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

Below, my votes:
:sv/skeledirge:
1. BlueRay
2. okispokis
3. ArhamA & TDLoriat
4. Sami
5. Lysion
6. PalpitoadChamp

7. jazzmat
8. The Damned
9. Flufekinsdworb
10. lydian
11. DrPumpkinz
12. dex

:sv/ludicolo:
1. DrPumpkinz
2. lydian
3. dex
4. PalpitoadChamp
5. jazzmat

6. okispokis
7. Sami
8. LordThemberchaud
9. The Damned
10. Turtlek

:sv/bellibolt:
1. WarIncarnate
2. Lysion
3. LordThemberchaud
4. ArhamA
5. okispokis
6. lydian

7. The Damned
8. DrPumpkinz
9. jazzmat
10. PalpitoadChamp
11. dex
12. Flufekinsdworb
13. Sami
 
Votes!
Skeledirge:
ArhamA & TDLoriat
Sami
Jazzmat
PalpitoadChamp
DrPumpkinz
BlueRay

Ludicolo:
okispokis
Turtlek
DrPumpkinz
PalipitoadChamp
lydian

Bellibolt:
ArhamA
WarIncarnate
LordThemberchaud
DrPumpkinz
dex
The Damned

I loved to read all the submissions, most, if not all, were interesting and great ideas.
 
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1. BlueRay
2. PalpitoadChamp
3. jazzmat
4. lydian
5. okispokis

1. okispokis
2. DrPumpkinz
3. LordThemberchaud (sv)
4. The Damned
5. lydian

1. LordThemberchaud (sv)
2. jazzmat
3. War Incarnate
4. okispokis
5. DrPumpkinz
 
:Ludicolo:
1. jazzmat
2. okispokis
3. Sami
4. LordThemberchaud
5. PalpitoadChamp

:Skeledirge:
1. okispokis
2. jazzmat
3. BlueRay
4. dex

:Bellibolt:
1. DrPumpkinz
2. PalpitoadChamp
3. lysion
4. okispokis
5. LordThemberchaud
 
Gods, the stupidity of the switch Daylight Savings Time always throws me off even without being as busy as I currently am. Apologies for the missed PMs (again) and if I misspell anyone's alias in these votes. For the record, there's only about 85 minutes left to vote:

:skeledirge: SKELEDIRGE-MEGAS:
01. BlueRay
02. PalpitoadChamp
03. jazzmat
04. lydian
05. The Damned (self-vote)
06. okipokis
07. DrPumpkinz
08. dex
09. ArhamA & TDLoriat
10. Sami

:ludicolo: LUDICOLO-MEGAS:
01. jazzmat
02. dex
03. DrPumpkinz
04. Sami
05. PalpitoadChamp
06. lydian
07. okipokis
08. LordThemberchaud
09. The Damned (self-vote)
10. Turtlek

:bellibolt: BELLIBOLT-MEGAS:
01. WarIncarnate
02. The Damned (self-vote)
03. lysion
04. jazzmat
05. DrPumpkinz
06. Sami {assuming Electomorphosis is the ability here}
07. lydian
08. PalpitoadChamp
09. ArhamA
10. LordThemberchaud
 
Hi folks! Sorry (again) 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, as well as a link to view the full result details on the tallying sheet.
So without further ado;

:ludicolo: Mega Ludicolo: okispokis !!!
: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.
:skeledirge: Mega Skeledirge: jazzmat !!!
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
:bellibolt: Mega Bellibolt: War Incarnate !!!
: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.
As always, thank you all for your submissions and votes!!
Dialogue_Bottom.png

As usual, I also have an announcement from my fellow councilors. Without further ado, let's open up Slate 2 of Paldea+ (slate 14 of paldea total)...
:sv/arcanine: :sv/mabosstiff: :sv/okidogi:
BlueRay said:
Next slate is about "dogs", featuring :okidogi: Okidogi, :mabosstiff: Mabosstiff, and :arcanine: Arcanine.
You have until 30.03.2025, 23:59, GMT +1, to sub!


Well, there it is! That should just about wrap it up for me today. I hope you're having a good one, and I'll see you all next time!
:hoppip::zorua-hisui:
 
Congratulations to all the winners!

Here's my Mega Arcanine sub (sorry for the poor Mega Design, was tryna go with a Roaring Moon + Mega Salamence type design but it didn't come out so well).

Mega Arc.png

Arcanine is a Pokemon that has fallen out of fruition for most of the years following its original debut in Gen 1, it could never seem to reach OU, though it has come close multiple times. However, power creep is a curse to many Pokemon, where someone like Arcanine doesn't seem to get many benefits (its gain in Gen 9 was the move Fire-Type Outrage, Raging Fury, the same Gen that introduced a variant to Arcanine that was far superior to it). Arcanine is a Pokemon who when heard, you'd grovel upon, no literally, it says that in its Dex Entry: "Its magnificent bark conveys a sense of majesty. Anyone hearing it can’t help but grovel before it." A Pokemon commonly mistaken as Legendary due to the fact that its grandness is to be described as of Legendary nature. A Pokemon that is described to so agile, its as if it has wings: "A Pokémon that has long been admired for its beauty. It runs agilely as if on wings." Yet, this beautiful canine is subject to Gamefreak's harrowing nature of its Dex entries seeming to be massively obnoxious compared to how they perform, like many other Pokemon. Hopefully, my submission to Mega Arcanine can give it the flowers it deserves.

Arcanine-Mega
Type:
Fire.png
/
Dragon.png

Ability: Unshackled - The user cannot be locked into using the same move again, and cannot have its moves locked out (this affects moves the user uses like Raging Fury, Thrash and Outrage, while preventing moves like Encore, Taunt, Disable, etc from working against it). Note: this does not remove the recoil damage from moves like Flare Blitz or Double Edge, nor does it remove the downturns of moves like Close Combat.
New Moves: Sacred Fire

Stats
HP: 90
Attack: 135 (+25)
Defense: 98 (+18)
Sp. Attack: 123 (+23)
Sp. Defense: 98 (+18)
Speed: 111 (+16)
BST: 655

PS: The ability does not affect 2-Turn moves like Dig, and Arcanine cannot get confused from Raging Fury, Outrage or Thrash.

