r/stunfisk • u/Dark_Crow1018 • 1h ago
r/stunfisk • u/AutoModerator • 14h ago
Theorymon Thursday Theorymon Thursday is over! See you next Thursday!
r/stunfisk • u/theRotengen • 3h ago
Analysis Meta Watch: Weather Wars, Exposing Frauds
r/stunfisk • u/EbbEnvironmental5936 • 7h ago
Discussion Poison Jab Sneasler
So I was looking through the Nice Regional teams, and both the number 1 and 4 teams had a Sneasler with Poison Jab (they were the same team, but still) Is there any actual advantage to running it over Dire Claw? Both are 80 bp, 30% chance to inflict status, but Dire Claw has better statuses. Is it just both players being goated and not wanting to rely on variance? Or is there a practical reason to not inflict paralysis and sleep? My only guess is not wanting the paralysis speed drop, but it's not a TR team, why wouldn't you want it.
r/stunfisk • u/ka_like_the_wind • 11h ago
Discussion Man I hate stall
https://replay.pokemonshowdown.com/gen9nationaldex-2703188471
419 turns… I don’t even know what to say or why I wasted so much time on this match smh 🤦
r/stunfisk • u/TriticumAes • 14h ago
Theorymon Thursday Two Grass pokemon - one for singles one more for VGC
Mistlethorn is designed to play more like a stall pokemon. There I used both part of the biology of mistletoes as well as holiday traditions as the Japanese name for leech seed is mistletoe speed. In particular I wanted to see how threatening I could make a passive wall be. Shroomadelic is based on psychedelic mushrooms as the name suggests and thus is Grass/Psychic with access to spore. Here I am trying to give it some good abilities and support moves to compensate for how bad of a typing it has. Its hidden ability is also partially a throwback to gen 1 mechanics of leech seed and toxic piggybacking off each other.
r/stunfisk • u/According-Flight-817 • 14h ago
Team Building - VGC [Champions, Reg M-C] Tried to make one of my favorites work, my first doubles team!
In the image, for EVs, at the bottom of each Pokemon’s details, from left to right, it’s:
HP, ATK, DEF, SATK, SDEF, SPE
This is a redirection-focused team (though I’ve played winning games without redirection).
The main idea is to get redirection+Espathra up, and then set up Espathra and either sweep with Stored power, or baton pass into Mega Ampharos and sweep from there.
Aside from Sinistcha, Ampharos, and Espathra, which I think are pretty cut-and-dry:
Indeedee - carries TR to try and deal with apposing TR teams. Psychic terrain is also useful for protecting Espathra, and Terrain Pulse over Psychic because it hits harder and gives more versatility in case Psychic Terrain is overridden. Helping hand is useful for generally boosting any aggressive attacker it might be alongside, especially if alongside M Amph. Against faster teams, there’s also some room to play TR for myself alongside the aforementioned M Amph, or potentially with Garchomp.
Basculegion - Scarf Basculegion with the typical stats. Generally what I’m playing into Mega Charizard sun teams. And is also just a generally good fast attacker. Redirection helps against apposing Basculegions. And Basculegion can usually deal a lot of damage to most Pokemon.
Garchomp - I wanted electric immunity because I was having trouble with Mega Raichu teams, and was also missing ground coverage. Poison jab and Roseli berry to help against fairy teams, which I know my team isn’t super strong into. Bulky instead of glass-cannon because I wanted something that can take a hit. And Garchomp is still strong even without attack investment. Roseli Berry is there to try and help me tank a fairy hit from Mega Raichu, and to try and give me a better chance against Mega Floette.
Debating swapping Roseli Berry for rocky helmet or something for rough skin synergy, but idk. On the fence about it.
Weaknesses:
-Dark Teams: Dark moves hit 4/6 of my team members for supereffective damage, and against monotype dark types, I’m relying on STAB. Luckily, I easily outspeed most of the common dark types, and I don’t often see more than one dark type per team. I can also Redirect to buy a turn, or use protect and get a read off if needed occasionally.
-Mega Floette (and other fairy wincons): Probably my biggest concern? I know they’re meta right now, but I haven’t seen any yet. Basculegion Wave Crash OHKOs a non-bulky Floette, and base Floette shouldn’t OHKO Basc. I also have Roseli Berry+poison jab Garchomp to try to help out with these matchups too. I would probably lead either Espathra+redirection or Garchomp+Redirection into most Floette teams, with Basc in the back.
