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

Hi folks! Sorry for the wait, but I'm here with the results! As always, please check out the first post for more information on how the voting works.
So without further ado;

:slither-wing: Mega Slither Wing: DrPumpkinz !!
:sv/slither-wing:
Mega Slither Wing
Type:
Bug / Fighting
Ability: Swarm
Stats:
HP: 85Att: 155 (+20)Def: 99 (+20)SpA: 105 (+20)SpD: 135 (+30)Spe: 91 (+10)
Slither Wing emphasizes the Bug-type half of Volcarona and particularly Larvesta, so Mega Slither Wing borrows from the sun moth's Bug-themed ability in Swarm, allowing it to launch extremely powerful First Impressions and U-turns when at low health. Both of these moves necessitate switching in multiple times to use effectively, but unlike its hazard-prone contemporary cousin, its Rock neutrality means it can survive repeated hazard damage even when in Swarm range.

:iron-thorns: Mega Iron Thorns: okispokis !!
:sv/Iron Thorns:
Mega Iron Thorns
Rock/Electric
Ability: Download
100

144 (+10)
128 (+18)
110 (+40)
84
104 (+32)


Download fits the robotic nature of the future paradoxes while allowing Iron Thorns to make use of either half of its diverse movepool. Mega Thorns is stronger on the physical side, while the special side naturally pairs with its momentum tool in Volt Switch and more spammable moves. Physical sets will lean more on Rock STAB paired with Earthquake/High Horsepower and Ice Punch, while special sets emphasize Electric STAB alongside Ice Beam, Fire Blast and Earth Power. You can tech Mega Thorns as a Dragon Dance sweeper, a special attacking pivot or use the boost to threaten serious damage while going the utility route with Stealth Rocks and/or Spikes.

:wo-chien: Mega Wo-Chien: lydian !!
Mega Wo-Chien
wo-chien.png

DarkIC_PE.png
GrassIC_PE.png

Ability - Tablets of Ruin ➝ Grudgeful Tablets: All other Pokémon without this ability deal ¾ damage with Super Effective hits.

HP - 85 ➝ 85
Atk - 85 ➝ 104 (+19)
Def - 100 ➝ 141 (+41)
SpA - 95 ➝ 112 (+17)
SpD - 135 ➝ 144 (+9)
Spe - 70 ➝ 84 (+14)
BST - 570 ➝ 670 (+100)

Movepool Changes - Strength Sap
Competitive Corner - Wo-Chien's biggest weakness is its typing, by Mega Evolving, it loses a bit on its debuff to all other Attack stats to instead debuff Super Effective hits from the opponent. This makes U-turn a lot less punishing, and other ways to try to break Wo-Chien super effectively are also weakened. Strength Sap adds fantastic longevity to both formes, but it's even more impactful with the Mega, as if I understand correctly, Tablets of Ruin decreases the healing from Strength Sap. The main problem with Mega Wo-Chien is that it's still a bit of a do-nothing Pokémon, and is susceptible to Toxic and still does have U-turn as an exploitability, even if not as much so as pre-Mega. Still, if you can take out your opponent's way of pressuring Wo-Chien long-term, it could end up being a win-con by just sitting there and stalling things out with Leech Seed and Giga Drain.

As for doubles, Mega Wo-Chien trades its base forme's Attack reducing support for something a bit more widely applicable and less overshadowed by Intimidate. Switching in or Mega Evolving your Mega Wo-Chien could be the difference maker between that Super Effective hit not getting the KO your opponent is expecting it to. You just need to be careful because the super effective moves your ally uses will also be weakened as well. In general this can help protect other Pokémon with crippling 4x weaknesses like a Garchomp or a Talonflame especially! The problem is that Wo-Chien is rather passive still, but 112 base Special Attack is not the worst thing in the world!

Flavor Corner - The stats try to maximize the number of 4s, be as a digit, or as a multiple, referencing the fact that Wo-Chien is inspired by the Four Perils, and the fact that 4 is unlucky in some chinese cultures.

As always, thank you all for your submissions and votes!!
kity-front_strip8.png

With this year soon ending, we'll take a break from M4A submissions now until the new year begins. In the meantime, feel free to discuss and explain which (Mega) Pokémon you would like to introduce to M4A Paldea. Bear in mind the Pokémon you suggest should be either from SV's base game or its DLC additions.

Hopefully we will have some events to announce during this time as well, so stay tuned!
:cutiefly: luvmi.png :cutiefly:
 
Dear community,

there will be an M4A Paldea Singles tournament, this Sunday (01.12.2024), at 18:00, GMT +1.

I've already received confirmations from four people that they will participate. If any other person would like to join in the fun, let me know either on Discord or shoot me a private message on Smogon.

The tournament will likely last 1-2 hours. It includes a Bo3 with looser bracket. You are allowed to switch or change your teams beween battles. If, for some reason, you can't participate, let me know in advance. Fwiw, if you can't make it to the event, I'm willing to host a second tournament the week after or two weeks later if there's enough interest. In that case, also let me know on Discord or in a private message on Smogon.
 
Dear community,

since our Paldea season is over, we need to decide what we want to decide next. After some discussion, you can decide for one of the following options: M4A Paldea+ (SV OU) or M4A Ubers (NatDex).

M4A Paldea+: This is a continuation of our last season and would now include basically every Pokémon in the game, like transfer Pokémon and such. Basically, we would have a "true" or "complete" SV OU metagame, filled with certain Mega Pokémon. This approach has the advantage of drawing people into this project already familiar with this mod and the last season or who are already used to the actual SV OU metagame.

M4A NatDex: This is a totally new approach, giving us something new to look forward to while also drawing people from the Ubers community. Due to the higher power level, we can also revisit certain Mega Pokémon that were either too weak or too strong for an OU format, making them more fitting in the harsher environment.

In any case, and just to clarifiy, in both formats, we would have slates featuring Pokémon you would design a Mega Evolution around. Moreover, we would choose certain existing Mega Pokémon (custom or vanilla ones) that would the metagame. That being said, here's the Google poll. Your email won't be displayed. You have until next Wednesday (22.01.2025, GMT +1, 23:59) to participate in the poll.

Link to poll:
https://docs.google.com/forms/d/e/1...GXRF7F_K9XS-888VU3pZ8XqUQ/viewform?usp=header
 
Dear community,

here's the result of the poll: 25 people voted, and 68% of them want Paldea+ while 32% of them desire Ubers. So, this means we'll do M4A Paldea+, which would include all Pokémon available in SV OU and below, including transfer and such. Depending on how fast we proceed and how slow GameFreak is, it's quite possible we could do M4A NatDex Ubers after M4A Paldea+ but that's up to you to decide in the future.

In the meantime, let's decide which Mega Pokémon we want to include in our "updated" format before we move to our first slate. Take a look at this Google Spreadsheet to find potential candidates that would benefit the metagame. [Link] If necessary, buffs/nerfs are on the table and would only apply to gen 9, not necessarily to gen 8 and certainly not to vanilla Mega Pokémon. Also, bear in mind you can only select a Mega Pokémon if its base form also exists in SV OU or below. What's more, vanilla Mega Pokémon can also be included so long as they meet the requirement, such as Mega Scizor, inter alia. Feel free to leave your likes and comments either on Discord or on this thread.

Speaking of buffs/nerfs, some of you expressed their desire to better adjust those Mega Pokémon that are already present in M4A Paldea+ and pretty much unviable, like Bombirdier. We can certainly do this after a few slates or later to get a better grasp of the metagame. Due to the higher power level of the metagame, feel free to be generous with your subs. Within reason, of course.

That said, thanks for participating in the poll and leaving comments. It's very appreciated. Depending on the activity, we might either start our first slate a little bit sooner or later.

To those who need a recap:
- M4A Paldea+ wins
- Discuss which Mega Pokémon we should include, either on Discord or here
- Buffs/Nerfs to Mega Pokémon from M4A Paldea later
- First slate starts after the end of the discussion
 
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:bw/moltres::skeledirge:
Mega Skeledirge
Type:
Fire / Flying
Ability: Aerilate
Stats:
HP: 104​
Att: 75​
Def: 120 (+20)
SpA: 130 (+20)
SpD: 95 (+20)
Spe: 106 (+40)

The energy from Mega Evolution has poured into the bird, causing it to grow into a beautiful phoenix.

Fire / Flying is infamous for being extremely volatile, with its double weakness to Stealth Rock and its best STABs either inducing heavy recoil on the physical side of having shaky accuracy on the special side. Mega Skeledirge is stuck with its Stealth Rock weakness due to being unable to wear boots, but it makes up for it by having very reliable STABs. Torch Song as always is amazing at snowballing, while its newly-boosted Hyper Voices hit almost as hard as a Hurricane without any risk of missing.
 
Mega Skeledirge
Fire/Fairy
Ability: Punk Rock
104
95(+20)
120 (+20)
140 (+30)
95 (+20)
76 (+10)
BST: 630


Skeledirge is known for its defensive sets, but I've always been fond of more offensive sets that take advantage of Torch Song being a broken move and its great coverage options like Earth Power and Alluring Voice. This Mega gives Skeledirge STAB and a Punk Rock boost on Alluring Voice while making its already strong Torch Song even sillier. This would be more of a tank-like mon, one that is pretty tough to switch into.

Mega Ludicolo
Water/Grass
Ability: Limber
New Moves: Quiver Dance
80
85 (+15)
85 (+15)
125 (+35)
120 (+20)
85 (+15)
BST: 580


Ludicolo be dancing, but do he really be dancing if he not quivering? Giving Ludicolo Quiver Dance turns it from rain breaker to set up sweeper, and the typing is pretty unique for a QD user! QD/Surf/Giga/Ice Beam is an all-around very good set.

Mega Bellibolt
Electric/Water
New Ability: Paralyzing Cuteness: The user's attacks have a 30% chance to inflict Paralysis.
New Moves: Surf, Hydro Pump
109
79 (+15)
111 (+20)
133 (+30)
98 (+15)
65 (+20)
BST: 595


Taking inspiration from Fezandipiti, this Mega seeks to be about as annoying as possible, spreading Paralysis to everything it hits, and Toxic to the Electric types it can't paralyze.
 
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:rs/ludicolo:
Mega Ludicolo
Type:
Water/Fighting
Ability: Regenerator
Stats:
HP: 80
Att: 100 (+30)
Def: 125 (+45)
SpA: 95 (+15)
SpD: 135 (+35)
Spe: 55 (-15)
New moves: Flip Turn, Circle Throw

Dancing is associated with Fighting, so I wanted to try a Regenerator Pivot theme on a fighting type Pokémon. This mostly just serves as a bulky pivot with access to knock and a great switch-in to notably Great Tusk or Kingambit thanks to its Knock absorption, Circle Throw threatens gambit and lets it deter set-up from sweepers.
 
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Mega Skeledirge
skeledirge.png

FireIC_PE.png
GhostIC_PE.png

Ability - Blaze; Unaware ➝ Requiem: Whenever the user is sent out to replace a Pokémon that fainted, or an ally faints, the user uses the first sound-based move in its moveslot order, if any, immediately. If said move is a single-target move, it targets a foe at random.

HP - 104 ➝ 104
Atk - 75 ➝ 120 (+45)
Def - 100 ➝ 120 (+20)
SpA - 110 ➝ 130 (+20)
SpD - 75 ➝ 90 (+15)
Spe - 66 ➝ 66
BST - 530 ➝ 630 (+100)

Movepool Changes - n/a
Flavor - Skeledirge is among many many other inspirations, a funerary singer, hence the "dirge" in its name. The ability plays around that by having it sing whenever a teammate faints!
Singles - There's a lot of interesting things you can do with this! Firstly, Torch Song as your sound-based move of choice can be very exciting, as you enter with a free +1 and some bonus damage should one of your Pokémon faint, this makes Mega Skeledirge insanely powerful with its snowballing potential, and its high natural bulk should make it easy for it to keep healthy and able to spam Torch Songs in a way its base forme couldn't quite achieve. Roar is another option on bulkier builds that could be used to phaze out set up sweepers by sacrificing a Pokémon of yours, but of course, you can only do this so many times! That said, with either build, one thing to keep in mind is that this is a Mega that needs to be activated prior to being sent out for its effect to trigger, so it needs to be played in that way, a bit like Palafin or the ORAS Megas with low base speed, if you will. This also creates some opportunity cost to make the effect work to its fullest!
Doubles - While there are less opportunities here to send out Mega Skeledirge replacing a fainted Pokémon than in singles — for one, because there are less Pokémon to faint, and for another, due to the fact that Skeledirge could already be on the field when one of your Pokémon faint — so this is where the other activation condition of the ability comes in, an ally fainting also activates it. This adds a big layer of depth to doubles matches, where your opponent has to think twice before grabbing a KO on Mega Skeledirge's ally, lest they take a Torch Song to the face before their other Pokémon can KO your Skeledirge. This Pokémon has the potential to quickly snowball with Torch Song, and with its good bulk it may be especially tricky to take down, especially alongside support options like Sinistcha. Just like in singles though, Torch Song isn't the only viable option, for Skeledirge also learns Snarl. Finally giving players the long awaited "special Intimidate", at the cost of it being able to miss 5% of the time and the user being unable to just switch in the "special Intimidate" mid-turn to help an ally survive an attack, which is the most useful application. But hey, at least this Snarl Requiem thing also provides some bonus damage too, which is especially useful to break Focus Sash and Sturdy. On top of those, you can also choose a higher BP spread sound-based move for Skeledirge to make good use of accumulated Torch Song boosts — remember, Torch Song just has to be lower in Skeledirge's moveslot order — to dish out big spread damage. But unfortunately — or fortunately, rather — neither Hyper Voice nor Alluring Voice is STAB on Skeledirge, so that keeps this option in check a bit. Lastly, you could just try to exploit VGC's lack of Sleep Clause and use Sing, but damn you'll be counting a lot on accuracy to help you out. Maybe you can pair it with Gravity, as unlike DOU, innacurate Sleep moves + Gravity is a completely allowed strategy, but even then you can miss your Sings 8.3% of the time, and we will laugh when you do. All in all, Mega Skeledirge is a very complex option that adds a new layer to the game, but I think it could be very interesting, and almost a way to play around a more balanced Magearna in its Torch Song version, which I imagine will be the standard.

