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

:sv/Mabosstiff:
Mabosstiff-Mega
Dark
Regenerator
80
155 (+35)
120 (+30)

65 (+5)

90 (+20)
95 (+10)
+Parting Shot


Mega Mabosstiff functions as trapper with STAB Jaw Lock that trap-immune Ghosts don't want to take on, either slamming ensnared targets with decent coverage in Play Rough and Psychic Fangs or crippling them with its variety of status moves. Pain Split allows you longevity to potentially do your thing multiple times, Destiny Bond can force trades, Taunt can shut down walls and Endeavor can possibly weaken a second target; most importantly, Parting Shot allows you to circumvent self-trapping and work your magic against multiple targets. Regenerator synergizes with the trap-and-run playstyle as it allows Maboss to at least mitigate hazard chip.

:sv/Okidogi:
Okidogi-Mega
Poison/Fighting
Adrenaline (The user's next attack is guaranteed to be a critical hit after it faints another Pokemon with an attacking move).
88
163 (+35)
135 (+20)
68 (+10)
96 (+10)

105 (+25)


Mega evolution causes Okidogi's chain to heavily increase his adrenaline levels, (metaphorically) unleashing this dog; whereas Mega Fezandipiti seeks to make certain Pokemon more susceptible to its master's mental manipulation, Okidogi simply beats Pecharunt's enemies into submission. Between its strong STABs, great coverage like Knock Off and set-up with Bulk Up, Mega Okidogi can easily threaten a KO and Adrenaline, scaring out weakened Pokemon and allowing it to soften the opposition for offensive teammates. You can also weaken walls and tanks further with Taunt or pre-Mega Toxic.
 
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Dear community,

it's voting time. Below, you can find all the subs from the current slate. You have until Sunday, 13.04.2025, GMT+1, 23:59, to vote! If I forgot to include any sub, let me know as soon as possible.

:sv/arcanine:
View attachment 723245
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.
: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/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
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 :)
: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 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
: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.
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.
: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
:sv/okidogi:
: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/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
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.
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.
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
: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
(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).
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
: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.
:sv/Okidogi:
Okidogi-Mega
Poison/Fighting
Adrenaline (The user's next attack is guaranteed to be a critical hit after it faints another Pokemon with an attacking move).
88
163 (+35)
135 (+20)
68 (+10)
96 (+10)

105 (+25)


Mega evolution causes Okidogi's chain to heavily increase his adrenaline levels, (metaphorically) unleashing this dog; whereas Mega Fezandipiti seeks to make certain Pokemon more susceptible to its master's mental manipulation, Okidogi simply beats Pecharunt's enemies into submission. Between its strong STABs, great coverage like Knock Off and set-up with Bulk Up, Mega Okidogi can easily threaten a KO and Adrenaline, scaring out weakened Pokemon and allowing it to soften the opposition for offensive teammates. You can also weaken walls and tanks further with Taunt or pre-Mega Toxic.
:sv/mabosstiff:
: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.
: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
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 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:
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
:mabosstiff:
Mega Mabosstiff
New Ability
: Stall
Type:
Dark.png


New stats:
HP: 80
Atk: 120
Def: 140 (+50)
SpA: 60
SpD: 120 (+50)
Spe: 85
(BST: 605)

New moves: Slack Off

Description: Comeuppance
: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.
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.
:sv/Mabosstiff:
Mabosstiff-Mega
Dark
Regenerator
80
155 (+35)
120 (+30)

65 (+5)

90 (+20)
95 (+10)
+Parting Shot


Mega Mabosstiff functions as trapper with STAB Jaw Lock that trap-immune Ghosts don't want to take on, either slamming ensnared targets with decent coverage in Play Rough and Psychic Fangs or crippling them with its variety of status moves. Pain Split allows you longevity to potentially do your thing multiple times, Destiny Bond can force trades, Taunt can shut down walls and Endeavor can possibly weaken a second target; most importantly, Parting Shot allows you to circumvent self-trapping and work your magic against multiple targets. Regenerator synergizes with the trap-and-run playstyle as it allows Maboss to at least mitigate hazard chip.
 
:sv/arcanine:
1) DrPumpkinz
2) War Incarnate
3) Seito Chinchou
4) bekama
5) PalpitoadChamp

6) ArhamA
7) lydian
8) jazzmat
9) ErrorMon
:sv/mabosstiff:
1) DrPumpkinz
2) PalpitoadChamp
3) lydian
4) abismal
5) ErrorMon

6) jazzmat
7) War Incarnate
8) okispokis
9) ArhamA
:sv/okidogi:
1) ErrorMon
2) DrPumpkinz
3) IsoCon
4) Lysion
5) PalpitoadChamp

6) ArhamA
7) lydian
8) okispokis
9) jazzmat
10) bekama
 
:Arcanine:
1. DrPumpkinz
2. War Incarnate
3. jazzmat
4. ArhamA

:Mabosstiff:
1. okispokis
2. jazzmat
3. War Incarnate
4. DrPumpkinz

:Okidogi:
1. DrPumpkinz
2. Lysion
3. okispokis
4. lydian
5. bekama
 
I am more tired and thus more lazy than usual. Top 5 only. Apologies. Have a good Sunday if you can:

:arcanine: ARCANINE-MEGAS:
1. ArhamA
2. War Incarnate
3. jazzmat
4. Seito Chinchou
5. PalpitoadChamp

:okidogi: OKIDOGI-MEGAS:
1. DrPumpkinz
2. lydian
3. bekama
4. Lysion
5. ArhamA

:mabosstiff: MABOSSTIFF-MEGAS:
1. DrPumpkinz
2. PalpitoadChamp
3. ArhamA
4. War Incarnate
5. jazzmat
 
Hi folks! The votes are in! As always, please refer to the front post for the reminder on voting rules and how this all works out and for the link to the spreadsheet I do the tallying on to view the specifics.

:arcanine: Mega Arcanine: DrPumpkinz !!
: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.

:mabosstiff: Mega Mabosstiff: okispokis !!
:sv/Mabosstiff:
Mabosstiff-Mega
Dark
Regenerator
80
155 (+35)
120 (+30)

65 (+5)

90 (+20)
95 (+10)
+Parting Shot


Mega Mabosstiff functions as trapper with STAB Jaw Lock that trap-immune Ghosts don't want to take on, either slamming ensnared targets with decent coverage in Play Rough and Psychic Fangs or crippling them with its variety of status moves. Pain Split allows you longevity to potentially do your thing multiple times, Destiny Bond can force trades, Taunt can shut down walls and Endeavor can possibly weaken a second target; most importantly, Parting Shot allows you to circumvent self-trapping and work your magic against multiple targets. Regenerator synergizes with the trap-and-run playstyle as it allows Maboss to at least mitigate hazard chip.