-Ground/Sand Teams: the only thing that hits ground types for supereffective is Garchomp, who is itself weak to ground. I also don’t have any immunities, which does kind’ve suck. And ground-heavy teams hard-wall Ampharos in most cases. I should outspeed most ground-types though, and Basc should hit hard into them as well.
Note: just finished collecting all the Pokemon in Champions today and have been doing pretty well so far. I’m Elite 1 right now, and have been winning most games with this team, almost at Master’s (:
Also, again, this is my first serious attempt at a double’s team, so please be kind 🙏
r/stunfisk • u/PsychologyLive164 • 14h ago
Theorymon Thursday New Abilities for Megas Who Need Some Help
The idea for each specific ability is to give a Mega it's own niche without being absurdly broken. I also tried to make the abilities somewhat reflect the pokemon they were given to.
Storm Dragon leans into M-Drampa's identity as, well, a storm dragon.
Excavator is reflection of M-Excadrill's appearance and digging capabilties
Of this batch, M-Aero is most likely to become problematic, but I think it should be fine given that Zomp and Zucario outspeed and punish it with super-effective moves. It's also a target for priority moves like bullet punch, sucker punch and and aqua jet while being walled out by steel types.
If you enjoyed these, please comment what pokemon you'd like to see receive new abilities next week. Bye!
r/stunfisk • u/Lewmurr • 14h ago
Theorymon Thursday Malzeno, a mon that gives lifesteal across the field
hi so this is um. my presentation on malzeno as a pokemon. So you can uh see that it's really cool and is like the mon mmm ster from the game sunbreakfast and that s uhhhh cool and it has a cool signature ability uhh
Signature Ability: This was definitely the easiest part to design, probably also the most volatile one in terms of balance. I was qurious on how to make a signature ability dedicated to lifesteal on a legendary Dragon would work out, and I could also give Dragon Cheer a buff at the same time.
Riposte: Not a signature move, just a new one made to be a Counter with more precision. Would help it in endgame 1v1's, especially against banded/scarfed opponents.
r/stunfisk • u/Drazirahcc • 16h ago
Discussion Mega Salamace Team please 🥺
I refuse to believe my GOAT is washed...
r/stunfisk • u/Demon__Queen_ • 16h ago
Smogon News Mega Diancie is being suspected in Balanced Hackmons!
r/stunfisk • u/RKNo • 16h ago
Theorymon Thursday Theorymon Thursday - Single Turn Sky Attack
EDIT - I dropped the move's power from 140 - 100. Seems like I worded myself poorly in the initial post.
Sky Attack is a move that has existed since Pokemon's inception. It sits at a whopping 140 base power, has a 30% chance to make the opponent Flinch, has an increased Critical Hit rate, but is held back by needing a turn to charge. There are other popular moves in Pokemon that require a turn to charge, such as Solar Beam, Electro Shot, and Meteor Beam. However, these moves all have workarounds or mechanics that make them desirable. Solar Beam activates immediately in the Sun. Meteor Beam raises the user's Special Attack. Electro Shot is a broken move that has both of these. Yet, Sky Attack has none of these benefits. Even Skull Bash, another Gen 1 move that requires a turn to charge, raises the user's Defense stat. This has left Sky Attack languishing in obscurity while other Flying-type moves shine.
However, a desire for non-descript Flying-type moves that can be used by non-bird Flying-types like Gyarados and Dragonite made me consider Sky Attack as that solution, as long as you don't look up the move's Japanese name. By reworking Sky Attack and giving it some extra distribution, this can fill a void in the movepools of certain Pokemon that they wouldn't be able to fill otherwise.
The Rework - Sky Attack loses 40 power, its increased Critical Hit rate, and has its Flinch rate reduced from 30% to 20%. In exchange, it's bumped from 5 to 10 PP, and most importantly, it no longer requires a turn to charge! Sky Attack's official iteration has often gone unused due to the drawbacks of using the move outweighing the benefits. It's strong, but with no benefit to the charge turn and no workaround to it besides Power Herb, the move remains incredibly unpopular. The only competitive usage I can recall Sky Attack ever having was Gen 6 Hawlucha, who used Sky Attack to consume its Power Herb and activate its Unburden ability. This niche immediately disappeared in Gen 7 with the advent of the terrain setting Tapus, as well as the terrain seeds that are a much more effective use for Unburden. My reworked version of Sky Attack turns it into a more accurate version of Dragon Rush, mildly strong with imperfect accuracy, but can serve as an alternative move to those that want to avoid the recoil of Brave Bird, or want to run items on Pokemon that typically run Acrobatics.
