did not factor this into his damage, but I recognize some might, so ymmv.  For damage average purposes, Genesect will be treated as 116 average damage, which is the average between a boosted X-scissor and Bug Buzz.

Comments: Good speed, tanky to physicals, good damage on both fronts with a debuff to compliment both sides,and only really runs scared of fire damage, Heavy


« Last Edit: August 30, 2016, 09:38:05 PM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

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Re: Pokemon Gen 6
« Reply #10 on: August 19, 2016, 06:16:37 AM »
Vaporeon (Water)
205 HP, 85 Atk, 80 Def, 130 SpA, 115 SDef, 85 Spe
Special Ability - Water Absorb: Water attacks heal user up to 25% of their MHP
Hidden Ability - Hydration: Recovers status effects at the end of each turn during Rain Dance
Effective Stats: 1.00 physical, 1.43 magical, -0.53 speed

Hydro Pump (5): 89 Water type special damage, 80% accuracy, 73 average damage
Acid Armor (20): Raises Defense by 2 levels
Swift (20): 33 Normal type special damage, cannot miss, 34 average damage
Quick Attack (30): 15 Normal type physical damage, +1 priority, 15 average damage
---
Trump Card (5): Normal Type special damage that ranges from 22 to 104 based on this attack’s remaining PP, where lower = more damage
Double-Edge (15): 43 Normal type physical damage, 33% recoil, 29 average damage
Baton Pass (40): User swaps out, passing along stat changes to whoever replaces him
Charm (20): Lowers Attack by 2 levels
Take Down (20): 32 Normal type physical damage, 25% recoil, 85% accuracy, 21 average damage
Covet (25): 22 Normal type physical damage, steals target’s held item if user has none, 22 average damage
Refresh (20): Full status healing
Bite (20): 22 Dark type physical damage, 30% flinch, 22 average damage
Baby-Doll Eyes (30): Lowers Attack by 1 level, +1 priority
Growl (40): Lowers Attack by 1 level
Last Resort (5): 50 Normal type physical damage, can only be used after the other 3 attacks are used at least once, 51 average damage
Muddy Water (10): 73 Water type special damage, 30% chance of lowering accuracy by 1 level, 85% accuracy, 63 average damage
Haze (30): Dispels all stat changes for the entire field
Aqua Ring (20): Grants user 1/16th MHP Regen
Water Pulse (20): 50 Water type special damage, 20% confusion, 51 average damage
Water Gun (25): 34 Water type special damage, 35 average damage
Sand Attack (15): Lowers Accuracy by 1 level
Tail Whip (30): Lowers Defense by 1 level
Tackle (35): 19 Normal type physical damage, 19 average damage
Helping Hand (20): Increases an ally’s damage by 50%, +5 priority

Comments: Extremely durable to magic, and Acid Armor makes it a pain to kill against fighters.  Slow and average damage holds it back a bit though.  Middle

Jolteon (Electric)
140 HP, 85 Atk, 80 Def, 130 SpA, 115 SDef, 150 Spe
Special Ability - Volt Absorb: Electric attacks heal user up to 25% of their MHP
Hidden Ability – Quick Feet: Speed increases by 50% if inflicted with a primary status
Effective Stats: 0.68 physical, 0.98 magical, +1.76 speed

Discharge (20): 65 Electric type special damage, 30% paralysis, 67 average damage
Thunder Wave (20): Adds paralysis, fails vs. those immune to Electric
Swift (20): 33 Normal type special damage, cannot miss, 34 average damage
Charm (20): Lowers Attack by 2 levels
---
Thunder Fang (15): 36 Electric type physical damage, 10% Flinch, 10% paralysis, 95% accuracy, 35 average damage
Quick Attack (30): 15 Normal type physical damage, +1 priority, 15 average damage
Trump Card (5): Normal Type special damage that ranges from 22 to 104 based on this attack’s remaining PP, where lower = more damage
Double-Edge (15): 43 Normal type physical damage, 33% recoil, 29 average damage
Baton Pass (40): User swaps out, passing along stat changes to whoever replaces him
Take Down (20): 32 Normal type physical damage, 25% recoil, 85% accuracy, 21 average damage
Covet (25): 22 Normal type physical damage, steals target’s held item if user has none, 22 average damage
Refresh (20): Full status healing
Bite (20): 22 Dark type physical damage, 30% flinch, 22 average damage
Baby-Doll Eyes (30): Lowers Attack by 1 level, +1 priority
Growl (40): Lowers Attack by 1 level
Thunder (10): 89 Electric type special damage, 30% paralysis, 70% accuracy, 64 average damage
Agility (30): Raises Speed by 2 levels
Pin Missile (20): 10 Bug type physical damage, hits 2 to 5 times, 95% accuracy, 27 average damage
Double Kick (30): 12 Fighting type physical damage, hits twice, 24 average damage
Thunder Shock (25): 34 Electric type special damage, 10% paralysis, 35 average damage
Sand Attack (15): Lowers Accuracy by 1 level
Tail Whip (30): Lowers Defense by 1 level
Tackle (35): 19 Normal type physical damage, 19 average damage
Helping Hand (20): Increases an ally’s damage by 50%, +5 priority
Last Resort (5): 50 Normal type physical damage, can only be used after the other 3 attacks are used at least once, 51 average damage


Comments: Extremely fast, and with Paralysis to compliment it, Jolteon relies heavily on its speed to beat opponents.  Charm helps offset its poor physical durability at least. Middle


Flareon (Fire)
140 HP, 150 Atk, 80 Def, 115 SpA, 150 SDef, 85 Spe
Special Ability – Flash Fire: Fire type damage is nulled; if user is hit by a Fire type move, user’s Fire Type damage increases by 50%
Hidden Ability – Guts: Guts: Attack increases by 50% when user is inflicted with one of the Primary Status; this boost overrides Burn
Effective Durability: 0.68 physical, 1.11 magical, -0.58 speed

