• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

Pokémon RMN Version is a collaborative Pokémon fan game developed with the Pokémon Essentials script engine for RPG Maker XP. It is the result of a creative event where members of the RMN community and abroad would create, design, and refine their very own Pokémon to feature in the game. Up to twenty-five members had their submissions accepted, and they've all contributed to a roster of 151* Pokémon for players to catch and train!
*There could be more...

The game features a brand new region to explore, exclusive to the RMN-made Pokémon contributed by our members, and with the power of the Pokémon Essentials engine, you'll experience this game in a way that's reminiscent of the handheld games!


Far away from familiar lands in the Pokémon world, lying South of the Inday Region and West of the Moddin Region, there exists the isolated island of Ahremin. The Ahremin region is known for it's rich history, including tales of a monstrous beast who once threatened to devour the world; it contains bizarre landscapes, including the mysterious ruins of a lost civilization and the outright befuddling Ultimate Warp Zone. The most fascinating aspect of Ahremin, however, is its Pokémon species, all of which are found nowhere else in the world.

After recently moving into the region, a curious, ambitious teenager wishes to explore Ahremin to its fullest; discovering, befriending, and training its Pokémon with the hopes of becoming champion of the Ahremin Pokémon League. This teen is the child of the world-famous Pokemon Trainer Andreas, who runs the gym at Misao City. With a reputation to keep up with and a dream to fulfill, the teen accepts the Trainer's License and embarks on a journey that will test his/her endurance.

Will he/she make a mark on this strange new world? Does he/she have what it takes to become the Ahremin region’s champion? This teen is you, in case you haven't figured that out, so what will you decide?

For Pokemon and Game information, visit the Pokémon RMN Version Wiki!

Latest Blog

Progress Report - 12/30/21 - Story, Sprites, and RPG News

Hey everyone, I hope you all had a great holiday week!

To start off this well-overdue update, several more overworld sprites have been completed. At the moment, there are only a small handful of remaining overworld sprites yet to be finished. Let me know how you think they’ve turned out!



The next point I wanted to address has to do with the story. I’ve gone back and forth about how exactly I wanted to handle things, whether to stick with the more traditional Pokemon style, or to go for something far different, or even to meet halfway. Ultimately though, I think I’ve settled on which I wanted to go for, all of them! More specifically, I’m thinking of allowing you to choose one of several campaigns at the start of the game, each one following one of three important characters who cross paths multiple times throughout their journeys.

The first campaign is the most traditional of the three, and will be what the currently existing portion of the game will be reworked into, retaining the usual butting heads with the bad guys, and taking on the gym challenge.

Second is Rosalyn. (As a note, these names here are the names given to these characters when not playing their campaign. When playing as them, you have the option to set their name) Her campaign will follow more of a “Pokemon Ranger” approach, focusing more on events happening in the region, rather than aspiring to take on the league.

And lastly, there’s Zade. His campaign will be from the perspective of the enemy team, at least initially, and will delve into his reasons for joining their cause, and the emotional weight that it has on him.

With all that said, I plan on finishing up the original campaign prior to starting work on the remaining two, so as not to further delay the game.

Lastly, I have some news about the other main project I’ve been working on. I’ve mentioned it a few times before, but in case you hadn’t seen it, it’s a more traditional JRPG that takes place in the same world as Pokemon RMN. It’s been pretty fun actually to think about how many of the ‘mons would function as more traditional RPG enemies as opposed to Pokemon, it opens up a whole new realm of possibilities with specific battle strategies and gimmicks that aren’t feasible in a Pokemon battle. The game takes a lot of inspiration from the Golden Sun series, with a lot of focus on exploration and using magic outside of just battle to solve environmental puzzles. Anyway though, if anyone’s interested in knowing more about it, just let me know. I’ll likely set up a gamepage for the project before too long. It’s still got a while to go before a demo would be ready, but I thought perhaps some of you would be interested in seeing how the Ahremin region and its diverse range of creatures would translate into a more traditional JRPG setting.