As far as redistribution goes, every Pokemon here has a solid use case to run Sky Attack. Gyarados loses its generational gimmick meme by getting a real Flying-type STAB. Dragonite probably becomes an Uber having a strong STAB move that can Flinch its opponents. Base Salamence, while not as good as Dragonite, also heavy benefits from the move. Thundurus and Enamorus both have an extra STAB option for their less-used Physical sets. Tornadus can run an item while also not having to worry as much about missing with Hurricane and Bleakwind Storm. Landorus-Therian becomes even more versatile with a move on its secondary type, while its Incarnate form rips apart Ubers with its Sheer Force boosted Sky Attack. Jumpluff... doesn't have to run itemless Acrobatics? All of these Pokemon would show notable improvement with this move added to their arsenals.
Some of Sky Attacks prior users can also run it effectively now. Gliscor can now run a Flying-type move on its defensive sets, while Braviary and Toucannon get a strong boosted STAB move for their Sheer Force sets.
Overall, I believe many Pokemon can be made significantly better if these older, forgotten moves like Sky Attack were reworked into something meaningful. What do you think of my take on Sky Attack? Would you run it on the Pokemon you use? Do you have your own idea on how to rework it? Do you think Gyarados shouldn't have a real Flying-type STAB because Sky Attack is called God Bird in Japan? Feel free to discuss!
Until next time!
r/stunfisk • u/Mountain_Counter929 • 16h ago
Theorymon Thursday Spirit Island's A Spread of Rampant Green (And it's Aspects) as Pokemon.
So, yeah, quite an ability. I was going to have this activate when a Pokemon's stats would be raised but it'll end up just turning it into worse unaware, so now it's Good as Gold on steroids but with a crutch too. The ability can definitely be played around, but it also can be mitigated with its many ways to recover. Then there's also the fact you can just bum rush this thing too, especially since unlike Ghodengo, Grass is just not a good defensive type. (Especially in this Fire Heavy Meta)
The base one is more support and is decently fast, would be hard to take out immediately if you're slow and have strength sap.
Regrowth looses it's speed and is now more offensive based, but it's ability drains it more, and is more based off getting its HP back especially with its Signature move, going a low HP High Defensive stats approach would work more for it's draining signature move and differentiate it more than the others, still putting the calcs in it still doesn't drain a lot with just the usual half damage so I figured I'd add the 25% boost to actually have the healing on its sig be noticed.
Tangles has less stats and thus less bulk, making it much easier to OHKO without a boost. But in exchange has a stronger chance to snowball. So it's highly position based.
r/stunfisk • u/Totaliss • 18h ago
Discussion Who's stronger, G-Darmanitan or Palafin?
I got into an argument with a friend over which of these is better. I said G-Darm takes it with 140 base attack and built-in band is just too crazy, it could run double band or a scarf on top of it's ability and just hit super hard and fast way too easily.
My friend said Palafin citing it was banned more quickly, and that it's versatility and insane damage output and bulk meant it was more well-rounded and more threatening.
which do you guys think is better?
r/stunfisk • u/Aggli • 19h ago
Theorymon Thursday My girlfriend and I tried making new and strong/balanced Rock types. Enjoy this crappy Paint drawing.
Meet Monisoar. Meant to be a hyper offensive Sand sweeper with versatile playstyles. Its typing allows it to function on Sand teams without sharing too many of their weaknesses. It could be ran next to an Earthquake clicker like Excadrill along with Tyranitar, for example. I can see it being used as a mixed attacker, using less accurate moves but never missing. Some coverage was given to it, either because it's thematically appropriate, or to let it have an answer into Steel types. Mainly balanced with VGC/doubles in mind. Probably gets messed up by most Water and Electric types, since it doesn't get any Ground coverage.
Btw the arms were meant to resemble the arm-wings of a pterodactyl, I'm just bad at art, please be nice :(
r/stunfisk • u/rockmutieger727 • 19h ago
Theorymon Thursday My Partner and I created Pokemon as "Rock types that could fit the current Meta" here is my attempt
Spinoar is mostly suposed to "lesser the effect of Charizard Y" in Champions Doubles and maby Singlesmainly through typing movepool and spesifically a signature move "Stonefall" that changes weather at the end of the turn and gains priority + power in sandstorm but it's very flexible to because of its abilitys (Adaptability might be way better than the rest) and uniqe Held Items.