Flare Blitz (15): 112 Fire type physical damage, 10% Burn, 33% recoil, 77 net average damage
Lava Plume (20): 58 Fire type special damage, 30% burn, 59 average damage
Charm (20): Lowers Attack by 2 levels
Scary Face (10): Lowers Speed by 2 levels
---
Quick Attack (30): 26 Normal type physical damage, +1 priority, 26 average damage
Fire Fang (15): 61 Fire type physical damage, 10% Flinch, 10% burn, 95% accuracy, 59 average damage
Trump Card (5): Normal Type special damage that ranges from 20 to 92 based on this attack’s remaining PP, where lower = more damage
Double-Edge (15): 74 Normal type physical damage, 33% recoil, 50 average damage
Baton Pass (40): User swaps out, passing along stat changes to whoever replaces him
Take Down (20): 56 Normal type physical damage, 25% recoil, 85% accuracy, 36 average damage
Covet (25): 38 Normal type physical damage, steals target’s held item if user has none, 39 average damage
Refresh (20): Full status healing
Bite (20): 38 Dark type physical damage, 30% flinch, 39 average damage
Baby-Doll Eyes (30): Lowers Attack by 1 level, +1 priority
Growl (40): Lowers Attack by 1 level
Ember (25): 30 Electric type special damage, 10% paralysis, 30 average damage
Sand Attack (15): Lowers Accuracy by 1 level
Tail Whip (30): Lowers Defense by 1 level
Tackle (35): 32 Normal type physical damage, 33 average damage
Helping Hand (20): Increases an ally’s damage by 50%, +5 priority
Last Resort (5): 86 Normal type physical damage, can only be used after the other 3 attacks are used at least once, 88 average damage
Swift (20): 29 Normal type special damage, cannot miss, 29 average damage
Fire Spin (15): 27 Fire type special damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 85% accuracy, 23 average damage
Smog (20): 15 Poison type special damage, 40% poison, 70% accuracy, 10 average damage

Comments: Flareon FINALLY gets a decent Physical STAB in Flare Blitz!  Unfortunately it’s still slow and damage isn’t anywhere good enough to offset it.  Scary Face and Charm help some, but still has issues. Light/Middle


Espeon (Psychic)
140 HP, 85 Atk, 80 Def, 150 SpA, 115 SDef, 130 Spe
Special Ability – Synchronize: If user is hit with Poison, Burn or Paralysis, then opponent receives the same status, if applicable
Hidden Ability – Magic Bounce: Reflects all Non-Damage attacks targeting user back at the source
Effective Stats: 0.68 physical, 0.98 magical, +1.06 speed

Psychic (10): 84 Psychic type special damage, 10% chance of lowering special defense by 1 level, 86 average damage
Morning Sun (5): 50% Healing
Future Sight (10): 112 Psychic type special damage, attack activates on 3rd turn after use, user can still act between usage and activation, 115 average damage
Charm (20): Lowers Attack by 2 levels
---
Quick Attack (30): 15 Normal type physical damage, +1 priority, 15 average damage
Trump Card (5): Normal Type special damage that ranges from 26 to 117 based on this attack’s remaining PP, where lower = more damage
Double-Edge (15): 43 Normal type physical damage, 33% recoil, 29 average damage
Baton Pass (40): User swaps out, passing along stat changes to whoever replaces him
Take Down (20): 32 Normal type physical damage, 25% recoil, 85% accuracy, 21 average damage
Covet (25): 22 Normal type physical damage, steals target’s held item if user has none, 22 average damage
Refresh (20): Full status healing
Bite (20): 22 Dark type physical damage, 30% flinch, 22 average damage
Baby-Doll Eyes (30): Lowers Attack by 1 level, +1 priority
Growl (40): Lowers Attack by 1 level
Power Swap (10): User trades Attack and Special Attack modifiers with Target
Psych Up (10): Copies stat changes of target
Psybeam (20): 61 psychic type special damage, 20% confusion, 62 average damage
Swift (20): 38 Normal type special damage, cannot miss, 39 average damage
Sand Attack (15): Lowers Accuracy by 1 level
Tail Whip (30): Lowers Defense by 1 level
Tackle (35): 19 Normal type physical damage, 19 average damage
Helping Hand (20): Increases an ally’s damage by 50%, +5 priority
Last Resort (5): 50 Normal type physical damage, can only be used after the other 3 attacks are used at least once, 51 average damage
Confusion (25): 48 Psychic type special damage, 10% confusion, 49 average damage

Comments: Similar to Jolteon, only trading in some speed for better damage, and loses paralysis in favor of healing and a finisher in Future Sight.  Probably a winning trade, especially since it doesn’t worry about elemental concerns. Middle/Heavy


Umbreon (Dark)
170 HP, 85 Atk, 130 Def, 80 SpA, 150 SDef, 85 Spe
Special Ability – Synchronize: If user is hit with Poison, Burn or Paralysis, then opponent receives the same status, if applicable
Hidden Ability - Inner Focus: Grants Immunity to Flinch
Effective Stats: 1.35 physical, 1.55 magical, -0.53 speed

Assurance (10): 36 Dark type physical damage, damage doubles if target has already received damage this turn, 37 average damage
Moonlight (5): 50% Healing
Confuse Ray (15): Adds Confusion
Screech (40): Lowers Defense by 2 level, 85% accuracy
---
Feint Attack (20): 33 Dark type physical damage, cannot miss, 34 average damage
Quick Attack (30): 15 Normal type physical damage, +1 priority, 15 average damage
Trump Card (5): Normal Type special damage that ranges from 14 to 63 based on this attack’s remaining PP, where lower = more damage
Double-Edge (15): 43 Normal type physical damage, 33% recoil, 29 average damage
Baton Pass (40): User swaps out, passing along stat changes to whoever replaces him
Take Down (20): 32 Normal type physical damage, 25% recoil, 85% accuracy, 21 average damage
Covet (25): 22 Normal type physical damage, steals target’s held item if user has none, 22 average damage
Refresh (20): Full status healing
Bite (20): 33 Dark type physical damage, 30% flinch, 34 average damage
Baby-Doll Eyes (30): Lowers Attack by 1 level, +1 priority
Growl (40): Lowers Attack by 1 level
Swift (20): 21 Normal type special damage, cannot miss, 21 average damage
Sand Attack (15): Lowers Accuracy by 1 level
Tail Whip (30): Lowers Defense by 1 level
Tackle (35): 19 Normal type physical damage, 19 average damage
Helping Hand (20): Increases an ally’s damage by 50%, +5 priority
Last Resort (5): 50 Normal type physical damage, can only be used after the other 3 attacks are used at least once, 51 average damage
Guard Swap (10): User trades Defense and Special Defense modifiers with Target
Mean Look (5): Target is unable to run or swap, male only
Pursuit (20): 23 Dark type physical damage, 23 average damage


Comments: Damage is anemic, but the tanking is incredible, and he can even heal!  Strategy is open with Confuse Ray, Screech to make its damage suck less, healing with Moonlight occasionally, and slowly wear the person down, relying on its bulk, and Synchronize even offers it some limited status protection.  Should get him through plenty of Middle matches.