As for the next update, it’ll likely revolve around changes to mapping. One of the bigger tasks brought on by moving away from the Pokemon brand has been changing out the project’s tileset with non-Pokemon tiles, and remapping to fit the new tiles. Not the most difficult task, but one that’s taken a long while.

Have a Happy New Year everyone! :)

Posts

Seiromem
I would have more makerscore If I did things.
6375
I'm going to come up with a bunch of competitive move-sets for all the pokemon here, as I've nothing better to do.

For example, here's what I came up with for JOUBUSH!
WARNING, WALLS OF TEXT IN THE HIDE BOXes!
I like these sets I came up with:
Joubush Is a very solid (get it?) pokemon. It's Grass/Steel Typing gives it plenty of resistances, removal of grass' many weaknesses and a weakness only to Fire and Fighting. With powerful physical moves to use that base 120 Attack stat such as Power Whip and Iron lance including an essential coverage move in Close Combat, it's a very powerful force!
Unfortunately, it's average defenses let it's typing down sometimes, as it won't take those super effective hits well, ESPECIALLY not x4 fire attacks!

CHOICE BAND/SCARF
Joubush @ Choice Band/Scarf
Ability: Overgrow
EVs:4 HP / 252 Atk / 252 Spe
Adamant/Jolly Nature
- Power Whip
- Pursuit/ Drill Peck
- Close Combat
- Iron Lance

These sets are here to take advantage of Joubush's Nice Offensive stats. The choice of Band ro Scarf is based on what you need, but they're slashed due to the moveset's similarities.
Pursuit and Drill Peck are slashed for either choice band or Choice Scarf. I presonally like banded pursuits so as to trap psychic types that can't do anything to Joubush and OHKO them w/Band, However drill peck is an option to hit fighting types super effectively and always outspeed them with Scarf. It's a matter of preference, as the other three moves are a must have. Power Whip and Iron lance are Joubush's strongest STAB attacks, and with either a band or scarf, you wanna do a lot of damage. If you don't like Recoil or the chance to miss, you could go with Iron head and Leaf Blade respectivly, but the drop in power would be far too noticable.
Closecombat is essential for smacking any steel type who thinks they can take all of your other attacks.

The Choice between Adamant or Jolly is yours, more damage or faster damage? Whichever.
The evs are pretty common for choice pokemon, I'd think. Maxing out the stats you wanna use to the fullest, and dumping the leftover EVs to whatever you like.

SWORDS DANCE

Joubush @ Life Orb/Leftovers
Ability: Overgrow
EVs:252 HP / 4 Atk / 252 Spe
Jolly Nature
- Power Whip
- Swords Dance
- Synthesis
- Iron Lance/Close Combat

This set uses Joubushes's average bulk, great typing, and nice speed to set up swords dances. Life orb is if you want a boost in damage while still being able to switch attacks. While the chip damage is annoying you can remedy this with synthesis. Leftovers are for if you want to have passive recovery, which can be handy.

Power Whip and Iron Lance are the STAB moves, however you could substitute Iron Lance's Poor coverage with Close Combat to smack steel types. However with enough SDs under your belt, you might not need a Super Effective hit to 2HKO the steel types.

The EVs are simple, be very fast and have the ability to take hits. You won't need to bolster your attack as Swords dance is doing that for you. Jolly nature to get as much speed as you can and avoid being revenge killed.

DEFENSIVE

Joubush @ Leftovers
Ability: Overgrow
EVs:252 HP / 252 SpD / 4 Atk OR 252 HP / 252 Def / 4 Atk
Careful OR Impish Nature
- Power Whip/Iron Lance/CloseCombat
- Toxic
- Synthesis
- Protect/Pursuit

This set is my attempt at making a defensive set. Leftovers is mandatory for the passive recovery, however you'll notice two different sets of EVs. The difference is actually simply. Defensive or Specially defensive. I don't actually know which would be more useful, it'd probably be dependant on your team. Careful or Impish nature for SpD and Def respectivly.