Mega Ludicolo
ludicolo.png

WaterIC_PE.png
GrassIC_PE.png

Ability - Swift Swim, Rain Dish; Own Tempo ➝ Dancer

HP - 80 ➝ 80
Atk - 70 ➝ 70
Def - 70 ➝ 112 (+42)
SpA - 90 ➝ 117 (+27)
SpD - 100 ➝ 100
Spe - 70 ➝ 101 (+31)
BST - 480 ➝ 580 (+100)

Movepool Changes - n/a
Flavor - Since no one took the obvious ability until now, I guess I might as well do it!
Singles - According to the banlist in the OP — correct me if I'm wrong — Volcarona seems to be freed, so while risky, Mega Ludicolo is able to switch in to a Quiver Dance and threaten to reverse sweep the matchup moth. with 252 HP EVs it can survive a Bug Buzz, so there is a contingency plan, with Volcarona being forced out the next turn. Outside of that, Mega Ludicolo can also come in to Pokémon like Dragon Dance Dragonite, and threaten them out with an Ice Beam, should the Multiscale be broken. Ultimately, Mega Ludicolo is a bit of a matchup fish option to be use offense against itself.
Doubles - Here is where Mega Ludicolo can shine on its own! Well... not on its own, but without being solely a matchup fish. Having an actually bulkier Dancer user, with a much better typing that matches up much better alongside Volcarona, Mega Ludicolo could actually make this combo much more threatening then it was before with Oricorio. With Fake Out support, Mega Ludicolo can ease Volcarona on setting up a Quiver Dance for both it and its ally. And Mega Ludicolo can also get to attack twice with Quiver Dance. I think Mega Ludicolo is a great shot at making Dancer shenanigans actually work, or at least, be less situational than when it's Oricorio doing the dancing.

Mega Bellibolt
bellibolt.png

ElectricIC_PE.png

Ability - Electromorphosis, Static; Damp ➝ Electromorphosis

HP - 109 ➝ 109
Atk - 64 ➝ 64
Def - 91 ➝ 117 (+26)
SpA - 103 ➝ 143 (+40)
SpD - 83 ➝ 117 (+34)
Spe - 45 ➝ 45
BST - 495 ➝ 595 (+100)

Movepool Changes - n/a
Flavor - I think Electromorphosis is too iconic and fundamental to Bellibolt not to be the ability it keeps as it Mega Evolves, so I just went with the straight forward route here.
Singles - Gaining Electromorphosis on Mega Evolution frees up Bellibolt to have Static as its regular ability, which is not fun, but does help it out. The general idea here is just, "Bellibolt but more", really, I don't think you can change too much about its playstyle with keeping Electromorphosis, and I think it's an interesting playstyle. All Bellibolt needs is some extra oomph in its stats, and that's exactly what this is.
Doubles - While in Singles base Bellibolt at least has its place in lower tiers, I've literally never seen a Bellibolt share a battlefield with another 3 Pokémon like literally ever, so I have absolutely zero clue how the Bellibolt formula would adapt to VGC. But really I think the most consistent option for Bellibolt is just to Thunderbolt any and all that stand its way. Maybe support options like Bulldoze could help with speed control as well as guaranteeing Electromorphosis. And pairing a Ground-type could open up Discharge or Parabolic Charge for Bellibolt as well! I think this Pokémon has potential, but ultimately its design was more Singles oriented.
 
:sv/bellibolt:
Mega Bellibolt
Type:
Electric
Ability: Intimidate
Stats:
HP: 109​
Att: 64​
Def: 134 (+40)
SpA: 133 (+30)
SpD: 113 (+30)
Spe: 45​

Much like Masquerain, Arbok, and Stantler, Mega Bellibolt uses its false eyes to creep the hell out of its foes. Unclear if it's doing this intentionally.

Mega Bellibolt acts sort of as a defensive counterpart to Mega Manectric. It can pivot around with Volt Switch, punish Ground-types that try to block its Volt Switch with Muddy Water or Toxic, spread around poison and paralysis, and just generally be a nuisance to take down with Slack Off and its amazing bulk. I'm pretty sure the boost from Electromorphosis sticks around even when mega evolving, so it can potentially do some fun stuff with that, firing off one supercharged Volt Switch as it Intimidates and dips.

:sv/ludicolo:
Mega Ludicolo
Type:
Water / Grass
Ability: Drizzle
Stats:
HP: 80​
Att: 70​
Def: 70​
SpA: 110 (+20)
SpD: 130 (+30)
Spe: 120 (+50)

Rain follows Mega Ludicolo everywhere it goes, and it couldn't be happier. The pattering of falling raindrops makes for the most wonderful percussion.

In singles, Mega Ludicolo is fairly straightforward, sort of a Mega Zard Y for rain. It's fast, it hits hard, it's got good coverage, it's got pretty good bulk, overall solid Pokémon. Doubles is where things get interesting. Mega Ludicolo can get a lot of milage out of staying in its base form while pairing itself with Pelipper or Politoed in a larger rain team. While in base form, it can support its team with Fake Out, Encore, and Icy Wind while enjoying the boosted Speed from Swift Swim, then use its mega evolution to set the rain back up mid-turn and win a weather war. I see it being especially nice paired with Kyogre in a hypothetical restricted format, since its extremely fast Fake Outs pre-mega and renewed rain post-mega can easily shut down an opponent trying to slow down Kyogre's Water Spout.
 
:skeledirge: Mega Skeledirge

HP:
104
Atk: 75 --> 140 (+65)
Def:
100 --> 115 (+15)
SpA:
110
SpD: 75
Spe: 66 --> 86 (+20)

Ability:
Unaware --> Intimidate

Did you know Skeledirge gets Poltergeist? I saw that and thought, wouldn't it be cool if Skeledirge could be a mixed attacker, utilising strong Poltergeists and boosted Torch Songs to blitz through defensive cores? I felt like this design would lean in more to the "Skeleton Crocodile" side of Skeledirge more than the singing-aspect, since while the latter is cool, the monstrous side of Skeledirge shouldn't be understated, so I gave it Intimidate to help with setup opportunities while still retaining the defensive utility Skeledirge usually provides. I also gave it a bit of speed too since crocodiles are actually decently fast for their size (especially in water!), so making it faster than defensive Pokemon such as Corviknight, and even Rillaboom, seemed reasonable; although this might have side-effects when you consider Encore as well.

:ludicolo: Mega Ludicolo

HP:
80
Atk: 70
Def: 70 -->
100 (+30)
SpA: 90 --> 110 (+20)
SpD: 100 --> 110 (+10)
Spe: 70 --> 110 (+40)

Ability: Swift Swim --> Stamina

Ludicolo is an avid dancer, and dancing requires a LOT of energy, and therefore, a lot of stamina, hence the ability! Ludicolo is quite energetic too, so buffing its Speed to make it faster than Iron Treads seems fair to me, meaning it can fire off fast Encores as well, which seems rather annoying (although Ogerpon-W does that anyways). But its access to Synthesis, Leech Seed and strong attacks like Leaf Storm or Hydro Pump make Ludicolo a strong fast support Pokemon, being able to soft-check opposing Rain teams, Great Tusk and Landorus-T.

:bellibolt: Mega Bellibolt

HP:
109
Atk: 69
Def: 91 -->
101 (+10)
SpA: 103 --> 133 (+30)
SpD: 83 --> 143 (+60)
Spe: 45

Typing:
Electric --> Electric/Water

Bellibolt is an amphibian, and amphibians love water, so much so that Bellibolt's typing gains the Water-type now. Since its skin is smooth, silky, and reflective, like an actual frog's is, it can shrug off special attacks better now thanks to that, which combined with the slightly improved Defense and access to Slack Off, makes Mega Bellibolt a reliable mixed wall, that can hold off on its own with STAB Muddy Water, Volt Switch and Toxic, especially with Electromorposis still punishing reckless contact users that want to hit it on its weaker side. The increase in SpDef is also akin to the Assault Vest sets that BSS Season 1/2 players used to use, further proving the bulky offense potential of Mega Bellibolt.
 
:sv/skeledirge:
Name: Skeledirge
Type: Fire/Ghost
Ability: Calavera (At the end of every turn, this Pokemon is healed by 1/16 (up to 1/4) of its max hp for each stat boost the user has.)

Hp: 104 -> 104 (+0)
Att: 75 -> 85 (+10)
Def: 100 -> 130 (+30)
SpA: 110 -> 130 (+20)
SpD: 75 -> 105 (+30)
Spe: 66 -> 76 (+10)
BST: 530 -> 630 (+100)

Movepool Additions: Charge Beam

Description: Skeledirge becomes more skeletal and appears more like a day of the dead calavera, while the bird appears like mix of a falcon and a phoenix in reference to Ra and Phoenix. Gameplan consists of spamming Torch Song for passive recovery. This ability would be crazy on any mon with a move like CM, but Skeledirge only has Torch Song/Charge Beam. Slack Off + WoW + Torch Song + Hex/Shadow Ball sounds rather potent. It suffers from being slow and Fire/Ghost not being the greatest of defensive typings.



:sv/ludicolo:
Name: Ludicolo
Type: Water/Grass
Ability: Groovin' Shmovin' (After this Pokemon uses a Status move, it switches out.)

Hp: 80 -> 80 (+0)
Att: 70 -> 90 (+20)
Def: 70 -> 90 (+20)
SpA: 90 -> 130 (+40)
SpD: 100 -> 110 (+10)
Spe: 70 -> 80 (+10)
BST: 480 -> 580 (+100)

Movepool Additions: Soak, Worry Seed

Description: Ludicolo looks more like a palm tree with disco ball coconuts (I did not cook with this one). Ludicolo becomes an extremely annoying pivot that packs all the utility in the world, but it will constantly be switching out so it can be taken advantage of in that regard. 80 speed isn't particularly fast, making its utility less effective. 80/90/110 bulk is alright but its part Grass-typing isn't doing it any favors. Stealth Rock neutrality is very nice. Its biggest tool is pivoting Encore, which is rather strong. It also has Leech Seed, Synthesis (Regen the move), Toxic, Grassy Terrain, Rain Dance, Sunny Day, & Metronome.



:sv/bellibolt:
Name: Bellibolt
Type: Electric/Water
Ability: Drizzle

Hp: 109 -> 109 (+0)
Att: 64 -> 94 (+30)
Def: 91 -> 111 (+20)
SpA: 103 -> 123 (+20)
SpD: 83 -> 113 (+30)
Spe: 45 -> 45 (+0)
BST: 495 -> 595 (+100)

Movepool Additions: Waterfall

Description: Bellibolt is stupid. Bellibolt's stomach becomes a washing machine. Bellibolt already has strong water flavor so the type isn't very hard to believe. Bellibolt has pre-mega Electromorphosis for stronger electric moves + Drizzle Weather Ball and Thunder. Really strong with really good bulk, but its speed is completely nonexistant.
 
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Mega Skeledirge
Fire/Ghost
stats
HP- 104
ATK- 80(+5)
DEF- 140(+40)
SPA- 125(+15)
SPD- 110(+35)
SPE- 71(+5)
BST-630
Haunting Melody: The user's sound moves add ghost type to the target

With its now incredible bulk of 104/140/110, Mega Skeledirge is able to really shine as a tank with incredible snowballing potential thanks to its signature move, which now adds ghost type to the target on top of increasing Dirge's already decent SpA. 71 speed gives it an advantage on several notable pokemon at base 70 or below such as Houndstone, Polteageist, Sinistcha, Decidueye, Poliwrath, and Metagross


Mega Ludicolo
Water/Grass
stats
HP- 80
ATK- 80(+10)
DEF- 90(+20)
SPA- 120(+30)
SPD- 120(+20)
SPE- 90(+20)
BST- 580
Rainy Bloom: Sun boosted moves treat rain as sun (weather ball, solar beam, growth, synthesis)

New Moves: Growth

Ludicolo, like nearly every grass type, has a few moves that benefit it in sun but as a water type was instead built around rain. Why not combine the best of both worlds? Rainy Bloom gives Mega Ludicolo the ability to run moves like solar beam and (fire type, boosted) weather ball while still thriving in rain, lending itself to move sets like hpump/weather ball/solar beam with the last slot being filled with synthesis, growth, or whatever you like


Mega Bellibolt
Electric
stats
HP- 109
ATK- 64
DEF- 131(+40)
SPA- 120(+17)
SPD- 110(+27)
SPE- 61(+16)
BST- 595
Mud Skipper: Takes half damage from ground and water type moves and boosts speed by 1 stage if hit by one.

Being an Paldean amphibian Mega Bellibolt has spent a lot of time training with Wooper and Clodsire and as a result has formed a thick layer of mud. Not only does this give it a resistance to water and neutrality to ground moves, but its slippery muddy skin allows it slide fast along muddy surfaces
 
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:bellibolt:
Mega Bellibolt
New Ability
: Liquidate (If this pokemon is hit by a physical move, use Soak on the opponent.)
Type: Water/Electric

New stats:
HP: 109
Attack: 79 (+15)
Defense: 126 (+35)
Special Attack: 123 (+20)
Special Defense: 103 (+20)
Speed: 55 (+10)
(595 BST)

New moves: Surf
Description:
Upon mega evolving, Bellibolt's skin absorbs a lot of water, making it extremely wet to the touch. When attacked or otherwise provoked, it will not hesitate to release it all over the opponent (using the same organ on its stomach), drenching them in water. It then unleashes its electricity all over the now-soaked opponent, resulting in a near-guaranteed knockout.

Soak is a relatively interesting concept - change your opponent's typing to pure Water, and then hit them with a super-effective electric or grass move. However, save for some use in Doubles (where it could be usable), this move is never really used in Singles, and for good reason, chief among them being that the opponent can just switch out and remove the effect, thereby wasting a moveslot. Furthermore, it's not given to pokemon that can use the type-changing effect by themselves (and if you think of bringing in a teammate to abuse Soak, well, that works even less well than you think), to further add salt to the wound. This is quite literally why most type-changing moves aren't good in a Singles (or even Doubles) context, and Soak is no exception.

Bellibolt seeks to act as strong physical wall that can also heavily cripple the opponent by changing their typing to mono-Water. Electric/Water is a major upgrade over mono-Electric as a defensive typing, giving it many additional resistances that it would kill to have and giving it STAB on Muddy Water or Surf (depending on which one you choose) that let it threaten Ground-types on the switch. This new typing of its also goes well with its much improved defenses, letting it stomach a hit or two and hit back with Toxic or its STABs off of a reasonably strong base 123 special attack. However, the real draw here is Liquidate, which turns the opponent into a Water-type if they hit it with a physical move. Bellibolt's low speed actually works to its advantage for what is a very reactive ability, letting it absorb a physical hit with its solid 126 special defense and then changing the opponent's typing to Water in the same turn. Not only does this ensure that the opponent won't have STAB on their moves (and if they somehow have Water STAB? well, you resist it quite handily), but now this enables Bellibolt to hit the opponent with a super-effective Thunderbolt that might've been resisted or neutral otherwise. In the case of Ground-types (which are often very physical-leaning by nature), they not only lose STAB on their coveted Earthquake, but they (most importantly) lose their coveted Electric immunity, leaving them open to being OHKOed or 2HKOed by Bellibolt's Electric STAB. In addition, Steel- and Poison-types lose their Toxic immunity if they hit Bellibolt, which Bellibolt can take advantage of to hit them with it accordingly.
 