Leafeon (Grass)
140 HP, 130 Atk, 150 Def, 80 SpA, 85 SDef, 115 Spe
Special Ability – Leaf Guard: Grants immunity to status effects during Sunny Day
Hidden Ability – Chlorophyll: Speed raises by 2 levels during Sunny Day
Effective Stats: 1.28 physical, 0.72 magical, +0.53 speed

Leaf Blade (15): 73 Grass type physical damage, 12.5% Critical Hit rate, 77 average damage
Swords Dance (20): Raises Attack by 2 levels
Synthesis (5): 50% Healing
Grass Whistle (15): Adds Sleep, 55% accuracy
---
Quick Attack (30): 22 Normal type physical damage, +1 priority, 22 average damage
Trump Card (5): Normal Type special damage that ranges from 14 to 64 based on this attack’s remaining PP, where lower = more damage
Double-Edge (15): 64 Normal type physical damage, 33% recoil, 44 average damage
Baton Pass (40): User swaps out, passing along stat changes to whoever replaces him
Charm (20): Lowers Attack by 2 levels
Take Down (20): 49 Normal type physical damage, 25% recoil, 85% accuracy, 31 average damage
Covet (25): 33 Normal type physical damage, steals target’s held item if user has none, 34 average damage
Refresh (20): Full status healing
Bite (20): 33 Dark type physical damage, 30% flinch, 34 average damage
Baby-Doll Eyes (30): Lowers Attack by 1 level, +1 priority
Growl (40): Lowers Attack by 1 level
Swift (20): 21 Normal type special damage, cannot miss, 21 average damage
Sand Attack (15): Lowers Accuracy by 1 level
Tail Whip (30): Lowers Defense by 1 level
Tackle (35): 28 Normal type physical damage, 28 average damage
Helping Hand (20): Increases an ally’s damage by 50%, +5 priority
Last Resort (5): 75 Normal type physical damage, can only be used after the other 3 attacks are used at least once, 77 average damage
Sunny Day (5): Adds Sunny Day Weather for 5 turns
Giga Drain (10): 39 Grass type special damage, heals user equal to half damage done, 40 average damage
Magical Leaf (20): 31 Grass type special damage, cannot miss, 31 average damage
Razor Leaf (25): 46 Grass type physical damage, 12.5% Critical hit rate, 95% accuracy, 46 average damage

Comments: What’s this? An Eevee with variety?  Leafeon is a physical tank with good speed, who also has a strong buff, a status move, and some side options like Sunny Day for limited status immunity, and has healing on top of that.  Middle/Heavy


Glaceon (Ice)
140 HP, 80 Atk, 130 Def, 150 SpA, 115 SDef, 85 Spe
Special Ability – Snow Cloak: Raises Evade by 1 level during Hail
Hidden Ability - Ice Body: User heals 1/16th of their MHP each turn during Hail
Effective Stats: 1.11 physical, 0.98 magical, -0.53 speed

Blizzard (5): 102 Ice type special damage, 10% freeze, 70% accuracy, 73 average damage
Barrier (20): Raises Defense by 2 levels
Icy Wind (15): 52 Ice type special damage, lowers speed by 1 level, 95% accuracy, 50 average damage
Swift (20): 38 Normal type special damage, cannot miss, 39 average damage
---
Ice Shard (30): 22 Ice type physical damage, +1 priority, 22 average damage
Quick Attack (30): 14 Normal type physical damage, +1 priority, 14 average damage
Charm (20): Lowers Attack by 2 levels
Trump Card (5): Normal Type special damage that ranges from 26 to 117 based on this attack’s remaining PP, where lower = more damage
Double-Edge (15): 40 Normal type physical damage, 33% recoil, 27 average damage
Baton Pass (40): User swaps out, passing along stat changes to whoever replaces him
Take Down (20): 30 Normal type physical damage, 25% recoil, 85% accuracy, 19 average damage
Covet (25): 21 Normal type physical damage, steals target’s held item if user has none, 21 average damage
Refresh (20): Full status healing
Bite (20): 21 Dark type physical damage, 30% flinch, 21 average damage
Baby-Doll Eyes (30): Lowers Attack by 1 level, +1 priority
Growl (40): Lowers Attack by 1 level
Swift (20): 21 Normal type special damage, cannot miss, 21 average damage
Sand Attack (15): Lowers Accuracy by 1 level
Tail Whip (30): Lowers Defense by 1 level
Tackle (35): 18 Normal type physical damage, 18 average damage
Helping Hand (20): Increases an ally’s damage by 50%, +5 priority
Last Resort (5): 47 Normal type physical damage, can only be used after the other 3 attacks are used at least once, 48 average damage
Hail (5): Adds Hail Weather for 5 turns
Ice Fang (15): 34 Ice type physical damage, 10% Freeze, 10% Flinch, 95% accuracy, 33 average damage
Mirror Coat (20): Deals damage equal to twice damage dealt to user if attack was special, -5 priority

Comments: Basically, Ice Mage version of Flareon when it comes down to it, with better overall durability.  Light/Middle
« Last Edit: September 01, 2016, 05:21:08 AM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

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Re: Pokemon Gen 6
« Reply #11 on: August 23, 2016, 04:54:44 AM »
Weezing (Poison)
140 HP, 110 Atk, 140 Def, 105 SpA, 90 SpA, 80 Spe
Special Ability – Levitate: Grants Immunity to Ground type attacks
Effective stats: 1.19 physical, 0.77 magical, -0.71 speed

Sludge Bomb (10): 60 Poison type special damage, 30% poison, 61 average damage
Poison Gas (40): Adds Poison, 90% accuracy
Smokescreen (20): Lowers Accuracy by 1 level
Haze (30): Dispels all stat changes for the entire field
---
Memento (10): Lowers Attack and Special Attack by 2 levels, user faints as a result of the attack
Belch (10): 79 Poison type special damage, requires a Berry be used prior this attack, 90% accuracy, 73 average damage
Destiny Bond (5): If user dies on the same turn this is used, the opponent dies alongside the user
Explosion (5): 113 Normal type physical damage, user faints as a result of the attack, 116 average damage
Double Hit (10): 17 Normal type physical damage, hits twice, 90% accuracy, 30 average damage
Self-Destruct (5): 90 Normal type physical damage, user faints as a result of the attack, 92 average damage
Sludge (20): 44 Poison type special damage, 30% poison, 45 average damage
Clear Smog (15): Dispels all stat modifiers on target
Assurance (10): 28 Dark type physical damage, damage doubles if target has already received damage this turn, 28 average damage
Smog (20): 21 Poison type special damage, 40% poison, 70% accuracy, 15 average damage
Tackle (35): 24 Normal type physical damage, 24 average damage
Gyro Ball (5): 15 Steel type physical damage, damage changes based on target’s speed, where-in higher speed = higher power, 15 average damage