Your one attacking move, I can't decide on. Powerwhip is a good stab move, however you'll find this Joubush useless against poison types as they're immuine to Toxic. IronLance is good, however the recoil can wear you down quickly. Close Combat is an option only because it rids of steel types, as they are also immune to Toxic and both Iron lance AND Powerwhip won't harm them. However the drop in defenses will cripple your ability to take hits.

As for the other moves, they're quite common for defensive pokemon. Toxic for chip damage, protect to rack up toxic damage and regain your own health with leftovers and synthesis for immediate recovery. You could also use pursuit in the last slot, however protect is needed for stalling. Pursuit would be for catching those who'd want to switch out due to you being too bulky.

UNSURE OF THIS SET:

MIXED Sweeper/Attacker

Joubush @ Life Orb
Ability: Pvergrow
EVs: 4 HP / 78 Atk / 178 SpA / 252 Spe
Nuetral or Naive Nature
- Energy Ball
- Flash Canon/Iron Head
- Close Combat
- Work Up/Synthesis

I'm unsure of this set as it suffers greatly from Four Move-Slot Syndrome. I'd love to fit all it's coverage moves that are both special and physical as well as Work Up for the boosts, and Synthesis to act as a buffer against Life orb.
But you can only have four moves.

The only reason I'm putting this out there is for variety and Joubush's Decent Special Attack Stat. Any lower and I'd of been like "Not worth it."

Anyways, the set. You'll want at least one special stab, otherwise you're better off running the other sets. I slashed flash canon with iron head as an alternative physical stab, not Iron Lance as the wear down from Life Orb would be too much in conjunction with this. Close combat is to remove the pesky steel types that would otherwise wall you, and Work up is for making your special moves more potent. (I'd prefer Growth in the sun, but Joubush doesn't learn growth and I've no idea of the viability of weather yet, what with the only auto-inducer being Tricalp w/sandstorm.)
You could slash Work up with synthesis if the Life orb Damage really bothers you, but remember that Joubush's special attacks aren't very good without a boost.

All in all, I enjoy Joubush! It's diversity surprised me and I believe it will hold lots of power!


DRAGABLO:
Dragablo is a bit of an oddball. A massive base 130 Special attack limited by a poor special movepool. Why, it doesn't even get a special dark stab! However, it has a useable attack stat, and a large physical movepool to use and abuse it! This pokemon is perfectly for wall breaking! However it's average speed stat may let it outspeed walls, it's not outspeeding much else.
With a Fire/dark typing, it leaves it weak to common attacking types such as Fighting, ground, rock and water. The Aforementioned rock weakness also means it takes a quarter from stealth rocks every time it switches in!
In fact, any entry hazard will put Dragablo's Longevity into the gutter, as most sets require it to switch in a lot.
With an Odd HP number, Dragablo would gain the ability to switch in not a maximum of four, but five times into stealth rocks assuming it takes no other damage. So it can be helped. Pairing this up with a defogger and/or rapid spinner would seem essential!

Set's I Like:

MIXED SCARF

Dragablo @ Scarf
Ability: Blaze
EVs: 4 HP if it would give Dragablo an ODD HP number, if it originally has an ODD HP Number, add these 4 into Atk, 78 SpA / 178 Atk / 252 Spe
Naive/Hasty Nature
- Fireblast/FlameThrower
- Crunch
- Stone Edge/Flamethrower
- Earthquake

This set is to bring Dragablo's Poor Speed stat off the ground and into the sky! With full speed investement it'll outspeed plenty of things, which it'll probably need to do. The evs are for boosting Dragablo's base 92 Attack stat to respectable levels. You may choose to not put any EVs into SPA as you only have one, Powerful Stab special attack that might not need the boost and instead max out the attack, which is completely fine.
Fireblast is slashed with flamethrower only for their major difference in accuracy. You may not need to do a lot of damage if you're revenge killing, so not missing is a great thing for flamethrower. However there is a very noticable drop in power from fireblast, which has a chance to 2HKO stuff, I'm sure, making flamethrower a less appealing alternative. If you want the ability to choose between power or accuracy all the time, you make slash out Stone Edge with flamethrower as stone edge's coverage is a bit redundant with EQ. Crunch is it's physical stab and Earthquake is an essential coverage move for removing rock and opposing fire types from play, giving you more breathing room for fire blast.