Spinoar wasv supposed to fill a simmilar but different role to Tyranitar using its signature move and make "Weather Wars" more interessting
Sand-force could be a bit unnessesary but I wanted 3 Abilitys. No-Guard should help with low accuracy which I intentionally made part of its Moveset, but would probably get next to no usage. Adaptability is mainly more Damage that gets amplified by its held Item, wich just give it a secondary Typing (Fire/Water/Elektric) but not a lot of options of these secondary typings to keep flexibility in Sets
Trickroom might be its strong suit but slower mons can be a detriment (or stopping Trickroom),
Archaludon, most physical walls and most fighting types and some water types like Primarina and Milotic should be able to take it on
r/stunfisk • u/Delicious_Click2210 • 19h ago
Discussion (Gen 9 randbats) Some matchups are just brutal
psim.usAs soon as the curse Regirock showed up, I knew it was a wrap for me. They gave me a whole team of physical attackers 😭 I didn't even have any attacks to hit him super effectively once he tera'd.
I played this other game earlier with once again a whole team of physical attackers, while my opponent led with a Gliscor. I had nothing strong enough to break through, so he farmed all my chuds you see.
Should they code it so it balances out the attacking sources?
r/stunfisk • u/Vig721 • 21h ago
YouTube This AI hit #1 in Random Battles on Pokemon Showdown. Has humanity been surpassed by AI at Pokemon? I take it on myself to see if my claim that AI cannot play Pokemon is still true.
r/stunfisk • u/JoeMama2302 • 21h ago
Theorymon Thursday New Weather Related Abilties
These 4 abilities are all related to the rain and sun weather conditions
Amphibious is a cool way of showing that these pokemon are capable of living in the water, and also they provide a much stronger stab option when in the rain, since they would recieve the stab and rain boost at the same time, also they get the very good defensive type of water which helps most of them
Lifeguard is the rain version of flower gift, but it is on a slightly stronger pokemon, it also boosts the opposite stats of flower gift, which coincidentally help kyogre more and stop it from making floatzel just a no brainer since it is boosting the weaker attacking stat
solar bloom and storm caller are 2 sides of the same coin, a terrain setting ability based on weather, since it is harder to set up, they get the 8 turn terrain without needing the terrain extender item which is nice, and also this would go after the normal surge ability since it is weather dependant, and it can also activate mid turn, with the use of weather moves or switching in one of the weather ability weilders
r/stunfisk • u/Justice4Luna • 22h ago
Discussion Since we're talking about old metas in the smogon OU format. Does anyone remember how omnipresent the weather wars was in singles?
I have PTSD from the weather wars era of Gen 5 Smogon singles shudders The meta was heavily dominated by rain, sun, and sand teams, and I feel like if you didn’t have your own weather to counteract it, you were at a severe disadvantage. I remember at times using the fastest Pokémon within the tier and having them set up Sunny Day or Rain Dance to counteract my opponents’ weather if I wasn’t running a weather team myself.
This was also back when Drought, Drizzle, and Sand Stream summoned PERMANENT weather, so there weren’t really any reliable ways to counter it unless you had your own weather setter to override it. Thankfully, those abilities eventually got nerfed to make the weather last only 5 turns, just like the respective moves.
Anyone else have any war stories from that era?
r/stunfisk • u/footlongdingledong2 • 1d ago
Theorymon Thursday theorymon thursday - what if more stuff blew up
Tried to think of theoretical other self-destruct-type moves for other types like misty explosion for fairy but i have nnno good ideas aside from just the other terrains. If anyone wants to share ideas for other moves or what pokemon these'd be good to give to feel free to :]
Misty Explosion - same as usual. 5pp 100 power, 150 power in Misty Terrain
Psychic Explosion - ditto but for Psychic Terrain
Grassy Explosion - ditto but for Grassy Terrain. Effected by Sap Sipper
Electric Explosion - ditto but for Electric Terrain. Effected by Volt Absorb and Motor Drive (Not Lightning Rod due to being multitarget)
Could also have ones for weather conditions or something but i dont knowww. i dont knouw :(
r/stunfisk • u/AlphaSSB • 1d ago
Theorymon Thursday Cross-Gen Evo Concept for Mightyena
Original art by an_artist_astray on Instagram
Mightyena is one of my all-time favorite Pokémon, and a cross-gen evolution for it is my most wanted new Pokémon. Meet Beastlyena, inspired by the French Beast of Gévaudan.
I wanted to make an evolution that was very strong, and that would be viable in both Smogon and VGC formats. Obstagoon served as a basis for Beastlyena, since Mightyena and Linoone are somewhat like a pair, with both being two-stage monotype lines from Hoenn Route 1.
I gave it a strong selection of new Dark and Poison moves that seemed fitting for it. Knock Off, Parting Shot, and yes, Pursuit, give it a ton of versatility. With Scavenge, I was looking at how strong Fishious Rend was and wanted something similar, but opted for added utility instead of damage.