Comments: Low damage, low speed, doesn’t really have any tricks to take advantage of poison, and frail vs. Magic.  Light


Kangaskhan (Normal)
180 HP, 115 {145} Atk, 100 {120} Def, 60 {80} SpA, 100 {120} SDef, 110 {120} Spe
Special Ability 1 – Early Bird: Halves the duration of Sleep status
Special Ability 2 – Scrappy: Normal and Fighting types attacks ignore immunities granted by Ghost Typing
Hidden Ability – Inner Focus: Grants immunity to flinch
Mega Ability – Parental Bond: All damaging attacks hit twice, with the 2nd hit being at 50% power, one accuracy check is made, so either both hit or both miss, moves with secondary effects have their effects applied on both hits, this is already factored into damage when appropriate
Effective Stats: 1.1 {1.31} physical, 1.1 {1.31} magical, +0.35 {+0.71} Speed
Unique item – Kangaskhanite: Allows for transformation into Mega Kangaskhan

Outrage (10): 57 {108} Dragon type physical damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 58 {111} average damage
Tail Whip (30): Lowers Defense by 1 level
Fake Out (10): 30 {56} Normal type physical damage, +3 priority, 100% flinch, only works on user’s first turn, 30 {57} average damage
Dizzy Punch (10): 51 {96} Normal type physical damage, 20% chance of adding confusion, 52 {99} average damage
---
Reversal (15): Fighting type physical Damage that fluctuates based on HP, ranging from 11 {20} damage at max HP to 96 {178} damage at 4% or less, damage altering at set intervals
Sucker Punch (5): 39 {73} Dark type physical damage, +1 priority, fails if target does not use a damaging attack this turn, 40 {75} average damage
Endure (10): User will survive any lethal attack with 1 HP, success rate halves on each consecutive use, +3 Priority
Crunch (10): 39 {73} Dark type physical damage, 20% chance of lowering Defense by 1 level, (80% accuracy,) 40 {75} average damage
Chip Away (20): 51 {96} Normal type physical damage, ignores target’s defensive modifiers including evade, 52 {99} average damage
Mega Punch (20): 58 {109} Normal type physical damage, 85% accuracy, 50 {95} average damage
Rage (20): 16 {30} Normal type physical damage, user’s Attack raises by 1 level if every-time they are hit on the same turn this is used, 16 {30} average damage
Double Hit (10): 27 {50} Normal type physical damage, hits twice, 90% accuracy, 50 {92} average damage
Bite (25): 29 {55} Dark type physical damage, 30% flinch, 29 {56} average damage
Leer (30): Lowers Defense by 1 level
Comet Punch (15): 15 {27} Normal type physical damage, hits 2 to 5 times, 85% accuracy, 39 {69} average damage

Comments: Good speed, good durability, and hits reasonably hard.  Lacking in any sort of variety, but as a slugfester, it’s pretty solid in Mega form.  Heavy


Seaking (Water)
155 HP, 112 Atk, 85 Def, 85 SpA, 100 SDef, 88 spe
Special Ability 1 - Swift Swim: Speed raises by 2 levels during Rain
Special Ability 2 – Water Veil: Grants immunity to Burn status
Hidden Ability – Lightning Rod: Lightning Rod: Grants immunity to Electric attacks, all electric attacks in team battles are forced to target the user.  If hit with an electric attack, Special Attack of user raises by 1 level
Effective Stats: 0.8 physical, 0.94 magical, -0.42 speed

Waterfall (15): 57 Water type physical damage, 20% flinch, 58 average damage
Horn Drill (5): Instant Death, 30% accuracy, fails vs. those immune to Normal type attacks
Agility (30): Raises Speed by 2 levels
Supersonic (20): Adds confusion, 55% accuracy
---
Megahorn (10): 56 Bug type physical damage, 85% accuracy, 49 average damage
Soak (10): Turns Target into a Water type
Fury Attack (20): 8 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 21 average damage
Aqua Ring (20): Grants user 1/16th MHP regen
Flail (15): Normal type physical Damage that fluctuates based on HP, ranging from 10 damage at max HP to 92 damage at 4% or less, damage altering at set intervals
Water Pulse (20): 33 Water type special damage, 20% confusion, 34 average damage
Horn Attack (25): 31 Normal type physical damage, 31 average damage
Water Sport (15): Halves Fire Damage
Tail Whip (30): Lowers Defense by 1 level
Peck (35): 17 Flying type physical damage, 17 average damage
Poison Jab (20): 38 Poison type physical damage, 30% poison, 39 average damage

Comments: If you expected Seaking to suck…well, you’d be right!  To be fair, it’s moveset isn’t awful, but nothing is saving those stats.  Light

Mr. Mime (Psychic/Fairy)
115 HP, 65 Atk, 85 Def, 120 SpA, 140 SDef, 110 Spe
Special Ability 1 – Soundproof: Grants immunity to sound based attacks
Special Ability 2 – Filter: Attacks that hit weakness do 25% less damage (eg a 2x weakness deals 1.5x damage)
Hidden Ability – Technician: Attacks that have 60 power or lower do 50% more damage
Effective Stats: 0.59 physical, 0.98 magical, +0.35 speed