:okidogi: Mega Okidogi: DrPumpkinz !!
: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.

nightpoint_transparent.png

And as usual, I've got a new slate announcement for you from everybodys favorite BlueRay:​
BlueRay said:
Next slate will feature the "Cat & Mouse" theme and include the following Pokémon: :perrserker: Perrserker, :meowscarada: Meowscarada, and :maushold-four: Maushold.
You have until Tuesday, 29.04.2025, to sub.​

:sv/perrserker: :sv/meowscarada: :sv/maushold-four:
So there you have it! I hope you all have a wonderful day, and as always, we look forward to seeing your submissions!
:gardevoir::golurk::beheeyem:
 
Maushold-Mega :maushold:
Type: Normal/Fairy
Ability: Prankster
HP: 74
Atk: 95 (+20)
Def: 120 (+50)
Sp. Atk: 65
Sp. Def: 110 (+40)
Spe: 101 (-10)
New Moves: Moonlight

Description: These silly little rats now engage in tomfoolery to confound and humiliate would-be predators. With Prankster, Maushold gets access to priority hazard removal and setup in Tidy Up, letting it reliably keep hazards and screens off the field. The boosts also let it act as a bulkier sweeper, however you likely wouldn't run Population Bomb because of the inconsistency without a Wide Lens. It also gets access to powerful status moves like Thunder Wave, Taunt, and especially Encore. Moonlight can be run to keep Maushold healthy throughout the match, which is important because of it takes hazard damage every time it switches in. The new Normal/Fairy type is also a good defensive type previously only on weaker Pokemon like Wigglytuff and Audino-Mega, giving it some useful resistances, as well as letting it be immune to both of Dragapult's STABs.

In Doubles, Maushold-Mega acts as more of a support Pokemon, with it's high bulk and access to Follow Me, Prankster Thunder Wave for speed control, and you can probably do some funny things with Prankster After You. The added Fairy type is both a blessing and a curse, however, as it makes you weak to both Make it Rain and Gigaton Hammer.

Flavor: It's a bunch of cartoon mice (think Jerry from Tom and Jerry)
Perrserker-Mega
Type: Steel
Ability: Fluffy
HP: 70
Atk: 160 (+50)
Def: 130 (+30)
Sp. Atk: 50
Sp. Def: 90 (+30)
Spe: 40 (-10)
New Moves: N/A

Description: With its giant fluffy beard, Perrserker is now able to shrug off attacks from other Pokemon with ease. It functions as a very bulky pivot that can come in on physical attackers and force progress with moves like Knock Off and Stealth Rock, or generate momentum with slow U-Turns. You could also take advantage of that giant Attack stat and fire off powerful Iron Heads/Gyro Balls and Close Combats, especially if you use Swords Dance beforehand. Of course, you should keep it away from Fire types, but you would want to do that anyways.

In Doubles, Perrserker offers some strong utility options such as Fake Out and Helping Hand, while also being able to deal good damage itself. It notably matches up well into Tinkaton-Mega and Rillaboom, so I could see it getting usage, even if it'll be better in Singles.

Flavor: Gets a giant metal beard that can protect it in battle.
Will come up with Megas for the other Mons later :)
 
Last edited:
:sv/perrserker: :sv/beartic:
Mega Perrserker
Type:
Steel
Ability: Ice Face
Stats:
HP: 70​
Att: 190 (+80)
Def: 100​
SpA: 50​
SpD: 70 (+10)
Spe: 60 (+10)

Despite being based on Vikings (as depicted by Richard Wagner in his Ring Cycle; it should not surprise anyone that the modern view of Vikings as Germanic Aryans whose culture glorifies the destruction of those they deem weak was popularized by a literal Nazi; fuck Richard Wagner) Perrserker doesn't really have any mechanical ties to Ice or Water. Let's fix that.

While Eiscue wants to break its Ice Face so it can get a huge speed boost and sweep with Belly Drum, Mega Perrserker doesn't get anything extra out of blocking an attack with its frosty beard. This may sound like a downside, but it means that Mega Perrserker can focus more on using Ice Face as a shield against physical attacks as opposed to being part of its win condition.

Compounding this, Eiscue is rather mediocre if it doesn't get both its Belly Drum and Ice Face off, leading it to be easily abused by simply switching to a special attacker and threatening it out, wasting the opponent's time and Sitrus Berry. Mega Perrserker can use Ice Face to set up a Swords Dance, but with its 190 Attack stat, it's extremely threatening right out the gate. A special attacker recklessly switching into Mega Perrserker hoping to exploit Ice Face can very easily find itself on the receiving end of a powerful Iron Head, Close Combat, Knock Off, or U-turn. Thus, when faced with a physical attacker with its beard intact, no matter what the opponent does, Mega Perrserker is guaranteed to get one devastating hit off completely for free.

And all of this is assuming you've only got one Ice Face to work with. When faced with a special attacker that it can't strike first, Mega Perrserker is likely going to want to switch to a specially-defensive ally. An ally like, oh I don't know, Slowking. Mega Perrserker excels when paired with either form of the molasses monarch, as when the opponent switches to a physical attacker to deal with them, they can Chilly Reception right back out into Mega Perrserker, ready to refreeze its beard if it was thawed previously in the match.

:sv/maushold-four::kings-rock:
Mega Maushold
Type:
Normal
Ability: Compound Eyes
Stats:
HP: 75​
Att: 135 (+60)
Def: 100 (+30)
SpA: 65​
SpD: 95 (+20)
Spe: 111​

rat king body horror let's go

Mega Maushold's increased Attack makes its Population Bombs just as strong as Wide Lens Technician Maushold, but although this time it'll actually never miss instead of just mostly never miss. Its Dark coverage is a bit weaker, having to use Crunch instead of Technician Bite, but its Low Kick is much stronger against opponents too heavy to dip below 60 power. The main difference between the two is the increased bulk, which lets Mega Maushold more easily boost with Tidy Up. It can also lean into Tidy Up's hazard-removal by running a supportive set with never-miss Thunder Wave.