This new ability unleashes Arcanine's full potential (hence the name "Unshackled" (also fitting because, yknow, Arcanine's a dog), where using moves like Outrage and Raging Fury don't force Mega Arcanine into using them repeatedly, making it a fast wallbreaker and revenge killer that can efficiently deal damage without the need to setup without worry of a Fairy-Type or Flash Fire Pokemon from switching in. Mega Arcanine, however, can still setup, which is evermore stronger considering Mega Arcanine does get a boost to its defenses; here's a moveset that Mega Arcanine can run:

Wallbreaker / Revenge Killer

1st Move: Raging Fury / Sacred Fire
2nd Move: Outrage
3rd Move: Extreme Speed
4th Move: Close Combat

EVs:
Atk: 252, Sp. Def: 40, Speed: 216
Nature: Jolly

The 216 EVs in Speed with Jolly allows it outspeed Max 252+ EV, Base 106 Speed Pokemon like Iron Treads or Enamorus; it also allows it to outspeed Pokemon like Mega Quaquaval, Mega Kleavor and Mega Iron Thorns, all of which can really threaten Mega Arcanine. However, you could just run Max 252 Speed EVs to outspeed the main 110/109 Base Speed Pokemon like Ogerpon, Walking Wake and Mega Revavroom.

Offensive Calcs:
252 Atk Arcanine-Mega Raging Fury / Outrage vs. 0 HP / 4 Def Kleavor-Mega: 172-204 (61.2 - 72.5%) -- guaranteed 2HKO
252 Atk Arcanine-Mega Close Combat vs. 0 HP / 0 Def Iron Thorns-Mega: 218-258 (63.9 - 75.6%) -- guaranteed 2HKO
252 Atk Arcanine-Mega Outrage vs. 0 HP / 0 Def Quaquaval-Mega: 186-220 (59.8 - 70.7%) -- guaranteed 2HKO
This is excluding Mega Quaquaval's Intimidate reducing Mega Arcanine's Atk by 1 stage.
252 Atk Arcanine-Mega Raging Fury vs. 0 HP / 0 Def Iron Treads: 344-408 (107.1 - 127.1%) -- guaranteed OHKO
Mega Arcanine's new found speed allows it to outspeed a fully speed invested Iron Treads, OHKOing it with Raging Fury.
252 Atk Arcanine-Mega Raging Fury vs. 0 HP / 0 Def Enamorus: 271-319 (93.7 - 110.3%) -- 62.5% chance to OHKO
Mega Arcanine's new ability prevents a slower Pokemon from pivoting into Enamorus so that it can revenge kill Mega Arcanine after it uses Outrage.

Defensive Calcs:
252 Atk Kleavor-Mega Stone Axe vs. 0 HP / 0 Def Arcanine-Mega: 258-306 (80.3 - 95.3%) -- guaranteed 2HKO
The additive bulk from 80 -> 98 allows Mega Arcanine to survive a hit from Mega Kleavor's Stone Axe.
252 Atk Iron Thorns-Mega Stone Edge vs. 0 HP / 0 Def Arcanine-Mega: 338-402 (105.2 - 125.2%) -- guaranteed OHKO
This is excluding the fact that Mega Iron Thorns would get a +1 Atk boost from Download due to Sp. Defense investment from Mega Arcanine.
252 Atk Quaquaval-Mega Wave Crash vs. 0 HP / 0 Def Arcanine-Mega: 199-235 (61.9 - 73.2%) -- guaranteed 2HKO
Mega Arcanine's new Dragon Typing turns its Water weakness into a neutral hit, allowing it to survive a Wave Crash from Mega Quaquval.
252 Atk Iron Treads Earthquake vs. 0 HP / 0 Def Arcanine-Mega: 300-354 (93.4 - 110.2%) -- 56.3% chance to OHKO
252 SpA Enamorus Earth Power vs. 0 HP / 40 SpD Arcanine: 198-234 (61.6 - 72.8%) -- guaranteed 2HKO
252 Atk Arcanine-Mega Outrage vs. 252 HP / 252+ Def Milotic-Mega: 272-324 (69 - 82.2%) -- guaranteed 2HKO
This is assuming Mega Milotic is at 393/394 HP (not at full HP).

What's important to note about these Calcs isn't to show how super powerful or super bulky Mega Arcanine is, it isn't a Pokemon that OHKOs almost anything, nor is it a Pokemon that can consistently take Super Effective hits well, it's an overall balanced Pokemon that does consistent damage and can keep itself alive with Morning Sun, its Speed Tier puts it above most Pokemon, meaning it is a really effective Revenge Killer, almost killing any Pokemon that has been decently chipped down, where the only considered Pokemon that can effectively deal with it is Primarina, which doesn't even have a reliable source of Healing, meaning a physically defensive wall would be the only way to reliably prevent Mega Arcanine from causing a massive hole in one's team, like Physically Defensive Alomomola with Rocky Helmet.

It's also really hard for defensive Pokemon to wear down Mega Arcanine due to the fact that its Fire typing prevents the possibility of it getting burned.

Edit: Table on Mega Arcanine didn't work, so just changed it to be regular text.
 

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:sv/arcanine:
Mega Arcanine
Type:
Fire / Dragon
Ability: Supreme Overlord
Stats:
HP: 90​
Att: 130 (+20)
Def: 90 (+10)
SpA: 120 (+20)
SpD: 100 (+20)
Spe: 125 (+30)

Mega Arcanine's majesty rivals the Chinese dragons of myth, and its mere presence causes all in its vicinity to bow in reverence.

While Kingambit performs best in the late game, Mega Arcanine can put in work in the early game by staying in base form and supporting the team with Intimidate, only to mega evolve in the late game and clean up. This difference in playstyle is further emphasized by its greater speed, more moderate power, and lack of a strong boosting move. Kingambit wants to stay healthy in the back so that it can use its bulk to set up a Swords Dance, while Arcanine doesn't mind taking some hits in the early game, since its speed means it'll usually be getting the first strike after it mega evolves.