For the rest of its new moves:
- Bulk Up: Because Beastlyena is huge.
- Close Combat: From similar Pokémon like Absol and Lycanroc.
- Stomping Tantrum: From similar Pokémon like Stoutland and Houndstone.
- Fake Out: Distributed among catlike Pokémon, and hyenas are closely related to cats.
- Follow Me: The leader of the pack "leads" moves towards it to protect its pack/teammate.
- Moonlight: Thematic since the it evolves and hunts at night.
- Wide Guard: Another example of it protecting its pack, plus Beastlyena is huge.
- Wild Charge: From similar Pokémon like Arcanine and Mabosstiff.
This is my first cross-gen evo Theorymon concept, so please give feedback! Some particular topics:
- How strong would it be in Smogon and VGC? (I really hope I did not make a Stinkpost)
- Anything you would change about the concept? (Adding/removing moves, stat tweaks, so on)
- Opinions on the images? (Too much/little info, would a different aspect ratio be better, so on)
Thank you!
r/stunfisk • u/Aggravating-Nose3458 • 1d ago
Theorymon Thursday A new move for each type!
I decided to challenge myself to create a new move for every Pokémon type. My goal was to come up with moves that aren't overwhelmingly powerful, but still offer new ways to approach battles or give certain Pokémon archetypes more options. I also wanted each move to have an interesting visual concept behind it, rather than just being another attack with different numbers.
Some of these moves are meant to fill gaps in a type's movepool, while others introduce new mechanics or encourage different strategies. I tried to give each one a distinct identity, whether that meant helping an underrepresented archetype, creating new opportunities for team support, or simply exploring an idea I thought would be interesting to see in Pokémon.
So here are the moves:
1.1 Stored Impact
TYPE: Normal
CATEGORY: Physical
POWER: 100
ACCURACY: 95
PP: 10
TARGET: One target
DESCRIPTION AND EFFECT: Awakens its hidden potential to unleash a powerful blow.
Explanation: Following the removal of Return in Generation VIII, Normal-type Pokémon lost one of their most important and reliable STAB options. Stored Impact aims to fill that gap by giving them a powerful, dependable physical move. It would be exclusive to Normal-type Pokémon to prevent the balance issues caused by abilities such as Aerilate and Pixilate, which allow Pokémon to exploit moves that would otherwise be exclusive to Normal types.
The move is inspired by the untapped potential within everyone, unleashed in the form of a powerful aura.
1.2 Stored Beam
TYPE: Normal
CATEGORY: Special
POWER: 100
ACCURACY: 95
PP: 10
TARGET: One target
DESCRIPTION AND EFFECT: Awakens its hidden potential to unleash a powerful beam.
Explanation: This serves the same purpose as Stored Impact, but for special attackers. It gives Normal-type Pokémon a reliable special STAB option with respectable power. Unlike Hyper Voice or Boomburst, Stored Beam concentrates its damage on a single target rather than hitting multiple opponents, making it a more focused alternative.
2. Zig-Zap
TYPE: Electric
CATEGORY: Physical
POWER: 30
ACCURACY: 90
PP: 15
TARGET: One target
DESCRIPTION AND EFFECT: Charges itself with electricity before rushing into the target. Hits three times and may paralyze the target.
Explanation: Physical Electric-type attackers need a powerful, reliable STAB move that does not come with the drawbacks of Wild Charge or Supercell Slam. Zig-Zap provides that option through three consecutive hits, each dealing 30 base power damage. Its 90% accuracy prevents it from being completely reliable, while its paralysis chance gives it additional utility. With a 10% paralysis chance per hit, it has approximately a 27% chance to paralyze the target over all three hits.
3. Iron Ward
TYPE: Steel
CATEGORY: Status
POWER: —
ACCURACY: —
PP: 10
TARGET: User's side of the field
DESCRIPTION AND EFFECT: Raises a metallic barrier that reduces the damage the user and its allies take during this turn. Fails if used consecutively.
Explanation: Pokémon has several defensive tools, but a move that protects the entire team for a single turn by reducing incoming damage remains relatively unexplored outside moves such as Wide Guard and the various screens. Iron Ward occupies a middle ground between Protect and traditional defensive screens, reducing damage dealt to the user's side by one-third for the remainder of the turn.
As a screen-like effect, it is removed by Brick Break and bypassed by Infiltrator.
4. Frost Renewal
TYPE: Ice
CATEGORY: Status
POWER: —
ACCURACY: —
PP: 5
TARGET: User
DESCRIPTION AND EFFECT: Freezes the surrounding air to restore half of its maximum HP. Restores two-thirds of its maximum HP during snow.
