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Pet Mod Megas for All v8 - Start of Paldean Season! | Please read the first post!

1. LordThemberchaud (SV)
2. DarkFairy
3: jazzmat
4: okispokis
5: lydian
6: Orangesodapop
7: PalpitoadChamp

1. PalpitoadChamp
2: Lysion
3: DarkFairy
4: dex
5: lydian
6: Dr. Pumkinz
7: jazzmat

1: Bobsican
2: abismal
3: War Incarnate
4: jazzmat
5: zxgzxg
6: okispokis
7: PalpitoadChamp
 
:hydrapple:
1. LordThemcherbaud
2. jazzmat
3. okispokis
4. DrPumpkinz
5. Bobsican
6. zxg

:farigiraf:
1. Lysion
2. PalpitoadChamp
3. DrPumpkinz
4. DarkFairy
5. jazzmat

:dugtrio alola:
1. jazzmat
2. LordThemcherbaud
3. Lysion
4. DrPumpkinz
5. Orangesodapop
6. lydian
7. okispokis
8. dex
 
:Dugtrio-Alola:
1. PalpitoadChamp
2. jazzmat
3. okispokis
4. DrPumpkinz
5. DarkFairy

:Farigiraf:
1. dex
2. Lysion
3. DrPumpkinz
4. jazzmat

:Hydrapple:
1. okispokis
2. DrPumpkinz
3. PalpitoadChamp
4. dex
5. Orangesodapop
 
Joycap (from the information in the first post); voting for just one is fine, but if your first pick is eliminated your vote will have no further impact on the tally.
Your votes should consist of however many submissions you like! Including a submission in your post at all is "voting for it," but you can vote for as many (or as few) as you want - it doesn't have to be exactly three. Your votes should also be ranked from most preferred to least preferred.
Anyway, uh-- whew, yikes, sorry for the wait everyone! I forgot there was a Splatfest this weekend. Check the front page if you need the refresher on voting & tallying rules, cause it's there now! So without further ado:

:dugtrio-alola: Mega Alolan Dugtrio: LordThemberchaud !!

Dugtrio-Alola-Mega
Type: Ground/Steel
Ability: Fur Coat
HP: 35
Atk: 110 (+10)
Def: 110 (+50)
Sp. Atk: 60 (+10)
Sp. Def: 80 (+10)
Spd: 130 (+20)
New Moves: Pain Split, Thunder Wave, Taunt

Description: Alolan Dugtrio's hair grows to cover it after Mega Evolution, acting as a form of armor that is hard to penetrate. If it has 252 EVs and a +Defense nature, Dugtrio-Alola-Mega can reach 700 points of Defense just by existing! Here's a silly little calc showing how bulky it becomes:
252 Atk Protosynthesis Great Tusk Headlong Rush vs. 252 HP / 252+ Def Fur Coat Dugtrio-Alola-Mega: 174-206 (63.5 - 75.1%) -- guaranteed 2HKO
Ground/Steel is also a good defensive typing, offering Electric and Poison immunities in addition to valuable resistances to Dragon (takes 40% minimum from Raging Bolt's Dragon Pulse), Fairy, and Steel. Dugtrio-Alola's new moves help with this role by providing more utility, since base Dugtrio-Alola is lacking in that area. Pain Split turns Dugtrio-Alola's pitiful 35 HP into an advantage by letting it recover a lot of health from bulkier foes like the aforementioned Great Tusk while also dealing damage! Thunder Wave lets it paralyze a faster threat like Cinderace or Lokix-Mega, while Taunt can stop a Pokemon like Kingambit from setting up.

Alolan Dugtrio isn't merely a physical wall now, however. It is still very bulky on the physical side without investment, and it can utilize that and it's many resistances to set up on something like Tinkaton-Mega with Swords Dance.

However, Dugtrio-Alola-Mega has some limitations. It folds to most special attackers, including Brambleghast-Mega, Arboliva-Mega, and Primarina. Certain physical attackers, such as Ogerpon-Wellspring, Great Tusk, and Pawmot-Mega can also overwhelm it, with Great Tusk in particular not caring too much about what Dugtrio-Alola-Mega throws at it.

Flavor: Alolan Dugtrio's hair grows and creates a dome around itself, acting like a nearly-impenetrable barrier.

:farigiraf: Mega Farigiraf: Lysion !!
:farigiraf:

Farigiraf-Mega
Normal/Psychic
Double Spirit: Before using a special move, changes into Diurne form. Before using a physical move, changes into Nocturne form. Nocturne form is the exact same as Diurne form, but Atk and SpA stat are swapped (invests included), and Nocturne form is Normal/Dark. However stat boosts remain in the stat (so a Calm Mind won't give you +1 Atk).

HP: 120
Atk: 90 + 10 = 100
Def: 70 + 30 = 100
SpA: 110 + 30 = 140
SpD: 70 + 30 = 100
Spe: 60

New moves: Superpower, Jump Kick

Description: Time for another A Golden Experience sub in M4A!

Normal/Psychic/Dark mixed mon? A friend of me created an evolution to Girafarig called Girafatak, and that was the concept: being able to switch from Psychic type to Dark type, after a little conv we had about Normal type, and how Girafarig fits the type pretty well. Do note that Girafatak was created before Farigiraf. So yup, you're using a mixed attacker the best way possible, it has Psychic/Dark/Fighting coverage (perfect coverage btw!). It can use its wide physical coverage (Crunch, the newly added Superpower, High Horsepower, Double-Edge/Body Slam...), as well as Psychic, Psychic Noise...

Lore wise: The giraffe and the tail both enter in a state of symbiosis, the giraffe uses its psychic powers in order and the tail bites hard. It's also a callback to Beta Girafarig.

:hydrapple: Mega Hydrapple: jazzmat !!
Mega Hydrapple
Grass/Dragon
stats
HP- 106
ATK- 100(+20)
DEF- 150(+40)
SPA- 130(+10)
SPD- 110(+30)
SPE- 44
BST- 640
Sugar Rush: When hit by a fairy type move, gain +12 speed, which will then decrease by 2 stages at the end of every turn until the user switches out. Fairy Immunity.

Hydrapple and even moreso Dipplin are based on candied apples and even Appletun evolves from a Sweet Apple, and because there's multiple pokemon based on sugary things it feels appropriate to associate sugar with the fairy typing. As we all know a sugar rush is soon followed by a sugar crash thus this ability was born! With full speed investment the only pokemon that outspeeds +6 Hydrapple is first form mega Brambleghast, but with the speed dropping so drastically it only stays fast for 2 turns max. In vgc Hydrapple would appreciate a support partner that could keep it's speed up or at least have misty explosion for an emergency situation.

crabrave.gif

Now that that's done, we've got Paldea Slate 10(!!!) for you folks!

BlueRay said:
This slate will be centred around "Control Mechanism", featuring Pokémon such as :tentacruel: Tentacruel, :galvantula: Galvantula and :golurk: Golurk.

Bear in mind this slate features DLC2!

You have until Monday, 23.09.2024, GMT +2, to sub!

:sv/tentacruel: :sv/galvantula: :sv/golurk:
So there you have it! Hope you all are having a lovely day and I'll see you next time!
:pikachu-pop-star::clefairy::clamperl::primarina::sharpedo::mantine::eelektross:
 
:sv/galvantula:
Mega Galvantula
Type:
Bug / Electric
Ability: Static
Stats:
HP: 70​
Att: 77​
Def: 120 (+60)
SpA: 107 (+10)
SpD: 70 (+10)
Spe: 128 (+20)

Mega Galvantula puts more focus on its electrified hairs. Big poofy spider, except tarantula hairs are actually barbed stinging bristles so petting Mega Galvantula would NOT be a pleasant experience.

As one of the Pokemon most well known for setting up Sticky Web, Static allows Mega Galvantula to punish Rapid Spinners. You wanted to remove my speed-lowering hazard? Enjoy getting your speed cut in half for the rest of the game. Nerd.

:ss/golurk:
Mega Golurk
Type:
Ground / Ghost
Ability: Phantasmagoria (Swarm but Ghost)
Moves: Rock Polish
Stats:
HP: 89​
Att: 154 (+30)
Def: 100 (+20)
SpA: 55​
SpD: 120 (+40)
Spe: 65 (+10)

My old Golurk, risen from the grave. Now with its ability renamed to something cooler. I'll just copy-paste my original description.
For a long time I've mostly associated Golurk with Rock Polish, and the "oh shit" moment when this lumbering behemoth suddenly kicks into full gear and starts barreling through your team at mach speed. With this mega, I tried to continue that theme of awakened power.

Haunting Phantasmagoria has an interesting synergy with Curse, but I honestly don't think that'll actually be viable (would love to be proven wrong). However, Substitute remains as useful as ever. It even has nice synergy with Rock Polish, the move that inspired this mega. Setting up a Substitute gives Mega Golurk more safety with which to set up a Rock Polish, and setting up a Rock Polish gives Mega Golurk more control over its HP since it can set up Substitutes before it gets hit.

Haunting Phantasmagoria was chosen as the name to follow the naming convention of "a whole lotta ____". A blaze is a whole lotta fire, a torrent is a whole lotta water, and a swarm is a whole lotta bugs. Overgrow isn't a noun, but it is a verb that means to get covered by a whole lotta plants, with blaze and swarm doubling as verbs as well. A haunting is the best word I could think of to mean "a whole lotta ghosts" but I'm not a huge fan of it, so if anyone has an idea for a better name, please DM me. No need to DM me anymore, I found a better word for "a whole lotta ghosts".