:sv/meowscarada:
Mega Meowscarada
Type:
Grass / Dark
Ability: Chlorophyll
Moves: Weather Ball
Stats:
HP: 76​
Att: 155 (+45)
Def: 80 (+10)
SpA: 101 (+20)
SpD: 80 (+10)
Spe: 138 (+15)

Meowscarada is a cat destined for the spotlight, what is the shining sun if not the greatest spotlight of them all?

Also, it's a cat. Cats famously love resting in the sun.

Mega Meowscarada takes the Barraskewda approach to weather speed, where it's so damn fast that basically nothing is ever outspeeding it. From there, it does normal Meowscarada things like hitting stuff hard and fast with Flower Trick and Knock Off, though I also threw in Weather Ball to try to reclaim some of its mixed attacking potential it used to have before Triple Axel firmly solidified it as a physical attacker. It's probably not gonna be a move that every Mega Meow runs, but threatening it as an option will make stuff like Skarmory a little less eager to switch in.
 
:meowscarada:
Mega Meowscarada
New Ability
: Tricky Surge (On switch-in, set Magic Room for 5 turns.)
Type: Grass/Dark

New stats:
HP: 76
Attack: 130 (+20)
Defense: 100 (+30)
Special Attack: 91 (+10)
Special Defense: 95 (+25)
Speed: 138 (+15)
(630 BST)

New moves: Fake Out
Description:
Choice Scarfers? you got no choice!
Leftovers? their time's done & over!
Heavy-Duty Boots? Heavy-Duty POOFed!

With Mega Evolution, Meowscarada becomes a master manipulator, its sleight of hand capabilities taken all the way to 11 with a deceiving personality and a willingness to fight dirty to boot. In addition to its trusty flower bombs, it now uses its sleight of hand to set the stage in its favor, all the while stealthily disabling and disarming opponents at will before finishing them off, putting on a good show in the process. It even likes to use its sleight of hand capabilities to prank its trainer and allies as well by disappearing and reappearing items!

Magic Room is a theoretically EXTREMELY powerful field condition - items are [almost] everything in competitive pokemon, from the various Choice items, to Heavy-Duty Boots, to Leftovers, to even Assault Vests and Life Orbs galore - these can and often do have a large impact on the pokemon that hold them, and in turn the battlefield at large. In Doubles, this variety extends even further, with Sitrus Berries, Clear Amulets, Safety Goggles, and Covert Cloaks, exemplifying just how impactful they can be. Disabling them, of course, takes away that impact, which radically changes things (if Knock Off is to be any indication of this) - suddenly, a wallbreaker may find themselves missing out on KOes their Choice Band and Life Orbs would have netted them, previously hazard-protected pokemon find themselves being eaten alive by the very hazards their Boots were supposed to shield them against, bulkier pokemon now find themselves without the passive recovery that they so relied on, so on so forth. Magic Room does exactly this, but it's ultimately never seen because, well, it takes up a moveslot just to set up a field condition. In general, most of these "manual" field conditions suck because you waste a turn having to set them up, at which point the opponent can just take advantage of that free turn and win the game from there.

Anyways, Mega Meowscarada aims to take advantage of Magic Room to a variety of ends and benefits for itself. Firstly, with that gigantic speed tier of its, being able to disable Choice Scarves is HUGE since it makes revenge killing it that much harder. To compensate for this, 130 attack isn't especially strong, even with Triple Axel, Flower Trick, and STAB Knock Off in mind. However, what it (somewhat) lacks in power it more than makes up for with the sheer utility that Tricky Surge provides. Heavy-Duty Boots users wishing to switch in on Meowscarada, for instance, now have to fear the Spikes and Stealth Rocks that will chip them down and invariably put them in range for a KO, and pokemon that rely on Leftovers for its passive recovery don't have that to save them anymore, easily enabling Meowscarada (or its allies) to dispatch of them. Even outside of this, while 76/100/95 bulk isn't the greatest out there (ESPECIALLY with how bad of a defensive typing Grass/Dark is), the item-disabling ensures that Meowscarada can use these defenses to live a hit or two in a pinch by shutting off boosting items.

In Doubles, Mega Meowscarada can also use Magic Room to play to its allies' and its own benefit. Due to its nature as a field condition, your allies can also reap its benefits - Fake Out users can bypass Covert Cloak, Intimidate users don't need to worry about Clear Amulet, your allies being able to secure KOes that might otherwise be missed by disabling Sitrus Berries and Leftovers. Sure, this also comes with the drawback of disabling your teammates' items, which can also hurt them in a variety of ways, making it a double-edged sword of sorts, but with careful play and skillful management, you can mitigate those downsides and truly bring out its positives.
 
:sv/perrserker:
Name: Perrserker
Type: Steel
Ability: Swift Swim

Hp: 70
Att: 110 -> 150 (+40)
Def: 100 -> 110 (+10)
SpA: 50
SpD: 60 -> 90 (+30)
Spe: 50 -> 70 (+20)
BST: 440 -> 540 (+100)

Movepool Additions: Meteor Mash, Waterfall

Description: Perrserker is a viking sailor that speeds up on the seas. Perrserker looses some offenses (I think) due to a lack of an item slot and loosing Tough Claws/Steely Spirit. However, it makes up for that by gaining a blitzing speed stat while still having a powerful attack. Perrserker benefits from Rain by turning its weakness to Fire into a neutrality. Perrserker also provides a big variety to rain teams, as while it may be one of the slower Swift Swim users, it makes it up by having setup and reducing type stacking. I gave it Waterfall so it has Rain boosted coverage and Meteor Mash because Perrserker is THE Steel-type bomb, so a more powerful STAB move just makes sense.

Perrserker @ Perrserkerite
Ability: Battle Armor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance / U-Turn
- Meteor Mash
- Waterfall
- Knock Off / Close Combat

:sv/meowscarada:
Name: Meowscarada
Type: Grass/Dark
Ability: Mardi Grass (This Pokemon's Status moves have -1 priority but are used twice.)

Hp: 76
Att: 110 -> 130 (+20)
Def: 70 -> 110 (+40)
SpA: 81 -> 86 (+5)
SpD: 70 -> 105 (+35)
Spe: 123
BST: 530 -> 630 (+100)

Movepool Additions: Baby-Doll Eyes, Topsy-Turvy

Description: Meowscarada becomes a powerful magician excelling in trickery and deception. One of the first custom elements I made that I latched onto was Trickster. I renamed it to Mardi Grass as a reference to Mardi Gras, the final day of Carnival, the Christian festival before Lent. This is because Meowscarada takes some inspiration from the masks commonly seen during the festival. Meowscarada takes heavy inspiration from these masks and performers. Meowscarada is an excellent abuser of Trickster/Mardi Grass due to its access to powerful moves like NP, Hone Claws, Spikes, and TSpikes. Being able to get to +4 with Nasty Plot seems rather scary, but it only has 86/123 special offenses and mid STABs. Meowscarada becomes a very potent spikes setter, being able to set up two layers of Spikes and/or TSpikes at the same time.