Flare Blitz is an option over fire blast, as it'll take full advantage of your maxed attack. However the recoil is very off-putting, as Dragablo already has problems staying alive, so I wouldn't recommend it.

SUNNYBEAM

Dragablo @ Heatrock/Life Orb
Ability: Blaze
EVs: MAYBE 4 HP / 252 SpA / 252 Spe
Timid/Hasty/Naive Nature
- Sunny Day
- Solar Beam
- Fireblast/Flamethrower
- Earthquake

A classic set, this one takes advantage of Dragablo's ability to set up sun via Sunny Day, have a fire move in either Fire Blast or Flamethrower, the choice between them depending on your preference of ACC VS Power, and attack instantly with solarbeam to hit water types who'd normally resist you. Earthquake is to smack fire types that would otherwise resist your other moves, as well as to hit Fuzard, who's dragon typing gives it a resistance to Fire and Grassm but it's poison typing leaves it weak to ground.

Heatrock is to make the sun last longer, which is very handy considering you're relying on the sun. However life orb is an option to hit very hard at the cost of 10& recoil every attack.

EVs are simple, be fast, hit hard with Fire Move + Solarbeam and be able to switch into stealth rocks (or Take hits) more often. Choice of nature is up to you. Do you not mind weaker earthquakes? Timid is for you! Think you can lower you average physical defense and still take hits? Hasty is you! Don't think Dragablo's low Special Defense would allow it to take special attacks anyways? Then Naive is perfect!

UTILITY

Dragablo @ Leftovers
Ability: Blaze
EVs: MAYBE 248 HP / 252 Def / 8 Spe
Bold Nature
- Wil-O-Wisp
- FlameThrower
- Taunt
- Earthquake

This set is to make use of Dragablo's good support movepool. Leftovers for Passive recovery as you won't be attacking much. Wil-O-Wsip is to burn physical attackers and be able to take their hits with ease. Flamethrower is a reliable stab attack with High PP, so you won't have to worry too much about running out.
Taunt is to prevent pokemon from setting up entry hazards and to stop a pokemon from setting up or crippling you with thunderwave or toxic. It's overall utility is what, I'd say, makes this set.
Earthquake is there for good coverage, as fire types won't be burned by wil-o-wisp.

That's all I got for this guy! I don't think any set-up moves will work well, though a set with Dragon-tail, wil-o-wisp/toxic, Bulk Up and earthquake might work as a phazer-set-up-sweeper. However even after a few bulk-ups dragon tail's NON-stab power would be pretty underwhelming.


What do ya think?
masterofmayhem
I can defiantly see where you’re coming from
2610
Someone has been hanging around Smogen way to much. That said I like writeups like these and I'd wouldn't mind seeing some more for the other pokemon. Specifically mine.

Maybe we should start up some sort of tactics page or something, for overviews like these?
Ratty524
The 524 is for 524 Stone Crabs
12986
I almost feel like it's too early to be talking about competitive sets, but if Pokemon Showdown isn't ruled out it'll definitely be something that can happen... After this game is done.

I honestly don't know how the competitive game would turn out, but I think I could predict what would be chief threats in standard play:

For starters, the lack of poison-type Pokemon in our roster, coupled with a broader roster of strong Pokemon of the type, will mean that Fairy types will probably dominate the RMN meta the most. Dark types might shine a bit as well with steel no longer resisting them, but unlike in Gen 6, the fairies we have tend to adequately fit hyper-offensive roles a bit moreso than in the official games, so they are definitely going to be more prevalent by comparison.