:sv/okidogi:
Mega Okidogi
Type:
Poison / Fighting
Ability: Toxic Gains (Poison-type moves gain +20 base power for each stat boost, like Stored Power)
Stats:
HP: 88​
Att: 138 (+10)
Def: 160 (+45)
SpA: 78 (+20)
SpD: 111 (+25)
Spe: 80​

Mega Fezandipiti's ability is called Toxic Drain which rhymes with Toxic Chain, so Okidogi's will too. I don't make the rules. Also this kind of linguistic tomfoolery is completely in character for this trio of weirdos.

Mega Okidogi is obviously designed to abuse Bulk Up, but its choice of STABs in pretty interesting. Poison Jab's higher PP and accuracy over Gunk Shot better plays into Mega Okidogi's defensive style, and the power boost it gets from Toxic Gains is proportionally greater too. Or you could go with Poison Fang and fully rely on Toxic Gains for base power. Close Combat weakens your Poison STAB, which makes Drain Punch and Body Press more appealing. Drain Punch gives some nice healing, while Body Press runs off your higher Defense and is also boosted by Bulk Up.

:sv/mabosstiff:
Mega Mabosstiff
Type:
Dark
Ability: Overprotective (if the target damaged one of user's allies with their last attack, user's power is doubled)
Stats:
HP: 80​
Att: 160 (+40)
Def: 120 (+30)
SpA: 70 (+10)
SpD: 80 (+10)
Spe: 95 (+10)

Don't mess with the family.

In singles, getting Mega Mabosstiff in on a revenge kill or slow U-turn lets it deal catastrophic damage to the foe. Unless the foe switches, that is, which is where base Mabosstiff's choice of ability becomes a bit complicated. Pre-mega Intimidate is always nice, though since the Attack drop further encourages the opponent to switch, its synergy with Overprotective is kinda wonky. However, using Stakeout as the pre-mega ability leads to some interesting mindgames. If you predict the opponent to switch out to avoid the Overprotective-boosted attack, you can choose not to mega evolve and hit whatever is coming in with a Stakeout-boosted attack.

In doubles, Mega Mabosstiff pops the hell off. Pre-mega Intimidate is even more valuable, and it doesn't have to worry as much about things switching to avoid Overprotective because Mega Mabosstiff's ally is right there on the field with it, no pivoting necessary. When facing a Mega Mabosstiff, you're need to choose between focusing on the dog and letting its ally do whatever it wants, or attacking the ally and dealing with Mega Mabosstiff's obscene power. And if the ally has Follow Me or Rage Powder, that may not even be your decision to make.
 
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:sv/arcanine:
Name: Arcanine
Type: Fire/Normal
Ability: Ancient Guardian (This Pokemon can't be forced to switch out. As long as this Pokemon has any stat drops, the opposing Pokemon can't use any status moves.)

Hp: 90
Att: 110 -> 130 (+20)
Def: 80 -> 90 (+10)
SpA: 100
SpD: 80 -> 120 (+40)
Spe: 95 -> 125 (+30)
BST: 555 -> 655 (+100)

Movepool Additions: None

Description: I looked up Arcanine sets during SV and found a set that runs Curse ESpeed and I had to do something with that. Arcanine uses Curse allowing it to blow things up with STAB ESpeed and block status moves with its new ability. It suffers from being a Rocks weak mega but if you can activate its ability before the opponent can set hazards, it will block them from doing so (unless they are Hamurott or Kleavor). Arcanine also has access to Overheat and CC so Curse Espeed isn't the only set it can reasonably run.

Arcanine (M) @ Arcanite
Ability: Intimidate
EVs: 252 Atk / 252 Def / 4 SpD
Adamant Nature
- Curse
- Extreme Speed
- Flare Blitz
- Morning Sun

:sv/mabosstiff:
Name: Mabosstiff
Type: Dark
Ability: Forever Family (If this Pokemon faints, the switch in gains the Endure effect on their first turn and has their critical hit ratio raised by 2.)

Hp: 80
Att: 120 -> 140 (+20)
Def: 90 -> 100 (+10)
SpA: 60
SpD: 70 -> 80 (+10)
Spe: 85 -> 145 (+60)
BST: 505 -> 605 (+100)

Movepool Additions: Final Gambit, Grudge

Description: Mabosstiff becomes super threatening as a 140/145 offense mon (outspeeds Dragapult, Zamazenta, Darkrai and the only notable mon that outspeeds without a scarf is Deoxys-Speed) with Hone Claws if it really wants to set up. It's bulk isn't very impressive which is where the ability can come in handy. Mabosstiff outspeeds pretty much all threats which allows it to drop a near guaranteed to work Destiny Bond and boost up the replacement. Mabosstiff works so well with this ability due to its offensive prowess combined with access to Destiny Bond.

Mabosstiff (M) @ Mabosstite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Crunch
- Destiny Bond
- Play Rough
- Psychic Fangs

:sv/okidogi:
Name: Okidogi
Type: Dark/Fighting
Ability: Merciless

Hp: 88
Att: 128 -> 138 (+10)
Def: 115 -> 140 (+25)
SpA: 58 -> 68 (+10)
SpD: 86 -> 116 (+30)
Spe: 80 -> 105 (+25)
BST: 555 -> 655 (+100)

Movepool Additions: Toxic Spikes

Description: Okidogi is described as a ruffian, and mega evolution caused it to grow bigger and crueler. Okidogi is designed around abusing Toxic Chain pre-mega along with Toxic Spikes or an ally to spread poison before blowing holes in the opposing team with Merciless boosted offenses.

Okidogi (M) @ Okidogite
Ability: Toxic Chain
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Bulk Up
- Knock Off / Crunch
- Close Combat / Drain Punch
- Gunk Shot / Toxic / Toxic Spikes
 
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Mega Arcanine
fezandipiti.png

FairyIC_PE.png

Ability - Intimidate, Flash Fire; Justified ➝ Intimidate

HP - 90 ➝ 90
Atk - 110 ➝ 151 (+41)
Def - 80 ➝ 101 (+21)
SpA - 100 ➝ 101 (+1)
SpD - 80 ➝ 101 (+21)
Spe - 95 ➝ 111 (+16)
BST - 555 ➝ 655 (+100)

Movepool Changes - n/a
Competitive Corner - Incineroar who?? The main idea here is to offer an alternative in VGC with Double Initimidate and much more threatening offenses, in trade of a Mega slot and all the extra utility Incineroar gets. Arcanine has been the Intimidate Fire-type of the Carnivora order of choice for several years until Incineroar came along, so I think keeping intimidate is only fair!