Meowscarada @ Meowscaradanite
Ability: Protean
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Energy Ball
- Dark Pulse
- Shadow Ball / Power Gem / Aura Sphere / Spikes

Meowscarada @ Meowscaradanite
Ability: Protean
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Spikes / Toxic Spikes
- Knock Off
- Flower Trick
- U-turn / Sucker Punch

Meowscarada @ Meowscaradanite
Ability: Protean
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Hone Claws
- Knock Off / Sucker Punch
- Flower Trick
- Triple Axel

:sv/maushold:
Name: Maushold
Type: Normal/Ghost
Ability: Cursed Pin (At the end of every turn, if this Pokemon has less Hp percentage that the opposing Pokemon, the opposing Pokemon looses 1/8 of their max Hp and this is healed by the amount dealt.)

Hp: 74
Att: 75 -> 100 (+25)
Def: 70 -> 95 (+25)
SpA: 65
SpD: 75 -> 105 (+30)
Spe: 111 -> 131 (+20)
BST: 470 -> 570 (+100)

Movepool Additions: Recover

Description: Maushold shall be in immense pain. Stupid mouse. Nails through their heads. I don't like Maushold if you couldn't tell. Anyways, Maushold turns into a voodoo doll, causing their pain to drain the health of the opponent. Maushold gets to set up a Substitute and drain the opponent of their life. Perma leech seed is rather potent, but Maushold has few resistances and 74/95/105 bulk which isn't incredible. Maushold also gets access to the wonderful combo of recovery and recoil moves with an ability that cares about your Hp percentage. Love to see it.

Maushold @ Mausholdite
Ability: Technician
EVs: 252 Hp / 4 Atk / 252 SpD
Careful Nature
- Substitute / Recover
- Tidy Up / Recover
- Population Bomb / Double-Edge
- Shadow Claw / Encore
 
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Mega Meowscarada:

:sm/Meowscarada:
76/125(+15)/90(+20)/91(+10)/105(+35)/148(+25)
Type: Grass/Dark
Ability: Midnight Delight (This Pokémon is immune to Dark and Bug moves as well as blocking all moves with the word Moon in them)
Move Changes: N/A
Flavor: Ironic for the type, the floating flower thing would shift to a sort of Disco Ball, and Meowscarada would gain fur resembling a long dress and some leaves which would mimic a fancy hand fan. Meowscarada's masquerade theme shifts into a reference to late night parties in general, although more akin to a shady royal gala then like a rave. The ability is immune to Bug as well as Dark due to many bugs being nocturnal and therefore night adjacent.
Reasoning: You sacrifice power in exchange for being able to use your strong pivoting abilities practically uncontestably with your speed tier and set spikes, not to mention the added defensive utility of losing your most prominent 4X weakness. In singles, your ability can allow you to come in on the Moonblasts that scare you and against Primarina specifically scare it out with Flower Trick. You also generally block U-turns and Knock Offs and can pivot out yourself while blocking their pivots/removal, specifically great for allowing Meowscarda to come in on a Wellspring trying to Knock or U-Turn and then pressure a switch or just kill it l. and can even hit the dark types like Kinggambit especially running knock off super effectively with U-turn. Blocking Moonlight also allows you to prevent Clefable from healing and even kill it if it's chipped down. In doubles, while blocking Moonblast and U-turn is less effective you trade that for protecting you and your partner pokemon from Ursaluna's Blood Moon's all while resisting Earth Power, and you also generally absorb dark STAB from Incineroar and Urshifu, although they can hit you back with super effective STAB you become an effective partner against 4x dark week mons like Lunala and Calyrex Shadow Rider.

Mega Perrserker:

:sm/Perrserker:
70/165(+55)/125(+25)/50/100(+20)/50
Type: Steel
Ability: Family Ties (All Normal and Dark moves become Steel type when this Pokémon is on the field)
Move Changes: +Sucker Punch
Flavor: Similar to Kangaskhan, instead of changing design both an Alolan and Kantonian Persian appear to fight alongside perrserker to represent their shared linage, hence the ability.
Reasoning: While you lose the power boost given by most ate abilities, note the word all in the ability description. Not only do you gain stronger STABs in Knock Off, Sucker Punch, and Double Edge, you also gain a resistance to Dark by proxy of converting all of their moves into Steel. This then allows you to 1v1 a Kingambit and a Weavile and set-up on a Darkrai. More niechely, Tera Normal Dragonite sets now lose STAB on extreme speed, allowing you to turn them into set-up opportunities provided they don't run Earthquake. Perrserker fits onto bulky offense teams looking for a solid win con who may not want to run Dragonite. In doubles you can boost your teammates both offensively and defensively. Dark weak mons like Girafarig, Lunala, and Calyrex Shadow Rider now no longer fear being STABed, while Dragonite Dragapult gain ways of hitting fairies super effectively, with priority in both cases. Other Steel types can also generally gain better STABs than the unreliable Heavy Slam and relatively weak Iron Head, although Perrserker can also have anti synergy with Dark type mons and Fairy type mons who lose STAB and a resist respectively.

Mega Maushold:

:sm/Maushold:

74/115(+35)/135(+55)/65/85(+10)/111
Type: Normal/Ground
Ability: Gravitron (Sets gravity upon switch-in for 5 turns)
Move Changes: +Earthquake
Flavor: Their family becomes so big it gains its own center of mass. Bit crude but also a reference to “your mom” jokes since the line is family themed. Truthfully I'm imagining some kind of Maus Orb here made out of all the mice, which ties into the ground typing for similar reasons to Torterra, putting the earth in the earth type.
Reasoning: Gravity also increases accuracy alleviating the risks of population bomb, and while you lose strong dark and grass coverage you gain an Earthquake which can break through bulky flying types, notably including Corviknight and Skarmory who resist your PB. You also gain physical bulk allowing you to more easily set-up. In doubles, your gravity can boost sleep users with their innacurate powder moves and also buff ground types, who while they may refrain from using EQ can still bash flying types who think they are immune. Also, your rock type allies can more safely rely on their Rock Slides and Stone Edges. In exchange for this added utility, your EQ becomes far less usable due to gravity making flying type partners still vulnerable.
 
