Fusion Types
Fusion Types is a Pet Mod that is heavily based on Fusion Evolution, but with a new twist! Like Fusion Evolution, it involves fusing two Pokemon together to make one. However, this time the focus is on fusing types and moves rather than abilites. Fusing types? How does that work? Well let's look at an example.
Venusaur and Charizard are very well-known starters, so let's use them as an example. Now let's say we want to make a mon fusing them together. The first thing of note is the type. Now we want to fuse both of their types together. But they both have dual types, so how does this work? This is where the new twist of this mod comes in. Rather than picking two types together, we're putting all four types together in one! While this may seem complicated, it's not as crazy as you think. While there's still only going to be a maximum of two total types in one Pokemon, we'll actually be making custom types based on the ones we fused! Now let's get started.
For our primary type, we need to pick a primary Pokemon. Venusaur will be our primary Pokemon. Now they have a dual type, which is Grass/Poison. Now we're going to combine this into a single type. The important thing to know about single types is that they never have 4x resistances or weaknesses. However, Grass/Poison has a 4x resistance to Grass! What do we do with that? Well, when turning two types into one, all 4x resistances and weaknesses become a normal 2x one. Now let's look at our current type.
Grass | Poison
2x Weaknesses: Flying, Fire, Psychic, Ice
2x Resistances: Fighting, Water, Electric, Fairy, Grass
Now we have our primary type. Now let's do Charizard. Now that we know how it works, this should be easy.
Fire | Flying
2x Weaknesses: Rock, Water Electric
2x Resistances: Fighting, Steel, Fire, Fairy, Bug, Grass
Immunity: Ground
Now we have our two dual types, now we need to combine them to make a single dual type!
Grass | Poison / Fire | Flying
2x Weaknesses: Flying, Psychic, Ice, Rock
2x Resistances: Steel, Bug
4x Resistances: Fighting, Fairy, Grass
Immunity: Ground
With this, our type has been figured out! Now let's move on to the next stage, the abilites. As Fusion Types is going for something different than Fusion Evolution, abilites will not be combined. Rather, for each Pokemon submitted, you're allowed to list abilites from both Pokemon based on the maximum number of abilites from either one. In this case, Venusaur and Charizard both have two abilites, so there can only be two abilites. Let's take Charizard's Blaze and Venusaur's Chorlophyll as the two ability options.
Next is the stats. To differentiate this from Fusion Evolution, you're not balancing the stats together. Rather you chose a stat spread from either Pokemon for your submission. Let's take Venusaur's stat spread.
Lastly, there's the movepool. Unlike Fusion Evolution, we aren't combining the movepools together. Rather, we're picking a single movepool from either Pokemon. Let's take Charizard's movepool.
So, are we finished? Not necessarily. Here's where the second potential custom element comes in. Dual type moves! While we're only allowed to take a movepool from one Pokemon rather than both, we're allowed to insert a single custom move that is the exception. This custom move combines the effects of two different moves learned by both Pokemon into one! Now let's take Venusaur's Giga Drain and Charizard's Flamethrower. Here's a reminder of the statistics of each ability.
Giga Drain
Type: Grass
BP: 75
PP: 10
Accuracy: 100%
Special
Explanation: The user heals 1/2 the HP lost by the target, rounded up.
Flamethrower
Type: Fire
BP: 90
PP: 15
Accuracy: 100%
Special
Explanation: 10% chance to burn the target.
Now let's combine the moves together. For the type, we're going to being using the singular fused type of Grass/Fire. BP, PP, Accuracy are based on the average of them together, rounded down. The numbers are always mutiplied by 5, so we'll say the BP is 80 and the PP is 10. Accuracy is 100% for both so that doesn't need to be changed. As for the type of move, both are special so this custom move is also special. But in the case of two moves being physical and special respectively, you're allowed to choose either physical or special for the custom. If one of the moves is a status move, but the other is physical or special, then it must be the latter kind if dealing damage is involved. Lastly, there's the effects of the move. We're allowed to combine them. We can either get fancy with our combinations, or just stack the effects together. For example, we can say 10% chance to heal the user by 1/2 HP lost by the target, but that's not very reliable. Instead, we will be combining the effects. Let's look at our finished move!
Giga Flamethrower
Type: Grass | Fire
BP: 80
PP: 10
Accuracy: 100%
Special
Explanation: The user heals 1/2 the HP lost by the target, rounded up. 10% chance to burn the target.
And with that, we have our finished Pokemon. Let's take a look.
Type: Grass | Poison / Fire | Flying
Abilites: Blaze / Chlorophyll (HA)
Stats: 80 / 82 / 83 / 100 / 100 / 80 | 525
Movepool: Charizard
Signature Move: Giga Flamethrower
And here's some misc information:
- Tera is banned. It completely ruins the point of this mon and makes things overly complicated.
- The custom types of each Pokemon battling will be showed in showdown.
- You're allowed to have only one type as your primary, secondary, or both types if they're the same type for each individual Pokemon. Not everything has to be fused. This allows you to have 1-4 types for each fusion, keeping variety up.
- Also, custom moves are recommended, but not necessary for every submission.
Now, that's the mod in a nutshell. Here's some questions we can ask ourselves.
Question: Is having four potential STABS too much, or should we only have 1.25 power for each individual STAB in a singular fused type?
Question: How complicated is this metagame? Is it too difficult to keep track of all these custom types?
Question: Should we have a custom calculator to make figuring out type combinations easier?