:sv/tentacruel:
Mega Tentacruel
Type:
Water / Poison
Ability: Contaminate (Poison Skin)
Moves: Hyper Voice*
Stats:
HP: 80​
Att: 90 (+20)
Def: 75 (+10)
SpA: 120 (+40)
SpD: 140 (+20)
Spe: 110 (+10)

*This mega was originally designed with Wring Out in mind, but since this mod is no longer using transfer moves, Hyper Voice was added in reference to ultrasonic waves it can apparently emit from its red orbs (I guess that's how it uses Supersonic and Screech?). Should this Mega Tentacruel appear in a future format where Wring Out is once again legal, Hyper Voice should be removed from its movepool (at least in that particular format) so as not to overshadow Wring Out.

Anyway, Mega Tentacruel increases Tentacruel's offensive potential with Contaminate and a sizable increase to its Special Attack while still maintaining its identity as a speedy tank. Rapid Spin is interesting on it, since it can use Contaminate to remove hazards against Ghost-types while also having the option to delay mega evolution to spin against Steel-types (against Gholdengo you just Hydro Pump I guess).
 
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:sv/tentacruel: :sv/galvantula: :sv/golurk:
So there you have it! Hope you all are having a lovely day and I'll see you next time!
:pikachu-pop-star::clefairy::clamperl::primarina::sharpedo::mantine::eelektross:

akimemec.png


OK, so first up on the block...

tentacruels.gif

Might as well c/p this from Discord submissions:

Tentacruel-Mega @ Tentacrite
Type: Electric/Poison
Ability: Dutchman's Locker - Traps any opponent that is poisoned. Untrapps them if they are un-poisoned at any point.
Stats:
Atk: 100
Def: 78
Sp.Atk: 100
Sp.Def: 135
Speed: 122


Moveset additions: Mortal Spin, Thunderbolt, Terrain Pulse*.

Lore: literally just a SpongeBob reference with a semi-unique typing. This was also based on an idea I had for either a regional form or a custom Mega from when I was in secondary (I don't entirely remember which, I think it was the latter). Nothing overly special.

*Terrain Pulse added after a small negotiation with quagzi (jazzmat)

golurks.gif


Golurk-Mega @ Golurkite
Type: Ghost/Rock
Ability: Shivanist Sands - Summons Sandstorm on switch-in for 5 turns, boosting Attack by 1.2x, and granting the holder immunity to status while under Sandstorm (basically a Hadron Engine/Orichalcum Pulse clone for a different weather/field effect, and a small tweak).
Stats:
Atk: 148
Def: 108
Sp.Atk: 55
Sp.Def: 108
Speed: 75


Moveset additions: Rock Wrecker, Headlong Rush, Storm Throw.

Lore: "The Mega Evolution energy that Mega Golurk utilizes came about from the seal on its chest being torn off. The seal had already begun to erode an unknown amount of time ago, as part of a prophecy stating it would eventually end up protecting a new collective of those it was most grateful to - a faith that believed it was (and still is) a force of nature that could bring about the destruction of the universe, and that it was an act of kindness for doing so. With just a tenth of it's 'true power', Mega Golurk can lift multiple country-sized continents out of the stratosphere without a hint of struggle, and preserve them in a separate dimensional pocket with it's own concepts of space and time."

Also, for those wondering about the moveset additions... I don't think this thing really needs too much else. Just funny 'hit stuff' for those that care, and a new ability that would have fit either type combo.

galvantulas.gif


Galvantula-Mega @ Galvantulite
Type: Bug/Electric (what, you were expecting a new typing? Who do you take me for? :P)
Ability: Teravolt
Stats:
Atk: 102
Def: 60
Sp. Atk: 127
Sp. Def: 85
Speed: 128


Moveset Additions: Parabolic Charge, Silk Trap, Toxic Spikes, Reflect.

Lore: "Having spent it's life minute and powerless, Galvantula gained access to Mega Evolution energy through the manifestation of a new form of aptitude that it spent it's whole life as a Joltik cultivating. The truth of it's new role in the world was bought to it both by the legends of the Unova region, and an obscure language only it's family could understand, pioneered and immortalised by it's ion-charged silk, so sought after by technology buffs, that large enough quantities of it could not only theoretically obsolete fibre-optic cables in it's ability to transfer data, but could also lead to any data sent via it's silk being uncensorable to and by anyone in the world."

As for balancing decisions... I just think have a mould breaker webs or Tspikes setter would be neat. Sue me.
 
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:sv/tentacruel:
Name: Tentacruel
Type: Water/Poison
Ability: Merciless

Stats
Hp: 80
Att: 70 -> 110 (+40)
Def: 65 -> 95 (+30)
SpA: 80 -> 90 (+10)
SpD: 120
Spe: 100 -> 120 (+20)
BST: 515 -> 615 (+100)

Movepool Additions: (+) Body Press, Sucker Punch, Wave Crash

Description: Tentacruel is the very definition of Merciless, poisoning its foes and wrecking havoc upon them. Tentacruel has Toxic Spikes and Toxic allowing for easy access to poisoning its foes. It boasts a surprising 110/120 offenses backed by SD and Sucker Punch allowing for solid offensive power. It has a harder time dealing with Poison and Steel-types due to their immunity to poison, though it has Acid Armor BPress for Steel-types (which isn't the best use of its limited movepool). Either that or run Salazzle or a good Ground-type to partner with it. An effective moveset would be SD, Wave Crash, Gunk Shot, Rapid Spin, Knock Off and/or Sucker Punch. 110 + SD isn't too overbearing when backed with Water/Poison typing which is where Merciless can be very useful to give it a power boost.

:sv/golurk:
Name: Golurk
Type: Ghost/Ground
Ability: Contrary

Stats
Hp: 89
Att: 124 -> 149 (+25)
Def: 80 -> 90 (+10)
SpA: 55 -> 85 (+30)
SpD: 80 -> 100 (+20)
Spe: 55 -> 70 (+15)
BST: 483 -> 583 (+100)

Movepool Additions: (+) Overheat, Stored Power

Description: Contrary to what it may seem, Golurk has a lot more going on them it looks. You may think of it as a clay(?) warrior but it has a strange seal on it and also can turn into a cannon (not kidding, its real). Golurk packs Contrary Superpower, Close Combat, Hammer Arm, and Overheat. I noticed the large number of fighting moves and was going to go that way somewhere but decided to go the Contrary route because Contrary is such a cool ability. Golurk has extremely powerful Poltergeists, Earthquakes, and Superpowers, backed by Overheat, Stealth Rock, and Knock Off. Ghost/Fighting is REALLY good offensively (only being stopped by Zoroark-Hisui). Overheat isn't the biggest of moves but shouldn't be overlooked.

Edit: BlueRay advised me to look at their old Contrary Golurk sub for better flavor and I gotta say, BlueRay can find amazing flavor for anything. There is flavor based off of golems from Jewish folklore where walking around them the opposite way you created them is used in deactivating them. Also swapping the typing is VERY funny and I am totally doing that.

BlueRay's Golurk is also different than mine competitively as well, being more defensive while investing more into SpA without a special Contrary move. This is because of Stored Power to take advantage of all your stat boosts. I decided that worked nicely and added it myself, but not Power Trip which BlueRay added to theirs. My Golurk is more invested in Att making Overheat and Stored Power there is incentive special sets too. Of course, you can just run physical sets with near perfect coverage in EQ, Polt, Superpower/CC, and Hammer Arm for a potent mon in its own regard. Overheat and/or Stored Power is a nice addition to those sets, being able to swap out Hammer Arm and/or EQ (since Ghost/Fighting hits almost everything for neutral damage anyways) for a mixed set. Overheat snowballs more quickly than Superpower but starts weaker and Stored Power can be very effective after a bunch of stat boosts.

not going to do Galvantula cause not really sure what to do.
 
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Mega Tentacruel
tentacruel.png

WaterIC_PE.png
PoisonIC_PE.png

Ability - Clear Body, Liquid Ooze; Rain Dish ➝ Cnidoblast: Upon making contact with any Pokémon, be the user attacking that Pokémon or that Pokémon attacking the user, that Pokémon takes 1/8 maximum HP and is badly poisoned

HP - 80 ➝ 80
Atk - 70 ➝ 75 (+5)
Def - 65 ➝ 90 (+25)
SpA - 80 ➝ 100 (+20)
SpD - 120 ➝ 150 (+30)
Spe - 100 ➝ 120 (+20)
BST - 515 ➝ 615 (+100)

Movepool Changes - n/a
Competitive Corner - So Mega Tentacruel is a master of punishing physical contact options like Rapid Spin and U-turn with its toxic and chip damage, it's a very powerful ability, that unfortunately comes with a Tentacruel attached. Mega Tentacruel also has a plethora of utility options that make contact and help spread poison on top of their usual damage. Knock Off, Flip Turn, and Rapid Spin come to mind! With the last move likely being Venoshock to capitalize on all the badly poisoning. I think this playstyle is very fitting for Tentacruel, and it's high speed should give it a reasonable change of pace as an utility/disruptive/defensive Pokémon!
Flavor Corner - While the ability mechanically is similar to my Alolan Dugtrio submission, the flavor is completely different, that was a coincidence!! I was just thinking as a Pokémon inspired by jellyfish and portuguese man-o-war of all Pokémon Tentacruel REALLY should punish touching it. And well, the ability name is a pun on the cells that cnidarians have, it's usually called a cnidocyte, but cnidoblast is also a valid alternative, and here blast is playing off the explosion of venom these cells have that create the stinging feeling of touching a cnidarian. I wanted to make something relating to the fact that man-o-war are colonial animals, or perhaps even tie in with the actual man-o-war boats, but I couldn't find a mechanical niche to work in those concepts, so I went with the straight forward.