POKEMON THAT I THINK WILL BE TOP THREATS:

Joubush:
Joubush indeed has potential for reasons seiromem just pointed out. It's 70 Def and 75 Sdef may be dismal, but it's great Grass/Steel type combination makes up for it, and it's 120 base attack and 103 speed makes it a force to be reckoned with. Unlike most grass types, Joubush's movepool doesn't suck as much, either, being equipped with all the tools it needs to take out most Pokemon, from Close Combat, to Drill Peck, and even Wild Charge. It's main weaknesses, however, comes from very few recovery options, and with moves like Close Combat and Iron Lance being self-destructive, Joubush relies heavily on taking out its opponent before they land a hit on him, and when he can't, he's done. It's 4x weakness to fire is also a huge deal, as threats like Suzaestial (provided you aren't running wild charge) wouldn't care about anything Joubush attempts to dish out and land a solid KO with any fire attack.

Darspirita:
Darspirita is the reason I strong think fairy types will dominate standard play. Not only does it have a massive 135 base attack and 110 base speed, negated only by its poor 80/75/70 defenses and a virtually unusable 45 special attack stat, it also has Fairy/Dark typing and Levitate as its ability, giving it good dual-STAB potential and essentially three immunities: Ground, Psychic, and Dragon, which gives it a surprising amount of opportunities to come in in spite of its rather insignificant resistances. It's STAB with Play Rough would hit hard, and it would feasibly ignore Steel types with Night Slash, but not by much. Probably it's biggest strength is that it actually has recovery with Moonlight, and (once the wiki is update) it sports Meteor Mash to deal with other Fairy types that would otherwise stand in its way. Aside from that, Darspiritas evident problem is that its movepool lacks diversity in terms of type coverage, which unlike Joubush, means that a broader range of Pokemon (I'm thinking Libraphant and Genbestial mainly) can come in and wall it. We'll just see though...

Claspirito:
While it doesn't seem as remarkable as its female counterpart, Darpirita, at a glance, take a closer look. Its Fairy/Steel typing offers only two weakness-- Oh wait, scratch that, it gets Levitate as its ability, negating the ground weakness entirely and now only having one weakness to Fire, and a whopping nine resistances, with additional immunities to poison and steel. On the fire weakness, the only option is to strike first, because Claspirito can viably obtain Hydro Pump, thanks to its pre-evo being a water type... But no fire-type Pokemon in RMN version goes past its 100 base speed, with Antipode only tying with that amount, so whelp. Dual Screens, Moonlight, and Baton Pass gives it good support options, while Nasty Plot with its 120 base special attack and a dual STAB in Moonblast and Flash Cannon helps it hit hard, too.

Libraphant:
With 110 HP/ 134 Def/ and 120 SDef, Libraphant may be very well destined to be the premier steel tank of RMN's metagame. While lacking in recovery, Libraphant's general support capabilities are broad, from setting up dual screens, to Rest talking. Offensively, while its stats are far from impressive in that area, it has some tricks up its sleeve. It's Heavy Metal ability boosts its weight to 548.0kg, and coupled with a STAB from Heavy Slam makes a hard-hitting attack. It even has Power Trick to switch it's massive Defensive stat with its below-average attack anyway, so this guy is worth experimenting with.

Heaven:
With insane 140 base Special Attack and Special Defense and a decent 100 base speed, there is no doubt Heaven will be the hardest-hitting special attacker in the meta, if not the entire game aside from legendaries. Some TM movepool changes I'm working out right now will also make its special movepool about as broad as Alakazam's, only with those stats and access to Moonblast, Heaven would have very few safe switch-ins. An even better quirk is that it gets Natural Cure as its ability, making stall attempts irrelevant as soon as it switches out. Sadly, Heaven also sports dismal 50 HP and Defense, which limits the opportunities it can switch into an attack, and there are plenty of decent physical attackers who are faster than it and will knock it out before it even starts. Still, 140 base special attack is not something to ignore in this game.