Psychic (10): 68 psychic type special damage, 10% chance of lowering Special Defense by 1 level, 70 average damage
Barrier (30): Raises Defense by 2 levels
Light Screen (30): Halves Special Damage dealt to entire team for 5 turns
Safeguard (25): Grants immunity to status for entire team for 5 turns
---
Healing Wish (10): Heals next ally of all damage and status, user faints as a result of the attack
Tickle (20): Lowers Attack and Defense by 1 level
Charm (20): Lowers Attack by 2 levels
Baton Pass (40): User swaps out, passing along stat changes to whoever replaces him
Role Play (10): Changes User’s Special Ability to the Target’s
Trick (10): User swaps held item with target
Recycle (10): Restores Held Items if they were consumed by user; this does not apply if item was removed by the opponent by moves such as Thief
Substitute (10): User sacrifices 25% of their MHP to create a "substitute" with HP equal to that amount of HP lost. While the sub is up, the user is immune to all status, and any excess damage dealt to the sub beyond its HP is not carried over to the user. Instant Death acts just like lethal damage to the sub. If User's HP is equal to or below 25% his Maximum, then using Substitute is impossible. Note that if attack hits multiple times, then any hit done after the lethal damage hit DOES deal damage to the user (as in, the Sub dies to the previous hit.), and any status dealt BEFORE the Sub is used will still be active normally after the sub (so Poison damage still hits the user, if the Sub is out)
Psybeam (20): 50 Psychic type special damage, 10% confusion, 51 average damage
Reflect (20): Halves Physical Damage dealt to entire team for 5 turns
Encore (5): Forces target to use their last attack for the next 5 turns
Psywave (15): Deals damage ranging from 25 to 75, ignores all modifiers including defense, 50 average damage
Mimic (10): User uses last move used by target; said move replaces Mimic until user is swapped out
Double Slap (10): 5 (8) Normal type physical damage, hits 2 to 5 times, 85% accuracy, 12 (21) average damage
Meditate (40): Raises Attack by 1 level
Copycat (20): User uses the last attack used before it’s turn
Confusion (25): 39 (58) psychic type special damage, 10% confusion, 40 (59) average damage
Guard Swap (10): User trades Defense and Special Defense modifiers with target
Power Swap (10): User trades Attack and Special Attack modifiers with Target
Wide Guard (10): Users team becomes immune to all damage for 1 turn, +3 priority, success rate halves on each consecutive use
Quick Guard (15): Grants immunity to Increased Priority attacks for entire team for one turn, +3 Priority, success rate halves on each consecutive use, male only
Magical Leaf (20): 30 (46) Grass type special damage, cannot miss, 30 (47) average damage
Misty Terrain (10): Creates Terrain that grants immunity to all status

Comments: Ok speed, and lots of buffs help compensate for the pretty bad stats otherwise.  Moveset is stupidly large but a lot of ultra-gimmicky, impractical moves.  Light/Middle


Jynx (Ice/Psychic)
140 HP, 70 Atk, 55 Def, 135 SpA, 115 SDef, 115 Spe
Special Ability 1 – Oblivious: Grants immunity to Attract and Taunt
Special Ability 2 – Forewarn: Warns user of opponent’s strongest attack
Hidden Ability – Dry Skin: User restores 25% of their MHP if hit with a Water attack, receives 25% more damage from Fire, heals 12.5% MHP per turn during Rain, and lose 12.5% HP per turn during Sunny Day
Effective Stats: 0.47 physical, 0.98 magical, +0.53 speed

Psychic (10): 76 Psychic type special damage, 10% chance of lowering special defense by 1 level, 78 average damage
Lovely Kiss (10): Adds Sleep, 75% accuracy
Sweet Kiss (10): Adds Confusion, 75% accuracy
Fake Tears (20): Lowers Special Defense by 2 levels
---
Copycat (20): User uses the last action used
Lucky Chant (30): Target is unable to critical hit for 4 to 5 turns
Sing (10): Adds Sleep, 55% accuracy
Confusion (25): 43 Psychic type special damage, 10% confusion, 44 average damage
Blizzard (5): 92 Ice type special damage, 10% Freeze, 70% accuracy, 66 average damage
Perish Song (5): After 3 turns, all viable targets on field will faint
Wring Out (5): 56 Normal type special damage, damage decreases linearly with target’s HP, 57 average damage
Body Slam (15): 25 Normal type physical damage, 30% paralysis, 25 average damage
Avalanche (10): 28 Ice type physical damage, damage doubles if user takes damage this turn, -4 priority, 28 average damage
Wake-Up Slap (10): 21 Fighting type physical damage, damage doubles if used on a sleeping target, removing Sleep status in process, 21 average damage
Mean Look (5): Target is unable to run or swap
Heart Stamp (25): 28 Psychic type physical damage, 30% flinch, 28 average damage
Ice Punch (15): 34 Ice type physical damage, 10% Freeze, 35 average damage
Double Slap (10): 6 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 15 average damage
Powder Snow (25): 35 Ice type special damage, 10% freeze, 36 average damage
Pound (35): 13 Normal type physical damage, 13 average damage
Lick (30): 10 Ghost type physical damage, 30% paralysis, 10 average damage
Draining Kiss (10): 28 Fairy type special damage, heals user equal to 75% damage done, 28 average damage

Comments: Against Mages, it can do ok in a slug fest, against fighters, it desperately relies on its status given its durability.  Good thing it’s speed is decent. Middle

Pinsir (Bug {Bug/Flying})
140 HP, 145 {175} Atk, 120 {140} Def, 120 Def, 75 {85} SpA, 90 {110} SDef, 105 {125} Spe
Special Ability 1 – Hyper Cutter: Grants immunity to Attack lowering, does not apply to self-inflicted stat lowering
Special Ability 2 – Mold Breaker: Attacks ignore opponent’s special abilities
Hidden Ability – Moxie: Raises User’s attack by 1 level for every foe he defeats
Mega Ability – Aerilate: Normal type attacks are boosted by 30% and become Flying type, this is already factored into averages when applicable
Effective Stats: 1.02 {1.19} physical, 0.77 {0.94} magical, +0.18 {+0.88} Speed
Unique Item – Pinsirite: Allows for transformation into Mega Pinsir

Thrash (10): 72 Normal {169 Flying} type physical damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 74 {174} average damage
Swords Dance (20): Raises Attack by 2 levels
Vital Throw (10): 41 {51} Fighting type physical damage, cannot miss, -1 priority, 42 {51} average damage
Guillotine (5): Instant Death, 30% accuracy
---
#X-scissor (15): 73 {87} Bug type physical damage, 75 {89} average damage
Super Power (5): 72 {86} Fighting type physical damage, lowers user’s Attack and Defense by 1 level, 74 {88} average damage
Storm Throw (10): 37 {44} Fighting type physical damage, 100% critical hit rate, 55 {66} average damage
Submission (25): 48 {58} Fighting type physical damage, 25% recoil, 80% accuracy, 29 {35} net average damage
Brick Break (15): 66 {54} Fighting type physical damage, dispels barriers like Reflect and Light Screen, 68 {55} average damage
Revenge (10): 37 {44} Fighting type physical damage, damage doubles if user takes damage this turn, -4 priority, 38 {45} average damage
Harden (30): Raises Defense by 1 level
Seismic Toss (20): 50 Fighting type physical damage, ignores all modifiers including defense, 50 average damage
Bind (15): 8 Normal {24 Flying} type physical damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 85% accuracy, 7 {21} average damage
Focus Energy (30): Raises Critical Hit domain by 1 level
Vice Grip (30): 34 Normal {81 Flying} type physical damage, 35 {83} average damage

#X-scissor slightly out-damages Thrash on normal Pinsir and will be used for his optimal damage in averages.  Given it’s 1 damage, I didn’t think it was worth putting on his default set.