Geez, it's been like an over a year since I've done one of these due to all the computer troubles and other things:

:skeledirge: Skeledirge-Mega
New Ability: Blaze/Unaware (hidden ability)Soul Music (Whenever this Pokémon uses a sound move, Ghost moves against it and its allies deal damage with a two-thirds offensive stat until it or an ally use a Ghost move or it switches. This Pokémon and its allies have their offensive stat multiplied by 1.5 when using a Ghost-type move while under this effect.)
(Sound moves Skeledirge has: Alluring Voice, Disarming Voice, Heal Bell (new!), Hyper Voice, Noble Roar (new!), Roar, Sing, Torch Song.)
Type: Fire/Ghost → Fire/Ghost

New Stats:
HP: 104 → 104 (+000)
Attack: 075 → 076 (+001)
Defense: 100 → 116 (+016)
Special Attack: 110 → 132 (+022)
Special Defense: 075 → 116 (+041)
Speed: 066 → 086 (+020)
(BST: 530 → 630 (+100))

New Moves: Heal Bell, Noble Roar
Description: Man, describing Soul Music in the diction of Pokémon makes it look way more complicated than it actually is. It's basically a pseudo-field effect where if Skeledirge-Mega uses a sound move, then it and its allies take 66% damage from Ghost moves until they use a Ghost move themselves, which is powered up by 150%. I didn't want to make yet another Terrain effect, especially one that essentially would cancel out itself anyway, but I figured a pseudo-Charge effect that could be shared would tie together this trio even more as well as have merit given how spammable Ghost attacks unfortunately are when they actually work. (Please finally bring back the Ghost resist that died for Aegislash's sins in Gen VI, Gamefreak.)

As is, despite most likely to be triggered by Torch Song, Soul Music is pretty flexible both offensively and defensively. Defensively it reduces Skeledirge's Ghost weakness to only taking 33% more damage from Ghost moves until the effect wears off, technically allows you to just sit on it & never actually use it up on a Ghost attack (though that gets less appealing when something like Flash Fire Heatran is staring at you), and can be triggered by Noble Roar and other sound moves to give a boost even against Fire immune mons. Offensively the same Heal Bell can also be used as a part of a snowballing dual-STAB set with Slack Off that helps somewhat mitigate losing Unaware without losing many turns, STAB Shadow Ball and especially STAB powered up Hex hurt under the effect aside from relatively the few usable mons utterly immune to Ghost, and it gives Skeledirge-Mega more of a reason to use Alluring Voice than it had/has with Unaware. Skeledirge-Mega is still a bit slow, however, and still gets bodied by the admittedly rare Throat Chop on of now not being able to wear Heavy-Duty Boots. It also has less room to spread status as well as getting less out of doing that anyway without Unaware to fall back on, but every Mega needs some type of sacrifice, at least when it comes to Megas for mons that were/are already decently usable compared to the Beedrills of the world. (Shame that Skeledirge can't be given the otherwise quite fitting Perish Song without becoming real obnoxious though. Oh well.)


:ludicolo: Ludicolo-Mega
New Ability: Swift Swim/Rain Dish/Own Tempo (hidden ability)Uptempo (This Pokémon is immune to Sound moves*. When it is hit by a sound move, its Speed goes up by one stage.) (*It is healed by its own Heal Bell but not by anyone else's like with actual Soundproof.)
Type: Water/Grass → Water/Grass

New Stats:
HP: 080 → 080 (+000)
Attack: 070 → 110 (+040)
Defense: 070 → 110 (+040)
Special Attack: 090 → 110 (+020)
Special Defense: 100 → 100 (+000)
Speed: 070 → 070 (+000)
(BST: 480 → 580 (+100))

New Moves: Heal Bell, Horn Leech, Hurricane, Work Up

Description: Ludicolo-Mega embodies really moving to the music, turning any would-be sonic attacks into fodder for its own speed boosts and with it able to reach almost 130 base Speed tier after just one boost. It can even make its own music now and activate its new & effectively "Soundproof+" ability via its new Heal Bell move, which is good both due to all the power creep--that includes Ogerpon-Wellspring existing--and will help even its base form on Rain teams just like Hurricane and Work Up and, to a lesser degree, Horn Leech can.

It needs time to set-up though and is somewhat held back by the aforementioned power creep as well as a middling typing and poor STAB coverage, with only Ice Beam and inaccurate options like Focus Blast and Hurricane helping to get around Water and Grass's overlap in coverage that gets walled by Dragons and other Grass types. Work Up helps to get around its Mega's still somewhat low stats since it doubtless works best as a mixed attacker of sorts, though that means its "ideal" sets are ones where it probably has to use two stats moves if it wants make the most active use of its ability. Being immune to Bug Buzz and Torch Song and Roar (and more!) is nice as is generally being safe behind substitutes though, so a really annoying Subseed set could probably work too with something like Ice Beam/Leech Seed/Substitute/Heal Bell. (And in Doubles it gets to abuse Boomburst partners without having to be a Ghost type.)


:bellibolt: Bellibolt-Mega
New Ability: Electromorphosis/Static/Damp (hidden ability)Electromorphosis
Type: Electric → Electric/Fighting

New stats:
HP: 109 → 109 (+000)
Attack: 064 → 076 (+012)
Defense: 091 → 125 (+034)
Special Attack: 103 → 135 (+032)
Special Defense: 083 → 115 (+032)
Speed: 045 → 035 (-010)
(BST: 495 → 595 (+100))

New Moves: Aura Sphere, Calm Mind

Description: Did you know that Charge status still activates (and presumably stacks) even when your SpA and SpD are at +6? Bellibolt-Mega intends to take advantage of that and its signature ability Electromorphosis as well as all the muscularity mentioned in its Pokedex entry by becoming the first Electric/Fighting Mega to care about its SpA over its Atk. So it becomes one of very few Fighting mons that also can take advantage of Calm Mind, especially since it would be the only one besides Infernape and Virizion to have recovery as well--Medicham and Arceus don't count--in the form of Slack Off as well as STAB & potentially Charge'd Parabolic Charge. Given how Megas go in terms of exaggerated appearance, it probably would become "well-rounded" even physically, becoming more spherical with perhaps a third false eye.

Speaking of third eyes, due to the navel being thought to be the site of a various mystical energies, Aura Sphere fits even its base form as well as allows it to keep its Charge even as base Bellibolt even if it will only have STAB in Mega form. Fighting-typing, while conferring some new weaknesses that will help keep it in check on the SpD side, also means that it becomes resistant to the two most common pivot moves in Volt Switch and U-Turn, allowing it to activate Electromorphosis relatively painlessly even against Volt-Turn teams in Singles while also having its own glacial Volt Switch if not a Calm Mind set. Electric/Fighting is also great STAB coverage even with it still having relatively limited coverage otherwise, though it has Acid Spray to bully Fairy types and win Calm Mind wars even more as well as the barely usable Chilling Water to make it even harder to take down physically and mess with Ground types.
 
Below, my sub.
:sv/skeledirge:
Mega Skeledirge

Ability: Dissonance
After using a Sound move, the user applies Torment effect to all affected targets.

Type: Fire / Ghost

New Stats:

HP: 104
Attack: 75
Defense: 100 → 120 (+20)
Special Attack: 110 → 140 (+30)
Special Defense: 75 → 105 (+30)
Speed: 66 → 86 (+20)
BST: 530 → 630 (+100)

New moves:
- Perish Song

Description:
1) Concept

- Skeledirge is known as a very loving and harmonious Pokémon, often using its voice to make others feel warm and at rest and discouraging them from attacking any further. Its new ability Dissonance reflect these aspects.

2) Competitive

- Fire/Ghost is one of those non Steel dualtype combinations that offer a lot of good resistances and immunities, such as Bug (for U-turn), Fighting, Fire or Fairy, among others. This makes Skeledirge a solid check to Iron Moth, Iron Valiant, Zamazenta, etc. Since some of them carry effective coverage moves, Mega Skeledirge can use its ability to get around them, thereby improving its resilience and reliability against these threats. Furthermore, it can use its ability even offensively to force a switch or a less ideal move while boosting itself with Torch Song.
- Skeledirge has a lot of Sound moves, such as Torch Song, Snarl, Alluring Voice, Yawn, etc, giving you ample opportunities to trigger the ability, especially in VGC where you can hit two targets at the same time. In the case of Perish Song, you could affect the whole field. Preventing the opponent from clicking the same move in a subsequent turn can give you a lot of control over the game. For instance, you may no longer have to worry about Protect or Substitute from the opponent or you could even run them yourselves to better scout your opponent's set and defend yourself.
 
:sv/Ludicolo:
Ludicolo-Mega
Water/Grass
Magic Bounce
80
70
110 (+40)
110 (+20)

120 (+20)
90 (+20)

+Flip Turn


This is CM-B on the FM, holding a mirror to your funky soul...

Mega Ludicolo's vibes are so swinging that any attempts to dampen its mood bounce right off it. Ludicolo obviously gets a lot out of bouncing back hazards, threatening most setters with its STAB. It especially limits Hamurott between an OHKO Giga Drain and enough speed to ensure Ham can't get multiple layers like it can vs Hatterene (it also speed creeps Glimmora and Tusk); 110 Def ensures Ceaseless into Sucker doesn't KO. Ludi also uniquely brings additional support options to the table, such as Knock Off, Encore, and a new momentum tool in Flip Turn, meaning Ludi can go for an offensive or defensive style. Defensive sets can use Synthesis in case you need more reliable healing, while more offensive sets can pose solid pressure with great coverage in Ice Beam.

:sv/Skeledirge:
Skeledirge-Mega
Fire/Ghost
Stakeout
104
85 (+10)
120 (+20)
145 (+35)

95 (+20)
81 (+15)


Like a crocodile lies in wait for its prey, Skeledirge is always on the hunt to enchant a new audience. Stakeout naturally pairs with Skeledirge's STABs, racking up extra chip against Fire resists switching into Torch Song and preying upon the teammates of statused mons looking to avoid boosted Hex; it also powers up occasional coverage like Earth Power or Alluring Voice. Slack Off gives Mega Dirge more opportunities to come in and threaten something out, while Encore can be used to further force switches and take advantage of Stakeout.

:sv/Bellibolt:
Bellibolt-Mega
Electric
Rebel (1.3x damage for you and ally if anyone has stat drops.)
109
64

116 (+25)
133 (+30)

98 (+15)
75 (+30)


Mega Bellibolt boasts multiple options to drop stats and boost the damage output of itself and its teammates. In Singles, Rebel allows Bellibolt to more easily blow through Ground types with Muddy Water or use Acid Spray threaten large amounts of damage even with more defensive investment or grant extra momentum off of Volt Switch. The combination of damage boosting and Toxic allows Bellibolt to chip down key targets for its offensive teammates. In VGC, Rebel pairs beautifully with STAB Electroweb to make both opponents frailer and slower in one turn and further boosts the threat of Muddy Water.
 
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:sv/skeledirge:

Skeledirge-Mega
Fire/Ghost
Pixilate

HP: 104
Atk: 75 + 10 = 85
Def: 100 + 30 = 130
SpA: 110 + 30 = 140
SpD: 75 + 10 = 85
Spe: 66 + 20 = 86

New moves: None

Description: Fire/Fairy/Ground is a great coverage, even perfect if I recall. With Torch Song/Earth Power/Hyper Voice it becomes super scary, although it is slow. Unless you're a madman and you run Flame Charge which is funny I must say. Lore? It's a reference to Tera Fairy Skeledirge but otherwise I have nothing. I am cringe but I am free.

:sv/bellibolt:

Bellibolt-Mega
Electric
Water Bubble

HP: 109
Atk: 64
Def: 91 + 30 = 121
SpA: 103 + 30 = 133
SpD: 83 + 20 = 103
Spe: 45 + 20 = 65

New moves: Surf, Scald, Hydro Pump

Description: Not a Water mon despite being a frog? Well... Water Bubble is an ability I really like, and on a non-Water, it's pretty cool. It has a useful Fire resistance, and hits Grounds pretty hard with Water Bubble boosted Surf. And it can always get a Charge boost from Electromorphosis pre-mega.
 
Bellibolt-Mega
Type: Electric
Ability: Triage
HP: 109
Atk: 64
Def: 111 (+20)
Sp. Atk: 143 (+40)
Sp. Def: 103 (+20)
Spe: 65 (+20)
New Move: Draining Kiss

Description: I was struggling to figure out ideas for the Pokemon in this slate. While looking through :bellibolt:'s small movepool, I found that it learns Parabolic Charge, and thought that Triage would be really cool to use in conjunction with this move. Triage allows :bellibolt: to circumvent it's middling speed to fire off strong Parabolic Charges while also recovering a significant amount of health, especially if it is boosted by a pre-mega Electromorphosis. It is also hard to switch into because of the possibility of Soak causing what switches in to be at risk of being smacked by a strong Electric move. It can be hard to get in though because of it's poor defensive type, but slow pivots like :alomomola: and :slowking-galar: can help to alleviate this issue. Draining Kiss offers a second priority move that can hit Dragon types that would resist Parabolic Charge, as well as :great-tusk:, for super-effective damage.

Note that Parabolic Charge is a spread move, so :bellibolt: has unique access to priority speed control that shares the same priority bracket as Fake Out while also healing :bellibolt:, meaning that, with some Speed EVs, it could act before getting flinched! And, although it hits an ally, you can run a Ground type like :landorus-therian: with it to take the hit.

Flavor: In some cultures, the poisonous secretions of a frog, known as Kambo, is used as a type of folk medicine.

I didn't really think about flavor for this submission until XtGm mentioned this in the M4A Discord, so shoutouts to them for letting me know about this!