Mega Galvantula
galvantula.png

BugIC_PE.png
ElectricIC_PE.png

Ability - Compound Eyes, Unnerve; Swarm ➝ Paralyzing Web: While this Pokémon is on the field, when a move used by this Pokémon causes a Pokémon to have its speed stat decreased, that Pokémon is trapped and inflicted with paralysis

HP - 70 ➝ 70
Atk - 77 ➝ 77
Def - 60 ➝ 100 (+40)
SpA - 97 ➝ 107 (+10)
SpD - 60 ➝ 107 (+47)
Spe - 108 ➝ 111 (+3)
BST - 472 ➝ 572 (+100)

Movepool Changes - n/a
Competitive Corner - Mega Galvantula takes Sticky Web to the next level in singles, it's a big commitment to use up your Mega on your Sticky Web setter, but Mega Galvantula's ability to paralyze anything permanently (assuming no clerics) if they land on Sticky Web while it's on the field can make a big difference, and it's as simple as switching it in on a predicted switch-in from your opponent if your Pokémon is faster, that you can paralyze even Ground-types. Another thing you can do is make use of the trapping, as predicting a Water-type to come in and sending in Mega Galvantula before they switch can give you a free KO, and it generally can be useful to grab momentum on stuff and pivot with a Volt Switch. Mega Galvantula also has the option of String Shot or Pounce to directly paralyze Ground-types as well should you appreciate that niche. The extra bulk should help play with its longevity so that it make the most of its own hazards, but for that you might want good removal of your own given its poor defensive typing. In theory it's a Pokémon with a low floor thanks to its middling offensive stats, but a very high ceiling.

In doubles, on the other hand, its Electrowebs are unmatched. It can give you a permanent speed advantage against the affected Pokémon, and they can't hard switch out either to mitigate that. However, it is speed control at base 111 Speed, which in certain doubles metas with Paradoxes (Icy Wind Flutter, if the VGC regulation allows for it) and prority Tailwind (Whimsicott, if the VGC regulation allows for it, or Talonflame) may not cut it, as the opponent can use their speed control before you do and take out Mega Galvantula with a strong attack before you have the chance to Electroweb. Thus positioning is pretty important to effectively use this speed control method to its fullest, especially since you don't have to worry about turn count, like Tailwind would. So Follow Me or Fake Out could go a long way to help this be set up, but then you're using a support Pokémon to support a support Pokémon, and that could make it troubling to bring your breakers in safely, unless you get lucky with Paralysis. Just like the design intention for singles, it's a high risk high reward type of support Pokémon.

Flavor Corner - So Bulbapedia claims Galvantula's line is based on electric fencing, and I can kinda see the rationale, that got me thinking though, about trapping, which is flavorful for a spider Pokémon. I thought of trying to play with the themes of the "web" moves in Pokémon, with their trapping and Speed decreasing effects, and I thought, hey, I should combine all those into one! Since Spider Web has been dexited, all of those spider moves have this unifying motif of Speed decrease, so I thought i could mechanically reference them this way via the ability, this does bring Pounce along for the ride as well, but it shouldn't be too bad a flavor break, I guess! But yeah, the idea here is that Galvantula's webs are electric and thus can paralyze and immobilize their foes!

Mega Golurk
golurk.png

GroundIC_PE.png
GhostIC_PE.png

Ability - Iron Fist, Klutz; No Guard ➝ Unsealed: boosts the Pokémon's Attack by 50%, but limits the Pokémon to using only one move

HP - 89 ➝ 89
Atk - 124 ➝ 139 (+15)
Def - 80 ➝ 100 (+20)
SpA - 55 ➝ 55
SpD - 80 ➝ 111 (+31)
Spe - 55 ➝ 89 (+34)
BST - 483 ➝ 583 (+100)

Movepool Changes - n/a
Competitive Corner - Mega Golurks fills the interesting niche of a physical ghost wallbreaker. With very powerful high BP moves, a high attack stat, and a built-in Choice Band boost, it hits absurdly hard, but there is a catch: both its STABs have Pokémon which are naturally immune to (Flying-types / Levitate Pokémon for Earthquake / High Horsepower and Normal-types / Pokémon with consumable items for Poltergeist), so it's the kind of Pokémon that might rely on prediction to work properly, otherwise it can completely dud into the opposing team if played sub-optimally.
Flavor Corner - Golurk's Pokédex referencing removing its seal causes its energy to go out of control, this is likely a reference to the myth of The Golem of Prague, who in the story, rages indiscriminately at the city, when its Shem is forgotten to be removed. I wanted to parallel that out-of-control-but-incredibly-powerful vibe, so the obvious option was a Gorilla Tactics clone.
 
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Mega Galvantula
Typing: Electric/Bug
Ability: Compound Eyes/Swarm/Unnerve → Charged Mandibles (This Pokemon’s contact moves have a 30% chance to paralyze the foe. Paralyzed foes take 1.3x more damage.)

HP: 70 → 70
Atk: 77 → 127 (+50)
DeF: 60 → 80 (+20)
Sp. Atk: 97 → 77 (-20)
Sp. Def: 60 → 80 (+20)
Speed: 108 → 138 (+30)

New Moves:
U-Turn, Fire Fang, Ice Fang, Thunder Fang

Lore:
The Pokedex mentions Galvantula shooting charged webs and spitting out electrified threads to immobilize its prey. Mega Galvantula turns into a more aggressive, dare I say physical threat. In addition, it relishes any paralyzed foes and takes advantage of their weakness.

Competitively:
Competitively, Mega Galvantula brings offensive pressure thanks to its ability to spread paralysis, and capitalizing on said paralysis. U-Turn + Charged Mandibles is extremely deadly. Honestly, the original concept had a much higher attack, but I toned it down in fear of it being too strong. I’m not sure if this is underwhelming or balanced though lol. Its original STAB + new moves give it plenty of colorful coverage, hitting bulky threats like landorus-T, gliscor, and ferrothorn. Let’s not forget sticky web. With its blistering high speed stat, coverage, ability, and powerful utility options, Mega Galvantula cannot be ignored.


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Mega Golurk
Typing: Ghost/Ground
Ability: Klutz/Iron Fist/No Guard → Seal Break (If this Pokemon is hit by a super-effective move, its defenses are raised by a stage. If this Pokemon falls <33% HP, then its Attack, Sp. Attack, and Speed are raised by 2 stages.)

HP: 89
Atk: 124 → 144 (+20)
Defense: 80 → 100 (+20)
Sp. Atk: 55 → 75 (+20)
Sp. Def: 80 → 100 (+20)
Speed: 55 → 75 (+20)

New Moves:
Stored Power, Bulk Up

Lore:
The Pokedex loves to focus on the seal on Golurk’s chest, and the mania it goes into when this seal is broken. So, let’s break it! When in danger, such as getting hit by a super-effective move, Golurk boosts its defenses by a stage, and when it falls under a set amount of HP, its seal fully breaks and it gains massive offensive boosts.

Competitive:
Golurk is fun. It has a great movepool, with powerful STAB options. It can act as an offensive stealth rock setter, a breaker, or a set-up sweeper thanks to its newfound access to Bulk Up. Mega Golurk is deceptively fast for a tank, and can use the +2 in speed well to punch holes in the opposing team. Stored Power is fun tech I thought it should get access to, and it works really nicely with its ability.

tentacruel-pokemon.gif.5c3a50a136049bbfd61beb8ed460ec56.gif


Mega Tentacruel
Typing: Water/Poison
Ability: Clear Body/Liquid Ooze/Rain Dish → Toxic Ensnarement (Poisoned targets hit by this Pokemon's contact moves are trapped for 2-3 turns, loosing 1/8th of their maximum HP and having their offensive stats dropped by a stage on the last trapping turn.)

HP: 80
Atk: 70 → 125 (+55)
Def: 65 → 90 (+25)
Sp. Atk: 80 → 70 (-10)
Sp. Def: 120 → 130 (+10)
Speed: 100 → 120 (+20)

New Moves:
Recover

Lore:
The Pokedex goes into detail about Tentacruel wrapping its victims and snaring them, using its 80 tentacles to bring about bloody death. A Pokemon like that deserves a much higher attack stat than 70. Speaking of snaring victims, I think the ability speaks for itself, letting Tentacruel take advantage of its poisoned victims.

Competitive:
Toxic Ensnarement capitalizes on Pokémon that Tentacruel can naturally Wall, along with its utility options in Toxic Spikes and Toxic. This is especially over the long course of a game, where the combination of aforementioned factors let Tentacruel clean up extremely well. Tentacruel has access to both Rapid Spin and a newly acquired Recover, letting it act as a reliable spinner (though it has difficulties switching into said stealth rock setters.) It has both bulk and speed tier, in conjunction with its access to swords dance and a good STAB combination to deal heavy blows to many opposing Pokemon.
 
:galvantula:
Mega Galvantula
New Ability
: Short Shock (If this pokemon uses an attack that the opponent resists, the opponent is paralyzed.)
Type: Bug/Electric

New stats:
HP: 70
Attack: 77
Defense: 95 (+35)
Special Attack: 127 (+30)
Special Defense: 80 (+20)
Speed: 123 (+15)
(572 BST)

New moves:
Description:
Galvantula's electricity has become strengthened with the power of mega evolution, not only increasing in strength, but also developing a strange new property. Researchers have discovered that the strength of Galvantula's electricity now increases the more electric-resistant the foe is! It may not be enough to kill outright, but it is just enough to cause severe, lasting paralysis.

