That's fair enough, I think sometimes the game is like that! When an Eldegoss or Lucario is on the enemy team I think they're OP as hell, but on my team? Useless, even more so if I'm playing them! Had to do my 10 Supporter games on Mr. Mime (and I don't even own Mr. Mime!) but that's fine because they're surprisingly strong with Confusion + any sort of wall. Just got the All-Rounder matches left to do, will whip out the Machamp tonight I think. Did some more games on Mamoswine too, I am a fan of Ice Fang and Earthquake! Won my last 3 games with it in ranked mode despite iffy teammates so throwing the enemy about + reasonable AoE damage is my jam.
Metagross and Tyranitar look fantastic, Sand Stream seems like an interesting ability although I'd probably do something different with it. Feels like it'll be a tanky but powerful Pokemon with both ranged and melee options, which is excellent. Metagross looks fine balance-wise, maybe Clear Body can go on cooldown after it blocks a stat-reducing effect? Bit like Wigglytuff's Cute Charm ability! I like how you reworked Beldum a bit (since it normally only has Take Down as an available move until you get Metang) so that's great. I'm interested in seeing your takes on Toxtricity and Dragapult! I considered doing both myself but will probably hold off for now.
Anywho, since you were interested in seeing Chandelure, here it is!
Chandelure - Ranged Attacker, Expert Difficulty
Evolution:
(Level 5) -->
(Level 9) -->
- Ability: Flame Body - when Chandelure is hit by an opposing Pokemon's attack at close range, it burns that opposing Pokemon and Chandelure's movement speed increases for a short time. The effects of this ability have a cooldown and cannot trigger on the same Pokemon in quick succession.
- Basic Attack - becomes a boosted attack with every third attack, dealing more damage the lower the opposing Pokemon's remaining HP is.
- Special 1: Night Shade - the user shoots a spectral mirage forward, dealing damage and lowering the movement speed of any enemy Pokemon it comes into contact with. Upgrades at Level 5 into:
- Shadow Ball - shoots forward a shadow-infused orb forward, dealing damage to any opposing Pokemon that it hits. If the enemy Pokemon is burned when this attack successfully hits, it refreshes the burn special effect. Upgrades at Level 11 - also lowers the Special Defense of enemy Pokemon the move makes contact with.
- Psychic - Makes opposing Pokemon float with psychic power for a short time before slamming them into the ground, dealing damage and lowering their Special Defense for a short time. Upgrades at Level 11 - increases the move's firing range.
- Special 2: Fire Spin - the user encircles the opposing Pokemon in a wall of flames, burning the target and leaving them unable to act for a short time when the move hits. Upgrades at Level 7 into:
- Will-o-Wisp - the user shoots three spectral orbs of fire at the target, each flame dealing damage and burning the target. If all three flames connect the enemy Pokemon has their movement speed reduced and Chandelure's Special Attack increases for a short time. Upgrades at Level 12 - increases the Special Attack increase Chandelure receives if all three flames hit the enemy Pokemon.
- Inferno - Releases a huge updraft of flames at the designated location, dealing massive damage and burning the enemy Pokemon struck by the attack. If the enemy Pokemon is already burned this move consumes the burn to deal extra damage. Upgrades at Level 13 - this move deals increased damage to opposing Pokemon with low HP.
- Unite: Phantasmal Flames - Chandelure releases a huge burst of flames forward, dealing damage and burning the ground as well as enemy Pokemon caught by the flames. Walking on the flames left behind will refresh the burn special effect and reduce the cooldown of Chandelure's Will-o-Wisp or Inferno attacks.
It's hard to not make the Pokemon overpowered, but as I've said before I'm more concerned about flavour and not so much the balance behind things. Numbers can be tuned to make a Pokemon not OP if need be. Think I might work on Dragonite or Melmetal next, since neither are Pokemon who use special conditions like Toxapex and Chandelure have! I'm happy with what I've made here though - Chandelure would be the second Ghost type to be added and the first non-starter Fire type so I wanted its moves to reflect the ghostly side of fire? Hope you like it!