Ludicolo-Mega
Type: Water/Grass
Ability: Speed Boost
HP: 80
Atk: 75 (+5)
Def: 90 (+20)
Sp. Atk: 140 (+50)
Sp. Def: 110 (+10)
Spe: 85 (+15)
New Move: Petal Dance

Description: While giving an ability as strong as Speed Boost to a Pokemon with 140 base Special Attack, good 80/90/110 bulk, and great coverage options sounds completely broken, it should be fine to deal with. For one, almost all other Pokemon have a way to boost their attacking stat (Swords Dance on :blaziken:, Calm Mind on :espathra:, Bulk Up on :gogoat: :sceptilite:, etc,) but :ludicolo: lacks any way to boost it's Special Attack, meaning it has to rely on it's (admittedly really high) Special Attack to get past things. However, it has unique things that no other Speed Boost mon has. Fake Out lets it get chip on an opponent while also boosting your Speed, while Encore can be used to stop Pokemon that are setting up, like :dugtrio-alola: :pidgeotite: and :zamazenta:. It does hit very hard though, so it will likely be used as a cleaner and anti-offense tool. Petal Dance gives it an incredibly strong move that has the drawback of leaving :ludicolo: a sitting duck against the many Grass resists in the tier.

Flavor: :ludicolo: does a constant accelerando until it is dancing to an incredibly fast tempo.
 
1740157902544.gif

Mega bellibolt
Electric/dragon
109/64/121/153/113/25
primal charge: after taking damage, next dragon-type move has 1.5x power and heals 25% damage.
New moves: fickle beam, flamethrower
Who’s the best lil derp ever? U are!
idk ok just give Belli triage pls
This would be fun tho
Fickle beam nuke frfr



1740158319420.gif

Mega skeledirge
Fire/ghost
Regenerator
104/105/100/130/135/56
New moves: flip turn, spectral thief
Why this derp mixed now?
because I love mixed sets and regen hehehehehheehhehehe
 

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Hi, this is my sub, hope you enjoy reading (excuse my horrible mega designs).



Bellibolt.png

Upon Mega Evolving, Bellibolt is able to absorb all Electricity in a large radius, allowing it to summon an Electric Terrain whilst using the leftover Electricity to boost its Sp. Attack (Hadron Engine). Bellibolt maintains its pure electric typing making it great defensively (only weak to Ground), whilst bolstering its own attacking prowess with Hadron Engine, which also sets up its teammates, particularly those who like to abuse Quark Drive like Iron Valiant, and especially Iron Hands.

Mega Bellibolt
Electric
Electric Surge
HP: 109
Attack: 83 (+19)
Defense: 111 (+20)
Sp. Attack: 123 (+20)
Sp. Defense: 103 (+20)
Speed: 66 (+21)
BST: 595

With its pure Electric-Typing, its only weak to Ground making its typing great defensively. It really doesn't have any attacking moves other than Electric-Type moves (unless you wanna use Chilling Water) so it really doesn't lack STAB moves offensively. What's important is that its base Speed increase allows it to outspeed the likes of Mega Emboar and Mega Golurk particularly (also outspeeds Scizor and Pelipper).

Here are some calcs,
Specially Defensive Mega Bellibolt:
252+ Atk Golurk-Mega Earthquake vs. 248 HP / 8 Def Bellibolt-Mega: 354-416 (84 - 98.8%) -- guaranteed 2HKO
252+ Atk Donphan-Mega Earthquake vs. 248 HP / 8 Def Bellibolt: 344-408 (81.7 - 96.9%) -- guaranteed 2HKO
240 Atk Soft Sand Landorus-Therian Earthquake vs. 248 HP / 8 Def Bellibolt: 384-452 (91.2 - 107.3%) -- 43.8% chance to OHKO
252 Atk Great Tusk Headlong Rush vs. 248 HP / 8 Def Bellibolt: 356-422 (84.5 - 100.2%) -- 6.3% chance to OHKO
0 Atk Ting-Lu Earthquake vs. 248 HP / 8 Def Bellibolt: 212-252 (50.3 - 59.8%) -- guaranteed 2HKO
252 Atk Dugtrio-Alola-Mega Earthquake vs. 248 HP / 8 Def Bellibolt-Mega: 266-314 (63.1 - 74.5%) -- guaranteed 2HKO
252 SpA Sandy Shocks Earth Power vs. 248 HP / 252+ SpD Bellibolt: 198-234 (47 - 55.5%) -- 69.9% chance to 2HKO

Physically Defense Mega Bellibolt:
252+ Atk Golurk-Mega Earthquake vs. 248 HP / 252+ Def Bellibolt: 260-308 (61.7 - 73.1%) -- guaranteed 2HKO
252+ Atk Donphan-Mega Earthquake vs. 248 HP / 252+ Def Bellibolt: 254-300 (60.3 - 71.2%) -- guaranteed 2HKO
240 Atk Soft Sand Landorus-Therian Earthquake vs. 248 HP / 252+ Def Bellibolt: 284-336 (67.4 - 79.8%) -- guaranteed 2HKO
252 Atk Great Tusk Headlong Rush vs. 248 HP / 252+ Def Bellibolt: 266-314 (63.1 - 74.5%) -- guaranteed 2HKO
0 Atk Ting-Lu Earthquake vs. 248 HP / 252+ Def Bellibolt: 156-186 (37 - 44.1%) -- guaranteed 3HKO
252 Atk Dugtrio-Alola-Mega Earthquake vs. 248 HP / 252+ Def Bellibolt: 194-230 (46 - 54.6%) -- 57% chance to 2HKO
252 SpA Sandy Shocks Earth Power vs. 248 HP / 8 SpD Bellibolt: 270-320 (64.1 - 76%) -- guaranteed 2HKO

Offensive Calcs:
0 SpA Hadron Engine Bellibolt-Mega Discharge vs. 248 HP / 0 SpD Bombirdier-Mega in Electric Terrain: 318-374 (92.7 - 109%) -- 56.3% chance to OHKO
0 SpA Hadron Engine Bellibolt-Mega Discharge vs. 252 HP / 0 SpD Multiscale Milotic-Mega in Electric Terrain: 121-144 (30.7 - 36.5%) -- 62.7% chance to 3HKO
-> 0 SpA Hadron Engine Bellibolt-Mega Discharge vs. 252 HP / 0 SpD Milotic-Mega in Electric Terrain: 242-288 (61.4 - 73%) -- guaranteed 2HKO {Calc is done assuming 393/394 HP}
0 SpA Hadron Engine Bellibolt-Mega Discharge vs. 252 HP / 0 SpD Noctowl-Mega in Electric Terrain: 314-372 (77.7 - 92%) -- guaranteed 2HKO
0 SpA Hadron Engine Bellibolt-Mega Discharge vs. 252 HP / 252+ SpD Noctowl-Mega in Electric Terrain: 234-276 (57.9 - 68.3%) -- guaranteed 2HKO
0 SpA Hadron Engine Bellibolt-Mega Discharge vs. 0 HP / 4 SpD Quaquaval-Mega in Electric Terrain: 408-480 (131.1 - 154.3%) -- guaranteed OHKO
0 SpA Hadron Engine Bellibolt-Mega Discharge vs. 252 HP / 0 SpD Tentacruel-Mega in Electric Terrain: 306-362 (84 - 99.4%) -- guaranteed 2HKO
0 SpA Hadron Engine Bellibolt-Mega Discharge vs. 248 HP / 0 SpD Zapdos in Electric Terrain: 195-231 (50.9 - 60.3%) -- guaranteed 2HKO

It's important to note that most of these Calcs are unlikely to occur in battle, the likes of Quaquaval-Mega, Tentacruel-Mega, Noctowl-Mega and Bombardier-Mega to switch into/stay in against Bellibolt is pure speculation and just used to show how powerful Bellibolt-Mega can be, even without any Special investment. Furthermore, Bellibolt-Mega can switch into attacks, dishing off a powerful discharge to any Pokémon that decides to switch in against it. Bellibolt-Mega's longevity is also emphasized upon being able to Pivot with Volt Switch, and heal with Slack Off. Discharge also having a 30% chance to paralyze makes it even more annoying to deal with without a Ground-Type Pokémon or a defensive Electric-Type. Zapdos does not enjoy having to switch into Discharge, meaning it has to sacrifice a Roost just to heal up most of the damage taken, allowing for a free switch to a threatening Pokémon. Rotom-Wash definitely does not enjoy switching in as it takes massive damage and cannot heal with any move. Although Raging Bolt is a check as it can easily switch into Discharge without worry about being Paralyzed and being 4x resistant, it gets chipped down fast.

All in all, Mega Bellibolt is a defensive Pokemon that with great stats and typing, it can easily switch into a plethora of attacks and dish out damage that almost no Pokemon wants to face, and with Discharge, an annoying 30% chance to Paralyze. It synergizes well with Pokemon that can target Electric and Ground-Types well like Meowscarada for Ground and Iron Treads for Electric as examples respectively.

That's my submission for Mega Bellibolt, hope you liked reading it, any feedback for future submissions is always appreciated!

Skeledirge-Mega.png

Skeledirge isn't fast, that's obvious, and upping its Speed crazily feels like it just goes against what Skeledirge is built to do, sweep late game with Torch Song, whilst acting as a defensive backbone to the likes of Clefable, etc. It clearly fits well on bulky offense teams but the problem is its Fire-typing. Regularly, Skeledirge would simply have Heavy Duty Boots with a teammate like Clefable to switch into oncoming Knock Offs. So without changing its premise, what if we give it an ability like Magic Guard pushing Skeledirge's more passive nature on the field whilst still being able to bolster offensive damage.

Mega Skeledirge
Fire / Ghost
Magic Guard
HP: 104
Attack: 95 (+20)
Defense: 135 (+35)
Sp. Attack: 120 (+20)
Sp. Defense: 85 (+10)
Speed: 86 (+20)
BST: 630
New Moves: Mystical Fire

Here are some calcs,
Offensive Mega Skeledirge:
252+ SpA Skeledirge-Mega Torch Song vs. 252 HP / 0 SpD Arboliva-Mega: 192-228 (53.3 - 63.3%) -- guaranteed 2HKO
252+ SpA Skeledirge-Mega Torch Song vs. 252 HP / 252+ SpD Arboliva-Mega: 150-176 (41.6 - 48.8%) -- guaranteed 3HKO
252+ SpA Skeledirge-Mega Torch Song vs. 0 HP / 0 SpD Cetitan-Mega: 440-518 (91.4 - 107.6%) -- 50% chance to OHKO
252 SpA Skeledirge-Mega Torch Song vs. 0 HP / 4 SpD Galvantula-Mega: 296-350 (105.3 - 124.5%) -- guaranteed OHKO
252 SpA Skeledirge-Mega Torch Song vs. 0 HP / 0 SpD Lokix-Mega: 314-372 (110.9 - 131.4%) -- guaranteed OHKO
252+ SpA Skeledirge-Mega Torch Song vs. 0 HP / 0 SpD Ogerpon-Mega: 240-284 (79.7 - 94.3%) -- guaranteed 2HKO
252+ SpA Skeledirge-Mega Torch Song vs. 252 HP / 8 SpD Grudgeful Tablets Wo-Chien-Mega: 148-175 (39.5 - 46.7%) -- guaranteed 3HKO
252+ SpA Skeledirge-Mega Torch Song vs. 252 HP / 252+ SpD Grudgeful Tablets Wo-Chien-Mega: 114-135 (30.4 - 36%) -- 42.1% chance to 3HKO
252+ SpA Skeledirge-Mega Torch Song vs. 252 HP / 0 SpD Slither Wing-Mega: 210-248 (56.1 - 66.3%) -- guaranteed 2HKO
252+ SpA Skeledirge-Mega Torch Song vs. 252 HP / 252+ SpD Slither Wing-Mega: 158-188 (42.2 - 50.2%) -- 1.2% chance to 2HKO
252+ SpA Skeledirge-Mega Hex (65 BP) vs. 252 HP / 0 SpD Golurk-Mega: 204-242 (53.4 - 63.3%) -- guaranteed 2HKO
252+ SpA Skeledirge-Mega Shadow Ball vs. 252 HP / 0 SpD Golurk-Mega: 252-296 (65.9 - 77.4%) -- guaranteed 2HKO

Defensive Mega Skeledirge:
0 SpA Skeledirge-Mega Torch Song vs. 0 HP / 0 SpD Cetitan-Mega: 326-386 (67.7 - 80.2%) -- guaranteed 2HKO
0 SpA Skeledirge-Mega Torch Song vs. 0 HP / 4 SpD Galvantula-Mega: 242-288 (86.1 - 102.4%) -- 18.8% chance to OHKO
0 SpA Skeledirge-Mega Torch Song vs. 0 HP / 0 SpD Lokix-Mega: 254-302 (89.7 - 106.7%) -- 43.8% chance to OHKO
0 SpA Skeledirge-Mega Torch Song vs. 0 HP / 0 SpD Ogerpon-Mega: 180-212 (59.8 - 70.4%) -- guaranteed 2HKO
0 SpA Skeledirge-Mega Torch Song vs. 252 HP / 4 SpD Grudgeful Tablets Wo-Chien-Mega: 112-132 (29.9 - 35.2%) -- 20.7% chance to 3HKO
0 SpA Skeledirge-Mega Torch Song vs. 252 HP / 252+ SpD Grudgeful Tablets Wo-Chien-Mega: 85-100 (22.7 - 26.7%) -- 34% chance to 4HKO
0 SpA Skeledirge-Mega Torch Song vs. 252 HP / 0 SpD Slither Wing-Mega: 156-186 (41.7 - 49.7%) -- guaranteed 3HKO
0 SpA Skeledirge-Mega Torch Song vs. 252 HP / 252+ SpD Slither Wing-Mega: 116-140 (31 - 37.4%) -- 84.4% chance to 3HKO
0 SpA Skeledirge-Mega Hex (65 BP) vs. 252 HP / 0 SpD Golurk-Mega: 152-180 (39.7 - 47.1%) -- guaranteed 3HKO
0 SpA Skeledirge-Mega Shadow Ball vs. 252 HP / 0 SpD Golurk-Mega: 186-222 (48.6 - 58.1%) -- 95.3% chance to 2HKO