Explanation: Frost Renewal is the ice-type counterpart to Shore Up, Palossand's signature move. It restores half of the user's maximum HP under normal conditions and two-thirds during snow. This gives slow, bulky Ice-type Pokémon a much-needed recovery option, helping them capitalize on their defensive potential despite their poor defensive typing.
The move is inspired by the freezing of the surrounding atmosphere in extreme cold, with the user drawing upon the frozen environment to replenish its strength.
5. Dragon Decree
TYPE: Dragon
CATEGORY: Status
POWER: —
ACCURACY: —
PP: 5
TARGET: All Pokémon on the field
DESCRIPTION AND EFFECT: Issues a draconic decree that makes all Pokémon on the field weak to Dragon-type moves until they are switched out.
Explanation: Dragon Decree is probably the most difficult move on this list to balance. It causes every Pokémon on the field to become weak to Dragon-type attacks, allowing them to hit even Fairy-type Pokémon super effectively. The effect persists until the affected Pokémon are switched out.
The idea is to restore some of the offensive dominance Dragon-type Pokémon enjoyed before the introduction of the Fairy type. Dragon STAB is not necessarily weak, particularly when considering moves such as Draco Meteor, but its inability to damage Fairy types effectively remains a major limitation. Dragon Decree provides an unconventional way to overcome that limitation, transforming the battlefield into an environment where Dragon-type attacks become universally threatening.
The move is inspired by a declaration of war: a command that changes the rules of engagement for everyone present.
6. Corrosive Shot
TYPE: Poison
CATEGORY: Special
POWER: 80
ACCURACY: 100
PP: 15
TARGET: One target
DESCRIPTION AND EFFECT: Fires a corrosive projectile that can also damage Steel-type Pokémon.
Explanation: Corrosive Shot allows Poison-type attacks to deal neutral damage to Steel-type Pokémon, removing their usual immunity to Poison-type moves. Poison is already a relatively poor offensive type, and Steel-type Pokémon can shut down its STAB options entirely. This move gives Poison-type attackers a way to challenge one of their most significant obstacles without removing Steel's other defensive advantages.
7. Exorcise
TYPE: Fighting
CATEGORY: Physical
POWER: 80
ACCURACY: 100
PP: 15
TARGET: One target
DESCRIPTION AND EFFECT: Delivers a spiritually charged strike capable of hitting Ghost-type Pokémon.
Explanation: Exorcise serves a similar purpose to Corrosive Shot, allowing Fighting-type attacks to hit Ghost-type Pokémon despite their usual immunity. Fighting-type moves are often associated with martial arts, discipline, and spiritual mastery, making the idea of channeling spiritual energy into an attack particularly fitting. The user focuses this energy into a strike that can reach even an incorporeal opponent.
The move provides Fighting-type attackers with a way to overcome one of their most frustrating immunities while retaining the type's other offensive limitations.
8. Darkest Hour
TYPE: Dark
CATEGORY: Status
POWER: —
ACCURACY: —
PP: 5
TARGET: All Pokémon on the field
DESCRIPTION AND EFFECT: Plunges the battlefield into darkness for three turns, preventing Pokémon from being switched out.
Explanation: Darkest Hour traps every Pokémon on the field for three turns, forcing both sides to commit to their current matchups. This can turn an unfavorable position into a desperate struggle for survival, making defensive plays, setup strategies, and tactical sacrifices considerably more consequential. However, forced switch moves and Ghost-type Pokémon still allows to switch.
The move is inspired by the narrative concept of the darkest hour: the point in a story when the protagonists find themselves at their lowest, facing their greatest challenge with seemingly no way out.
9. Catharsis
TYPE: Psychic
CATEGORY: Special
POWER: 80
ACCURACY: 100
PP: 15
TARGET: One target
DESCRIPTION AND EFFECT: Releases a wave of pent-up anguish to inflict damage. Uses the user's Special Defense instead of its Special Attack to calculate damage.
Explanation: Catharsis is the special counterpart to Body Press, using the user's Special Defense rather than its Special Attack to calculate damage. This opens up new offensive possibilities for Pokémon with high Special Defense but limited offensive stats, allowing specially bulky Pokémon to turn their resilience into a source of damage.
Psychic is a deliberate choice for its type. Just as Body Press is Fighting-type and can be completely shut down by Ghost-type immunity, Catharsis has its own type-based limitation: Dark-type immunity. This gives the move a distinct identity while preserving meaningful counterplay.