Anyways, if there's one thing that the Bug-, Grass-, and Electric-types have in common, it's that they are easily resisted on their own, even if altogether they cover their weaknesses somewhat well. The Bug and Grass types are well known for being easy to resist, and while the Electric type is better offensively, there are still plenty of viable Grass- and Dragon-types to stuff those moves as well. Consequently, those are the types of all of Galvantula's main attacking moves on the special side, so this Mega Galvantula aims to be an effective wallbreaker that can exploit those simple facts and use them to its advantage. Paralysis is an extremely nasty condition, being an unremovable 50% speed drop that can occasionally deny you a turn, which makes it all the more effective when it comes to crippling resists. All of a sudden, your opponent is faced with a tough call: do they stay in and potentially let a valuable mon die, or do they switch out into a resist and risk getting paralyzed? Regardless of what the opponent chooses, it will not be positive for them, and it will likely be positive for you.

This also lets Galvantula use tools it otherwise might not be able to use, or use tools in ways that it might not have anticipated. For instance, it could use Electro Ball against that paralyzed opponent to finish them off (or otherwise deal heavy damage), as the halving of speed ensures Electro Ball is actually usable. Meanwhile Sticky Web forces your opponent's hand even further, as a -1 speed drop is undesirable no matter what, and a good majority of the hazard removers in the meta fear either Galvantula's STABs or its coverage (well ok it only has Energy Ball/Giga Drain but that is still good enough).

:golurk:
Mega Golurk
New Ability
: Anger Shell
Type: Ground/Ghost

New stats:
HP: 89
Attack: 134 (+10)
Defense: 110 (+30)
Special Attack: 55
Special Defense: 125 (+45)
Speed: 70 (+15)
(583 BST)

New moves:
Description:
The power of Mega Evolution gave Golurk a tremendous boost to the mysterious energy within it, causing it to become bigger, stronger, and faster. However, its influence would also turn the pokemon much more volatile than it was before, making it prone to destructive bouts of pure, unbridled, fury. As a result, the seal on Golurk's chest evolved as well, now turning into a strange set of armor, seemingly tailor-made to resist the volatatility of Golurk's internal energy. Years upon years of dormancy have turned the armor much weaker, however, diminishing its once-impressive resistance to external attacks and causing some of Golurk's inner fury to return once more.

This Mega Golurk is intended to be a slow, bulky attacker, using its (relatively) decent defensive typing and solid defenses to tank hit after hit and hit back hard with STAB Poltergeists, Earthquakes, and Close Combats (on top of its other solid coverage). Standard stuff, right?

However, there is a twist: when Golurk drops below 50% HP, whether that be with a single super-effective hit, or with multiple smaller hits over time. All of a sudden, it sacrifices its relatively decent bulk in exchange for supercharging its speed and attack. At +1, it now has enough speed to outspeed most mons (as base 130+ speeds are relatively rare), and +1 further amplifies Golurk's terrifying power, giving some more punch to its high-powered STABs and coverage.

This dynamic is quite interesting - on one hand, you want to keep Golurk healthy so that it can use its relatively solid defenses to tank hits and eventually strike back against the opponent, but on the other, letting Golurk tank a super-effective hit to activate Anger Shell and punch some severe holes into the opponent's team is going to be very rewarding for you. Obviously, you don't want to activate Anger Shell too early, lest you end up running into a mon you can't deal with and either a) sacking your mega too early (as your opponent can just launch a super-effective hit to OHKO you) or b) get forced to switch out and lose your boosts (as the defense drops ensure that you can't really use your bulk as well as you could have beforehand), so this guy requires a bit of careful play and tactful thinking to get the most out of it. Even outside of this dynamic, Golurk has plenty of tools to synergize with Anger Shell as an ability, such as Endure for guaranteed survival of an extremely strong attack to activate Anger Shell, or Drain Punch to heal up and potentially activate Anger Shell a 2nd time later in the game.

:tentacruel:
Mega Tentacruel
New Ability
: Neurotoxin (As long as the user is on the field, all poisoned pokemon have the Heal Block effect applied to them.)
Type: Water/Poison

New stats:
HP: 80
Attack: 70
Defense: 115 (+50)
Special Attack: 100 (+20)
Special Defense: 140 (+20)
Speed: 110 (+10)
(615 BST)

New moves:
Description:
Mega Tentacruel's poison has become so potent that it blocks any and all attempts to heal and mitigate its effects. Fairly simple premise, is it not?

Anyways, having an anti-heal ability on what is largely a fast wall/utility guy makes for an interesting option, and Tentacruel in particular is the perfect 'mon to abuse it. Toxic Spikes and Toxic now all of a sudden go from minor annoyances/sources of pressure to now being much more dangerous, as now your opponent has no way to mitigate the poison damage [well, nothing short of using a cleric, anyways]. Even Sludge Bomb now becomes much more worth it, as the 30% chance to deny your opponent healing in tandem with a consistent 1/8th damage over time makes it worth running on it. This enables Tentacruel to put some serious pressure on the opponent, even if it may not be particularly strong on its own (and as a utility mon first and foremost, it doesn't really need to be). Over time, the poison chip damage (as well as other sources of chip, such as Stealth Rock/Spikes and your allies' attacks) in combination with the ability to deny healing can and will stack up, providing attack vectors for your allies to take advantage of.

This newfound ability to abuse its relatively poison-heavy toolkit also works wonders with its existing toolkit. Flip Turn can be used to pivot out once Tentacruel's job is done, bringing in one of its allies to finish the job, while Haze can slow down the opponent, denying them setup and enabling the poison to do its job and rack up unhealable chip damage. Meanwhile, Rapid Spin can deny the opponent the ability to make progress against your team, while Knock Off is... well, Knock Off, being a means to remove an opponent's item and further cripple them. All of this accentuates Tentacruel's amazing bulk and relatively solid defensive typing to provide utility to its allies and apply some heavy pressure to your enemies, and really there's quite a bit you can do with this 'mon.
 
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:sv/Tentacruel:
Tentacruel-Mega
Water/Poison
Ability: Rebel (This Pokemon and its allies do 1.3x damage when any Pokemon on the field has stat drops).
80
80 (+10)

90 (+25)
120 (+40)
135 (+15)
110 (+10)


"Long frustrated by human activity in Tentacool territory, Mega Tentacruel will seek to use its newfound power to forcibly remove people from any bodies of water it finds itself in. Even its trainer will have little recourse for getting it to behave."

Going over Tentacruel's movepool, I noticed Cruel gets a bunch of stat dropping options: Muddy Water, Chilling Water, Acid Spray, Icy Wind, Liquidation. I figured it was best to keep it simple and bring back Obstagoon's Rebel, flipping base Tentacruel's occasional passivity and allowing it to force switches or leave opening for its teammates to exploit, especially in conjunction with Acid Spray SpD drops. Singles Cruel can abuse this to make use of utility options like Rapid Spin, Knock Off or Flip Turn to scout the switches it can force; offensively, you have your STAB Surf or Sludge Bomb and occasional Giga Drain to bypass Waters and sustain itself. VGC Cruel can spread havoc with its spread Muddy Water and Icy Wind and pairs well with Intimidate Blaze Tauros.


okispokis and NANI?! proudly present:

:ss/Galvantula:

Galvantula-Mega
Bug/Electric
Ability: Gigawatt Web (This Pokémon's Bug-type attacks apply the "Thunder Thread" volatile to the target).
The volatile bearer is sticky and conductive. When an Electric-type attack is used against a target that is sticky and conductive, its power is multiplied by 1.5, and the target is paralyzed but is no longer sticky and conductive.

When an Electric-type attack is used by an attacker that is conductive, the user takes recoil damage equal to 50% the HP lost by the target (rounded half up, but not less than 1 HP), and the user is paralyzed but is no longer sticky and conductive.
70
77

85 (+25)
132 (+35)

65 (+5)
143 (+35)


With Galvantula's heavy use of electric webbing, we felt the flavor was there to create a fun little counterpart to Red Licorice while letting Galvantula retain powerful Electric STAB despite the loss of Compound Eyes Thunder. Sticky Webs plus offensive para allows Mega Galv to pull double duty on speed control, setting a fast battle tempo for its team, especially since it can activate its volatile by pivoting with Volt Switch. Bug Buzz is your go-to option for Bug STAB, but Mega Galvantula can use Infestation to prevent a newly sticky target from swapping out and thus guarantee paralysis; pairing Infestation with Volt lets Galv safely cripple mons like Gouging Fire while bringing in a partner that deal with them. Ground types looking to invalidate the combo can still be smacked around with Energy Ball or used as a health pack with Giga Drain, although Galv does like partnering with Water types who can safely handle Iron Treads or Mega Donphan (and benefit from the secondary effect of Thunder Thread punishing stuff like Treads' own Volt Switch). 143 Speed lets Mega Galv creep the otherwise problematic Dragapult, but if you're not concerned about that match-up Galv is naturally fast enough to allow some investment in bulk, thus giving Mega Galv more flexibility with its EVs.

While Mega Galvantula might not seem attuned to VGC as a fast, frail attacker, it does pack a devious niche thanks to the oft forgotten brother of Snarl: Struggle Bug. This move allows Galv to make both opponents conductive, which then pairs nicely with either Electroweb or Discharge to score double-paras, making Galv a rather unique option for speed control. These can be paired with a single-target STAB of your choice or Energy Ball to ensure Ground types can't come in for free.
 
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Mega Golurk
Ghost/Ground
stats
HP- 89
ATK- 144(+20)
DEF- 125(+45)
SPA- 60(+5)
SPD- 90(+10)
SPE- 75(+20)
BST- 583
Rattled

Rattled Ghost types are always fun to make, and being a large hollow statue it definitely knows how to rattle. It's great physical defense and ok special defense means it can tank a lot of common moves like Knock Off, Uturn, Shadow Sneak, Foul Play and Sucker Punch or an intimidate then do a lot of damage back, with a solid speed after the boost. Only drawback is lack of ability to hold weakness policy and no recovery besides rest.