Physically Defensive Mega Skeledirge:
252 Atk Cetitan-Mega Earthquake vs. 248 HP / 252+ Def Skeledirge-Mega: 152-180 (36.9 - 43.7%) -- guaranteed 3HKO
252 SpA Galvantula-Mega Thunder vs. 248 HP / 8 SpD Skeledirge-Mega: 201-237 (48.9 - 57.6%) -- 94.9% chance to 2HKO
252+ Atk Lokix-Mega Knock Off (65 BP) vs. 248 HP / 252+ Def Skeledirge-Mega: 230-272 (37.3 - 44%) -- guaranteed 2HKO
252+ Atk Golurk-Mega Earthquake vs. 248 HP / 252+ Def Skeledirge: 228-270 (55.4 - 65.6%) -- guaranteed 2HKO
252+ Atk Donphan-Mega Earthquake vs. 248 HP / 252+ Def Skeledirge-Mega: 222-264 (54 - 64.2%) -- guaranteed 2HKO
+1 252 SpA Quark Drive Iron Thorns-Mega Power Gem vs. 248 HP / 8 SpD Skeledirge-Mega: 512-606 (124.5 - 147.4%) -- guaranteed OHKO
252 Atk Iron Thorns-Mega Stone Edge vs. 248 HP / 252+ Def Skeledirge-Mega: 206-246 (50.1 - 59.8%) -- guaranteed 2HKO

Specially Defensive Mega Skeledirge:
252 Atk Cetitan-Mega Earthquake vs. 248 HP / 8 Def Skeledirge-Mega: 198-234 (48.1 - 56.9%) -- 89.1% chance to 2HKO
252 SpA Galvantula-Mega Thunder vs. 248 HP / 252+ SpD Skeledirge-Mega: 142-168 (34.5 - 40.8%) -- guaranteed 3HKO
252+ Atk Lokix-Mega Knock Off (65 BP) vs. 248 HP / 8 Def Skeledirge-Mega: 302-356 (48.9 - 57.7%) -- guaranteed 2HKO
252+ Atk Golurk-Mega Earthquake vs. 248 HP / 8 Def Skeledirge-Mega: 296-350 (72 - 85.1%) -- guaranteed 2HKO
252+ Atk Donphan-Mega Earthquake vs. 248 HP / 8 Def Skeledirge-Mega: 290-344 (70.5 - 83.6%) -- guaranteed 2HKO
+1 252 SpA Quark Drive Iron Thorns-Mega Power Gem vs. 248 HP / 252+ SpD Skeledirge-Mega: 362-428 (88 - 104.1%) -- 25% chance to OHKO
252 Atk Iron Thorns-Mega Stone Edge vs. 248 HP / 8 Def Skeledirge-Mega: 270-320 (65.6 - 77.8%) -- guaranteed 2HKO

Also, upping its Attack stat allows for certain physical moves to be somewhat viable like Poltergeist, Earthquake, etc - but it's upped purely for viability reasons, considering Skeledirge does get Slack Off for longevity while it can hinder physical attackers with Will-O-Wisp, meaning you'd like to invest more EVs into Sp. Defense than Defense for a bulky build. It does also enjoy Rillaboom as a teammate to setup Grassy Terrain that boosts its longevity. Physical attackers like Zamazenta, Mega Golurk, Iron Hands, etc are neutralised thanks to Will-O-Wisp; it can also run either Earth Power/Scorching Sands to check Heatran, Mega Coalossal and Mega Iron Thorns to name a few.

In conclusion, Mega Skeledirge is a bulky offense Pokemon that can switch into many attacks, keep itself healthy with Slack Off, and dish off high amounts of damage with a variety of moves ranging from Torch Song to Earth Power, whilst also being able to use Will-O-Wisp to render most physical attackers useless. Magic Guard helps bolster its longevity as it receives no damage from status like Toxic and it can't be chipped down with Hazards like Stealth Rock. It synergizes well with Pokemon like Clefable, Rillaboom and Glowking as it can switch into threats like Iron Moth.

hope you enjoy

edit: changed Bellibolt's ability
 
Last edited:
Dear community,

it's voting time. Below, you can find all the subs from the current slate. You have until Friday, 14.03.2025, GMT+1, 23:59, to vote! If I forgot to include any sub, let me know as soon as possible.
:sv/skeledirge:
:bw/moltres::skeledirge:
Mega Skeledirge
Type:
Fire / Flying
Ability: Aerilate
Stats:
HP: 104​
Att: 75​
Def: 120 (+20)
SpA: 130 (+20)
SpD: 95 (+20)
Spe: 106 (+40)

The energy from Mega Evolution has poured into the bird, causing it to grow into a beautiful phoenix.

Fire / Flying is infamous for being extremely volatile, with its double weakness to Stealth Rock and its best STABs either inducing heavy recoil on the physical side of having shaky accuracy on the special side. Mega Skeledirge is stuck with its Stealth Rock weakness due to being unable to wear boots, but it makes up for it by having very reliable STABs. Torch Song as always is amazing at snowballing, while its newly-boosted Hyper Voices hit almost as hard as a Hurricane without any risk of missing.
Mega Skeledirge
Fire/Fairy
Ability: Punk Rock
104
95(+20)
120 (+20)
140 (+30)
95 (+20)
76 (+10)
BST: 630


Skeledirge is known for its defensive sets, but I've always been fond of more offensive sets that take advantage of Torch Song being a broken move and its great coverage options like Earth Power and Alluring Voice. This Mega gives Skeledirge STAB and a Punk Rock boost on Alluring Voice while making its already strong Torch Song even sillier. This would be more of a tank-like mon, one that is pretty tough to switch into.
Mega Skeledirge
skeledirge.png

FireIC_PE.png
GhostIC_PE.png

Ability - Blaze; Unaware ➝ Requiem: Whenever the user is sent out to replace a Pokémon that fainted, or an ally faints, the user uses the first sound-based move in its moveslot order, if any, immediately. If said move is a single-target move, it targets a foe at random.

HP - 104 ➝ 104
Atk - 75 ➝ 120 (+45)
Def - 100 ➝ 120 (+20)
SpA - 110 ➝ 130 (+20)
SpD - 75 ➝ 90 (+15)
Spe - 66 ➝ 66
BST - 530 ➝ 630 (+100)

Movepool Changes - n/a
Flavor - Skeledirge is among many many other inspirations, a funerary singer, hence the "dirge" in its name. The ability plays around that by having it sing whenever a teammate faints!
Singles - There's a lot of interesting things you can do with this! Firstly, Torch Song as your sound-based move of choice can be very exciting, as you enter with a free +1 and some bonus damage should one of your Pokémon faint, this makes Mega Skeledirge insanely powerful with its snowballing potential, and its high natural bulk should make it easy for it to keep healthy and able to spam Torch Songs in a way its base forme couldn't quite achieve. Roar is another option on bulkier builds that could be used to phaze out set up sweepers by sacrificing a Pokémon of yours, but of course, you can only do this so many times! That said, with either build, one thing to keep in mind is that this is a Mega that needs to be activated prior to being sent out for its effect to trigger, so it needs to be played in that way, a bit like Palafin or the ORAS Megas with low base speed, if you will. This also creates some opportunity cost to make the effect work to its fullest!
Doubles - While there are less opportunities here to send out Mega Skeledirge replacing a fainted Pokémon than in singles — for one, because there are less Pokémon to faint, and for another, due to the fact that Skeledirge could already be on the field when one of your Pokémon faint — so this is where the other activation condition of the ability comes in, an ally fainting also activates it. This adds a big layer of depth to doubles matches, where your opponent has to think twice before grabbing a KO on Mega Skeledirge's ally, lest they take a Torch Song to the face before their other Pokémon can KO your Skeledirge. This Pokémon has the potential to quickly snowball with Torch Song, and with its good bulk it may be especially tricky to take down, especially alongside support options like Sinistcha. Just like in singles though, Torch Song isn't the only viable option, for Skeledirge also learns Snarl. Finally giving players the long awaited "special Intimidate", at the cost of it being able to miss 5% of the time and the user being unable to just switch in the "special Intimidate" mid-turn to help an ally survive an attack, which is the most useful application. But hey, at least this Snarl Requiem thing also provides some bonus damage too, which is especially useful to break Focus Sash and Sturdy. On top of those, you can also choose a higher BP spread sound-based move for Skeledirge to make good use of accumulated Torch Song boosts — remember, Torch Song just has to be lower in Skeledirge's moveslot order — to dish out big spread damage. But unfortunately — or fortunately, rather — neither Hyper Voice nor Alluring Voice is STAB on Skeledirge, so that keeps this option in check a bit. Lastly, you could just try to exploit VGC's lack of Sleep Clause and use Sing, but damn you'll be counting a lot on accuracy to help you out. Maybe you can pair it with Gravity, as unlike DOU, innacurate Sleep moves + Gravity is a completely allowed strategy, but even then you can miss your Sings 8.3% of the time, and we will laugh when you do. All in all, Mega Skeledirge is a very complex option that adds a new layer to the game, but I think it could be very interesting, and almost a way to play around a more balanced Magearna in its Torch Song version, which I imagine will be the standard.
:skeledirge: Mega Skeledirge

HP:
104
Atk: 75 --> 140 (+65)
Def:
100 --> 115 (+15)
SpA:
110
SpD: 75
Spe: 66 --> 86 (+20)

Ability:
Unaware --> Intimidate

Did you know Skeledirge gets Poltergeist? I saw that and thought, wouldn't it be cool if Skeledirge could be a mixed attacker, utilising strong Poltergeists and boosted Torch Songs to blitz through defensive cores? I felt like this design would lean in more to the "Skeleton Crocodile" side of Skeledirge more than the singing-aspect, since while the latter is cool, the monstrous side of Skeledirge shouldn't be understated, so I gave it Intimidate to help with setup opportunities while still retaining the defensive utility Skeledirge usually provides. I also gave it a bit of speed too since crocodiles are actually decently fast for their size (especially in water!), so making it faster than defensive Pokemon such as Corviknight, and even Rillaboom, seemed reasonable; although this might have side-effects when you consider Encore as well.
:sv/skeledirge:
Name: Skeledirge
Type: Fire/Ghost
Ability: Calavera (At the end of every turn, this Pokemon is healed by 1/16 (up to 1/4) of its max hp for each stat boost the user has.)

Hp: 104 -> 104 (+0)
Att: 75 -> 85 (+10)
Def: 100 -> 130 (+30)
SpA: 110 -> 130 (+20)
SpD: 75 -> 105 (+30)
Spe: 66 -> 76 (+10)
BST: 530 -> 630 (+100)

Movepool Additions: Charge Beam

Description: Skeledirge becomes more skeletal and appears more like a day of the dead calavera, while the bird appears like mix of a falcon and a phoenix in reference to Ra and Phoenix. Gameplan consists of spamming Torch Song for passive recovery. This ability would be crazy on any mon with a move like CM, but Skeledirge only has Torch Song/Charge Beam. Slack Off + WoW + Torch Song + Hex/Shadow Ball sounds rather potent. It suffers from being slow and Fire/Ghost not being the greatest of defensive typings.
Mega Skeledirge
Fire/Ghost
stats
HP- 104
ATK- 80(+5)
DEF- 140(+40)
SPA- 125(+15)
SPD- 110(+35)
SPE- 71(+5)
BST-630
Haunting Melody: The user's sound moves add ghost type to the target

With its now incredible bulk of 104/140/110, Mega Skeledirge is able to really shine as a tank with incredible snowballing potential thanks to its signature move, which now adds ghost type to the target on top of increasing Dirge's already decent SpA. 71 speed gives it an advantage on several notable pokemon at base 70 or below such as Houndstone, Polteageist, Sinistcha, Decidueye, Poliwrath, and Metagross
:skeledirge: Skeledirge-Mega
New Ability:
Blaze/Unaware (hidden ability)Soul Music (Whenever this Pokémon uses a sound move, Ghost moves against it and its allies deal damage with a two-thirds offensive stat until it or an ally use a Ghost move or it switches. This Pokémon and its allies have their offensive stat multiplied by 1.5 when using a Ghost-type move while under this effect.)
(Sound moves Skeledirge has: Alluring Voice, Disarming Voice, Heal Bell (new!), Hyper Voice, Noble Roar (new!), Roar, Sing, Torch Song.)
Type: Fire/Ghost → Fire/Ghost

New Stats:
HP:
104 → 104 (+000)
Attack: 075 → 076 (+001)
Defense: 100 → 116 (+016)
Special Attack: 110 → 132 (+022)
Special Defense: 075 → 116 (+041)
Speed: 066 → 086 (+020)
(BST: 530 → 630 (+100))

New Moves: Heal Bell, Noble Roar
Description: Man, describing Soul Music in the diction of Pokémon makes it look way more complicated than it actually is. It's basically a pseudo-field effect where if Skeledirge-Mega uses a sound move, then it and its allies take 66% damage from Ghost moves until they use a Ghost move themselves, which is powered up by 150%. I didn't want to make yet another Terrain effect, especially one that essentially would cancel out itself anyway, but I figured a pseudo-Charge effect that could be shared would tie together this trio even more as well as have merit given how spammable Ghost attacks unfortunately are when they actually work. (Please finally bring back the Ghost resist that died for Aegislash's sins in Gen VI, Gamefreak.)

As is, despite most likely to be triggered by Torch Song, Soul Music is pretty flexible both offensively and defensively. Defensively it reduces Skeledirge's Ghost weakness to only taking 33% more damage from Ghost moves until the effect wears off, technically allows you to just sit on it & never actually use it up on a Ghost attack (though that gets less appealing when something like Flash Fire Heatran is staring at you), and can be triggered by Noble Roar and other sound moves to give a boost even against Fire immune mons. Offensively the same Heal Bell can also be used as a part of a snowballing dual-STAB set with Slack Off that helps somewhat mitigate losing Unaware without losing many turns, STAB Shadow Ball and especially STAB powered up Hex hurt under the effect aside from relatively the few usable mons utterly immune to Ghost, and it gives Skeledirge-Mega more of a reason to use Alluring Voice than it had/has with Unaware. Skeledirge-Mega is still a bit slow, however, and still gets bodied by the admittedly rare Throat Chop on of now not being able to wear Heavy-Duty Boots. It also has less room to spread status as well as getting less out of doing that anyway without Unaware to fall back on, but every Mega needs some type of sacrifice, at least when it comes to Megas for mons that were/are already decently usable compared to the Beedrills of the world. (Shame that Skeledirge can't be given the otherwise quite fitting Perish Song without becoming real obnoxious though. Oh well.)
:sv/skeledirge:
Mega Skeledirge

Ability: Dissonance
After using a Sound move, the user applies Torment effect to all affected targets.

Type: Fire / Ghost

New Stats:

HP: 104
Attack: 75
Defense: 100 → 120 (+20)
Special Attack: 110 → 140 (+30)
Special Defense: 75 → 105 (+30)
Speed: 66 → 86 (+20)
BST: 530 → 630 (+100)

New moves:
- Perish Song

Description:
1) Concept

- Skeledirge is known as a very loving and harmonious Pokémon, often using its voice to make others feel warm and at rest and discouraging them from attacking any further. Its new ability Dissonance reflect these aspects.