Comments: Mega Pinsir’s damage is ridiculous. After one Sword Dance, very little will survive the follow up Thrash.  Every other strategy it has as a result is essentially there for ultra-niche situations that they’re not worth bringing up. It does have a major flaw in being weak to the Big 3 elements though. High Heavy


Tauros (Normal)
150 HP, 120 Atk, 115 Def, 60 SpA, 90 SDef, 130 Spe
Special Ability 1 – Intimidate: Lower’s opponent’s attack by 1 level when user enters battle
Special Ability 2 - Anger Point: Increases attack to +6 stages when hit with a critical hit
Hidden Ability – Moxie: Raises User’s attack by 1 level for every foe he defeats
Effective Stats: 1.05 physical, 0.82 magical, +1.06 speed

Thrash (10): 90 Normal type physical damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 92 average damage
Giga Impact (5): 112 Normal type physical damage, 1 turn recharge, 90% accuracy, 51 average damage
Work Up (30): Raises Attack and Special Attack by 1 level
Swagger (15): Adds Confusion, raises target’s attack by 2 levels, 90% accuracy
---
Take Down (20): 68 Normal type physical damage, 25% recoil, 85% accuracy, 44 net average damage
Zen Headbutt (15): 40 Psychic type physical, 20% Flinch, 90% accuracy, 37 average damage
Payback (10): 26 Dark type physical damage, damage doubles if user goes second, 26 average damage
Rest (10): Full HP and status healing, puts user to Sleep for 2 turns
Pursuit (20): 21 Dark type physical damage, 21 average damage
Scary Face (10): Lowers Speed by 2 levels
Horn Attack (25): 50 Normal type physical damage, 51 average damage
Rage (20): 17 Normal type physical damage, user’s Attack raises by 1 level if every-time they are hit on the same turn this is used, 17 average damage
Tail Whip (30): Lowers Defense by 1 level
Tackle (35): 39 Normal type physical damage, 40 average damage

Comments: It’s fast and damage is alright but locks him into a frenzy.  Alternative strategy is Work Up a few times and fire off a Giga Impact to one shot his opponent, with Swagger to help stall a bit against Mages.  Middle/Heavy

Magikarp (Water)
95 HP, 30 Atk, 75 Def, 35 SpA, 40 SDef, 100 Spe
Special Ability - Swift Swim: Speed raises by 2 levels during Rain
Hidden Ability – Rattled: Speed increases by 1 level when hit with a Bug, Dark or Ghost type move
Effective Stats: 0.43 Physical, 0.23 Magical, +0.00 Speed

Tackle (35): 7 Normal type physical damage, 7 average damage
Flail (15): Normal type physical Damage that fluctuates based on HP, ranging from 4 damage at max HP to 26 damage at 4% or less, damage altering at set intervals
Splash (40): You know what this does!

Comments: I think by now, I’d done enough joke hyping of this Pokemon that I cannot do it again, so I’ll just say insert your own witty analysis here! Puny


Gyarados (Water/Flying {Water/Dark})
170 HP, 145 {175} Atk, 99 {129} Def, 80 {90} SpA, 120 {150} SDef, 101 Spe
Special Ability – Intimidate: Lower’s opponent’s attack by 1 level when user enters battle
Hidden Ability – Moxie: Raises User’s attack by 1 level for every foe he defeats
Mega Ability – Mold Breaker: Attacks ignore opponent’s special abilities
Effective Stats: 1.02 {1.33} physical, 1.24 {1.55} magical, +0.04 Speed
Unique Item – Gyaradosite: Allows for transformation into Mega Gyarados

Aqua Tail (10): 81 {98} Water type physical damage, 90% accuracy, 75 {90} average damage
Dragon Dance (10): Raises Attack and Speed by 1 level
Thrash (10): 72 {86} Normal type physical damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 74 {88} average damage
Hydro Pump (5): 56 {62} Water type special damage, 80% accuracy, 46 {51} average damage
---
Crunch (15): 48 {87} Dark type physical damage, 20% chance of lowering defense by 1 level, 49 {89} average damage
Hyper Beam (5): 50 {56} Normal type special damage, 1 turn recharge, 90% accuracy, 23 {25} average damage
Rain Dance (5): Adds Rain Weather for 5 turns
Ice Fang (15): 59 {71} Ice type physical damage, 10% Freeze, 10% flinch, 95% accuracy, 57 {69} average damage
Twister (20): 14 {16} Dragon type special damage, 20% flinch, 14 {16} average damage
Leer (30): Lowers Defense by 1 level
Dragon Rage (10): Does 40 damage, ignores all modifiers including defense
Bite (25): 37 {66} Dark type physical damage, 30% flinch, 38 {68} average damage
Tackle (35): 31 {37} Normal type physical damage, 31 {38} average damage
Flail (15): Normal type physical Damage that fluctuates based on HP, ranging from 13 {16} damage at max HP to 119 {143} damage at 4% or less, damage altering at set intervals
Splash (40): You know what this does!

Comments: With Intimidate and the special defense, Mega Gyarados is a tank, and thanks to Dragon Dance, he can get a quick set up to suddenly rip things apart.  Getting Dark over Flying typing means he doesn’t die as horribly to electric attacks too (though still weak to them), Heavy


Lapras (Water/Ice)
205 HP, 105 Atk, 100 Def, 105 SpA, 115 SDef, 80 Spe
Special Ability 1 – Water Absorb: Water attacks heal user up to 25% of their MHP
Special Ability 2 – Shell Armor: Grants immunity to Critical hits
Hidden Ability - Hydration: Heals all status effects while Raining
Effective Stats: 1.25 physical, 1.43 magical, -0.71 speed

Ice Beam (10): 60 Ice type special damage, 10% freeze, 61 average damage
Ice Shard (20): 28 Ice type physical damage, +1 priority, 28 average damage
Confuse Ray (15): Adds Confusion
Safeguard (25): Grants immunity to status for entire team for 5 turns
---
Sheer Cold (5): Instant Death, 30% accuracy
Hydro Pump (5): 72 Water type special damage, 80% accuracy, 59 average damage
Brine (10): 44 Water type special damage, damage doubles if target has less than 50% HP, 45 average damage
Perish Song (5): After 3 turns, all viable targets on field will faint
Rain Dance (5): Adds Rain Weather for 5 turns
Body Slam (15): 37 Normal type physical damage, 30% paralysis, 38 average damage
Water Pulse (20): 41 Water type special damage, 20% confusion, 42 average damage
Mist (30): Grants immunity to stat downs for 5 turns
Water Gun (25): 28 Water type special damage, 28 average damage
Growl (40): Lowers Attack by 1 level
Sing (15): Adds Sleep, 55% accuracy