Outside of Doubles, Mega Arcanine can also be pretty nice with these offenses, some extra defensive insurance thanks to double Intimidate, and access to Extreme Speed. It's a great choice for a revenge killer!
Flavor Corner - Stats are just playing with palindromic numbers like Arcanine's original BST. Oh and there's a bonus Gen 1 reference there :)

Mega Mabosstiff
fezandipiti.png

FairyIC_PE.png

Ability - Intimidate, Guard Dog; Stakeout ➝ Extortion (User's successful attacks extra damage to target's with held items equal to ½ the target's current HP after the attack. It always deals at least 1 HP of damage)

HP - 80 ➝ 80
Atk - 120 ➝ 150 (+30)
Def - 90 ➝ 110 (+20)
SpA - 60 ➝ 60
SpD - 70 ➝ 100 (+30)
Spe - 85 ➝ 105 (+20)
BST - 505 ➝ 605 (+100)

Movepool Changes - Slack Off
Competitive Corner - I think an extra Ruination-type effect on any move for targets that hold an item can be pretty powerful, this lets Mega Mabosstiff do some very high damage even with resisted hits. From full, doing 25% is enough to leave the target at 37.5%, and doing 50% is enough to leave the target actually at 25%. Now of course, the trick is that you can't actually KO anything with the extra damage unless they were left at 1 HP, but even that can be useful to bypass Sturdy (would Focus Sash be consumed before the extra damage?). In singles that makes it a pretty scary wallbreaker, but it may struggle against offensive Pokémon where KOing them is the difference between being KOed back. Oh but do be careful with Knock Off, lest your ability's effect goes away!

In Doubles this ability is a bit less powerful, due to the relative lack of bulky Pokémon like in Singles where this type of damage is important to chunk them effectively, but Mega Mabosstiff is still reasonably fast, so it could help set up for other Pokémon to take KOes perhaps? Intimidate and Guard Dog pre-Mega are also very useful! Pokémon that have consumed berries don't get affected by Extorsion, but the ability likely wouldn't do much anyway since without other means of recovery they wouldn't have that much HP left to cut. All in all, this is definitely more of a singles mon!
Flavor Corner - Mabostiff's stats, going from lowest to highest increase by +10, +10, +5, +5, +30. After Mega Evolving, you'll find a similar pattern of +20, +20, +5, +5, +40. Extorsion is fitting as a mob boss-inspired Pokémon, and its flavorful that it doesn't tend to KO the targets with the bonus damage, after all, there's no use extorting someone took out! Rather than Knocking Off any items on its way Mega Mabosstiff is just extra cruel to anything holding something it may covet.

Mega Okidogi
fezandipiti.png

PoisonIC_PE.png
FairyIC_PE.png

Ability - Toxic Chain; Guard Dog ➝ Stamina

HP - 88 ➝ 88
Atk - 128 ➝ 183 (+55)
Def - 115 ➝ 128 (+13)
SpA - 58 ➝ 80 (+22)
SpD - 86 ➝ 88 (+2)
Spe - 80 ➝ 88 (+8)
BST - 555 ➝ 655 (+100)

Movepool Changes - n/a
Competitive Corner - Mega Okidogi acts as a terrifying wallbreaker in Singles. Stamina helps increase its longevity in the face of physical attackers, and you can try to make use of it with Body Press if you so wish. The Poison-typing protects it from being poisoned, naturally, which makes its STAB combo being walled by opposing Poison-types much less of a problem, since they may not be able to do much back in return. To boot, it can carry coverage in Psychic Fangs or Stomping Tantrum to take care of them. Being walled by Ghost-types is a bit more of a problem, but Okidogi has Knock Off too! The only problem is that it's impossible to fit both STABs coverage for both Poison- and Ghost-types, Substitute, and Bulk Up, so you have to drop two of these. Toxic Chain may be used pre-Mega Evolution to try to fish for badly Poisoning anything that would wanna pivot into it, whereas Guard Dog can provide a one-time Intimidate immunity against Lando-T and the likes. Mega Ogerpon's main drawback its lack of longevity, to break bulkier teams more effectively it likely requires Wish support, but even if it doesn't stick around too long, it can trade damage vs. most Pokémon that aren't faster and have Psychic coverage!

In doubles, Mega Okidogi would likely be a Tailwind benefitiary. While it doesn't have any powerful spread moves, it should be able to one-shot many Pokémon with single target damage thanks to its absurdly high base Attack. Guard Dog is extremely useful to prevent Intimidate Pre-Mega or as you Mega, and Upper Hand can be used to help a partner set Tailwind without fear of Fake Out, or even to disrupt a potential Prankster Tailwind on the opposing side! Still, should the speed control not be guaranteed, Mega Okidogi can likely stomach most hits and trade with considerable damage, especially against things without Psychic coverage or Special Attackers.
Flavor Corner - The stats maximimize the number of "8"s assuming no stat drops on Mega Evolution. Be that 8 as a digit in the number itself, or a number being multiple of 8. Stamina is fitting for Okidogi, as a sturdy and bulky Pokémon like itself, focused on its strength.
 