2) Competitive

- Fire/Ghost is one of those non Steel dualtype combinations that offer a lot of good resistances and immunities, such as Bug (for U-turn), Fighting, Fire or Fairy, among others. This makes Skeledirge a solid check to Iron Moth, Iron Valiant, Zamazenta, etc. Since some of them carry effective coverage moves, Mega Skeledirge can use its ability to get around them, thereby improving its resilience and reliability against these threats. Furthermore, it can use its ability even offensively to force a switch or a less ideal move while boosting itself with Torch Song.
- Skeledirge has a lot of Sound moves, such as Torch Song, Snarl, Alluring Voice, Yawn, etc, giving you ample opportunities to trigger the ability, especially in VGC where you can hit two targets at the same time. In the case of Perish Song, you could affect the whole field. Preventing the opponent from clicking the same move in a subsequent turn can give you a lot of control over the game. For instance, you may no longer have to worry about Protect or Substitute from the opponent or you could even run them yourselves to better scout your opponent's set and defend yourself.
:sv/Skeledirge:
Skeledirge-Mega
Fire/Ghost
Stakeout
104
85 (+10)
120 (+20)
145 (+35)

95 (+20)
81 (+15)


Like a crocodile lies in wait for its prey, Skeledirge is always on the hunt to enchant a new audience. Stakeout naturally pairs with Skeledirge's STABs, racking up extra chip against Fire resists switching into Torch Song and preying upon the teammates of statused mons looking to avoid boosted Hex; it also powers up occasional coverage like Earth Power or Alluring Voice. Slack Off gives Mega Dirge more opportunities to come in and threaten something out, while Encore can be used to further force switches and take advantage of Stakeout.
:sv/skeledirge:

Skeledirge-Mega
Fire/Ghost
Pixilate

HP: 104
Atk: 75 + 10 = 85
Def: 100 + 30 = 130
SpA: 110 + 30 = 140
SpD: 75 + 10 = 85
Spe: 66 + 20 = 86

New moves: None

Description: Fire/Fairy/Ground is a great coverage, even perfect if I recall. With Torch Song/Earth Power/Hyper Voice it becomes super scary, although it is slow. Unless you're a madman and you run Flame Charge which is funny I must say. Lore? It's a reference to Tera Fairy Skeledirge but otherwise I have nothing. I am cringe but I am free.
1740158319420.gif


Mega skeledirge
Fire/ghost
Regenerator
104/105/100/130/135/56
New moves: flip turn, spectral thief
Why this derp mixed now?
because I love mixed sets and regen hehehehehheehhehehe
View attachment 715853
Skeledirge isn't fast, that's obvious, and upping its Speed crazily feels like it just goes against what Skeledirge is built to do, sweep late game with Torch Song, whilst acting as a defensive backbone to the likes of Clefable, etc. It clearly fits well on bulky offense teams but the problem is its Fire-typing. Regularly, Skeledirge would simply have Heavy Duty Boots with a teammate like Clefable to switch into oncoming Knock Offs. So without changing its premise, what if we give it an ability like Magic Guard pushing Skeledirge's more passive nature on the field whilst still being able to bolster offensive damage.

Mega Skeledirge
Fire / Ghost
Magic Guard
HP: 104
Attack: 95 (+20)
Defense: 135 (+35)
Sp. Attack: 120 (+20)
Sp. Defense: 85 (+10)
Speed: 86 (+20)
BST: 630
New Moves: Mystical Fire

Here are some calcs,
Offensive Mega Skeledirge:
252+ SpA Skeledirge-Mega Torch Song vs. 252 HP / 0 SpD Arboliva-Mega: 192-228 (53.3 - 63.3%) -- guaranteed 2HKO
252+ SpA Skeledirge-Mega Torch Song vs. 252 HP / 252+ SpD Arboliva-Mega: 150-176 (41.6 - 48.8%) -- guaranteed 3HKO
252+ SpA Skeledirge-Mega Torch Song vs. 0 HP / 0 SpD Cetitan-Mega: 440-518 (91.4 - 107.6%) -- 50% chance to OHKO
252 SpA Skeledirge-Mega Torch Song vs. 0 HP / 4 SpD Galvantula-Mega: 296-350 (105.3 - 124.5%) -- guaranteed OHKO
252 SpA Skeledirge-Mega Torch Song vs. 0 HP / 0 SpD Lokix-Mega: 314-372 (110.9 - 131.4%) -- guaranteed OHKO
252+ SpA Skeledirge-Mega Torch Song vs. 0 HP / 0 SpD Ogerpon-Mega: 240-284 (79.7 - 94.3%) -- guaranteed 2HKO
252+ SpA Skeledirge-Mega Torch Song vs. 252 HP / 8 SpD Grudgeful Tablets Wo-Chien-Mega: 148-175 (39.5 - 46.7%) -- guaranteed 3HKO
252+ SpA Skeledirge-Mega Torch Song vs. 252 HP / 252+ SpD Grudgeful Tablets Wo-Chien-Mega: 114-135 (30.4 - 36%) -- 42.1% chance to 3HKO
252+ SpA Skeledirge-Mega Torch Song vs. 252 HP / 0 SpD Slither Wing-Mega: 210-248 (56.1 - 66.3%) -- guaranteed 2HKO
252+ SpA Skeledirge-Mega Torch Song vs. 252 HP / 252+ SpD Slither Wing-Mega: 158-188 (42.2 - 50.2%) -- 1.2% chance to 2HKO
252+ SpA Skeledirge-Mega Hex (65 BP) vs. 252 HP / 0 SpD Golurk-Mega: 204-242 (53.4 - 63.3%) -- guaranteed 2HKO
252+ SpA Skeledirge-Mega Shadow Ball vs. 252 HP / 0 SpD Golurk-Mega: 252-296 (65.9 - 77.4%) -- guaranteed 2HKO

Defensive Mega Skeledirge:
0 SpA Skeledirge-Mega Torch Song vs. 0 HP / 0 SpD Cetitan-Mega: 326-386 (67.7 - 80.2%) -- guaranteed 2HKO
0 SpA Skeledirge-Mega Torch Song vs. 0 HP / 4 SpD Galvantula-Mega: 242-288 (86.1 - 102.4%) -- 18.8% chance to OHKO
0 SpA Skeledirge-Mega Torch Song vs. 0 HP / 0 SpD Lokix-Mega: 254-302 (89.7 - 106.7%) -- 43.8% chance to OHKO
0 SpA Skeledirge-Mega Torch Song vs. 0 HP / 0 SpD Ogerpon-Mega: 180-212 (59.8 - 70.4%) -- guaranteed 2HKO
0 SpA Skeledirge-Mega Torch Song vs. 252 HP / 4 SpD Grudgeful Tablets Wo-Chien-Mega: 112-132 (29.9 - 35.2%) -- 20.7% chance to 3HKO
0 SpA Skeledirge-Mega Torch Song vs. 252 HP / 252+ SpD Grudgeful Tablets Wo-Chien-Mega: 85-100 (22.7 - 26.7%) -- 34% chance to 4HKO
0 SpA Skeledirge-Mega Torch Song vs. 252 HP / 0 SpD Slither Wing-Mega: 156-186 (41.7 - 49.7%) -- guaranteed 3HKO
0 SpA Skeledirge-Mega Torch Song vs. 252 HP / 252+ SpD Slither Wing-Mega: 116-140 (31 - 37.4%) -- 84.4% chance to 3HKO
0 SpA Skeledirge-Mega Hex (65 BP) vs. 252 HP / 0 SpD Golurk-Mega: 152-180 (39.7 - 47.1%) -- guaranteed 3HKO
0 SpA Skeledirge-Mega Shadow Ball vs. 252 HP / 0 SpD Golurk-Mega: 186-222 (48.6 - 58.1%) -- 95.3% chance to 2HKO

Physically Defensive Mega Skeledirge:
252 Atk Cetitan-Mega Earthquake vs. 248 HP / 252+ Def Skeledirge-Mega: 152-180 (36.9 - 43.7%) -- guaranteed 3HKO
252 SpA Galvantula-Mega Thunder vs. 248 HP / 8 SpD Skeledirge-Mega: 201-237 (48.9 - 57.6%) -- 94.9% chance to 2HKO
252+ Atk Lokix-Mega Knock Off (65 BP) vs. 248 HP / 252+ Def Skeledirge-Mega: 230-272 (37.3 - 44%) -- guaranteed 2HKO
252+ Atk Golurk-Mega Earthquake vs. 248 HP / 252+ Def Skeledirge: 228-270 (55.4 - 65.6%) -- guaranteed 2HKO
252+ Atk Donphan-Mega Earthquake vs. 248 HP / 252+ Def Skeledirge-Mega: 222-264 (54 - 64.2%) -- guaranteed 2HKO
+1 252 SpA Quark Drive Iron Thorns-Mega Power Gem vs. 248 HP / 8 SpD Skeledirge-Mega: 512-606 (124.5 - 147.4%) -- guaranteed OHKO
252 Atk Iron Thorns-Mega Stone Edge vs. 248 HP / 252+ Def Skeledirge-Mega: 206-246 (50.1 - 59.8%) -- guaranteed 2HKO

Specially Defensive Mega Skeledirge:
252 Atk Cetitan-Mega Earthquake vs. 248 HP / 8 Def Skeledirge-Mega: 198-234 (48.1 - 56.9%) -- 89.1% chance to 2HKO
252 SpA Galvantula-Mega Thunder vs. 248 HP / 252+ SpD Skeledirge-Mega: 142-168 (34.5 - 40.8%) -- guaranteed 3HKO
252+ Atk Lokix-Mega Knock Off (65 BP) vs. 248 HP / 8 Def Skeledirge-Mega: 302-356 (48.9 - 57.7%) -- guaranteed 2HKO
252+ Atk Golurk-Mega Earthquake vs. 248 HP / 8 Def Skeledirge-Mega: 296-350 (72 - 85.1%) -- guaranteed 2HKO
252+ Atk Donphan-Mega Earthquake vs. 248 HP / 8 Def Skeledirge-Mega: 290-344 (70.5 - 83.6%) -- guaranteed 2HKO
+1 252 SpA Quark Drive Iron Thorns-Mega Power Gem vs. 248 HP / 252+ SpD Skeledirge-Mega: 362-428 (88 - 104.1%) -- 25% chance to OHKO
252 Atk Iron Thorns-Mega Stone Edge vs. 248 HP / 8 Def Skeledirge-Mega: 270-320 (65.6 - 77.8%) -- guaranteed 2HKO

Also, upping its Attack stat allows for certain physical moves to be somewhat viable like Poltergeist, Earthquake, etc - but it's upped purely for viability reasons, considering Skeledirge does get Slack Off for longevity while it can hinder physical attackers with Will-O-Wisp, meaning you'd like to invest more EVs into Sp. Defense than Defense for a bulky build. It does also enjoy Rillaboom as a teammate to setup Grassy Terrain that boosts its longevity. Physical attackers like Zamazenta, Mega Golurk, Iron Hands, etc are neutralised thanks to Will-O-Wisp; it can also run either Earth Power/Scorching Sands to check Heatran, Mega Coalossal and Mega Iron Thorns to name a few.

In conclusion, Mega Skeledirge is a bulky offense Pokemon that can switch into many attacks, keep itself healthy with Slack Off, and dish off high amounts of damage with a variety of moves ranging from Torch Song to Earth Power, whilst also being able to use Will-O-Wisp to render most physical attackers useless. Magic Guard helps bolster its longevity as it receives no damage from status like Toxic and it can't be chipped down with Hazards like Stealth Rock. It synergizes well with Pokemon like Clefable, Rillaboom and Glowking as it can switch into threats like Iron Moth.
:sv/ludicolo:
Mega Ludicolo
Water/Grass
Ability: Limber
New Moves: Quiver Dance
80
85 (+15)
85 (+15)
125 (+35)
120 (+20)
85 (+15)
BST: 580


Ludicolo be dancing, but do he really be dancing if he not quivering? Giving Ludicolo Quiver Dance turns it from rain breaker to set up sweeper, and the typing is pretty unique for a QD user! QD/Surf/Giga/Ice Beam is an all-around very good set.
:rs/ludicolo:
Mega Ludicolo
Type:
Water/Fighting
Ability: Regenerator
Stats:
HP: 80
Att: 100 (+30)
Def: 125 (+45)
SpA: 95 (+15)
SpD: 135 (+35)
Spe: 55 (-15)
New moves: Flip Turn, Circle Throw

Dancing is associated with Fighting, so I wanted to try a Regenerator Pivot theme on a fighting type Pokémon. This mostly just serves as a bulky pivot with access to knock and a great switch-in to notably Great Tusk or Kingambit thanks to its Knock absorption, Circle Throw threatens gambit and lets it deter set-up from sweepers.
Mega Ludicolo
ludicolo.png

WaterIC_PE.png
GrassIC_PE.png

Ability - Swift Swim, Rain Dish; Own Tempo ➝ Dancer

HP - 80 ➝ 80
Atk - 70 ➝ 70
Def - 70 ➝ 112 (+42)
SpA - 90 ➝ 117 (+27)
SpD - 100 ➝ 100
Spe - 70 ➝ 101 (+31)
BST - 480 ➝ 580 (+100)

Movepool Changes - n/a
Flavor - Since no one took the obvious ability until now, I guess I might as well do it!
Singles - According to the banlist in the OP — correct me if I'm wrong — Volcarona seems to be freed, so while risky, Mega Ludicolo is able to switch in to a Quiver Dance and threaten to reverse sweep the matchup moth. with 252 HP EVs it can survive a Bug Buzz, so there is a contingency plan, with Volcarona being forced out the next turn. Outside of that, Mega Ludicolo can also come in to Pokémon like Dragon Dance Dragonite, and threaten them out with an Ice Beam, should the Multiscale be broken. Ultimately, Mega Ludicolo is a bit of a matchup fish option to be use offense against itself.
Doubles - Here is where Mega Ludicolo can shine on its own! Well... not on its own, but without being solely a matchup fish. Having an actually bulkier Dancer user, with a much better typing that matches up much better alongside Volcarona, Mega Ludicolo could actually make this combo much more threatening then it was before with Oricorio. With Fake Out support, Mega Ludicolo can ease Volcarona on setting up a Quiver Dance for both it and its ally. And Mega Ludicolo can also get to attack twice with Quiver Dance. I think Mega Ludicolo is a great shot at making Dancer shenanigans actually work, or at least, be less situational than when it's Oricorio doing the dancing.
:sv/ludicolo:
Mega Ludicolo
Type:
Water / Grass
Ability: Drizzle
Stats:
HP: 80​
Att: 70​
Def: 70​
SpA: 110 (+20)
SpD: 130 (+30)
Spe: 120 (+50)

Rain follows Mega Ludicolo everywhere it goes, and it couldn't be happier. The pattering of falling raindrops makes for the most wonderful percussion.