Mega Tentacruel
Water/Poison
stats
HP- 80
ATK- 100(+30)
DEF- 80(+15)
SPA- 110(+30)
SPD- 125(+5)
SPE- 100
BST- 615
Mixed Signals: When this pokemon has one of its stats dropped, a random different stat is raised by 2

"It communicates with others of its kind by lighting up the red orbs on its head. When the orbs are blinking, it's a warning sign."
-Ultra Moon Pokedex Entry

This is one of many times it mentions this pokemon's ability to convey messages through the glowing red orbs on its head but while illuminate is fun i think it might need a better ability than that. When this pokemon is in trouble it boosts its other abilities in response with bright flashes of light.

Competitively, the ability is most useful against moves like defog, parting shot, and strength sap but it can also make use of its defensive type to tank a play rough/moonblast, liquidation/razor shell, fire lash, etc


RISING FROM ASHES: AGITATION GALVANTULA

Mega Galvantula
Bug/Electric
stats
HP- 70
ATK- 87(+10)
DEF- 70(+10)
SPA- 127(+30)
SPD- 80(+20)
SPE- 138(+30)
BST- 578
Agitation: When this pokemon raises or lowers the stats of a different pokemon, that stat is raised or lowered by 1 more stage

New Moves: Strength Sap

If you played M4A v7 you might remember nationally this exact sub with slightly different stats and some things added and some things...... removed.
 
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:sv/Golurk:
Golurk-Mega
Ground/Ghost
Ability: Vengeful: If the user's previous move failed, the user's next attack deals 2x damage (Stomping Tantrum parameters).
89
144 (+20)

120 (+40)
55
110 (+30)
65 (+10)


Poltergeist is a powerful move that is, in practice, held back by a rather major downside- but what if the Poltergeist user had a way of flipping that fail condition to its advantage? With the sheer amount of spectral energy coursing through it, Mega Golurk's new ability grants every attack the effect of Stomping Tantrum, letting the interesting but largely unused concept finally shine. On top of the obvious synergy with Poltergeist, Mega Golurk can also punish the opponent for switching around its STAB Earthquake or strong Fighting coverage in Close Combat or Drain Punch; these moves are naturally strong enough that Golurk can still deal good damage even without the ability proc, with Vengeful mainly serving to prevent losing momentum. Fourth slot can be used to set Stealth Rock or get up a Substitute to play extra mindgames with otherwise threatening Dark types.
 
COLLAB WITH BLUERAY GUYS!!!!!!!!!!!
1727029365635.png

Tentacruel-Mega
Water/Poison
80
70
65-98 (+33)
80-130 (+50)
120
100-117 (+17)

New ability: Residual Drain: (Anytime the Pokemon of the other side is damaged by indirect damage, this Pokemon is healed by the dealt residual damage )

Flavour:

- Tentacruel uses poison and its many tentacles to catch a prey and literally drain its energy, making it easier for it to wear down the target and consume it. Hence Residual Drain.

Competitive:
- Residual Drain takes advantage of Mega Tentacruel's dualtyping and movepool, notably Scald, Toxic, Toxic Spikes, or Whirlpool. After all, Mega Tentacruel will recover any amount of HP another Pokémon lost from indirect damage, such as hazard or status. Combine that with Substitute or Protect, and you've got yourself a resilient Pokémon reminiscent of Rain Dish Tentacruel back in Black/White 2.

- As Mega Tentacruel's SpA isn't shabby at all, it can try to exert some offensive pressure while still keeping itself relatively healthy throughout a game; between Sludge Bomb or Scald, you are bound to rack some indirect damage, especially if hazards are on the field. If necessary, it can generate progress with Flip Turn or Knock Off, the latter removing items. This allows you to remove Heavy-Duty Boots, making sure that a Pokémon will take damage from hazards, which in turn will heal Mega Tentacruel.

- Mega Tentacruel's high speed and good dualtyping allow it to check Iron Valiant, Iron Moth, Mega Quaquaval, or Mega Arboliva, among other threats.
 
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:sv/galvantula:
Mega Galvantula
Type:
Bug / Electric
Ability:
Mold Breaker
Stats:
HP: 70
Att: 77

Def: 80(+20)
SpA: 127 (+30)

SpD: 80 (+20)
Spe: 138 (+30)


Mega Galvantula becomes a giant spider. It sets webs better than anyone now! This becomes a dedicated lead, similar to how Mega Diancie played in SM. This is similar to Joycap's sub, but they are banned now, so it should be fine!

:sv/golurk:
Mega Golurk
Type:
Ground / Ghost
Ability:
Gentle Giant: When this Pokemon hits an opposing Pokemon with an attack, it permanently replaces the opposing Pokemon's held item with a Big Nugget. If the opposing Pokemon has no item, it is given a Big Nugget, then the attack goes through.
Stats:
HP: 89
Att: 154 (+30)
Def: 115 (+35)

SpA: 55
SpD: 115 (+35)
Spe: 55


Golurk gets even larger, but with its great size comes great compassion! It just wants to give everyone gifts and care for the living. Now you don't have to worry about Knock Off messing with Poltergeist, and Golurk can even do some item manipulation of its own!

:sv/tentacruel:
Mega Tentacruel
Type:
Water / Ghost
Ability:
Filter
Moves:
Shadow Ball, Pain Split
Stats:
HP: 80
Att: 85 (+15)

Def: 85 (+20)
SpA: 130 (+50)
SpD: 130 (+10)

Spe: 105 (+5)

Tentacruel finally caught some of the cruelty it gives out so much and turns into a ghostly kraken hellbent on revenge! This is designed around spinblocking as it sets up Toxic Spikes and keeps them up. It has great support moves in Knock and Spin, and now it has STAB Hex + Scald to play with too!
 
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Dear community,

it's voting time. Below, you can find all the subs from the current slate. You have until Saturday, 05.10.2024, GMT+2, 23:59, to vote! If I forgot to include any sub, let me know as soon as possible.
:sv/galvantula:
:sv/galvantula:
Mega Galvantula
Type:
Bug / Electric
Ability: Static
Stats:
HP: 70​
Att: 77​
Def: 120 (+60)
SpA: 107 (+10)
SpD: 70 (+10)
Spe: 128 (+20)

Mega Galvantula puts more focus on its electrified hairs. Big poofy spider, except tarantula hairs are actually barbed stinging bristles so petting Mega Galvantula would NOT be a pleasant experience.

As one of the Pokemon most well known for setting up Sticky Web, Static allows Mega Galvantula to punish Rapid Spinners. You wanted to remove my speed-lowering hazard? Enjoy getting your speed cut in half for the rest of the game. Nerd.
Mega Galvantula
Typing: Electric/Bug
Ability: Compound Eyes/Swarm/Unnerve → Charged Mandibles (This Pokemon’s contact moves have a 30% chance to paralyze the foe. Paralyzed foes take 1.3x more damage.)

HP: 70 → 70
Atk: 77 → 127 (+50)
DeF: 60 → 80 (+20)
Sp. Atk: 97 → 77 (-20)
Sp. Def: 60 → 80 (+20)
Speed: 108 → 138 (+30)

New Moves:
U-Turn, Fire Fang, Ice Fang, Thunder Fang

Lore:
The Pokedex mentions Galvantula shooting charged webs and spitting out electrified threads to immobilize its prey. Mega Galvantula turns into a more aggressive, dare I say physical threat. In addition, it relishes any paralyzed foes and takes advantage of their weakness.

Competitively:
Competitively, Mega Galvantula brings offensive pressure thanks to its ability to spread paralysis, and capitalizing on said paralysis. U-Turn + Charged Mandibles is extremely deadly. Honestly, the original concept had a much higher attack, but I toned it down in fear of it being too strong. I’m not sure if this is underwhelming or balanced though lol. Its original STAB + new moves give it plenty of colorful coverage, hitting bulky threats like landorus-T, gliscor, and ferrothorn. Let’s not forget sticky web. With its blistering high speed stat, coverage, ability, and powerful utility options, Mega Galvantula cannot be ignored.


tumblr_mq98bkwXci1ro2lk5o1_500.gif
:galvantula:
Mega Galvantula
New Ability
: Short Shock (If this pokemon uses an attack that the opponent resists, the opponent is paralyzed.)
Type: Bug/Electric

New stats:
HP: 70
Attack: 77
Defense: 95 (+35)
Special Attack: 127 (+30)
Special Defense: 80 (+20)
Speed: 123 (+15)
(572 BST)

New moves:
Description:
Galvantula's electricity has become strengthened with the power of mega evolution, not only increasing in strength, but also developing a strange new property. Researchers have discovered that the strength of Galvantula's electricity now increases the more electric-resistant the foe is! It may not be enough to kill outright, but it is just enough to cause severe, lasting paralysis.

Anyways, if there's one thing that the Bug-, Grass-, and Electric-types have in common, it's that they are easily resisted on their own, even if altogether they cover their weaknesses somewhat well. The Bug and Grass types are well known for being easy to resist, and while the Electric type is better offensively, there are still plenty of viable Grass- and Dragon-types to stuff those moves as well. Consequently, those are the types of all of Galvantula's main attacking moves on the special side, so this Mega Galvantula aims to be an effective wallbreaker that can exploit those simple facts and use them to its advantage. Paralysis is an extremely nasty condition, being an unremovable 50% speed drop that can occasionally deny you a turn, which makes it all the more effective when it comes to crippling resists. All of a sudden, your opponent is faced with a tough call: do they stay in and potentially let a valuable mon die, or do they switch out into a resist and risk getting paralyzed? Regardless of what the opponent chooses, it will not be positive for them, and it will likely be positive for you.