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Mega Mabosstiff:

:sm/Mabosstiff:
80/125(+5)/140(+50)/60/113(+43)/87(+2)
Type: Dark/Poison
Ability: Neutralizing Gas
Move Changes: +Slack Off +Gunk Shot
Reasoning: Poison is a reference to the disease caught by Arven's Mabosstiff within SV. In singles, Mega Mabosstiff can be a bulky wall/set-up sweeper with curse which can use reliable recovery and a dark resistance ward off ability reliant/beneficiary offensive mons like Kingambit and Dragonite which can alleviate late game and can't be intimidated by Landorus but lacks strong utility moves which may have pushed it over the edge. This and the Dark Resist + Knock resistance with the mega stone can make it a powerful tool on Bulky Offense or Balance teams which are particularly weak to certain set-up mons as opposed to the more stall focused Mega Magmortar. In doubles can act as a pair to mons like Slaking and Toedscruel with the benefit of being far less passive than Galarian/Standard Weezing and starting with intimidate.
Mega Arcanine:


:sm/arcanine:
90/125(+15)/91(+11)/130(+30)/100(+20)/109 (+14)
Type: Fire/Steel
Ability: Intrepid Legend (Pokemon with this ability have their Special Attack increased by 1 once per battle on switch-in)
Move Changes: +Flash Cannon
Reasoning: The original legendary dog joins the other two actual legendaries, gaining Steel as a reference to Zacian and Zamazenta's crowned forms in a hopefully more balanced state than the other two. It acts as an all-out attacker vulnerable to phasing but with high power due to intrepid ability. It can't break through walls like Dondozo and Blissey but less specialized defensive mons like Great Tusk who may wish to hit it's 4x weakness are outsped and outdamaged. It can also survive an unboosted last mon Kingambit's suckerpunch for a better answer to it. However not only is it not quite enough to break through bulky mons, 109 means that faster mons like Iron Moth (or any paradox using speed booster energy) or Ogerpon can outspeed and revenge/force a switch. It also has very lacking coverage apart from STABs, with it only having Dragon Pulse and Scorching Sands. Furthermore due to wanting either reliable recovery in Morning Sun, set up in Agility, or coverage for the previously mentioned wellspring and Iron Moth, it may be vulnerable to 4MSS.

These traits also carry on to doubles where the faster metagame/nerfed earthquake are even more boons, notably so is not being affected by intimidate.

Mega Okidogi:

:sm/Okidogi:
88/168(+40)/135(+30)/53/116(+30)/83
Type: Fighting/Poison
Ability: Toxic Rain (Clears weather on Mega evolution, deals 1/6th hp to all non poison type enemies while Okidogi is on the field, Poison Heal mons are also immune)
Move Changes: N/A
Reasoning: New "weather condition" loosely inspired by sandstorm in Gen 3. Bulk-up sets are now easier and can chip off weakened enemies. Particularly effective with the advent of HDB causing bulkier mons to not run leftovers, meaning Okidogi can outlast mons like Blissey Dondozo and Corviknight, but is weak to Gliscor due to the Poison heal ability. Fulfills a similar role in VGC and can counter weather setters like Pelipper and Torkoal and match up well against restricteds like the powerful Koraidon who's Collision Course is resisted allowing for set-up.
 
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Mega Mabosstiff
Dark
stats
HP- 80
ATK- 140(+20)
DEF- 120(+30)
SPA- 70(+10)
SPD- 90(+20)
SPE- 105(+20)
BST- 605
Short Chain: When this pokemon is trapped it regains 1/8 of its max hp at the end of every turn

New Moves: Obstruct, Wide Guard


Mega Okidogi
Poison/Fighting
stats
HP- 88
ATK- 176(+48)
DEF- 127(+12)
SPA- 88(+30)
SPD- 88(+2)
SPE- 88(+8)
BST- 655
Savage



Mega Arcanine
Fire
stats
HP- 90
ATK- 140(+30)
DEF- 105(+25)
SPA- 120(+20)
SPD- 105(+25)
SPE- 95
BST- 655
Mythologize: The user's normal moves become dragon type and gain a 1.2x boost

descriptions/explanations will come later
 
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:arcanine:
Mega Arcanine
New Ability
: Noble Fire (While this pokemon is on the field, any opposing pokemon with any stat change, positive or negative, take 1/8th of their HP in damage at the end of each turn.)
Type: Fire

New stats:
HP: 90
Attack: 140 (+30)
Defense: 90 (+10)
Special Attack: 100
Special Defense: 125 (+45)
Speed: 110 (+15)
(655 BST)

New moves:
Description:
Arcanine's ancient instincts were reborn with the power of Mega Evolution, turning it fiercely protective of its allies but also amplifying its aggression towards those that would wish to seek harm to them. Notably, it does not suffer deceit, deception, or weakness lightly, as it will not only sniff out such thoughts and feelings from afar, but it can also use them to intensify its flames, resulting in grievous, lasting burns against victims of its fiery wrath.

This ability is a bit strange, since Arcanine lacks reliable stat-dropping moves with which it can take advantage of it. Sure, Snarl and Bulldoze exist, but realistically you're not going to have moveslots with which to take advantage of it. However, this is where pre-mega Intimidate comes in handy - not only do you get an attack drop on the opponent, but now after you mega evolve, assuming they don't switch out, you get yourself some handy chip damage. If the Intimidate attack drop doesn't force a switch, this most certainly will, since unless they can help it, the opponent would rather not stay in and suffer further chip damage, especially not when Arcanine is staring you down with Flare Blitzes, Extreme Speeds, and a bevy of other coverage off of a solid 140 base attack. The real draw, however, comes in being able to potentially stop setup sweepers, as the chip damage can put potential targets in range of Extreme Speed or Flare Blitz, both of which can take them out before they can attempt a sweep. It also helps that you have decently solid defenses (and Intimidate/Will-o-Wisp to shore up your less stellar physical bulk) to tank a hit if the situation calls for it too.

The Doubles format is where it really takes off. While it still reprises its role as a bulky utility guy, spreading burns with Will-o-Wisp and healing off damage with Morning Sun, now Noble Fire gives it some extra punch to its game. Not only do you have the aforementioned Intimidate with which to trigger the ability, you also have other ways to lower the opponent's stats, such as Snarl, Bulldoze, and Charm. You can also take advantage of any stat drops your ally might inflict to further cripple the opponent, which comes in handy with much better stats compared to the base form.

:mabosstiff:
Mega Mabosstiff
New Ability
: Bull-Headed (If this pokemon's move is resisted by the opponent, lower the opponent's defense by 1 stage.)
Type: Dark

New stats:
HP: 80
Attack: 150 (+30)
Defense: 120 (+30)
Special Attack: 60
Special Defense: 80 (+10)
Speed: 115 (+30)
(605 BST)

New moves: Superpower
Description:
Mabosstiff still retains its gentle and loyal demeanor, but it is now a relentless fighter, one that will stop at nothing to get back at those who have wronged it. Simple, is it not?