Comments: Slow but tanky, Lapras wins fights by confusing opponents and wearing them down, hoping to outlast them.  Middle


Ditto (Normal)
123 HP, 68 Atk, 68 (102) Def, 68 SpA, 68 (102) SDef, 68 (136) Spe
Special Ability – Limber: Grants Immunity to paralysis
Hidden Ability – Imposter: “Transform” is used immediately when the user enters the battle
Effective Stats: 0.51 (0.76) physical, 0.51 (0.76) magical, -1.13 (+1.27) Speed
Unique Item 1 – Metal Powder: Increases Ditto’s Defense and Special Defense by 1.5x, bonuses do not transfer after using “Transform”
Unique Item 2 – Quick Powder: Doubles Ditto’s speed, bonus does not transfer after using “Transform”

Transform (10): User transforms into target, gaining their non-HP stats, typing, Special Ability, and their move-set with 5 PP uses of each attack

Comments: While it can undo its bad pre-transformed Defenses and Speed with the held items (Hint: It wants Quick Powder), it cannot undo it’s bad HP, and sacrificing its first turn to become a copy of his opponent essentially puts it at an immediate disadvantage against every enemy.  Puny

Omastar (Water/Rock)
145 HP, 80 Atk, 145 Def, 135 SpA, 90 SDef, 75 Spe
Special Ability 1 – Swift Swim: Speed raises by 2 levels during Rain
Special Ability 2 – Shell Armor: Grants immunity to critical hits
Hidden Ability – Weak Armor: When attacked, user gets -1 Defense, and +1 Speed
Effective Stats: 1.28 (2.56) physical, 0.79 magical, -1.06 speed

Hydro Pump (5): 92 Water type special damage, 80% accuracy, 75 average damage
Shell Smash (15): Raises Attack, Special Attack and Speed by 2 levels, lowers Defense and Special Defense by 1 level
Ancient Power (5): 52 Rock type special damage, 10% chance of raising all stats by 1 level, 53 average damage
Mud Shot (15): 31 Ground type special damage, lowers speed by 1 level, 95% accuracy, 31 average damage
---
Brine (10): 56 Water type special damage, damage doubles if target is below 50% health, 57 average damage
Water Gun (25): 35 Water type special damage, 36 average damage
Rock Blast (10): 14 Rock type physical damage, hits 2 to 5 times, 90% accuracy, 36 average damage
Tickle (20): Lowers Attack and Defense by 1 level
Spike Cannon (15): 8 Normal type physical damage, hits 2 to 5 times, 24 average damage
Protect (10): Invincibility for 1 turn, +4 priority, success rate halves on each consecutive use
Leer (30): Lowers Defense by 1 level
Rollout (20): 17 Rock type physical damage, damage doubles each consecutive turn, used 5 turns in a row unless it misses, 90% accuracy, 15 average damage
Bite (25): 21 Dark type physical damage, 30% flinch, 21 average damage
Withdraw (40): Raises Defense by 1 level
Constrict (35): 5 Normal type physical damage, 10% chance of lowering speed by 1 level, 5 average damage

Comments: At base, it’s a slow physical tank with average damage, but Shell Smash offers an interesting option to let it try to end things quick. Middle


Kabutops (Rock/Water)
135 HP, 135 Atk, 125 Def, 85 SpA, 90 SDef, 100 Spe
Special Ability 1 – Swift Swim: Speed raises by 2 levels during Rain
Special Ability 2 – Battle Armor: Grants immunity to critical hits
Hidden Ability – Weak Armor: When attacked, user gets -1 Defense, and +1 Speed
Effective Stats: 1.03 (2.06) physical, 0.74 magical, -0.00 speed

Slash (20): 40 Normal type physical damage, 12.5% critical hit rate, 42 average damage
Aqua Jet (20): 35 Water type physical damage, +1 priority, 36 average damage
Mud Shot (15): 20 Ground type special damage, lowers speed by 1 level, 95% accuracy, 19 average damage
Leer (30): Lowers Defense by 1 level
---
Ancient Power (5): 33 Rock type special damage, 10% chance of raising all stats by 1 level, 34 average damage
Night Slash (15): 40 Dark type physical damage, 12.5% critical hit rate, 42 average damage
Wring Out (5): 39 Normal type special damage, damage drops linearly with target’s HP, 40 average damage
Mega Drain (15): 15 Grass type special damage, heals user equal to half damage dealt, 15 average damage
Endure (10): User will survive any lethal attack with 1 HP, success rate halves on each consecutive use, +3 Priority
Sand Attack (15): Lowers Accuracy by 1 level
Absorb (25): 8 Grass type special damage, heals user equal to half damage dealt, 8 average damage
Harden (30): Raises Defense by 1 level
Scratch (35): 23 Normal type physical damage, 23 average damage
Feint (10): 20 Normal type physical damage, ignores and dispels invincibility, +2 priority, 20 average damage

Comments: Incredible physical bulk and that’s about it. Damage sucks, speed is average, magic durability isn’t good, basically relies on lowering speed to get things done. Light


Aerodactyl (Rock/Flying)
155 HP, 125 {155} Atk, 85 {105} Def, 80 {90} SpA, 95 {115} SDef, 150 {170} Spe
Special Ability 1 – Rock Head: Grants immunity to recoil
Special Ability 2 – Pressure: Opponent’s Attacks use 2 PP instead of 1 if targeting the user
Hidden Ability – Unnerve: Opponent cannot use berries
Mega Ability – Tough Claws: All Contact moves increase damage by 30%; this is already factored into damage when applicable
Effective Stats: 0.8 (1.6) {0.99 (1.98)} physical, 0.9 {1.08} magical, +1.76 {+2.47} speed
Unique Item – Aerodactylite: Allows for transformation into Mega Aerodactyl