Quodash:
It's 105 base attack and massive 120 base speed are pretty standard for a speedy bug type, but what's really impressive is its typing and ability. Bug/Water allows it coverage against the fire type, which would normally destroy bugs, and it has Levitate, allowing it to switch right in to Ground-type attacks. With a set of moves like Waterfall, U-turn, Aqua Tail, X-Scissor and even odd moves like Leaf Blade, Superpower, and Zen Headbutt, Quodash has both decent sweeping potential and scouting abilities. Of course its mediocre defenses are worth noting, but this guy is something to watch out for.

Astragon:
Of all the psuedo-legendary dragons we have in the game, I believe Astragon has the most competitive potential. The reason is because Ghost/Dragon is a strong offensive combination where Steel types miss their ghost resistance. It's also good defensively, with two useful immunities, plus one to Ground thanks to its ability Levitate. Offensively, it's 100 base attack and 115 base special is respectable, and it gets Nasty Plot, which combined with its already great special pool (including both Shadow Ball, Dragon Pulse/Draco Meteor, Dark Pulse and Flamethrower) would absolutely wreck unprepared teams. It's major weaknesses comes from its lousy 65 HP, though, and I know for a fact Darspirita and Claspirto would be the bane of this guy's existence.

Genbestial:
90 HP / 130 Def / 125 Sdef, coupled with a not-bad 90 base attack and 85 special attack, and the only sucky stat being speed. Combine this with Water/Ground typing, leaving its only weakness to the unreliable Grass type, and Shell Armor just there to say that you can't use luck to bring it down. Probably its most attractive feature is Curse, which buffs its already massive defenses and gives it some attacking prowess, at the cost of speed which doesn't matter on this guy to begin with. While its 4x weakness to Grass is a hinderance, I still can't imagine this guy being easy to take down.


OTHER NOTABLE MENTIONS:

Troxin:
Troxin sports beefy stats minus its defense, and the Grass/Poison type combination would be something welcome in a metagame where things like Darspirta and Heatha would run rampant. An updated wiki will reveal that Troxin's support and recovery options were expanded, with both Horn Leech and Giga Drain to dish out mixed hurt and heal off damage, or just go straight to Milk Drink to tank out special attacks. Like most other grass types, though, it's movepool is pretty one-dimensional, and with Poison and Grass' offensive problems, walling it off isn't something that would be too hard. With a pitiful base 74 defense stat, physical sweepers like Joubush would both laugh at its attacks and make sliced beef out of it.

Chi-Yim:
It's 125 base special defense is unique for a fighting type Pokemon, and with decent HP to go along with it means you really should just be using physical moves against it. Chi-Yim's movepool is also very broad, even moreso with No Guard, as moves like Focus Blast and Thunder, both moves it receives that have lousy accuracy, will always hit, feasibly making up for its less-than-desirable 80 base Special attack. It has great versatility on its side, I think, though I don't know if it will measure up to the threats mentioned above.

Borabol:
It's most attractive feature is Filter, which is helpful on a fire type, and with a good 124 HP and 105 special defense, it actually might pull off the role of a defensive fire type well. It's got recovery options with Roost, and many tools to disarm opponents through will-o-wisp and thunder wave. It's low 55 base defense could be a killer, though.
Choice Band Tornment - "lol what are fairies"

Tornment @ Choice Band
Ability: Iron Fist
252 HP, 252 Atk, 4 Spe
Adamant Nature
-Bullet Punch
-Meteor Mash
-Shadow Punch
-Pursuit / Shadow Sneak / Some other move

Ratty's comment about Fairy-types being dominant in the RMN metagame pretty much reflected my initial observations of our Pokemon, which is a huge reason I so eagerly wanted something to get Bullet Punch (which went unused). After a long search, Bullet Punch found its home on Tornment, where a STAB bonus followed up with an Iron Fist boost goes a long way in making Tornment's Bullet Punch the most powerful priority move in the RMNmon universe.
The hide box below is a testament to how powerful Tornment's Bullet Punch is...