This also lets Galvantula use tools it otherwise might not be able to use, or use tools in ways that it might not have anticipated. For instance, it could use Electro Ball against that paralyzed opponent to finish them off (or otherwise deal heavy damage), as the halving of speed ensures Electro Ball is actually usable. Meanwhile Sticky Web forces your opponent's hand even further, as a -1 speed drop is undesirable no matter what, and a good majority of the hazard removers in the meta fear either Galvantula's STABs or its coverage (well ok it only has Energy Ball/Giga Drain but that is still good enough).
okispokis and NANI?! proudly present:

:ss/Galvantula:

Galvantula-Mega
Bug/Electric
Ability: Gigawatt Web (This Pokémon's Bug-type attacks apply the "Thunder Thread" volatile to the target).
The volatile bearer is sticky and conductive. When an Electric-type attack is used against a target that is sticky and conductive, its power is multiplied by 1.5, and the target is paralyzed but is no longer sticky and conductive.

When an Electric-type attack is used by an attacker that is conductive, the user takes recoil damage equal to 50% the HP lost by the target (rounded half up, but not less than 1 HP), and the user is paralyzed but is no longer sticky and conductive.
70
77

85 (+25)
132 (+35)

65 (+5)
143 (+35)


With Galvantula's heavy use of electric webbing, we felt the flavor was there to create a fun little counterpart to Red Licorice while letting Galvantula retain powerful Electric STAB despite the loss of Compound Eyes Thunder. Sticky Webs plus offensive para allows Mega Galv to pull double duty on speed control, setting a fast battle tempo for its team, especially since it can activate its volatile by pivoting with Volt Switch. Bug Buzz is your go-to option for Bug STAB, but Mega Galvantula can use Infestation to prevent a newly sticky target from swapping out and thus guarantee paralysis; pairing Infestation with Volt lets Galv safely cripple mons like Gouging Fire while bringing in a partner that deal with them. Ground types looking to invalidate the combo can still be smacked around with Energy Ball or used as a health pack with Giga Drain, although Galv does like partnering with Water types who can safely handle Iron Treads or Mega Donphan (and benefit from the secondary effect of Thunder Thread punishing stuff like Treads' own Volt Switch). 143 Speed lets Mega Galv creep the otherwise problematic Dragapult, but if you're not concerned about that match-up Galv is naturally fast enough to allow some investment in bulk, thus giving Mega Galv more flexibility with its EVs.

While Mega Galvantula might not seem attuned to VGC as a fast, frail attacker, it does pack a devious niche thanks to the oft forgotten brother of Snarl: Struggle Bug. This move allows Galv to make both opponents conductive, which then pairs nicely with either Electroweb or Discharge to score double-paras, making Galv a rather unique option for speed control. These can be paired with a single-target STAB of your choice or Energy Ball to ensure Ground types can't come in for free.
RISING FROM ASHES: AGITATION GALVANTULA

Mega Galvantula
Bug/Electric
stats
HP- 70
ATK- 87(+10)
DEF- 70(+10)
SPA- 127(+30)
SPD- 80(+20)
SPE- 138(+30)
BST- 578
Agitation: When this pokemon raises or lowers the stats of a different pokemon, that stat is raised or lowered by 1 more stage

New Moves: Strength Sap

If you played M4A v7 you might remember nationally this exact sub with slightly different stats and some things added and some things...... removed.
:sv/galvantula:
Mega Galvantula
Type:
Bug / Electric
Ability:
Mold Breaker
Stats:
HP: 70
Att: 77

Def: 80(+20)
SpA: 127 (+30)

SpD: 80 (+20)
Spe: 138 (+30)


Mega Galvantula becomes a giant spider. It sets webs better than anyone now! This becomes a dedicated lead, similar to how Mega Diancie played in SM. This is similar to Joycap's sub, but they are banned now, so it should be fine!
:sv/golurk:
:ss/golurk:
Mega Golurk
Type:
Ground / Ghost
Ability: Phantasmagoria (Swarm but Ghost)
Moves: Rock Polish
Stats:
HP: 89​
Att: 154 (+30)
Def: 100 (+20)
SpA: 55​
SpD: 120 (+40)
Spe: 65 (+10)

My old Golurk, risen from the grave. Now with its ability renamed to something cooler. I'll just copy-paste my original description.
For a long time I've mostly associated Golurk with Rock Polish, and the "oh shit" moment when this lumbering behemoth suddenly kicks into full gear and starts barreling through your team at mach speed. With this mega, I tried to continue that theme of awakened power.

Haunting Phantasmagoria has an interesting synergy with Curse, but I honestly don't think that'll actually be viable (would love to be proven wrong). However, Substitute remains as useful as ever. It even has nice synergy with Rock Polish, the move that inspired this mega. Setting up a Substitute gives Mega Golurk more safety with which to set up a Rock Polish, and setting up a Rock Polish gives Mega Golurk more control over its HP since it can set up Substitutes before it gets hit.

Haunting Phantasmagoria was chosen as the name to follow the naming convention of "a whole lotta ____". A blaze is a whole lotta fire, a torrent is a whole lotta water, and a swarm is a whole lotta bugs. Overgrow isn't a noun, but it is a verb that means to get covered by a whole lotta plants, with blaze and swarm doubling as verbs as well. A haunting is the best word I could think of to mean "a whole lotta ghosts" but I'm not a huge fan of it, so if anyone has an idea for a better name, please DM me. No need to DM me anymore, I found a better word for "a whole lotta ghosts".
:sv/golurk:
Name: Golurk
Type: Ghost/Ground
Ability: Contrary

Stats
Hp: 89
Att: 124 -> 149 (+25)
Def: 80 -> 90 (+10)
SpA: 55 -> 85 (+30)
SpD: 80 -> 100 (+20)
Spe: 55 -> 70 (+15)
BST: 483 -> 583 (+100)

Movepool Additions: (+) Overheat, Stored Power

Description: Contrary to what it may seem, Golurk has a lot more going on them it looks. You may think of it as a clay(?) warrior but it has a strange seal on it and also can turn into a cannon (not kidding, its real). Golurk packs Contrary Superpower, Close Combat, Hammer Arm, and Overheat. I noticed the large number of fighting moves and was going to go that way somewhere but decided to go the Contrary route because Contrary is such a cool ability. Golurk has extremely powerful Poltergeists, Earthquakes, and Superpowers, backed by Overheat, Stealth Rock, and Knock Off. Ghost/Fighting is REALLY good offensively (only being stopped by Zoroark-Hisui). Overheat isn't the biggest of moves but shouldn't be overlooked.

Edit: BlueRay advised me to look at their old Contrary Golurk sub for better flavor and I gotta say, BlueRay can find amazing flavor for anything. There is flavor based off of golems from Jewish folklore where walking around them the opposite way you created them is used in deactivating them. Also swapping the typing is VERY funny and I am totally doing that.

BlueRay's Golurk is also different than mine competitively as well, being more defensive while investing more into SpA without a special Contrary move. This is because of Stored Power to take advantage of all your stat boosts. I decided that worked nicely and added it myself, but not Power Trip which BlueRay added to theirs. My Golurk is more invested in Att making Overheat and Stored Power there is incentive special sets too. Of course, you can just run physical sets with near perfect coverage in EQ, Polt, Superpower/CC, and Hammer Arm for a potent mon in its own regard. Overheat and/or Stored Power is a nice addition to those sets, being able to swap out Hammer Arm and/or EQ (since Ghost/Fighting hits almost everything for neutral damage anyways) for a mixed set. Overheat snowballs more quickly than Superpower but starts weaker and Stored Power can be very effective after a bunch of stat boosts.
Mega Golurk
golurk.png

GroundIC_PE.png
GhostIC_PE.png

Ability - Iron Fist, Klutz; No Guard ➝ Unsealed: boosts the Pokémon's Attack by 50%, but limits the Pokémon to using only one move

HP - 89 ➝ 89
Atk - 124 ➝ 139 (+15)
Def - 80 ➝ 100 (+20)
SpA - 55 ➝ 55
SpD - 80 ➝ 111 (+31)
Spe - 55 ➝ 89 (+34)
BST - 483 ➝ 583 (+100)

Movepool Changes - n/a
Competitive Corner - Mega Golurks fills the interesting niche of a physical ghost wallbreaker. With very powerful high BP moves, a high attack stat, and a built-in Choice Band boost, it hits absurdly hard, but there is a catch: both its STABs have Pokémon which are naturally immune to (Flying-types / Levitate Pokémon for Earthquake / High Horsepower and Normal-types / Pokémon with consumable items for Poltergeist), so it's the kind of Pokémon that might rely on prediction to work properly, otherwise it can completely dud into the opposing team if played sub-optimally.
Flavor Corner - Golurk's Pokédex referencing removing its seal causes its energy to go out of control, this is likely a reference to the myth of The Golem of Prague, who in the story, rages indiscriminately at the city, when its Shem is forgotten to be removed. I wanted to parallel that out-of-control-but-incredibly-powerful vibe, so the obvious option was a Gorilla Tactics clone.
Mega Golurk
Typing: Ghost/Ground
Ability: Klutz/Iron Fist/No Guard → Seal Break (If this Pokemon is hit by a super-effective move, its defenses are raised by a stage. If this Pokemon falls <33% HP, then its Attack, Sp. Attack, and Speed are raised by 2 stages.) Edit by BlueRay: Looks pretty strong. Perhaps, too strong but it can always be nerfed should it win. No reason to exclude it.