TYRANITAR EDIT: Due to Sylveon confirming that Pokemon who don't have an ability until it evolves in-game will have a different ability, I was expecting that I'd have to have Larvitar and Pupitar have Sand Stream, but not anymore
So I'm gonna need to give the pre-evolutions a new ability and buff Sand Stream a lot since it'll be a while before Tyranitar gets it
Larvitar ability: Guts
Pupitar ability: Shed Skin
Guts: (Taken from Machamp's page) "Increases the Pokemon's Attack when the Pokemon is afflicted by a status condition"
Shed Skin: Every 10 seconds, cure status condition, every minute, increase Speed until evolving into Tyranitar
Sand Stream: Creates sand that hits all opponents near Tyranitar, increases Tyranitar's SpD, pokemon who hit Tyranitar while the damage from this ability activates become blinded, some pokemon are unaffected by this ability's damage (Pokemon Immune: Garchomp, Lucario, Mamoswine, Crustle, Scizor, Tyranitar, Metagross, Ferrothorn, and Aegislash)
Blinded meaning the same thing Greninja's Smokescreen does
I also created the pre-evolution Abilities to help them gain levels to evolve, so Tyranitar may not meet the same fate as Garchomp or Gardevoir
I gave Beldum Tackle cause that is what it learns by level up in Sword and Shield, yes, now Beldum doesn't get Take Down
Also, your Chandelure looks great, I wish I can create additional effects to any of the moves or abilities I create without fearing that the Pokemon would be broken, also, Chandelure happens to be my favorite Ghost-type
Anyways, I'm gonna showcase both Toxtricity and Dragapult, and since I like "even" numbers, I'll add on a Mimikyu to make 15 shared Pokemon
Mimikyu, Intermediate, Melee, Attacker, Physical Attacker: Does Not Evolve
Special 1 Moves: Scratch -> (At Lv 5) Shadow Claw or Phantom Force
Special 2 Moves: Astonish -> (At Lv 7) Play Rough or Hone Claws
Ability: Disguise, Unite Move: Ghostly Grab
Toxtricity, Expert, Ranged, All-Rounder, Special Attacker: Does Not Evolve
Special 1 Moves: Belch -> (At Lv 5) Sludge Wave or Snarl
Special 2 Moves: Noble Roar -> (At Lv 7) Overdrive or Boomburst
Ability: Punk Rock, Unite Move: Rocking Vocal Burst
Dragapult, Intermediate, Ranged, All-Rounder, Physical Attacker: Evolves at Lv 6 and then 10
Special 1 Moves: Astonish -> (Upon Evolving into Drakloak) Dragon Rush or Dragon Dance
Special 2 Moves: Dragon Tail-> (At Lv 8) Dragon Darts or Phantom Force
Ability: Clear Body, Unite Move: Dreepy Ordnance
Scratch: Scratches at the opponent with its claws, dealing damage
Astonish: Surprises the opponent, dealing damage, flinches opponent
Shadow Claw: Scratches the opponent with a ghostly claw, dealing lots of damage
Phantom Force: Teleports to a designated location, dealing damage to nearby foes
Play Rough: Attacks the nearest opponent in quick succession, dealing damage, decreases opponent's attack for a short time
Hone Claws: Increases Mimikyu's Attack for a short time, increases the AoE of Shadow Claw, Phantom Force, and Ghost Grab for a short time
Disguise: When at full HP, Movement Speed is increased and the first attack that hits Mimikyu does 1/2 the damage than normal
Ghostly Grab: Grabs nearby opponents and puts them under Mimikyu's cloth, dealing massive damage, opponent's hit get flinched
Belch: Tosses poison at the opponent, dealing damage, if Toxtricity had just eaten a Sitrus Berry, this attack does double damage
Noble Roar: Decreases opponents attack and SpA for a short time within an AoE
Sludge Wave: Tosses poison at Pokemon within an AoE, dealing AoE damage, poisons all pokemon affected
Snarl: Snarls at Pokemon within an AoE, dealing small AoE damage, all pokemon affected get decreased SpA for a short time
Overdrive: Attacks nearby pokemon using its electrical voice, dealing AoE damage to nearby opponents, increases Toxtricity's SpA for a short time
Boomburst: Shouts loudly, dealing lots of AoE damage to all Pokemon affected
Punk Rock: Increases the attack of Snarl, Overdrive, Boomburst, and Rocking Vocal Burst
Rocking Vocal Burst: Shouts loudly, dealing massive AoE damage to nearby opponents
Astonish: Surprises the opponent, dealing damage, flinches opponent
Dragon Tail: Hits opponent using tail, dealing damage, knocks back the opponent
Dragon Rush: (Taken from Garchomp's page) "Has the user dive in the designated direction, shoving opposing Pokémon"
Dragon Dance: Increases Attack and Speed during a short time
Dragon Darts: Shoots a Dreepy (as Drakloak) or 2 Dreepys (as Dragapult) at the enemy, dealing damage, the Dreepys act like homing missiles, following the opponent until they hit something, when launching 2 Dreepys, they can hit 2 different targets
Phantom Force: Teleports to a designated location, dealing damage to nearby foes
Clear Body: Immune to status reduction effects
Dreepy Ordnance: Launches 2 Dreepys at all nearby opponents, dealing massive damage, the Dreepys also act like homing missiles with this move
Well, what do you think? Could Dragapult possibly be too OP with its homing missile Dreepys? I guess with the high level up requirement, it wouldn't be all too bad...
Also, would Toxtricity be too OP with all its AoE damage?
As for a Clear Body cooldown, I'm not sure, it depends on how broken it would be without it, if it wouldn't (Including with Dragapult), then I'll keep it the way it is, otherwise, I'll change it to have a cooldown
Now that leaves these 10 pokemon left (I finished the Pokemon I said I was gonna create):