252+ Atk Choice Band Iron Fist Tornment Bullet Punch vs. 0 HP / 0 Def Heaven: 372-440 (154.3 - 182.5%) -- guaranteed OHKO
252+ Atk Choice Band Iron Fist Tornment Bullet Punch vs. 252 HP / 252 Def+ Heaven: 234-276 (76.9 - 90.7%) -- guaranteed 2HKO

252+ Atk Choice Band Iron Fist Tornment Bullet Punch vs. 0 HP / 0 Def Darspirita: 272-324 (90.3 - 107.6%) -- 43.8% chance to OHKO (guaranteed OHKO after Stealth Rock assuming Darspirita has no leftovers, 81.3% chance after SR if she does)

252+ Atk Choice Band Iron Fist Tornment Bullet Punch vs. 0 HP / 4 Def Marubim (Dragon Dance): 198-234 (60.5 - 71.5%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Choice Band Iron Fist Tornment Bullet Punch vs. 0 HP / 4 Def Muspyg: 744-876 (285 - 335.6%) -- guaranteed OHKO
252+ Atk Choice Band Iron Fist Tornment Bullet Punch vs. 252 HP / 252+ Def Muspyg: 468-552 (144.4 - 170.3%) -- guaranteed OHKO

Both Meteor Mash and Shadow Punch also get Iron Fist boosts, granting Tornment two reliable STAB moves that deal tremendous damage to anything that isn't tanky enough or resistant. Meteor Mash also gets an honorable mention for its chance to raise Attack by 1 stage.
Finally, as I alluded to, Tornment's last move is mostly a matter of preference. Shadow Sneak can't really OHKO important things from full health like Bullet Punch can, but it can reliably 2HKO Ghost-weak foes or execute Steel-resistant threats at low health. Pursuit is also a fine option, heavily damaging fleeing targets.

Tornment is weak to Pokemon who resist his STABs and can hit back before he can score the KO. Anyone who can live a Bullet Punch and in turn exploit his Fire-, Ground-, Ghost-, and Dark-type weaknesses is fair game for taking on this dangerous spectre. Ironically, a Tornment switching in on another Tornment's predicted Steel-type move is probably one of the most effective ways of handling it.
Tornment is also super weak to Burn, as any physical attacker is. Burn prevents Tornment from nailing those critical OHKOs with Bullet Punch, and it instead has to rely on its average Speed stat and Meteor Mash to threaten Steel-weak Pokémon in a meaningful way. Since this Tornment runs a Choice Band, the residual damage from Burn also adds up much quicker than on other sets.


Swords Dance Tornment - "Ghost Buster Ghost"

Tornment @ Leftovers
Ability: Iron Fist
252 HP, 252 Atk, 4 Spe
Adamant Nature
-Swords Dance
-Bullet Punch
-Shadow Punch / Meteor Mash
-Shadow Sneak / Meteor Mash

Tornment can also run a Swords Dance set. Foes switching out in fear of a Bullet Punch OHKO give Tornment the chance to set up with SD, at which point his power eclipses that of the Choice Band set with the added freedom of being able to switch moves.
Shadow Punch is preferred over Meteor Mash on this set since Bullet Punch deals handily with most Fairies at +2 and Ghost is less resisted. If desired, however, Meteor Mash can also replace Shadow Sneak, though at +2 Shadow Sneak can OHKO more things with priority, so it depends on what you think you need.