In singles, Mega Ludicolo is fairly straightforward, sort of a Mega Zard Y for rain. It's fast, it hits hard, it's got good coverage, it's got pretty good bulk, overall solid Pokémon. Doubles is where things get interesting. Mega Ludicolo can get a lot of milage out of staying in its base form while pairing itself with Pelipper or Politoed in a larger rain team. While in base form, it can support its team with Fake Out, Encore, and Icy Wind while enjoying the boosted Speed from Swift Swim, then use its mega evolution to set the rain back up mid-turn and win a weather war. I see it being especially nice paired with Kyogre in a hypothetical restricted format, since its extremely fast Fake Outs pre-mega and renewed rain post-mega can easily shut down an opponent trying to slow down Kyogre's Water Spout.
:ludicolo: Mega Ludicolo

HP:
80
Atk: 70
Def: 70 --> [/COLOR]100 (+30)
SpA: 90 --> 110 (+20)
SpD: 100 --> 110 (+10)
Spe: 70 --> 110 (+40)

Ability: Swift Swim --> Stamina

Ludicolo is an avid dancer, and dancing requires a LOT of energy, and therefore, a lot of stamina, hence the ability! Ludicolo is quite energetic too, so buffing its Speed to make it faster than Iron Treads seems fair to me, meaning it can fire off fast Encores as well, which seems rather annoying (although Ogerpon-W does that anyways). But its access to Synthesis, Leech Seed and strong attacks like Leaf Storm or Hydro Pump make Ludicolo a strong fast support Pokemon, being able to soft-check opposing Rain teams, Great Tusk and Landorus-T.
:sv/ludicolo:
Name: Ludicolo
Type: Water/Grass
Ability: Groovin' Shmovin' (After this Pokemon uses a Status move, it switches out.)

Hp: 80 -> 80 (+0)
Att: 70 -> 90 (+20)
Def: 70 -> 90 (+20)
SpA: 90 -> 130 (+40)
SpD: 100 -> 110 (+10)
Spe: 70 -> 80 (+10)
BST: 480 -> 580 (+100)

Movepool Additions: Soak, Worry Seed

Description: Ludicolo looks more like a palm tree with disco ball coconuts (I did not cook with this one). Ludicolo becomes an extremely annoying pivot that packs all the utility in the world, but it will constantly be switching out so it can be taken advantage of in that regard. 80 speed isn't particularly fast, making its utility less effective. 80/90/110 bulk is alright but its part Grass-typing isn't doing it any favors. Stealth Rock neutrality is very nice. Its biggest tool is pivoting Encore, which is rather strong. It also has Leech Seed, Synthesis (Regen the move), Toxic, Grassy Terrain, Rain Dance, Sunny Day, & Metronome.
Mega Ludicolo
Water/Grass
stats
HP- 80
ATK- 80(+10)
DEF- 90(+20)
SPA- 120(+30)
SPD- 120(+20)
SPE- 90(+20)
BST- 580
Rainy Bloom: Sun boosted moves treat rain as sun (weather ball, solar beam, growth, synthesis)

New Moves: Growth

Ludicolo, like nearly every grass type, has a few moves that benefit it in sun but as a water type was instead built around rain. Why not combine the best of both worlds? Rainy Bloom gives Mega Ludicolo the ability to run moves like solar beam and (fire type, boosted) weather ball while still thriving in rain, lending itself to move sets like hpump/weather ball/solar beam with the last slot being filled with synthesis, growth, or whatever you like
:ludicolo: Ludicolo-Mega
New Ability: Swift Swim/Rain Dish/Own Tempo (hidden ability)Uptempo (This Pokémon is immune to Sound moves*. When it is hit by a sound move, its Speed goes up by one stage.) (*It is healed by its own Heal Bell but not by anyone else's like with actual Soundproof.)
Type: Water/Grass → Water/Grass

New Stats:
HP: 080 → 080 (+000)
Attack: 070 → 110 (+040)
Defense: 070 → 110 (+040)
Special Attack: 090 → 110 (+020)
Special Defense: 100 → 100 (+000)
Speed: 070 → 070 (+000)
(BST: 480 → 580 (+100))

New Moves: Heal Bell, Horn Leech, Hurricane, Work Up

Description: Ludicolo-Mega embodies really moving to the music, turning any would-be sonic attacks into fodder for its own speed boosts and with it able to reach almost 130 base Speed tier after just one boost. It can even make its own music now and activate its new & effectively "Soundproof+" ability via its new Heal Bell move, which is good both due to all the power creep--that includes Ogerpon-Wellspring existing--and will help even its base form on Rain teams just like Hurricane and Work Up and, to a lesser degree, Horn Leech can.

It needs time to set-up though and is somewhat held back by the aforementioned power creep as well as a middling typing and poor STAB coverage, with only Ice Beam and inaccurate options like Focus Blast and Hurricane helping to get around Water and Grass's overlap in coverage that gets walled by Dragons and other Grass types. Work Up helps to get around its Mega's still somewhat low stats since it doubtless works best as a mixed attacker of sorts, though that means its "ideal" sets are ones where it probably has to use two stats moves if it wants make the most active use of its ability. Being immune to Bug Buzz and Torch Song and Roar (and more!) is nice as is generally being safe behind substitutes though, so a really annoying Subseed set could probably work too with something like Ice Beam/Leech Seed/Substitute/Heal Bell. (And in Doubles it gets to abuse Boomburst partners without having to be a Ghost type.)
:sv/Ludicolo:
Ludicolo-Mega
Water/Grass
Magic Bounce
80
70
110 (+40)
110 (+20)

120 (+20)
90 (+20)

+Flip Turn


This is CM-B on the FM, holding a mirror to your funky soul...

Mega Ludicolo's vibes are so swinging that any attempts to dampen its mood bounce right off it. Ludicolo obviously gets a lot out of bouncing back hazards, threatening most setters with its STAB. It especially limits Hamurott between an OHKO Giga Drain and enough speed to ensure Ham can't get multiple layers like it can vs Hatterene (it also speed creeps Glimmora and Tusk); 110 Def ensures Ceaseless into Sucker doesn't KO. Ludi also uniquely brings additional support options to the table, such as Knock Off, Encore, and a new momentum tool in Flip Turn, meaning Ludi can go for an offensive or defensive style. Defensive sets can use Synthesis in case you need more reliable healing, while more offensive sets can pose solid pressure with great coverage in Ice Beam.
Ludicolo-Mega
Type: Water/Grass
Ability: Speed Boost
HP: 80
Atk: 75 (+5)
Def: 90 (+20)
Sp. Atk: 140 (+50)
Sp. Def: 110 (+10)
Spe: 85 (+15)
New Move: Petal Dance

Description: While giving an ability as strong as Speed Boost to a Pokemon with 140 base Special Attack, good 80/90/110 bulk, and great coverage options sounds completely broken, it should be fine to deal with. For one, almost all other Pokemon have a way to boost their attacking stat (Swords Dance on :blaziken:, Calm Mind on :espathra:, Bulk Up on :gogoat: :sceptilite:, etc,) but :ludicolo: lacks any way to boost it's Special Attack, meaning it has to rely on it's (admittedly really high) Special Attack to get past things. However, it has unique things that no other Speed Boost mon has. Fake Out lets it get chip on an opponent while also boosting your Speed, while Encore can be used to stop Pokemon that are setting up, like :dugtrio-alola: :pidgeotite: and :zamazenta:. It does hit very hard though, so it will likely be used as a cleaner and anti-offense tool. Petal Dance gives it an incredibly strong move that has the drawback of leaving :ludicolo: a sitting duck against the many Grass resists in the tier.

Flavor: :ludicolo: does a constant accelerando until it is dancing to an incredibly fast tempo.
:sv/bellibolt:
Mega Bellibolt
Electric/Water
New Ability: Paralyzing Cuteness: The user's attacks have a 30% chance to inflict Paralysis.
New Moves: Surf, Hydro Pump
109
79 (+15)
111 (+20)
133 (+30)
98 (+15)
65 (+20)
BST: 595


Taking inspiration from Fezandipiti, this Mega seeks to be about as annoying as possible, spreading Paralysis to everything it hits, and Toxic to the Electric types it can't paralyze.
Mega Bellibolt
bellibolt.png

ElectricIC_PE.png

Ability - Electromorphosis, Static; Damp ➝ Electromorphosis


HP - 109 ➝ 109
Atk - 64 ➝ 64
Def - 91 ➝ 117 (+26)
SpA - 103 ➝ 143 (+40)
SpD - 83 ➝ 117 (+34)
Spe - 45 ➝ 45
BST - 495 ➝ 595 (+100)

Movepool Changes - n/a
Flavor - I think Electromorphosis is too iconic and fundamental to Bellibolt not to be the ability it keeps as it Mega Evolves, so I just went with the straight forward route here.
Singles - Gaining Electromorphosis on Mega Evolution frees up Bellibolt to have Static as its regular ability, which is not fun, but does help it out. The general idea here is just, "Bellibolt but more", really, I don't think you can change too much about its playstyle with keeping Electromorphosis, and I think it's an interesting playstyle. All Bellibolt needs is some extra oomph in its stats, and that's exactly what this is.
Doubles - While in Singles base Bellibolt at least has its place in lower tiers, I've literally never seen a Bellibolt share a battlefield with another 3 Pokémon like literally ever, so I have absolutely zero clue how the Bellibolt formula would adapt to VGC. But really I think the most consistent option for Bellibolt is just to Thunderbolt any and all that stand its way. Maybe support options like Bulldoze could help with speed control as well as guaranteeing Electromorphosis. And pairing a Ground-type could open up Discharge or Parabolic Charge for Bellibolt as well! I think this Pokémon has potential, but ultimately its design was more Singles oriented.
:sv/bellibolt:
Mega Bellibolt
Type:
Electric
Ability: Intimidate
Stats:
HP: 109​
Att: 64​
Def: 134 (+40)
SpA: 133 (+30)
SpD: 113 (+30)
Spe: 45​

Much like Masquerain, Arbok, and Stantler, Mega Bellibolt uses its false eyes to creep the hell out of its foes. Unclear if it's doing this intentionally.

Mega Bellibolt acts sort of as a defensive counterpart to Mega Manectric. It can pivot around with Volt Switch, punish Ground-types that try to block its Volt Switch with Muddy Water or Toxic, spread around poison and paralysis, and just generally be a nuisance to take down with Slack Off and its amazing bulk. I'm pretty sure the boost from Electromorphosis sticks around even when mega evolving, so it can potentially do some fun stuff with that, firing off one supercharged Volt Switch as it Intimidates and dips.
:bellibolt: Mega Bellibolt

HP:
109
Atk: 69
Def: 91 --> 101 (+10)
SpA: 103 --> 133 (+30)
SpD: 83 --> 143 (+60)
Spe: 45

Typing:
Electric --> Electric/Water

Bellibolt is an amphibian, and amphibians love water, so much so that Bellibolt's typing gains the Water-type now. Since its skin is smooth, silky, and reflective, like an actual frog's is, it can shrug off special attacks better now thanks to that, which combined with the slightly improved Defense and access to Slack Off, makes Mega Bellibolt a reliable mixed wall, that can hold off on its own with STAB Muddy Water, Volt Switch and Toxic, especially with Electromorposis still punishing reckless contact users that want to hit it on its weaker side. The increase in SpDef is also akin to the Assault Vest sets that BSS Season 1/2 players used to use, further proving the bulky offense potential of Mega Bellibolt.
:sv/bellibolt:
Name: Bellibolt
Type: Electric/Water
Ability: Drizzle

Hp: 109 -> 109 (+0)
Att: 64 -> 94 (+30)
Def: 91 -> 111 (+20)
SpA: 103 -> 123 (+20)
SpD: 83 -> 113 (+30)
Spe: 45 -> 45 (+0)
BST: 495 -> 595 (+100)

Movepool Additions: Waterfall

Description: Bellibolt is stupid. Bellibolt's stomach becomes a washing machine. Bellibolt already has strong water flavor so the type isn't very hard to believe. Bellibolt has pre-mega Electromorphosis for stronger electric moves + Drizzle Weather Ball and Thunder. Really strong with really good bulk, but its speed is completely nonexistant.
Mega Bellibolt
Electric
stats
HP- 109
ATK- 64
DEF- 131(+40)
SPA- 120(+17)
SPD- 110(+27)
SPE- 61(+16)
BST- 595
Mud Skipper: Takes half damage from ground and water type moves and boosts speed by 1 stage if hit by one.

Being an Paldean amphibian Mega Bellibolt has spent a lot of time training with Wooper and Clodsire and as a result has formed a thick layer of mud. Not only does this give it a resistance to water and neutrality to ground moves, but its slippery muddy skin allows it slide fast along muddy surfaces
:bellibolt:
Mega Bellibolt
New Ability
: Liquidate (If this pokemon is hit by a physical move, use Soak on the opponent.)
Type: Water/Electric

New stats:
HP: 109
Attack: 79 (+15)
Defense: 126 (+35)
Special Attack: 123 (+20)
Special Defense: 103 (+20)
Speed: 55 (+10)
(595 BST)

New moves: Surf
Description:
Upon mega evolving, Bellibolt's skin absorbs a lot of water, making it extremely wet to the touch. When attacked or otherwise provoked, it will not hesitate to release it all over the opponent (using the same organ on its stomach), drenching them in water. It then unleashes its electricity all over the now-soaked opponent, resulting in a near-guaranteed knockout.

Soak is a relatively interesting concept - change your opponent's typing to pure Water, and then hit them with a super-effective electric or grass move. However, save for some use in Doubles (where it could be usable), this move is never really used in Singles, and for good reason, chief among them being that the opponent can just switch out and remove the effect, thereby wasting a moveslot. Furthermore, it's not given to pokemon that can use the type-changing effect by themselves (and if you think of bringing in a teammate to abuse Soak, well, that works even less well than you think), to further add salt to the wound. This is quite literally why most type-changing moves aren't good in a Singles (or even Doubles) context, and Soak is no exception.