Mabosstiff's pre-mega ability of choice (Stakeout) lets it take advantage of forced switches to chunk the opponent's replacement really hard. Similarly, Intimidate also forces switches too, because no opponent really wants to stay in with -1 attack stat, especially when you're staring down the barrel of base 120 attack. However, beyond that, Mabosstiff's other stats are at best average and at worst mediocre, so as a result it simply isn't able to take advantage of this quote as well as one would think. Even then, the Stakeout boost is one-time, and after that, you're stuck with a bunch of low-BP moves and as a result can't do much to the resulting switch-in (because Mabosstiff generally likes using choice items to shore up its otherwise average-at-best stat spread).

This pokemon seeks to function as a powerful breaker that can punish forced switches, and resists in particular. Pre-mega Intimidate is great for forcing switches, and considering that base 150 attack with STAB Crunch, your opponent is going to switch into a resist. This is where Bull-Headed comes in, as the ability lets Mabosstiff snipe resists with a defense drop, which is generally permanent until the opponent switches out. At -1 defense, you can shore up the otherwise weak BP of your coverage moves, turning potential 3HKOes into 2HKOes, and possible 2HKOes into potential OHKOes. It may need some hazard support to achieve these rolls, but with it, it can prove a formidable threat in its own right (sometimes it doesn't even need the hazard support, all it needs is to keep chipping the opponent down over time). Beyond the potential that Bull-Headed offers, Superpower is added as a gigantic nuke off of base 150 attack (even without STAB), and base 115 speed lets it get the jump on many slower foes. In addition, it has decent-ish physical bulk with pre-mega Intimidate, letting it live a potential hit or two if things get heavy.

As a bonus, with Bull-Headed, Mabosstiff's STAB Crunch now also gets a 20% chance to lower resists' defense by two stages. Is this reliable? Not at all, but it's definitely pretty cool, so in the end it all works out.
 
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:okidogi:
Mega Okidogi
Ability:
Toxic Chain/Guard Dog -> Showdown (Mega Staraptor's ability: While this Pokémon is present, all Pokémon are prevented from restoring any HP. During the effect, healing and draining moves are unusable, and Abilities and items that grant healing will not heal the user. Regenerator is also suppressed.)
Type: Poison/Fighting
Stats:
HP: 88
Atk: 128 -> 153 (+25)
Def: 115 -> 138 (+23)
SpA: 58 -> 68 (+10)
SpD: 86 -> 118 (+32)
Spe: 80 - 90 (+10)
BST: 555 -> 655 (+100)

New Moves: None

Flavour: 'Okidogi is a ruffian with a short temper. It can pulverize anything by swinging around the chain on its neck.' taken from the Violet Pokédex entry. The ability Showdown is based on the idea that the Pokémon fights aggressively against the other, not giving it a chance to rest (heal) while also preventing the user from doing so in the same way. This aligns nicely with Okidogi's Dex entry, with the idea essentially just being that it is a relentless and tough fighter. This description of the ability also fits nicely with how Mega Okidogi is likely to play, as it will most probably run 4 attacks the majority of the time.

Competitive: Okidogi should be able to use Showdown to much greater effect than Staraptor ever could. Its Toxic immunity, Rocks resistance and great bulk allow it to be much harder to kill throughout the game, being exceptionally difficult to break down with residual damage, and still usually taking multiple hits to kill, even with Ground moves (not Psychic though lol). It is also benefitted by the many moves it has that can poison (probably Gunk Shot more often than not), and that the primary Poison Healer in the tier, which Showdown provides a major advantage against, is Gliscor, who would otherwise be a somewhat major annoyance to Okidogi.

Okidogi can essentially force progress against practically any team that's not a Psyspam due to it having almost no actual switch-ins thanks to its STABs and coverage (Close Combat, Gunk Shot, Ice Punch, Knock Off is the expected set I have for it), and on most non-HO teams there's a couple of mons that Okidogi would love to come in on. Its speed tier also now surpasses a handful of extra mons, most importantly Great Tusk, Samurott-Hisui, Gholdengo, and Glimmora. This gives it a boon against more offensive teams without really having any effect against its matchup towards bulky mons and stall (which it loves already). I expect that Okidogi would excel in Pivot-Heavy teams and Hazard Stacks, which allow it to more safely come in on its best matchups, and get even more damage thanks to residuals being un-healable, respectively.

Due to Okidogi's lack of longevity from its ability, the nature of the mon is such that it is able to do solid work and land a kill (or make important progress in other ways) against practically any team, but its reward can be maximised by skilful play to ensure it doesn't waste the health it has dealing with 1 mon, when it could be used more efficiently to progress against 2 or 3. Also, there are still a couple of Pokémon that can switch into Okidogi, such as Pecharunt and Toxapex, who take very little from any of his attacks while dealing little in return. Although these 1v1 matchups are roughly equal, Pecharunt, Toxapex and any other switch-ins it has can heal straight back up whenever Okidogi leaves the field, which necessitates careful play with him to try and keep a constant pressure on the opposing team and to retain momentum.

While Bulk Up is an option for Okidogi, it already hits very hard against most Pokémon, and most the ones that it doesn't (Zamazenta, Dondozo, Alomomola, Pecharunt, Toxapex, etc) either don't care whether it's boosted or not, or have set-up on their own. 4 attacks almost feels like a necessity to allow it to hit everything that it needs to, although High Horsepower could be potentially ran over Ice Punch to better hit Poison types, or either Taunt or Toxic over a 4th attack entirely, although all of these vastly worsen the matchups against Landorus-T, Gliscor, and Mega Donphan.

Good Matchups: Almost all Fairies and Dark types, most Stall mons
Things to look out for: Anything Psychic or with a Psychic move other than like Hatterene, Toxapex, Iron Defense Zamazenta, Anything with Will-O-Wisp
 
Here's my Mega Okidogi sub:

(insert Mega Okidogi design)
Mega Okidogi
Type:
Poison.png
/
Fighting.png

Ability: Tough Claws

Stats
HP: 88
Attack: 147 (+19)
Defense: 155 (+40)
Sp. Attack: 84 (+26)
Sp. Defense: 101 (+15)
Speed: 80
BST: 655

New Moves: Trailblaze

Mega Okidogi acts as a really bulky wallbreaker with its great offensive typing, movepool and ability allowing it to excel in doing so. For balancing purposes, its Speed wasn't increased meaning the only thing really holding Okidogi back is its Speed Tier. However, with access to its new move, Trailblaze, Okidogi transforms from a bulky wallbreaker to a sweeper.