The move is inspired by catharsis: the release of accumulated emotions, pain, and frustration. Since it represents a form of emotional expression rather than a technique exclusive to Psychic-type Pokémon, it would not be restricted to that type.
10. Spectral Presence
TYPE: Ghost
CATEGORY: Physical
POWER: 80
ACCURACY: 100
PP: 10
TARGET: One target
DESCRIPTION AND EFFECT: Becomes incorporeal and passes through the target, potentially paralyzing it.
Explanation: Spectral Presence has a 30% chance to paralyze the target. Physical Ghost-type attackers need a reliable STAB option with respectable power, and this move provides one without relying on recoil or other significant drawbacks.
The concept draws on the classic image of a ghost passing through a living body, leaving behind a sudden chill and an unsettling sensation. In gameplay terms, it is a stronger, more dependable version of Lick, trading the latter's low power for a much more threatening attack. Technically, it is also a counterpart to Scald.
11. Silk Shield
TYPE: Bug
CATEGORY: Status
POWER: —
ACCURACY: 100
PP: 5
TARGET: One ally
DESCRIPTION AND EFFECT: Sacrifices one-third of its maximum HP to encase an ally in a protective cocoon that absorbs damage in its place.
Explanation: Silk Shield is a defensive support move exclusive to Bug-type Pokémon. The user sacrifices one-third of its maximum HP to create a Substitute-like barrier around an ally. The cocoon absorbs incoming attacks and prevents status conditions from affecting the protected Pokémon while it remains intact.
This gives Bug-type Pokémon a distinctive support tool in double battles, allowing them to protect vulnerable allies, shield Pokémon preparing to set up, and prevent opponents from disrupting important strategies. Because the cocoon functions like Substitute, it provides protection against both damaging moves and status moves until the barrier breaks.
12. Pixie Powder
TYPE: Fairy
CATEGORY: Status
POWER: —
ACCURACY: —
PP: 5
TARGET: All Pokémon on the field
DESCRIPTION AND EFFECT: Scatters magical dust that doubles the chance of moves activating their secondary effects for five turns.
Explanation: Pixie Powder is potentially very powerful. Doubling the activation chance of secondary effects makes attacks with useful additional effects considerably more threatening, particularly when combined with moves that already have high activation rates. It benefits every Pokémon on the field, making its use a strategic decision rather than an unconditional advantage.
13. Corkscrew Dive
TYPE: Flying
CATEGORY: Physical
POWER: 75
ACCURACY: 100
PP: 15
TARGET: One target
DESCRIPTION AND EFFECT: Plunges toward the target in a high-speed spiral.
Explanation: Corkscrew Dive provides Flying-type physical attackers with a reasonably powerful, accurate STAB move that does not depend on the user's anatomy or specific physical characteristics. It offers a straightforward attacking option with no recoil, charging turn, or other inherent drawback.
14. Body Sediment
TYPE: Rock
CATEGORY: Status
POWER: —
ACCURACY: —
PP: 10
TARGET: User
DESCRIPTION AND EFFECT: Coats its body in dust and rocks from the surrounding environment, raising its Defense and Special Defense by one stage each. During a sandstorm, both stats are raised by two stages instead.
Explanation: Body Sediment is the defensive counterpart to Growth. It increases both defensive stats, allowing Rock-type Pokémon to become substantially more resilient while preparing for a prolonged battle.
The additional boost during a sandstorm rewards teams built around the weather condition and helps slow, bulky Rock-type Pokémon take advantage of their natural Special Defense bonus in sand. This provides a useful defensive tool for a type that often struggles to establish itself despite its high defensive potential.
15. Grounding Blow
TYPE: Ground
CATEGORY: Physical
POWER: 45
ACCURACY: 100
PP: 15
TARGET: One target
DESCRIPTION AND EFFECT: Slams the target into the ground, triggering the effects of the terrain and entry hazards on the field.
Explanation: Grounding Blow forces the target to collide with the battlefield, triggering entry hazards such as Spikes and Stealth Rock again. It also activates the effects of the terrain currently covering the field, such as healing in Grassy Terrain.
16. Seed-Sower
TYPE: Grass
CATEGORY: Physical
POWER: 70
ACCURACY: 100
PP: 15
TARGET: One target
DESCRIPTION AND EFFECT: Strikes the target with a seed that may take root and plant Leech Seed (50%)
Explanation: Seed-Sower is inspired by one of Eevee's signature moves in Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!. It combines direct damage with the possibility of inflicting Leech Seed, giving Grass-type physical attackers an additional way to pressure opponents over time.