Bellibolt seeks to act as strong physical wall that can also heavily cripple the opponent by changing their typing to mono-Water. Electric/Water is a major upgrade over mono-Electric as a defensive typing, giving it many additional resistances that it would kill to have and giving it STAB on Muddy Water or Surf (depending on which one you choose) that let it threaten Ground-types on the switch. This new typing of its also goes well with its much improved defenses, letting it stomach a hit or two and hit back with Toxic or its STABs off of a reasonably strong base 123 special attack. However, the real draw here is Liquidate, which turns the opponent into a Water-type if they hit it with a physical move. Bellibolt's low speed actually works to its advantage for what is a very reactive ability, letting it absorb a physical hit with its solid 126 special defense and then changing the opponent's typing to Water in the same turn. Not only does this ensure that the opponent won't have STAB on their moves (and if they somehow have Water STAB? well, you resist it quite handily), but now this enables Bellibolt to hit the opponent with a super-effective Thunderbolt that might've been resisted or neutral otherwise. In the case of Ground-types (which are often very physical-leaning by nature), they not only lose STAB on their coveted Earthquake, but they (most importantly) lose their coveted Electric immunity, leaving them open to being OHKOed or 2HKOed by Bellibolt's Electric STAB. In addition, Steel- and Poison-types lose their Toxic immunity if they hit Bellibolt, which Bellibolt can take advantage of to hit them with it accordingly.
:bellibolt: Bellibolt-Mega
New Ability: Electromorphosis/Static/Damp (hidden ability)Electromorphosis
Type: Electric → Electric/Fighting

New stats:
HP: 109 → 109 (+000)
Attack: 064 → 076 (+012)
Defense: 091 → 125 (+034)
Special Attack: 103 → 135 (+032)
Special Defense: 083 → 115 (+032)
Speed: 045 → 035 (-010)
(BST: 495 → 595 (+100))

New Moves: Aura Sphere, Calm Mind

Description: Did you know that Charge status still activates (and presumably stacks) even when your SpA and SpD are at +6? Bellibolt-Mega intends to take advantage of that and its signature ability Electromorphosis as well as all the muscularity mentioned in its Pokedex entry by becoming the first Electric/Fighting Mega to care about its SpA over its Atk. So it becomes one of very few Fighting mons that also can take advantage of Calm Mind, especially since it would be the only one besides Infernape and Virizion to have recovery as well--Medicham and Arceus don't count--in the form of Slack Off as well as STAB & potentially Charge'd Parabolic Charge. Given how Megas go in terms of exaggerated appearance, it probably would become "well-rounded" even physically, becoming more spherical with perhaps a third false eye.

Speaking of third eyes, due to the navel being thought to be the site of a various mystical energies, Aura Sphere fits even its base form as well as allows it to keep its Charge even as base Bellibolt even if it will only have STAB in Mega form. Fighting-typing, while conferring some new weaknesses that will help keep it in check on the SpD side, also means that it becomes resistant to the two most common pivot moves in Volt Switch and U-Turn, allowing it to activate Electromorphosis relatively painlessly even against Volt-Turn teams in Singles while also having its own glacial Volt Switch if not a Calm Mind set. Electric/Fighting is also great STAB coverage even with it still having relatively limited coverage otherwise, though it has Acid Spray to bully Fairy types and win Calm Mind wars even more as well as the barely usable Chilling Water to make it even harder to take down physically and mess with Ground types.
:sv/Bellibolt:
Bellibolt-Mega
Electric
Rebel (1.3x damage for you and ally if anyone has stat drops.)
109
64

116 (+25)
133 (+30)

98 (+15)
75 (+30)


Mega Bellibolt boasts multiple options to drop stats and boost the damage output of itself and its teammates. In Singles, Rebel allows Bellibolt to more easily blow through Ground types with Muddy Water or use Acid Spray threaten large amounts of damage even with more defensive investment or grant extra momentum off of Volt Switch. The combination of damage boosting and Toxic allows Bellibolt to chip down key targets for its offensive teammates. In VGC, Rebel pairs beautifully with STAB Electroweb to make both opponents frailer and slower in one turn and further boosts the threat of Muddy Water.
:sv/bellibolt:

Bellibolt-Mega
Electric
Water Bubble

HP: 109
Atk: 64
Def: 91 + 30 = 121
SpA: 103 + 30 = 133
SpD: 83 + 20 = 103
Spe: 45 + 20 = 65

New moves: Surf, Scald, Hydro Pump

Description: Not a Water mon despite being a frog? Well... Water Bubble is an ability I really like, and on a non-Water, it's pretty cool. It has a useful Fire resistance, and hits Grounds pretty hard with Water Bubble boosted Surf. And it can always get a Charge boost from Electromorphosis pre-mega.
Bellibolt-Mega
Type: Electric
Ability: Triage
HP: 109
Atk: 64
Def: 111 (+20)
Sp. Atk: 143 (+40)
Sp. Def: 103 (+20)
Spe: 65 (+20)
New Move: Draining Kiss

Description: I was struggling to figure out ideas for the Pokemon in this slate. While looking through :bellibolt:'s small movepool, I found that it learns Parabolic Charge, and thought that Triage would be really cool to use in conjunction with this move. Triage allows :bellibolt: to circumvent it's middling speed to fire off strong Parabolic Charges while also recovering a significant amount of health, especially if it is boosted by a pre-mega Electromorphosis. It is also hard to switch into because of the possibility of Soak causing what switches in to be at risk of being smacked by a strong Electric move. It can be hard to get in though because of it's poor defensive type, but slow pivots like :alomomola: and :slowking-galar: can help to alleviate this issue. Draining Kiss offers a second priority move that can hit Dragon types that would resist Parabolic Charge, as well as :great-tusk:, for super-effective damage.

Note that Parabolic Charge is a spread move, so :bellibolt: has unique access to priority speed control that shares the same priority bracket as Fake Out while also healing :bellibolt:, meaning that, with some Speed EVs, it could act before getting flinched! And, although it hits an ally, you can run a Ground type like :landorus-therian: with it to take the hit.

Flavor: In some cultures, the poisonous secretions of a frog, known as Kambo, is used as a type of folk medicine.

I didn't really think about flavor for this submission until XtGm mentioned this in the M4A Discord, so shoutouts to them for letting me know about this!
1740157902544.gif


Mega bellibolt
Electric/dragon
109/64/121/153/113/25
primal charge: after taking damage, next dragon-type move has 1.5x power and heals 25% damage.
New moves: fickle beam, flamethrower
Who’s the best lil derp ever? U are!
idk ok just give Belli triage pls
This would be fun tho
Fickle beam nuke frfr
View attachment 715146
Upon Mega Evolving, Bellibolt is able to absorb all Electricity in a large radius, allowing it to summon an Electric Terrain whilst using the leftover Electricity to boost its Sp. Attack (Hadron Engine). Bellibolt maintains its pure electric typing making it great defensively (only weak to Ground), whilst bolstering its own attacking prowess with Hadron Engine, which also sets up its teammates, particularly those who like to abuse Quark Drive like Iron Valiant, and especially Iron Hands.

Mega Bellibolt
Electric
Electric Surge
HP: 109
Attack: 83 (+19)
Defense: 111 (+20)
Sp. Attack: 123 (+20)
Sp. Defense: 103 (+20)
Speed: 66 (+21)
BST: 595

With its pure Electric-Typing, its only weak to Ground making its typing great defensively. It really doesn't have any attacking moves other than Electric-Type moves (unless you wanna use Chilling Water) so it really doesn't lack STAB moves offensively. What's important is that its base Speed increase allows it to outspeed the likes of Mega Emboar and Mega Golurk particularly (also outspeeds Scizor and Pelipper).

Here are some calcs,
Specially Defensive Mega Bellibolt:
252+ Atk Golurk-Mega Earthquake vs. 248 HP / 8 Def Bellibolt-Mega: 354-416 (84 - 98.8%) -- guaranteed 2HKO
252+ Atk Donphan-Mega Earthquake vs. 248 HP / 8 Def Bellibolt: 344-408 (81.7 - 96.9%) -- guaranteed 2HKO
240 Atk Soft Sand Landorus-Therian Earthquake vs. 248 HP / 8 Def Bellibolt: 384-452 (91.2 - 107.3%) -- 43.8% chance to OHKO
252 Atk Great Tusk Headlong Rush vs. 248 HP / 8 Def Bellibolt: 356-422 (84.5 - 100.2%) -- 6.3% chance to OHKO
0 Atk Ting-Lu Earthquake vs. 248 HP / 8 Def Bellibolt: 212-252 (50.3 - 59.8%) -- guaranteed 2HKO
252 Atk Dugtrio-Alola-Mega Earthquake vs. 248 HP / 8 Def Bellibolt-Mega: 266-314 (63.1 - 74.5%) -- guaranteed 2HKO
252 SpA Sandy Shocks Earth Power vs. 248 HP / 252+ SpD Bellibolt: 198-234 (47 - 55.5%) -- 69.9% chance to 2HKO

Physically Defense Mega Bellibolt:
252+ Atk Golurk-Mega Earthquake vs. 248 HP / 252+ Def Bellibolt: 260-308 (61.7 - 73.1%) -- guaranteed 2HKO
252+ Atk Donphan-Mega Earthquake vs. 248 HP / 252+ Def Bellibolt: 254-300 (60.3 - 71.2%) -- guaranteed 2HKO
240 Atk Soft Sand Landorus-Therian Earthquake vs. 248 HP / 252+ Def Bellibolt: 284-336 (67.4 - 79.8%) -- guaranteed 2HKO
252 Atk Great Tusk Headlong Rush vs. 248 HP / 252+ Def Bellibolt: 266-314 (63.1 - 74.5%) -- guaranteed 2HKO
0 Atk Ting-Lu Earthquake vs. 248 HP / 252+ Def Bellibolt: 156-186 (37 - 44.1%) -- guaranteed 3HKO
252 Atk Dugtrio-Alola-Mega Earthquake vs. 248 HP / 252+ Def Bellibolt: 194-230 (46 - 54.6%) -- 57% chance to 2HKO
252 SpA Sandy Shocks Earth Power vs. 248 HP / 8 SpD Bellibolt: 270-320 (64.1 - 76%) -- guaranteed 2HKO

Offensive Calcs:
0 SpA Hadron Engine Bellibolt-Mega Discharge vs. 248 HP / 0 SpD Bombirdier-Mega in Electric Terrain: 318-374 (92.7 - 109%) -- 56.3% chance to OHKO
0 SpA Hadron Engine Bellibolt-Mega Discharge vs. 252 HP / 0 SpD Multiscale Milotic-Mega in Electric Terrain: 121-144 (30.7 - 36.5%) -- 62.7% chance to 3HKO
-> 0 SpA Hadron Engine Bellibolt-Mega Discharge vs. 252 HP / 0 SpD Milotic-Mega in Electric Terrain: 242-288 (61.4 - 73%) -- guaranteed 2HKO {Calc is done assuming 393/394 HP}
0 SpA Hadron Engine Bellibolt-Mega Discharge vs. 252 HP / 0 SpD Noctowl-Mega in Electric Terrain: 314-372 (77.7 - 92%) -- guaranteed 2HKO
0 SpA Hadron Engine Bellibolt-Mega Discharge vs. 252 HP / 252+ SpD Noctowl-Mega in Electric Terrain: 234-276 (57.9 - 68.3%) -- guaranteed 2HKO
0 SpA Hadron Engine Bellibolt-Mega Discharge vs. 0 HP / 4 SpD Quaquaval-Mega in Electric Terrain: 408-480 (131.1 - 154.3%) -- guaranteed OHKO
0 SpA Hadron Engine Bellibolt-Mega Discharge vs. 252 HP / 0 SpD Tentacruel-Mega in Electric Terrain: 306-362 (84 - 99.4%) -- guaranteed 2HKO
0 SpA Hadron Engine Bellibolt-Mega Discharge vs. 248 HP / 0 SpD Zapdos in Electric Terrain: 195-231 (50.9 - 60.3%) -- guaranteed 2HKO

It's important to note that most of these Calcs are unlikely to occur in battle, the likes of Quaquaval-Mega, Tentacruel-Mega, Noctowl-Mega and Bombardier-Mega to switch into/stay in against Bellibolt is pure speculation and just used to show how powerful Bellibolt-Mega can be, even without any Special investment. Furthermore, Bellibolt-Mega can switch into attacks, dishing off a powerful discharge to any Pokémon that decides to switch in against it. Bellibolt-Mega's longevity is also emphasized upon being able to Pivot with Volt Switch, and heal with Slack Off. Discharge also having a 30% chance to paralyze makes it even more annoying to deal with without a Ground-Type Pokémon or a defensive Electric-Type. Zapdos does not enjoy having to switch into Discharge, meaning it has to sacrifice a Roost just to heal up most of the damage taken, allowing for a free switch to a threatening Pokémon. Rotom-Wash definitely does not enjoy switching in as it takes massive damage and cannot heal with any move. Although Raging Bolt is a check as it can easily switch into Discharge without worry about being Paralyzed and being 4x resistant, it gets chipped down fast.

All in all, Mega Bellibolt is a defensive Pokemon that with great stats and typing, it can easily switch into a plethora of attacks and dish out damage that almost no Pokemon wants to face, and with Discharge, an annoying 30% chance to Paralyze. It synergizes well with Pokemon that can target Electric and Ground-Types well like Meowscarada for Ground and Iron Treads for Electric as examples respectively.

That's my submission for Mega Bellibolt, hope you liked reading it, any feedback for future submissions is always appreciated!
 
:skeledirge:
1. jazzmat
2. lydian
3. dex
4. PalpitoadChamp
5. BlueRay
6. Sami
7. okispokis
8. Lysion
9. Flufekinsdworb

:ludicolo:
1. jazzmat
2. dex
3. The Damned
4. okispokis
5. LordThemberchaud
6. Turtlek
7. lydian

:bellibolt:
1. Lysion
2. Sami
3. lydian
4. WarIncarnate
5. PalpitoadChamp
6. dex
7. The Damned
 
:skeledirge: Crocodile Rock
DrPumpkinz
okispokis
ArhamA & TDLoriat

:ludicolo: Macarena
DrPumpkinz
okispokis
Sami
Lydian

:bellibolt: It's Not Easy Being Green
...I'll be real I only really like my own sub here. I guess Arham's is alright but probably pretty weak in practice.

EDIT: actually y'know what lydian's is pretty nice too

DrPumpkinz
lydian
ArhamA
 
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