HP: 89
Atk: 124 → 144 (+20)
Defense: 80 → 100 (+20)
Sp. Atk: 55 → 75 (+20)
Sp. Def: 80 → 100 (+20)
Speed: 55 → 75 (+20)

New Moves:
Stored Power, Bulk Up

Lore:
The Pokedex loves to focus on the seal on Golurk’s chest, and the mania it goes into when this seal is broken. So, let’s break it! When in danger, such as getting hit by a super-effective move, Golurk boosts its defenses by a stage, and when it falls under a set amount of HP, its seal fully breaks and it gains massive offensive boosts.

Competitive:
Golurk is fun. It has a great movepool, with powerful STAB options. It can act as an offensive stealth rock setter, a breaker, or a set-up sweeper thanks to its newfound access to Bulk Up. Mega Golurk is deceptively fast for a tank, and can use the +2 in speed well to punch holes in the opposing team. Stored Power is fun tech I thought it should get access to, and it works really nicely with its ability.

tentacruel-pokemon.gif.5c3a50a136049bbfd61beb8ed460ec56.gif
:golurk:
Mega Golurk
New Ability
: Anger Shell
Type: Ground/Ghost

New stats:
HP: 89
Attack: 134 (+10)
Defense: 110 (+30)
Special Attack: 55
Special Defense: 125 (+45)
Speed: 70 (+15)
(583 BST)

New moves:
Description:
The power of Mega Evolution gave Golurk a tremendous boost to the mysterious energy within it, causing it to become bigger, stronger, and faster. However, its influence would also turn the pokemon much more volatile than it was before, making it prone to destructive bouts of pure, unbridled, fury. As a result, the seal on Golurk's chest evolved as well, now turning into a strange set of armor, seemingly tailor-made to resist the volatatility of Golurk's internal energy. Years upon years of dormancy have turned the armor much weaker, however, diminishing its once-impressive resistance to external attacks and causing some of Golurk's inner fury to return once more.

This Mega Golurk is intended to be a slow, bulky attacker, using its (relatively) decent defensive typing and solid defenses to tank hit after hit and hit back hard with STAB Poltergeists, Earthquakes, and Close Combats (on top of its other solid coverage). Standard stuff, right?

However, there is a twist: when Golurk drops below 50% HP, whether that be with a single super-effective hit, or with multiple smaller hits over time. All of a sudden, it sacrifices its relatively decent bulk in exchange for supercharging its speed and attack. At +1, it now has enough speed to outspeed most mons (as base 130+ speeds are relatively rare), and +1 further amplifies Golurk's terrifying power, giving some more punch to its high-powered STABs and coverage.

This dynamic is quite interesting - on one hand, you want to keep Golurk healthy so that it can use its relatively solid defenses to tank hits and eventually strike back against the opponent, but on the other, letting Golurk tank a super-effective hit to activate Anger Shell and punch some severe holes into the opponent's team is going to be very rewarding for you. Obviously, you don't want to activate Anger Shell too early, lest you end up running into a mon you can't deal with and either a) sacking your mega too early (as your opponent can just launch a super-effective hit to OHKO you) or b) get forced to switch out and lose your boosts (as the defense drops ensure that you can't really use your bulk as well as you could have beforehand), so this guy requires a bit of careful play and tactful thinking to get the most out of it. Even outside of this dynamic, Golurk has plenty of tools to synergize with Anger Shell as an ability, such as Endure for guaranteed survival of an extremely strong attack to activate Anger Shell, or Drain Punch to heal up and potentially activate Anger Shell a 2nd time later in the game.
Mega Golurk
Ghost/Ground
stats
HP- 89
ATK- 144(+20)
DEF- 125(+45)
SPA- 60(+5)
SPD- 90(+10)
SPE- 75(+20)
BST- 583
Rattled

Rattled Ghost types are always fun to make, and being a large hollow statue it definitely knows how to rattle. It's great physical defense and ok special defense means it can tank a lot of common moves like Knock Off, Uturn, Shadow Sneak, Foul Play and Sucker Punch or an intimidate then do a lot of damage back, with a solid speed after the boost. Only drawback is lack of ability to hold weakness policy and no recovery besides rest.
:sv/Golurk:
Golurk-Mega
Ground/Ghost
Ability: Vengeful: If the user's previous move failed, the user's next attack deals 2x damage (Stomping Tantrum parameters).
89
144 (+20)

120 (+40)
55
110 (+30)
65 (+10)


Poltergeist is a powerful move that is, in practice, held back by a rather major downside- but what if the Poltergeist user had a way of flipping that fail condition to its advantage? With the sheer amount of spectral energy coursing through it, Mega Golurk's new ability grants every attack the effect of Stomping Tantrum, letting the interesting but largely unused concept finally shine. On top of the obvious synergy with Poltergeist, Mega Golurk can also punish the opponent for switching around its STAB Earthquake or strong Fighting coverage in Close Combat or Drain Punch; these moves are naturally strong enough that Golurk can still deal good damage even without the ability proc, with Vengeful mainly serving to prevent losing momentum. Fourth slot can be used to set Stealth Rock or get up a Substitute to play extra mindgames with otherwise threatening Dark types.
:sv/golurk:
Mega Golurk
Type:
Ground / Ghost
Ability:
Gentle Giant: When this Pokemon hits an opposing Pokemon with an attack, it permanently replaces the opposing Pokemon's held item with a Big Nugget. If the opposing Pokemon has no item, it is given a Big Nugget, then the attack goes through.
Stats:
HP: 89
Att: 154 (+30)
Def: 115 (+35)

SpA: 55
SpD: 115 (+35)
Spe: 55


Golurk gets even larger, but with its great size comes great compassion! It just wants to give everyone gifts and care for the living. Now you don't have to worry about Knock Off messing with Poltergeist, and Golurk can even do some item manipulation of its own!
:sv/tentacruel:
:sv/tentacruel:
Mega Tentacruel
Type:
Water / Poison
Ability: Contaminate (Poison Skin)
Moves: Hyper Voice*
Stats:
HP: 80​
Att: 90 (+20)
Def: 75 (+10)
SpA: 120 (+40)
SpD: 140 (+20)
Spe: 110 (+10)

*This mega was originally designed with Wring Out in mind, but since this mod is no longer using transfer moves, Hyper Voice was added in reference to ultrasonic waves it can apparently emit from its red orbs (I guess that's how it uses Supersonic and Screech?). Should this Mega Tentacruel appear in a future format where Wring Out is once again legal, Hyper Voice should be removed from its movepool (at least in that particular format) so as not to overshadow Wring Out.

Anyway, Mega Tentacruel increases Tentacruel's offensive potential with Contaminate and a sizable increase to its Special Attack while still maintaining its identity as a speedy tank. Rapid Spin is interesting on it, since it can use Contaminate to remove hazards against Ghost-types while also having the option to delay mega evolution to spin against Steel-types (against Gholdengo you just Hydro Pump I guess).
:sv/tentacruel:
Name: Tentacruel
Type: Water/Poison
Ability: Merciless

Stats
Hp: 80
Att: 70 -> 110 (+40)
Def: 65 -> 95 (+30)
SpA: 80 -> 90 (+10)
SpD: 120
Spe: 100 -> 120 (+20)
BST: 515 -> 615 (+100)

Movepool Additions: (+) Body Press, Sucker Punch, Wave Crash

Description: Tentacruel is the very definition of Merciless, poisoning its foes and wrecking havoc upon them. Tentacruel has Toxic Spikes and Toxic allowing for easy access to poisoning its foes. It boasts a surprising 110/120 offenses backed by SD and Sucker Punch allowing for solid offensive power. It has a harder time dealing with Poison and Steel-types due to their immunity to poison, though it has Acid Armor BPress for Steel-types (which isn't the best use of its limited movepool). Either that or run Salazzle or a good Ground-type to partner with it. An effective moveset would be SD, Wave Crash, Gunk Shot, Rapid Spin, Knock Off and/or Sucker Punch. 110 + SD isn't too overbearing when backed with Water/Poison typing which is where Merciless can be very useful to give it a power boost.
Mega Tentacruel
tentacruel.png

WaterIC_PE.png
PoisonIC_PE.png

Ability - Clear Body, Liquid Ooze; Rain Dish ➝ Cnidoblast: Upon making contact with any Pokémon, be the user attacking that Pokémon or that Pokémon attacking the user, that Pokémon takes 1/8 maximum HP and is badly poisoned

HP - 80 ➝ 80
Atk - 70 ➝ 75 (+5)
Def - 65 ➝ 90 (+25)
SpA - 80 ➝ 100 (+20)
SpD - 120 ➝ 150 (+30)
Spe - 100 ➝ 120 (+20)
BST - 515 ➝ 615 (+100)

Movepool Changes - n/a
Competitive Corner - So Mega Tentacruel is a master of punishing physical contact options like Rapid Spin and U-turn with its toxic and chip damage, it's a very powerful ability, that unfortunately comes with a Tentacruel attached. Mega Tentacruel also has a plethora of utility options that make contact and help spread poison on top of their usual damage. Knock Off, Flip Turn, and Rapid Spin come to mind! With the last move likely being Venoshock to capitalize on all the badly poisoning. I think this playstyle is very fitting for Tentacruel, and it's high speed should give it a reasonable change of pace as an utility/disruptive/defensive Pokémon!
Flavor Corner - While the ability mechanically is similar to my Alolan Dugtrio submission, the flavor is completely different, that was a coincidence!! I was just thinking as a Pokémon inspired by jellyfish and portuguese man-o-war of all Pokémon Tentacruel REALLY should punish touching it. And well, the ability name is a pun on the cells that cnidarians have, it's usually called a cnidocyte, but cnidoblast is also a valid alternative, and here blast is playing off the explosion of venom these cells have that create the stinging feeling of touching a cnidarian. I wanted to make something relating to the fact that man-o-war are colonial animals, or perhaps even tie in with the actual man-o-war boats, but I couldn't find a mechanical niche to work in those concepts, so I went with the straight forward.
Mega Tentacruel
Typing: Water/Poison
Ability: Clear Body/Liquid Ooze/Rain Dish → Toxic Ensnarement (Poisoned targets hit by this Pokemon's contact moves are trapped for 2-3 turns, loosing 1/8th of their maximum HP and having their offensive stats dropped by a stage on the last trapping turn.)