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Mega Perrserker
fezandipiti.png

FairyIC_PE.png

Ability - Battle Armor, Tough Claws; Steely Spirit ➝ Steely Spirit

HP - 70 ➝ 70
Atk - 110 ➝ 170 (+60)
Def - 100 ➝ 110 (+10)
SpA - 50 ➝ 50
SpD - 60 ➝ 70 (+10)
Spe - 50 ➝ 70 (+20)
BST - 440 ➝ 540 (+100)

Movepool Changes - n/a
Competitive Corner - To me, Perrserker doesn't feel whole without Steely Spirit, it's such an iconic ability, and I thought it of all Pokémon really could use a huge Attack boost to just make it a deadly wallbreaker in singles, and push up its viability on doubles so that the ability can actually see some use on the support side! Remember though that Iron Head only has 80 BP, and otherwise this thing struggles with dealing good coverage damage. I think this concept is very true to Perrserker's ethos. Maybe too on the nose but, so be it!
Flavor Corner - n/a

Mega Meowscarada
fezandipiti.png

FairyIC_PE.png
DarkIC_PE.png

Ability - Overgrow; Protean ➝ Sniper

HP - 76 ➝ 76
Atk - 110 ➝ 125 (+15)
Def - 70 ➝ 90 (+20)
SpA - 81 ➝ 100 (+19)
SpD - 70 ➝ 90 (+20)
Spe - 123 ➝ 149 (+26)
BST - 530 ➝ 630 (+100)

Movepool Changes - n/a
Competitive Corner - Mega Meowscarada goes in the opposite direction of its hidden ability. While otherwise it's incentivized to go off-STAB with Triple Axel and U-turn, now it gets an absolutely nuclear Flower Trick, but its coverage can leave a bit to be desired otherwise, with Knock Off being the only other big hitter in its arsenal. I thought it would be fun to pivot to a Meowscarada more focused on its STABs, while this is obviously great in singles for the power and speed, it could also have a chance to shine in doubles as being a critical hit-based physical attacker gives it a strong edge as something that doesn't mind Intimidate at all on it's big damage move.
Flavor Corner - Fun with square numbers :) 125 and 100 to follow Meowscarada's base 81 SpA and 149 is the sequence of the first 3 square numbers 1, 2, and 3, which concatenate to make original Meowscarada's base speed!
 
Maushold
Type:
Normal / Dark
Ability: Gnawing - This Pokemon's moves of 60 Power or less attack twice. Each hit's damage is 75% of its original output; does not affect multi-hit moves and moves that don't have a set Base Power.
New Moves: Power-Up Punch

Some people think that Parental Bond was initially coded into Scarlet and Violet so it could be used as Maushold's HA, until it was scrapped last second, so why not combine it with Technician? At first you might think, Gnawing would be disadvantageous because it would mean Population Bomb would do slightly more damage but would have way have more chances to miss, fortunately, Gnawing only affects attacks that attack once, so Population Bomb is left untouched. You're probably wondering then, how does Maushold benefit from Gnawing?

First off, let's talk about the minor uses, due to being a Dark-Type, it now has access to STAB Crunch and Bite, both of which have devastating secondary effects that can bolster Maushold's longevity and damage output (Defense drop and Flinching respectively). Then, we can discuss two moves that Maushold gets, one, which it already has, is Trailblaze; this allows Maushold to deal damage while raising its speed by 2 stages in a single turn. Furthermore, its second move is its new addition in Power-Up Punch, effectively acting as an attacking Swords Dance. All of this together allows Maushold to clean up low HP opponents whilst boosting his own stats simultaneously to threaten any future Pokemon that switch in against it. Top that with a STAB Crunch/Bite and Maushold suddenly becomes a threatening sweeper. You can even run a fun Echoed Voice set!

With Gnawing, Maushold also has a supporting role in VGC, with access to moves like Chilling Water to lower the opponent's attack by 2 stages, as well as Low Sweep/Mud Shot to lower speed by 2 stages. It also gets Mud Slap which lowers accuracy by 2 stages. Couple that with Maushold's base ability, Friend Guard, allowing it to switch in to help reduce damage for its allies, makes Mega Maushold a key threat in VGC.

Stats
HP: 74
Attack: 105 (+30)
Defense: 84 (+14)
Sp. Attack: 95 (+30)
Sp. Defense: 89 (+14)
Speed: 123 (+12)
BST: 570

Mega Maushold Sweeping Set
Move 1: Population Bomb
Move 2: Bite
Move 3: Trailblaze / Encore
Move 4: Power-Up Punch / Encore

Offensive Calcs:
252 Atk Gnawing Maushold Bite vs. 0 HP / 0 Def Gholdengo: 266-314 (84.4 - 99.6%) -- guaranteed 2HKO
252 Atk Maushold-Mega Population Bomb (10 hits) vs. 252 HP / 4 Def Wo-Chien-Mega: 220-270 (58.8 - 72.1%) -- guaranteed 2HKO
252 Atk Gnawing Maushold Bite vs. 0 HP / 0 Def Golurk-Mega: 218-258 (68.3 - 80.8%) -- guaranteed 2HKO
252 Atk Maushold-Mega Population Bomb (10 hits) vs. 0 HP / 4 Def Ogerpon-Mega: 240-280 (79.7 - 93%) -- guaranteed 2HKO
252 Atk Gnawing Maushold-Mega Power-Up Punch vs. 252 HP / 0 Def Probopass-Mega: 124-152 (38.2 - 46.9%) -- guaranteed 2HKO
Guaranteed 2HKO due to Power-Up Punch giving +2 Attack for next turn
252 Atk Gnawing Maushold-Mega Power-Up Punch vs. 252 HP / 252+ Def Coalossal-Mega: 56-68 (13.2 - 16%) -- possible 7HKO

Defensive Calcs:
252+ Atk Golurk-Mega Earthquake vs. 0 HP / 0 Def Maushold-Mega: 225-265 (77.8 - 91.6%) -- guaranteed 2HKO
252 Atk Kleavor X-Scissor vs. 0 HP / 0 Def Maushold: 362-428 (125.2 - 148%) -- guaranteed OHKO

Despite having clear threat offensively, Mega Maushold clearly lacks the defenses to even take non-super effective attacks.
 