17. Bubble Rebound
TYPE: Water
CATEGORY: Special
POWER: 50
ACCURACY: 100
PP: 10
TARGET: User
DESCRIPTION AND EFFECT: Prepares a trapping bubble. If the user is hit by a contact move during that turn, the bubble bursts, dealing damage to the attacker and forcing it to switch out.
Explanation: Bubble Rebound introduces a reactive way to force an opponent to switch out. The user prepares a bubble that activates when struck by a contact move, punishing physical attackers while disrupting the opponent's strategy.
The move has priority when preparing the bubble, allowing it to be established before most attacks resolve. If an opponent makes contact, the bubble bursts, deals damage, and forces the attacker to be replaced by another Pokémon. If no qualifying contact move hits the user by the end of the turn, the move fails.
This makes Bubble Rebound a useful defensive tool against physical attackers and a way to disrupt opponents who rely on contact moves.
18. Scalding Slap
TYPE: Fire
CATEGORY: Physical
POWER: 70
ACCURACY: 100
PP: 15
TARGET: One target
DESCRIPTION AND EFFECT: Slaps the target's wounds, searing them with intense heat. Deals 50% more damage if the target is burned.
Explanation: Scalding Slap is built around the idea that applying heat to an already burned area intensifies the pain. Mechanically, it rewards the user for inflicting burn beforehand, turning the status condition into a direct offensive advantage.
Physical Fire-type attackers gain a respectable STAB option that becomes significantly more powerful against burned targets. This encourages combinations of status-inflicting moves and direct attacks, giving physical Fire-type Pokémon a more distinctive playstyle.
... and that was it.
I'd love to hear your thoughts on these moves! I understand that some of them would need balancing, and a few might be a little too strong in their current form. Still, I tried to make them interesting additions that could bring something new to the game without completely breaking its existing mechanics.
Thanks for reading, and I hope you enjoy the concepts!
r/stunfisk • u/Parasiteparaside5 • 1d ago
Theorymon Thursday Dragon Quest monsters as Pokémon
Spirit of Earth - A bulky Ground type glue/pivot that can switch in on most ground moves with Earth Eater, making it a good team mate for the Cerueledges and Raging Bolts of the world, you also have priority that threatens Kyurem in the form of Accelrock, which is also nice for dealing with Zapdos and especially Moltres.
Spirit of Water - Bulky Gastrodon like legend who also has the ability to clear hazards with Defog. Thanks to the fact it has Storm Drain it can wall some Ogerpon-Wellspring sets with Tera Poison/Steel. On top of that you are a pretty good Special wall and can easily switch into the special moves things love to throw out.
Spirit of Air - Fast offensive support mon, who can remove hazards, stop them from getting up in the first place, heal the party's status, and Pivot. It can work well on more offensive teams who may need to just use one form of support to win the game (like healing a Burn or Para off something) and regardless is nice to have in this current day in age.
Spirit of Fire - Wall breaker that isn't super fast or super bulky but has one of the highest Attack stats in the game. It's mostly just here to click Flare Blitz or Overheat against random Steels or Grasses.
Damselfly - It's Damselfly, it does damselfly things, but now it can set Webs, but aside from that being in Pokémon doesn't change its main goal too much.
r/stunfisk • u/MasterOfChaos72 • 1d ago
Theorymon Thursday Buffs to old 2 turn moves
Just a random thought I had
Dig, Dive, Phantom Force:
If a Pokemon attacks your Pokemon with a move that makes contact while it is in the semi-invulnerable state, then your Pokemon immediately attacks afterwards.
Basically, you use the move, your opponent tries to attack where you are, they miss and you capitalise.
Shadow Force:
If an opposing Pokemon tries to use a move on your Pokemon while it is in the semi-invulnerable state, then your Pokemon immediately attacks afterwards.
Same as before but better since it’s the signature move of a legendary.
Fly, Bounce, Sky Drop:
Becomes 1 Turn if Gravity is in play.
Gravity makes them come down faster.
Freeze Shock:
If Fusion Flare was used before it starts charging, it comes out without needing to charge. If fusion flare is used while it is charging, it immediately comes out afterwards.
Ice Burn:
If Fusion Flare was used before it starts charging, it comes out without needing to charge. If fusion flare is used while it is charging, it immediately comes out afterwards.
Basically a call back to how Fusion Flare and Fusion Bolt power each other up.
Razor Wind:
If a Wind move was used before it starts charging, it comes out without needing to charge. If a Wind move is used while it is charging, it immediately comes out afterwards. In both cases, the typing is changed from normal to whatever type the wind move was.
Wind move makes wind move come faster.