HP: 80
Atk: 70 → 125 (+55)
Def: 65 → 90 (+25)
Sp. Atk: 80 → 70 (-10)
Sp. Def: 120 → 130 (+10)
Speed: 100 → 120 (+20)

New Moves:
Recover

Lore:
The Pokedex goes into detail about Tentacruel wrapping its victims and snaring them, using its 80 tentacles to bring about bloody death. A Pokemon like that deserves a much higher attack stat than 70. Speaking of snaring victims, I think the ability speaks for itself, letting Tentacruel take advantage of its poisoned victims.

Competitive:
Toxic Ensnarement capitalizes on Pokémon that Tentacruel can naturally Wall, along with its utility options in Toxic Spikes and Toxic. This is especially over the long course of a game, where the combination of aforementioned factors let Tentacruel clean up extremely well. Tentacruel has access to both Rapid Spin and a newly acquired Recover, letting it act as a reliable spinner (though it has difficulties switching into said stealth rock setters.) It has both bulk and speed tier, in conjunction with its access to swords dance and a good STAB combination to deal heavy blows to many opposing Pokemon.
:tentacruel:
Mega Tentacruel
New Ability
: Neurotoxin (As long as the user is on the field, all poisoned pokemon have the Heal Block effect applied to them.)
Type: Water/Poison

New stats:
HP: 80
Attack: 70
Defense: 115 (+50)
Special Attack: 100 (+20)
Special Defense: 140 (+20)
Speed: 110 (+10)
(615 BST)

New moves:
Description:
Mega Tentacruel's poison has become so potent that it blocks any and all attempts to heal and mitigate its effects. Fairly simple premise, is it not?

Anyways, having an anti-heal ability on what is largely a fast wall/utility guy makes for an interesting option, and Tentacruel in particular is the perfect 'mon to abuse it. Toxic Spikes and Toxic now all of a sudden go from minor annoyances/sources of pressure to now being much more dangerous, as now your opponent has no way to mitigate the poison damage [well, nothing short of using a cleric, anyways]. Even Sludge Bomb now becomes much more worth it, as the 30% chance to deny your opponent healing in tandem with a consistent 1/8th damage over time makes it worth running on it. This enables Tentacruel to put some serious pressure on the opponent, even if it may not be particularly strong on its own (and as a utility mon first and foremost, it doesn't really need to be). Over time, the poison chip damage (as well as other sources of chip, such as Stealth Rock/Spikes and your allies' attacks) in combination with the ability to deny healing can and will stack up, providing attack vectors for your allies to take advantage of.

This newfound ability to abuse its relatively poison-heavy toolkit also works wonders with its existing toolkit. Flip Turn can be used to pivot out once Tentacruel's job is done, bringing in one of its allies to finish the job, while Haze can slow down the opponent, denying them setup and enabling the poison to do its job and rack up unhealable chip damage. Meanwhile, Rapid Spin can deny the opponent the ability to make progress against your team, while Knock Off is... well, Knock Off, being a means to remove an opponent's item and further cripple them. All of this accentuates Tentacruel's amazing bulk and relatively solid defensive typing to provide utility to its allies and apply some heavy pressure to your enemies, and really there's quite a bit you can do with this 'mon.
:sv/Tentacruel:
Tentacruel-Mega
Water/Poison
Ability: Rebel (This Pokemon and its allies do 1.3x damage when any Pokemon on the field has stat drops).
80
80 (+10)

90 (+25)
120 (+40)
135 (+15)
110 (+10)


"Long frustrated by human activity in Tentacool territory, Mega Tentacruel will seek to use its newfound power to forcibly remove people from any bodies of water it finds itself in. Even its trainer will have little recourse for getting it to behave."

Going over Tentacruel's movepool, I noticed Cruel gets a bunch of stat dropping options: Muddy Water, Chilling Water, Acid Spray, Icy Wind, Liquidation. I figured it was best to keep it simple and bring back Obstagoon's Rebel, flipping base Tentacruel's occasional passivity and allowing it to force switches or leave opening for its teammates to exploit, especially in conjunction with Acid Spray SpD drops. Singles Cruel can abuse this to make use of utility options like Rapid Spin, Knock Off or Flip Turn to scout the switches it can force; offensively, you have your STAB Surf or Sludge Bomb and occasional Giga Drain to bypass Waters and sustain itself. VGC Cruel can spread havoc with its spread Muddy Water and Icy Wind and pairs well with Intimidate Blaze Tauros.
Mega Tentacruel
Water/Poison
stats
HP- 80
ATK- 100(+30)
DEF- 80(+15)
SPA- 110(+30)
SPD- 125(+5)
SPE- 100
BST- 615
Mixed Signals: When this pokemon has one of its stats dropped, a random different stat is raised by 2

"It communicates with others of its kind by lighting up the red orbs on its head. When the orbs are blinking, it's a warning sign."
-Ultra Moon Pokedex Entry

This is one of many times it mentions this pokemon's ability to convey messages through the glowing red orbs on its head but while illuminate is fun i think it might need a better ability than that. When this pokemon is in trouble it boosts its other abilities in response with bright flashes of light.

Competitively, the ability is most useful against moves like defog, parting shot, and strength sap but it can also make use of its defensive type to tank a play rough/moonblast, liquidation/razor shell, fire lash, etc
COLLAB WITH BLUERAY GUYS!!!!!!!!!!!
View attachment 671269
Tentacruel-Mega
Water/Poison
80
70
65-98 (+33)
80-130 (+50)
120
100-117 (+17)

New ability: Residual Drain: (Anytime the Pokemon of the other side is damaged by indirect damage, this Pokemon is healed by the dealt residual damage )

Flavour:

- Tentacruel uses poison and its many tentacles to catch a prey and literally drain its energy, making it easier for it to wear down the target and consume it. Hence Residual Drain.

Competitive:
- Residual Drain takes advantage of Mega Tentacruel's dualtyping and movepool, notably Scald, Toxic, Toxic Spikes, or Whirlpool. After all, Mega Tentacruel will recover any amount of HP another Pokémon lost from indirect damage, such as hazard or status. Combine that with Substitute or Protect, and you've got yourself a resilient Pokémon reminiscent of Rain Dish Tentacruel back in Black/White 2.

- As Mega Tentacruel's SpA isn't shabby at all, it can try to exert some offensive pressure while still keeping itself relatively healthy throughout a game; between Sludge Bomb or Scald, you are bound to rack some indirect damage, especially if hazards are on the field. If necessary, it can generate progress with Flip Turn or Knock Off, the latter removing items. This allows you to remove Heavy-Duty Boots, making sure that a Pokémon will take damage from hazards, which in turn will heal Mega Tentacruel.

- Mega Tentacruel's high speed and good dualtyping allow it to check Iron Valiant, Iron Moth, Mega Quaquaval, or Mega Arboliva, among other threats.
:sv/tentacruel:
Mega Tentacruel
Type:
Water / Ghost
Ability:
Filter
Moves:
Shadow Ball, Pain Split
Stats:
HP: 80
Att: 85 (+15)

Def: 85 (+20)
SpA: 130 (+50)
SpD: 130 (+10)

Spe: 105 (+5)

Tentacruel finally caught some of the cruelty it gives out so much and turns into a ghostly kraken hellbent on revenge! This is designed around spinblocking as it sets up Toxic Spikes and keeps them up. It has great support moves in Knock and Spin, and now it has STAB Hex + Scald to play with too!
 
:galvantula:
“average person eats 3 spiders a year” factoid actualy just statistical error. average person eats 0 spiders per year. Spiders Georg, who lives in cave & eats over 10,000 each day, is an outlier and should not have been counted
1) DrPumpkinz
2) jazzmat
3) okispokis and NANI?!
4) War Incarnate

:golurk:
I have to resort to the cannon mounted at the top of the stairs loaded with grape shot, "Tally ho lads" the grape shot shreds two men in the blast, the sound and extra shrapnel set off car alarms.
1) PalpitoadChamp (sv)
2) okispokis
3) jazzmat
4) DrPumpkinz

:tentacruel:
SQUID GAMES!!!!!!
1) PalpitoadChamp (sv)
2) War Incarnate
3) lydian
4) DrPumpkinz
5) Lord Pxperto & BlueRay
 
Below, my votes.
:sv/galvantula:
1) jazzmat
2) dex
3) okispokis & NANI?!
4) MysticMind
5) DrPumpkinz

:sv/golurk:
1) PalpitoadChamp
2) jazzmat
3) WarIncarnate
4) okispokis

5) DrPumpkinz
6) lydian
7) dex
8) MysticMind

:sv/tentacruel:
1) LordPxperto & BlueRay
2) WarIncarnate
3) okispokis
4) lydian
5) PalpitoadChamp

6) DrPumpkinz
7) jazzmat
8) MysticMind
9) dex
 
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