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Mega Meowscarada:
0908Meowscarada.png

(idk what is going on but there is supposed to be Meowscarada artwork here that keeps teleporting awa….)
Ability: Magic Guard
Typing:
Grass.png
/
Dark.png

HP: 76
Atk: 140 (+30)
Def: 70
SpA: 101 (+20)
SpD: 90 (+20)
Spe: 153 (+30)
New Moves: Sword Dance, Teleport
Flavor: Mega Meowscarada is a top performing magician using slight of hand and an aroma it produces to trick its audience. It often uses magic tricks to appear and disappear suddenly.
Competitive Description: The idea of Meowscarada being the "Magician Pokemon" is somewhat lacking in its gameplay. Besides Flower Trick and a few other moves, it hardly has anything to do with Magic. I always thought Meowscarada should have gotten Magic Guard as its Hidden Ability since, you know, it's a Magician. It would also be more interesting than making it Grass type Greninja too.
So that's what this Mega is for. To basically give Meowscarada a playstyle more fitting to its theme.
Magic Guard is my choice for Megascarada. Too many Megas already get Magic Bounce, and Magic Guard allows Meowscarada to be a better pivot and serves that Magician playstyle more (also Magician would be useless on a Mega too). With Magic Guard, you can completely avoid Stealth Rock and Spikes, can't be hurt by Salt Cure, can't be hurt by Poison which additionally blocks Burns and other Status, and won't take damage from Rocky Helmet. It can't use Life Orb and abuse that, however, which would have probably made it an OU staple.
Its stat bonuses are well balanced with more of a focus on Speed and Atk. +20 in SpA is mostly to prevent Meowscarada from getting too many useful stats. Its still pretty frail physically but is now a bit more specially bulky.
At 153 Spe, you reach 445 speed, putting you above base 150s and +1 85s. However you are still pretty vulnerable to priority and most Double Speed Pokemon, as well as decently fast Scarfers too.
I also gave it 2 new moves in Sword Dance and Teleport.
Sword Dance is a great option for Meowscarada in general, probably not on Protean sets since you'll turn yourself into a Normal type, but its fast and strong. Teleport is a secondary pivot option for those that want a slow pivot, but is mostly for flavor even if it can be useful if not risky.

Mega Maushold
0925Maushold.png


Ability: Repopulation*
*The user and it's ally heal for 1/8th their HP at the end of the turn while the user is on the field. The user will also heal 1/16th of its own HP when its off the field.

Typing:
Normal.png
/
Fairy.png

HP: 74
Atk: 85 (+10)
Def: 140 (+70)
SpA: 65
SpD: 145 (+70)
Spe: 61 (-50)
New Moves: Soft-Boiled, Return/Frustration
Flavor: Mega Evolution causes Maushold to rapidly populate an excessive amount. They have so much offspring that the dense cluster of offspring shields the parents from harm. Every time the wall of offspring is damaged, Maushold eventually replaces its offspring with newborns.
(as a side note, Tandemaus is the only Pokemon that has to evolve through level up during a battle. No rare candies. That means Tandemaus is getting their freak on during battle, making the flavor of this Mega more relevant).
Competitive Description: Megashold's idea is basically what Mega Audino should have been and even more.
One thing about these Pokemon with Low BSTs that get a Mega is that they really need something to make them compete. Like Mega Mawile gets Huge Power since otherwise it'd be trash. Mega Beedrill gets the most minmaxed stats and Adaptability since it otherwise would be the lowest BST Mega. With Maushold having a low BST as well, I had to consider that its Mega would also have low stats too and needed some way to compensate for that. I also want to make a more defensive Mega Evolution, as making Megas that are more offensive is way too common and only Mega Sableye and Mega Aggron were all that good.
With Repopulation, Megashold both supports itself and its partner in Doubles extremely well. It not only heals itself when its on the field, but it also heals itself when off the field. Imo that's how Regenerator should work, but that's besides the point. The large increase in its Defenses, Fairy typing, Soft-Boiled (closest move to repairing a wall of your own children), and the passive healing it provides makes Megashold a resilient tank. While it is not invincible, it is way harder to take down.
(pretend Poison Heal is Repopulation)
252+ Atk Supreme Overlord 5 allies fainted Kingambit Iron Head vs. 252 HP / 252+ Def Mega Maushold: 254-300 (72.1 - 85.2%) -- guaranteed 2HKO after Poison Heal
+3 88 Def Zamazenta Body Press vs. 252 HP / 252+ Def Mega Maushold: 150-177 (42.6 - 50.2%) -- guaranteed 3HKO after Poison Heal
+2 252 Atk Iron Valiant Close Combat vs. 252 HP / 252+ Def Mega Maushold: 222-262 (63 - 74.4%) -- guaranteed 2HKO after Poison Heal
252+ Atk Choice Band Protosynthesis Great Tusk Headlong Rush vs. 252 HP / 252+ Def Mega Maushold: 240-283 (68.1 - 80.3%) -- guaranteed 2HKO after Poison Heal
252 SpA Gholdengo Make It Rain vs. 252 HP / 0 SpD Mega Maushold: 288-342 (81.8 - 97.1%) -- guaranteed 2HKO after Poison Heal
So yeah it's pretty bulky.
To balance things out, Megashold has a worse off Population Bomb. It can't hold Wide Lens and no longer gets a Technician boost, in addition to being slower too. You can leverage Megashold's bulk and healing in order to set up multiple Tidy Up boosts, but you can't use Population Bomb as effectively meaning you have much weaker STAB moves to work with. At least Play Rough is now STAB.
I think another point for Megashold's place is the fact that Tidy Up removes hazards for Stall teams that otherwise would be stopped by Gholdengo. Tidy Up also allows it to pressure hazard setters since letting it Tidy Up multiple times would eventually cause it to sweep on its own. You can also answer Kingambit with Megashold as it can Encore Kingambit into Sucker Punch/Sword Dance, and can do so with its better speed (but would need Speed investment. You don't freely outspeed Kingambit).
Off the field, Megashold is being useful still as Repopulation heals it, for less, but still healing itself out of danger. That makes it so Maushold can become healthier even when out of danger and doesn't have to risk being potentially KO'd by a strong move or letting the opponent set up.
Oh and don't forget about its potential in Doubles, where it would shine the most.
Mega Perrserker
0863Perrserker.png

Ability: Viking Fury*
*When the user is below 1/5th their Max HP or less, this Pokemon has double Speed and deals x2 damage on all moves.

