Mega Liepard
Type: Dark -> Dark
Ability: Prankster/Limber/Unburden -> Guerrilla (Any attacking move it lands its first turn out will flinch the opponent)
New Moves: Me First
HP: 64 -> 64
Attack: 88 -> 118 (+30)
Defense: 50 -> 60 (+10)
Sp. Atk: 88 -> 113 (+25)
Sp. Def: 50 -> 60 (+10)
Speed: 106 -> 131 (+25)
Total: 446 -> 546 (+100)
As we all know from SwagPlay, Liepard's somewhat of a cheap-shot artist. I wanted to keep some of that alley-cat scrappiness to it while making it more of a straight-up attacker rather than a Mega Liepard that would just abuse Prankster with better bulk and support moves (or one that just so happens to have 0 or negative points in Attack so it can optimize that Sub/Assist/Nasty Plot/Dark Pulse set). Adding a Fake Out effect to its first attack is extra fitting because the move literally translates to "cat deception" in Japanese.
It can be an elite revenge killer as even the fastest attackers would potentially have to take 2 Sucker Punches from it before moving. Of course, your opponent can play around that by switching or not directly attacking, but Liepard might predict
that and set up a Sub/Nasty Plot/Hone Claws or use one of its numerous status moves. Its non-existent coverage and low base power moves keep it from being too broken; Dark resists and priority will still be just fine against it.
Also open to any cooler names for the abiilty :B
Mega Watchog
Type: Normal -> Normal
Ability: Illuminate/Keen Eye/Analytic -> Overtime (Attack, Special Attack, and Speed double after three turns on the field)
New Moves: Endure
HP: 60 -> 60
Attack: 85 -> 110 (+25)
Defense: 69 -> 99 (+30)
Sp. Atk: 60 -> 85 (+25)
Sp. Def: 69 -> 99 (+30)
Speed: 77 -> 67 (-10)
Total: 446 -> 546 (+100)
Mega Watchog's older, wearier, and still punching the clock at its Pokemon job as a road worker (you'd think if the Pokemon world's advanced enough to have whatever technology's going on inside Poke Balls, they'd have robots or something to help with constructing roads, but I digress). It doesn't have quite the vigor that it used to, but that all changes when it gets the chance to pick up some Overtime hours.
This thing is by no means extra bulky thanks to base 60 HP and pure Normal typing, so using it's a high-risk, high-reward strategy. +2 Return obviously hurts, and its coverage options already include Crunch, Low Kick, Grass Knot, Flamethrower, and Thunderbolt. I threw in Endure so you can try to sweep with Flail if you're absolutely insane/ballsy.
I'm unsure on how many turns should elapse until the Overtime bonus kicks in. Trying to strike a balance between something that'd be too quick and easy to achieve with just Protect and "lol good luck keeping it in that many turns."
Mega Stoutland
Type: Normal -> Normal
Ability: Intimidate/Sand Rush/Scrappy -> Mountaineer (Immune to Rock and Stealth Rock)
New Moves: N/A
HP: 85 -> 85
Attack: 110 -> 135 (+25)
Defense: 90 -> 125 (+35)
Sp. Atk: 45 -> 55 (+10)
Sp. Def: 90 -> 115 (+25)
Speed: 80 -> 85 (+5)
Total: 500 -> 600 (+100)
This dog's been saving people up in the mountains for so long that it's got complete knowledge of the terrain; Stoutland sees those landslides and sharp stone edges coming from a mile away and is able to navigate around them without breaking a sweat. It's a good thing, too, because Mega Stoutland's quite rugged and wants to limit the amount of passive damage it takes since it lacks reliable recovery.
Mega Emboar
Type: Fire/Fighting -> Fire/Fighting
Ability: Blaze/Reckless -> Showmanship (moves do double damage against targets at or below 50% health)
New Moves: N/A
Weight increase (at least doubled to 660 lbs/300kg) to do more damage with Heat Crash/Heavy Slam
HP: 110 -> 110
Attack: 123 -> 158 (+35)
Defense: 65 -> 90 (+25)
Sp. Atk: 100 -> 120 (+20)
Sp. Def: 65 -> 90 (+25)
Speed: 65 -> 60 (-5)
Total: 528 -> 628 (+100)
The inspiration for this one is kind of an old-school pro wrestler since it already has the Fighting dual typing, the singlet-looking thing, and this movepool chock full of techniques involving throwing its weight around rather than punching or kicking. Like a true professional in the ring, Mega Emboar will deliver the finishing move with a flair that'll allow even the most discerning fans to suspend their disbelief.
As anyone that's tried to make a set revolving around the move Brine could tell you, it's situational enough to keep Showmanship from making Emboar too broken. After all, Mega Emboar's powerful enough that it should already do 50% to just about anything with the right move but slow enough that it won't be taking advantage all of the time. The main use of Showmanship is that it limits switch-ins: if you're against a Tyranitar that's at 50% health, your opponent can't automatically go to a Fighting resist because you could also use Flare Blitz (or even Wild Charge) on Tyranitar for the KO. I think it's kind of a cool parallel to how a wrestler has a signature move he goes to against a wide variety of opponents (regardless of how realistic using it in that situation would be), and of course Heat Crash could become a recoil-less Flare Blitz against some things depending on how heavy Mega Emboar is.