The weaknesses of the Swords Dance set are mostly the same as those of the Choice Band one, though there are some differences. For one, +2 Bullet Punch OHKOs a few things that would otherwise be 2HKOs on the Banded set. Swords Dance also offers a way out of the Burn deficiency if the situation is desperate, though this can't be called reliable by any means.
Also, this Tornment does require a turn of set up. While in some cases this is a non-issue due to the effectiveness of bluffing the Choice Band set, other more equal match ups might find Tornment wanting that initial power of the Choice Band over +2 later on.
It's pretty ironic how Antipode is the weakness to the two legendary pokemons. Fire beats Steel and Ice beats Ground, even though he's half bug.
Carvora is Bug and Rock, which makes him neutral to both Ice- and Fire-type moves.
Seiromem
I would have more makerscore If I did things.
6375
And rock is quadruply effective against fire/ice, but you are correct. Atardis will get smacked with fire, and that fire typing is what makes Antipode not weak to his steel STAB, but a neutral hit will probably be enough from Atardis.
So Antipode kinda beats Atardis, Atardis beats Carvora, and Carvora beats Antipode. We have achieved equilibrium in the celestial realm.
author=matthewac95
So Antipode kinda beats Atardis, Atardis beats Carvora, and Carvora beats Antipode. We have achieved equilibrium in the celestial realm.


Lol, I agree. We did it without the intend!
Seiromem
I would have more makerscore If I did things.
6375
I have a few shiny sprite color requests demands:

Shiny Eelinkk Line: Blue electricity-Black Cuplinks

Shiny Ascape Line: Green pots + Yellow Features (Mask, Tounge, Claws)

Shiny Pupictya line - Brown recolor

I like Pink Tricalp, so keep that =D

Also, shiny legendaries..... I'd die if I ran into one first try xD
All my Pokemon were made into sprites! And they look great! Thanks guys!
Seiromem
I would have more makerscore If I did things.
6375
I've (finally) created the updated concept art for Atardis. And Carvora cuz I felt like it.
I'll edit this comment when I finish scanning and uploading it.
Seiromem
I would have more makerscore If I did things.
6375
Yo, here they be.



Ratty524
The 524 is for 524 Stone Crabs
12986
I kind of like the old Atardis better, like the Atari logo was a little more blatant.

I also don't understand what the weird bulges on Carvora's bottom are suppose to be.
Seiromem
I would have more makerscore If I did things.
6375
It's the abdomen.

Perhaps then the Atari logo can be made blatant when in sprite form?
The reason I wanted this one is because of the more TARDIS references.
Also, the base does look very bad, just think of it as a tripod instead of whatever that shape I accidentally conveyed is.

As for Carvora, it was more because I felt like it than that it was necessary.
So perhaps the older version would be best for that one.
Ratty I'm sorry, but I must give up the mapping position to someone else. I lost years of work when my laptop crashed. I don't have motivation to do any type of rpg/artistic related work... sorry everyone.
Wow, I'm sorry to hear that. I don't think it'll be much trouble if you can't make the map, but it sucks that you lost your work and such. Hope you'll feel better about what happened, or that you somehow get your stuff back.
Ratty524
The 524 is for 524 Stone Crabs
12986
I figured as much. The motivation to do something all over again after losing everything in a crash is next to zero. I'll pretty much take the task of doing the map myself at this point. Thanks for letting me know.
author=jin69
Ratty I'm sorry, but I must give up the mapping position to someone else. I lost years of work when my laptop crashed. I don't have motivation to do any type of rpg/artistic related work... sorry everyone.


That's exactly why I have 2 16GB jump drives and a 64GB sd card. I learned the hard way once.
Thanks guys... hopefully one day I can find that motivation once more. This isn't the first time it has happen to me, more like the 4th or 5th. I always start from square one, but this time I feel different. Maybe its because I am older, and have other things to worry about.

Well... I was suppose to buy an external hard drive, but I never got the chance. I kinda crashed the laptop myself when I deleted an important file. I hate myself for doing that, but I can't undo that. This is why I never finish an rpg game, lol. I like to go slow and by the time I am almost ready to release a demo, something happens.

I had a back up, but my girlfriend needed the usb, so I deleted all my stuff to make room for her.