Typing:
Steel.png
/
Fighting.png

HP: 70
Atk: 130 (+20)
Def: 120 (+20)
SpA: 70 (+20)
SpD: 80 (+20)
Spe: 70 (+20)
New Moves: N/A
Flavor: Mega Perrserker is equipped with a new layer of menacing looking armor. This armor is unique as while Perrserker wears it, the Perrserker completely ignores the pain from its injuries and causes the wear to go into a blood lust frenzy. (yes this is a Berserk reference and to real life Vikings)
Competitive Description:
Mega Perrserker like with the other low BST Megas needs to have something stand out especially with its ability. Additionally, there aren't that many abilities that make a Pokemon stronger when their health is in the Red (or 1/5th their HP), so here is a potentially strong ability to make up for its lower BST. Its a high risk high reward ability that's some what hard to activate reliably. Once it does activate, it makes Mega Perrserker a strong wincon. Double offenses and double speed makes it really good at finishing off games. Even up against bulky resists, a Mega Perrserker is still doing heavy damage.
(pretend Huge Power is Viking Fury)
252 Atk Huge Power Mega Perrserker Close Combat vs. 248 HP / 112+ Def Slowbro-Mega: 99-117 (25.1 - 29.7%) -- guaranteed 4HKO
+2 252 Atk Huge Power Mega Perrserker Close Combat vs. 248 HP / 112+ Def Slowbro-Mega: 198-234 (50.3 - 59.5%) -- guaranteed 2HKO
+2 252 Atk Huge Power Mega Perrserker Iron Head vs. 248 HP / 68+ Def Groudon-Primal: 150-177 (37.2 - 43.9%) -- guaranteed 3HKO
and non-resists:
+2 252 Atk Huge Power Mega Perrserker Iron Head vs. 252 HP / 4 Def Pecharunt: 346-408 (91 - 107.3%) -- 43.8% chance to OHKO
This seems like really overkill damage as even some of the physically bulkiest Pokemon are being 2HKO'd from +2 resisted hits, or outright being OHKO'd, but Mega Perrserker doesn't initially get this power like Mega Mawile does. It only gets such power when are really low health. Mega Perrserker is also still vulnerable to Burns as well, so its not like there is no defensive counterplay.
On the flip side, Mega Perrserker is a strong wincon, but it also isn't unstoppable after getting Viking Fury boost. Most priority moves will stop Mega Perrserker's sweep.
252+ Atk Supreme Overlord 1 ally fainted Kingambit Sucker Punch vs. 0 HP / 0 Def Mega Perrserker: 60-72 (21.3 - 25.6%) -- guaranteed OHKO
252 Atk Samurott-Hisui Aqua Jet vs. 0 HP / 0 Def Mega Perrserker: 51-60 (18.1 - 21.3%) -- 37.5% chance to OHKO
252+ SpA Raging Bolt Thunderclap vs. 0 HP / 0 SpD Mega Perrserker: 159-187 (56.5 - 66.5%) -- guaranteed OHKO
252+ Atk Choice Band Rillaboom Grassy Glide vs. 0 HP / 0 Def Mega Perrserker in Grassy Terrain: 80-95 (28.4 - 33.8%) -- guaranteed OHKO
Additionally, Mega Perrserker reaches 524 Speed at max after Viking Fury boost, which can still be outspeed by +1 Base 110s and most things with Double Speed abilities like Swift Swim
An even stat spread is the most balanced stat spread you could give Perrserker with such an ability. Its not too high in 1 stat, but isn't lacking in others. It is also still somewhat useable before Viking Fury as it still has Strong Bulk and offenses and typing too. You can pivot around with U-turn and tons of resistances, deal some damage, knock off items, etc. It won't be as strong or threatening before and not compared to other Megas, but when it manages to be at lower HP, it becomes a monster.
Also that typing is deliberate. Mega Perrserker coming in against Stealth Rock will only take 0.03% damage, which avoids letting Perrserker get to 1/5th their HP after 3 Substitutes and be at exactly 1/5th HP. It needs to use 4 Substitutes and be at 3 HP.
Also it does get Flail, but it's not STAB so while a strong option, it will only be somewhat stronger than Close Combat. It's also why I'm not giving it Reversal. That would be genuine overkill and potentially broken.
 
Last edited:
A collaboration between Lysio and me.
:sv/meowscarada:
Mega Meowscarada

Ability: Illusion

Type: Grass
| Dark

New Stats:

HP: 76
Attack: 110 → 140 (+30)
Defense: 70 → 90 (+20)
Special Attack: 81
Special Defense: 70 → 90 (+20)
Speed: 123 → 153 (+30)
BST: 530 → 630 (+100)

New moves:
- Fake Out, Hone Claws

Description:
1) Concept

latest.png

You see Joker's gloves in Persona 5? You see Haru's hat? Gloves are purple, hat is the same.
Meowscarada-Mega is the same as it always was: a magician cat, versed into illusions. What changed is its motivations, and how it fights. It is way more of a trickster, hiding behind illusions, and messing with opponents with countless tricks. It also has a huge sense of justice, refusing to fight for someone it believes not worthy of his powers. However, he likes children a lot, and won't hesitate using its powers to play with them. There is even the legend of some kind of a "phantom thief cat", but ain't no way to know if it's real or not.

2) Competitive
  • As an Illusion user, M Meowscarada can make unique use of hazards and Leech Seed to punish the opponent for mispredicting. For instance, you could fool them into thinking M Meowscarada is a Ghost Pokémon, greatly discouraging Rapid Spin.
  • Alternatively, M Meowscarada can try setting up with Hone Claws if it gets an advantage with Illusion.
  • Thanks to its superb speed, it should have no troubles generating momentum with U-turn and Knock Off or pressuring weakened targets.
  • Fake Out allows M Meowscarada to chip damage, especially against set-up Pokémon. With U-turn, hazards or Leech Seed, you can accumulate quite a bit of damage over time.
 