Wallbreaker
Move 1: Close Combat
Move 2: Knock Off
Move 3: Poison Jab / Gunk Shot
Move 4: Ice Punch
EVs: 252 HP/252 Speed, 252 Atk, 4 Def
Nature: Adamant/Jolly

Sweeper
Move 1: Trailblaze
Move 2: Bulk Up
Move 3: Drain Punch
Move 4: Poison Jab / Knock Off / High Horsepower
EVs: 252 Speed, 252 Atk, 4 Def
Nature: Adamant

+1 Speed from Trailblaze allows Okidogi to outspeed Base 126 Speed Pokemon (Talonflame and under), when Okidogi is 252 Speed EVs and Adamant.

Offensive Calcs:
252+ Atk Okidogi-Mega Ice Punch vs. 252 HP / 252+ Def Donphan-Mega: 224-268 (58.3 - 69.7%) -- guaranteed 2HKO
Max HP, Max Defense Mega Donphan is an unrealistic EV spread, but it shows that Ice Punch 2HKOs it regardless of its EV spread.
252+ Atk Okidogi-Mega Close Combat vs. 0 HP / 0 Def Fur Coat Dugtrio-Alola-Mega: 218-260 (103.3 - 123.2%) -- guaranteed OHKO
Even with Furcoat, an unboosted Okidogi can OHKO it with Close Combat.
252+ Atk Okidogi-Mega Ice Punch vs. 0 HP / 0 Def Golurk-Mega: 170-200 (53.2 - 62.6%) -- guaranteed 2HKO
252+ Atk Okidogi-Mega Ice Punch vs. 252 HP / 252+ Def Gliscor: 248-292 (70 - 82.4%) -- guaranteed 2HKO after Poison Heal
252+ Atk Okidogi-Mega Close Combat vs. 0 HP / 4 Def Great Tusk: 186-220 (50.1 - 59.2%) -- guaranteed 2HKO

Defensive Calcs:
252 Atk Aerilate Donphan-Mega Double-Edge vs. 252 HP / 0 Def Okidogi-Mega: 338-402 (88.9 - 105.7%) -- 37.5% chance to OHKO
252 Atk Dugtrio-Alola-Mega Earthquake vs. 252 HP / 0 Def Okidogi-Mega: 200-236 (52.6 - 62.1%) -- guaranteed 2HKO
252+ Atk Golurk-Mega Earthquake vs. 0 HP / 0 Def Okidogi-Mega: 266-314 (83.9 - 99%) -- guaranteed 2HKO
252 Atk Gliscor Earthquake vs. 0 HP / 0 Def Okidogi: 182-216 (57.4 - 68.1%) -- guaranteed 2HKO
252 Atk Great Tusk Headlong Rush vs. 0 HP / 0 Def Okidogi-Mega: 270-320 (85.1 - 100.9%) -- 6.3% chance to OHKO

As you can see, Okidogi poses quite well offensively and defensively, its also quite versatile with its role as either a wallbreaker or a sweeper. Its role as a sweeper is similar to Ogerpon, what's better is that although it times to set up both Bulk Up and Trailblaze, Okidogi is able to do it effectively thanks to its great bulk. Close Combat allows for the extra boost in power that Drain Punch lacks, so it is preferred in its Wallbreaker set.

Although, Okidogi can get worn down easily either by Burn or Paralysis, luckily it's immune to Toxic due to its typing. Poison / Fighting is great offensively, but due to Pokemon like Gholdengo, Knock Off may be a better choice. However, both moves are resisted by Poison naturally, so High Horsepower may be considered as a good alternative instead (but then it struggles against Flying-Types so it's really up to you).
 
Mega :arcanine: Arcanine

:sv/arcanine:

Type: Fire / Normal
Ability: Intimidate

Stats:
HP - 90
ATK - 130 (+20)
DEF - 100 (+20)
SPA - 100
SPD - 150 (+70)
SPE - 85 (-10)

New Moves: Fake Out, U-Turn

I wanted to craft Mega Arcanine into something that highlights what its base form already does best, and as a mon that can work both in singles as well as VGC formats. It's readily apparent how much value Intimidate brings to both formats, especially when paired with a hefty special defense boost. With this, Arcanine becomes a significantly bulky support mon with respectable damage output, or a threatening bulky attacker that can set up and close out games while still putting in work through the early and mid game.

The Normal type here gives Arcanine STAB on Extreme Speed, a relatively low distribution and fantastic move, and formerly Arcanine's signature move. It seems fitting that Arcanine should gain STAB on it in its Mega form, and gaining the Normal type also mirrors Arcanine's ability to run Tera Normal in the base game to do just that, and has done so in the past. It also occasionally runs Curse sets since Extreme Speed can negate the drawback of the speed drops, so I decided to lean into that by dropping speed a bit in order to give it a bit of extra oomph - this makes it more effective at doing its job when it's supposed to, but also gives the opponent more room to shut it down early since Arcanine has less priority on stuff like semi-fast Wisp, Morning Sun, or simply hitting with Flare Blitz.

The Normal type does far more than that, however. It also gives STAB on Fake Out, a new VGC-centric addition to its movepool that pairs very well with Intimidate. Arcanine faces competition with Incineroar in VGC, but its Mega Evolution grants it a lot of advantages that makes it worth running. It has a much higher bulk, especially on the special side, which lets it both stay in and switch in far more than Incineroar, and can heal itself on top of that if needed. It also applies far more offensive pressure than Incineroar does, while still having just as much utility and support - sharing both Fake Out and Helping Hand, and additionally Howl when allied with physical attackers (such as its most iconic former pairing, Chien Pao). The addition of U-Turn also helps it to not fall behind on momentum compared to Incineroar, as well as helping it function more smoothly in Singles.