*Rock Slide (10): 59 {73} Rock type physical damage, 10% flinch, 90% accuracy, 54 {67} average damage
Wing Attack (30): 48 {78} Flying type physical damage, 49 {80} average damage
Scary Face (10): Lowers Speed by 2 levels
*Giga Impact (5): 77 {117} Normal type physical damage, 1 turn recharge, 90% accuracy, 35 {58} average damage
---
Hyper Beam (5): 50 {56} Normal type special damage, 1 turn recharge, 90% accuracy, 23 {25} average damage
Iron Head (15): 42 {69} Steel type physical damage, 30% flinch, 43 {71} average damage
Sky Drop (10): 48 {78} Flying type physical damage, 1 turn charge time, during which, target cannot act, 24 {40} average damage
Take Down (20): 47 Normal type physical damage, 25% recoil (N/A w/ Rock Head), 85% accuracy, 30 (41) net average damage
Crunch (15): 42 {78} Dark type physical damage, 20% chance of lowering Defense by 1 level, 43 {80} average damage
Ancient Power (5): 31 {35} Rock type special damage, 10% chance of raising all stats by 1 level, 31 {36} average damage
Agility (30): Raises Speed by 2 levels
Roar (20): Forces target to run or swap, cannot miss, -6 priority
Bite (25): 32 {52} Dark type physical damage, 30% flinch, 33 {53} average damage
Supersonic (20): Adds confusion, 55% accuracy
Ice Fang (15): 34 {56} Ice type physical damage, 10% chance of freeze, 10% flinch, 95% accuracy, 33 {54} average damage
Thunder Fang (15): 34 {56} Electric type physical damage, 10% chance of paralysis, 10% flinch, 95% accuracy, 33 {54} average damage
Fire Fang (15): 34 {56} Fire type physical damage, 10% chance of burn, 10% flinch, 95% accuracy, 33 {54} average damage

Comments: AT first, you look at his damage and think he’s nothing special, but then you look at his speed and suddenly he’s a lot more impressive, regularly 3-2ing most opponents.  Toss in Scary Face and he can do surprisingly well despite his average damage, especially against physical opponents. Heavy


Snorlax (Normal)
235 HP, 130 Atk, 85 Def, 85 SpA, 130 SDef, 50 Spe
Special Ability 1 – Immunity: Grants immunity to Poison status
Special Ability 2 – Thick Fat: Halves damage dealt by Fire and Ice Attacks
Hidden Ability – Gluttony: Health restoring berries activate at 50% HP
Effective Stats: 1.22 physical, 1.86 magical, -1.76 speed

Body Slam (15): 69 Normal type physical damage, 30% paralysis, 71 average damage
Screech (40): Lowers Defense, 85% accuracy
Giga Impact (5): 121 Normal type physical damage, 1 turn recharge, 90% accuracy, 56 average damage
Yawn (10): Target is inflicted with Sleep Status on the following turn
---
Zen Headbutt (15): 43 Psychic type physical damage, 20% flinch, 90% accuracy, 39 average damage
Self-Destruct (5): 160 Normal type physical damage, user faints as a result of the attack, 165 average damage
Snatch (10): The first stat increasing move used on the field will target the user of Snatch instead, +4 priority
Natural Gift (15): Varying effects based on what Berry is held; easier to look this up than me explain what each does, consumes berry in the process
Fling (10): Deals damage based on item held
Stockpile (20): Raises Defense and Special Defense by 1 level, increase Stock by 1, can be used up to 3 times
Swallow (10): Heals user based on number of stock; 25% for 1, 50% for 2, and 100% for 3, resets stock to 0
Odor Sleuth (40): Target’s evasion reset to default, allows Normal and Fighting type moves to hit Ghost types
Metronome (10): Makes a random action from pretty much any attack you can think of; for purposes of sanity, I am not getting full details of this attack
Recycle (10): Restores Held Items if they were consumed by user; this does not apply if item was removed by the opponent by moves such as Thief
Last Resort (5): 113 Normal type physical damage, can only be used after the other 3 attacks are used at least once, 116 average damage
Heavy Slam (10): Deals between 22 and 66 Steel type physical damage, damage varies based on target’s weight relative to user’s, where lower weight for target = greater damage, 68 average damage against “average” weight
Crunch (15): 43 Dark type physical damage, 20% chance of lowering defense by 1 level, 44 average damage
Belly Drum (10): Raises Attack to +6, user loses half their MHP
Block (5): Prevents target from running or swapping
Rollout (20): 17 Rock type physical damage, damage doubles each consecutive turn, used 5 turns in a row unless it misses, 90% accuracy, 15 average damage
Sleep Talk (10): Chooses one of the other 3 moves at random, can only be used while asleep
Snore (15): 22 Normal type special damage, 30% flinch, can only be used if user is asleep, 22 average damage
Rest (10): Full HP and status healing, puts user to Sleep for 2 turns
Chip Away (20): 58 Normal type physical damage, ignores target’s defensive modifiers including evade, 59 average damage
Lick (30): 17 Ghost type physical damage, 30% paralysis, 17 average damage
Amnesia (20): Raises Special Defense by 2 levels
Defense Curl (40): Raises defense by 1 level
Tackle (35): 42 Normal type physical damage, 43 average damage

Comments: Snorlax has a moveset many could only dream of, and impressive durability, especially on the magical side of things.  At the same time, he’s so slow that it legitimately offsets a lot of the good stuff he could be doing, so he might as well just Screech -> Giga Impact for the 2 turn kill. Low Heavy
« Last Edit: October 30, 2016, 08:56:35 PM by Meeplelard »
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

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Re: Pokemon Gen 6
« Reply #12 on: August 24, 2016, 04:09:19 AM »
Gen 4 legendaries complete!  Next up, a Flaming MOth, a King Ghidorah rip off, a bunch of legendary deer who probably would have fit better thematically in Gen 6, and an actual Fire/Dragon Type what the hell?
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

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Re: Pokemon Gen 6
« Reply #13 on: August 30, 2016, 05:19:01 AM »
And the last bunch of legendaries added! 

Next up, by request, I'm doing all the Eevees!
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

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Re: Pokemon Gen 6
« Reply #14 on: September 01, 2016, 05:23:21 AM »
All Eevees are now in the topic!

What will I do next!? ...probably finish off Gen 1 just to get that out of the way with.  AFTER THAT...we'll see, I haven't figured that far in advance yet.  I might take some requests if people ask me in chat and such though.
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A

Meeplelard

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Re: Pokemon Gen 6
« Reply #15 on: October 30, 2016, 09:06:56 PM »
All of Gen 1 is now posted in some form or another.  I decided to skip Scyther this gen because with Mega Scizor, it's becoming increasingly harder to pretend that Scyther can pass as an Evolved Pokemon.

Also, I changed my format a bit for speed, namely from now on anyone who has 100 Speed (average) will now be listed as "-0.00" to indicate "Average but loses to tie breaks" since the average is technically slightly above 100 (the actual value is like 100.05, to give you an idea), so I feel a fair compromise is to treat them as average, but they lose tiebreaks to other "exactly average" opponents.
[21:39] <+Mega_Mettaur> so Snow...
[21:39] <+Mega_Mettaur> Sonic Chaos
[21:39] <+Hello-NewAgeHipsterDojimaDee> That's -brilliant-.

[17:02] <+Tengu_Man> Raven is a better comic relief PC than A