Mega Meowscarada:
0908Meowscarada.png

(idk what is going on but there is supposed to be Meowscarada artwork here that keeps teleporting awa….)
Ability: Magic Guard
Typing:
Grass.png
/
Dark.png

HP: 76
Atk: 140 (+30)
Def: 70
SpA: 101 (+20)
SpD: 90 (+20)
Spe: 153 (+30)
New Moves: Sword Dance, Teleport
Flavor: Mega Meowscarada is a top performing magician using slight of hand and an aroma it produces to trick its audience. It often uses magic tricks to appear and disappear suddenly.
Competitive Description: The idea of Meowscarada being the "Magician Pokemon" is somewhat lacking in its gameplay. Besides Flower Trick and a few other moves, it hardly has anything to do with Magic. I always thought Meowscarada should have gotten Magic Guard as its Hidden Ability since, you know, it's a Magician. It would also be more interesting than making it Grass type Greninja too.
So that's what this Mega is for. To basically give Meowscarada a playstyle more fitting to its theme.
Magic Guard is my choice for Megascarada. Too many Megas already get Magic Bounce, and Magic Guard allows Meowscarada to be a better pivot and serves that Magician playstyle more (also Magician would be useless on a Mega too). With Magic Guard, you can completely avoid Stealth Rock and Spikes, can't be hurt by Salt Cure, can't be hurt by Poison which additionally blocks Burns and other Status, and won't take damage from Rocky Helmet. It can't use Life Orb and abuse that, however, which would have probably made it an OU staple.
Its stat bonuses are well balanced with more of a focus on Speed and Atk. +20 in SpA is mostly to prevent Meowscarada from getting too many useful stats. Its still pretty frail physically but is now a bit more specially bulky.
At 153 Spe, you reach 445 speed, putting you above base 150s and +1 85s. However you are still pretty vulnerable to priority and most Double Speed Pokemon, as well as decently fast Scarfers too.
I also gave it 2 new moves in Sword Dance and Teleport.
Sword Dance is a great option for Meowscarada in general, probably not on Protean sets since you'll turn yourself into a Normal type, but its fast and strong. Teleport is a secondary pivot option for those that want a slow pivot, but is mostly for flavor even if it can be useful if not risky.

A collaboration between Lysio and me.
:sv/meowscarada:
Mega Meowscarada

Ability: Illusion

Type: Grass
| Dark

New Stats:

HP: 76
Attack: 110 → 140 (+30)
Defense: 70 → 90 (+20)
Special Attack: 81
Special Defense: 70 → 90 (+20)
Speed: 123 → 153 (+30)
BST: 530 → 630 (+100)

New moves:
- Fake Out, Hone Claws

Description:
1) Concept

View attachment 735010
You see Joker's gloves in Persona 5? You see Haru's hat? Gloves are purple, hat is the same.
Meowscarada-Mega is the same as it always was: a magician cat, versed into illusions. What changed is its motivations, and how it fights. It is way more of a trickster, hiding behind illusions, and messing with opponents with countless tricks. It also has a huge sense of justice, refusing to fight for someone it believes not worthy of his powers. However, he likes children a lot, and won't hesitate using its powers to play with them. There is even the legend of some kind of a "phantom thief cat", but ain't no way to know if it's real or not.

2) Competitive
  • As an Illusion user, M Meowscarada can make unique use of hazards and Leech Seed to punish the opponent for mispredicting. For instance, you could fool them into thinking M Meowscarada is a Ghost Pokémon, greatly discouraging Rapid Spin.
  • Alternatively, M Meowscarada can try setting up with Hone Claws if it gets an advantage with Illusion.
  • Thanks to its superb speed, it should have no troubles generating momentum with U-turn and Knock Off or pressuring weakened targets.
  • Fake Out allows M Meowscarada to chip damage, especially against set-up Pokémon. With U-turn, hazards or Leech Seed, you can accumulate quite a bit of damage over time.
Hey wait a minute…Those base stats look familiar…
 
:sv/Perrserker:
Perrserker-Mega
Steel
Molten Forge: If user is targeted by a Fire type move, gains +1 Attack. User is immune to Fire.
70
150 (+40)
130 (+30)
50

75 (+15)
65 (+15)

+High Horsepower


Much like the berserkers of legend, Mega Perrserker fears not the inferno; in fact, the flame of Fire type moves only temper Perr's steel, making it even fiercer. Molten Forge allows Perrserker to power through many scary Fire types with its strong coverage moves like Close Combat, Knock Off, or newfound super-effective High Horsepower; you can alternatively sponge the attack and pivot with a hefty U-turn. Singles sets can serve Stealth Rock duty to further imperil Fires or use Swords Dance and decent physical bulk to clean late game. The amount of Fire moves scorching VGC also grant Perr a small niche as a Fake Out user/pivot, with just enough speed to creep Incineroar and enough SpD to avoid the 2HKO from Mega Armarogue Expanding Force.

:sv/Meowscarada:
Meowscarada-Mega
Grass/Dark
Dazzling
76
140 (+30)
80 (+10)
101 (+20)

90 (+20)
143 (+20)

+Fake Out


Meowscarada dazzles the opponent with its magical skills (and sparkly cape), shoring up its weakness-laden typing against the plethora of priority options, plus generally strong stuff like Gambit Sucker Punch. Mega Meowscarada uses this to freely revenge kill unboosted threats, turn offensive pressure into momentum with U-turn and occasionally throw out Spikes. Priority blocking lets Meowscarada blank Fake Outs in VGC, firing off its own brand-new Fake Out and fast Pollen Puff to heal allies alongside its array of strong attacks.

:sv/Maushold:
Maushold-Mega
Normal
As One (Maushold): Combination of Unnerve and Mind's Eye.
74
110 (+35)
90 (+20)
69 (+4)
100 (+25)
127 (+16)


"Where do the little ones come from, these children that appear without breeding, exclusively when the Trainer is not looking? If they appear only when our attention is diverted, what method have we of discerning their origin? I strove to uncover the secret, and so crafted a way to witness the evolution of Maushold. In retrospect, it was obvious. The question as to why Maushold qualified as a single Pokemon... all this time there was only ever one. Three to four bodies, yet only one mind. No, not one mind; not a whole mind. It can always make more- infinite little ones to throw at their opponent. How beautiful they are! We see but a fraction of the true Pokemon, the true Maus, for the Maus never ends. It will always make more. And it will embrace... all of us."

So anyways, this new version of As One means Maushold no longer has to worry about Ghost types stifling its Normal STAB, allowing it to serve as a nifty Singles sweeper with Tidy Up, while VGC sets get a new avenue for support with Super Fang and Feint. Combined with the secondary Unnerve effect, Mega Maushold can quickly whittle bulkier Sitrus-holding threats while letting offensive bypass resist berries, granting it a wholly unique avenue of support compared to base Maushold. That said, its existing options like Follow Me, Encore and After You are still greatly appreciated.
 
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