Normal, lastly, provides a very valuable Ghost-type immunity. Ghost is a very common type this generation with many threats like Dragapult, Basculegion, and most famously Gholdengo. And in VGC, Flutter Mane - who is so good that it got banned from Singles. Arcanine completely shuts down Flutter Mane by blanking its Ghost-type moves and resisting its Fairy-type moves with its nasty special bulk (comparatively, Incineroar only resists Ghost and its Dark-type makes it outright lose its otherwise valuable Fairy resistance, along with having much lower special bulk). Then, it decimates the physically frail mon with Flare Blitz. The combination of Fire + Normal is also highly useful in the Gholdengo matchup, since Arcanine also resists both of Gholdengo's STABs, blanks Trick, and threatens SE. The other two are physical attackers, which means while they initially have an advantage, they can struggle to do their jobs if Mega Arcanine gets a couple Curses off.

Lastly, the combination of Fire/Normal means that it has SE on the types that resist Normal (besides Rock), neutrality on the types that resist Fire (besides Rock), and Close Combat coverage to hit the only type that resists both (... Rock). It also has Play Rough coverage, letting it hit Fighting types that try to exploit its new Normal typing, and Crunch coverage which can threaten any Ghost-types that it doesn't already beat easily. Iron Head is a weaker but less defensively-compromising coverage option to hit Rock, but it also doubles as a way to gain SE on the Fairy types it resists and might want to check harder (SE Iron Head does hit slightly weaker than neutral Flare Blitz, but as a mid-speed bulky attacker, the lack of recoil can make it valuable in some cases).

In Singles, this mon can be run either supportively or offensively. While it does have a rocks-weakness as a pivot, it does have both Intimidate and Morning Sun to help keep it healthy, as well as helpful status like Will-o-Wisp. Mega Arcanine has enough raw offense and defenses that whichever side you lean into, the other side will still be respectable. Defensive sets can be a lot safer and set up in the face of more opponents, but offensive sets can threaten more kills even without taking setup at all. The raw power of Flare Blitz, combined with follow-up from Extreme Speed, can let it pick a lot of 2HKOs while only having to take one return attack, rather than two, which is a big boon to a mid-speed attacker like Arcanine.

As a side note, while it probably isn't going to be very viable, Temper Flare is a neat option on this mon. The threat of boosted STAB Extreme Speeds is going to incentivize Ghost types to try and block it. Combined with the frequency of Fire-types and already-burned mon trying to blank Wisp, Mega Arcanine can get the damage boost semi-reliably. And a defensive mon that wants to set up with Curse will likely care less about the lower BP when it isn't boosted (and will additionally punish anybody who Taunts it out of Curse, as a cherry on top). Just a fun idea.

Oh and by the way, Mega Arcanine is canonically EXTREMELY fluffy and anybody who disagrees is wrong. Sorry, I don't make the rules.
 
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Okidogi-Mega
Poison/Fighting
Scrappy

HP: 88
Atk: 128 + 30 = 158
Def: 115 + 30 = 145
SpA: 58 + 10 = 68
SpD: 86 + 10 = 96
Spe: 80 + 20 = 100

New moves: Slack Off

Description: Poison/Fighting is a nice typing, and Scrappy compliments that, by allowing it to ploy every single Steel with a Fighting move, including that dear Gholdengo. The 3 Toxic Ones (I don't remember the name) have a secondary typing that hits a Poison resist: Munkidori hits Poison types, Okidogi hits Steel types, and Fezandipiti is a victim. Scrappy allows it to:
- Hit Gholdengo, and Ghost in general, meaning you hit a lot of stuff, bar Poison mons (which is funny because Munkidori does that)
- Be immune to Intimidate, and Guard Dog has been designed to be a counter to Intimidate, so Scrappy also blocks Intimidate
 
Mabostiff-Mega

Type:
Dark / Grass

Ability: Purifying Mystica - The user is immune to non-volatile status; if statused either directly (e.g: Toxic) or indirectly (Sludge Bomb inflicting Poison), the user will instead receive the opposite of its intended effect, however upon switching out, the status disappears.
If Burned: Doubles the power of Physical Attacks (burn doesn't halve physical attacks).
If Paralysed: Doubles the speed of the user (cannot be completely paralysed).
If Poisoned/Badly Poisoned: Heal 1/16th of the user's Max Health at the end of every turn (immune to poison damage).
If Frozen: Immediately thaw out.
If Sleeping: Nothing happens.
PS: This fits thematically as the Herba Mystica is what is fed to Mabostiff in order for it to recover.

New Moves: Knock Off, Horn Leech, Leech Seed

Stats
HP: 80
Attack: 135 (+15)
Defense: 101 (+11)
Sp. Attack: 60
Sp. Defense: 94 (+24)
Speed: 135 (+50)
BST: 605

PS: Sleep remains unaffected so that Rest isn't just stupidly overpowered.

Mega Mabostiff acts as a Pokemon that wittles down opponents whilst elongating its life on the battlefield with Horn Leech and its ability; it can also use Leech Seed as a means of versatility.

Edit: Leech Seed fits thematically because Mabostiff is trying to constantly keep itself healthy, same thing applies to Horn Leech.
 
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:Arcanine: Mega Arcanine
New Ability
: Legendary Roar (This pokemons sound moves also raises this pokemons Attack)
Type: Fire/Normal
New stats:
HP: 90
Attack: 110
Defense: 100(+20)
Special Attack: 110(+10)
Special Defense: 100(+20)
Speed: 145(+50)
BST: 655(+100)
New moves: Noble Roar, Growl, Heal Bell, Snore, Round
Description:
"Its magnificent bark conveys a sense of majesty. Anyone hearing it can't help but grovel before it."
- Pokemon Y Pokedex

:Okidogi: Mega Okidogi
New Ability
: Toxic Bane (Poisoned Pokemon on the field can not use status moves)
Type: Poison/Fighting
New stats:
HP: 88
Attack: 160 (+32)
Defense: 125(+10)
Special Attack: 88(+30)
Special Defense: 106(+20)
Speed: 88(+8)
BST: 655(+100)
New moves: Poison Gas, Toxic Spikes
Description: After Mega Evolving Okidogis Poison causes his opponents to enter a blind rage in which they can only attack him.
 
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