Pet Mod Megas for All v7 - Kalos concluded! | Please read the first post! | Fully playable through Kalos Slate 10!

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You see this?
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You see those shades?
Let's do something with that.

Krookodile-Mega:krookodile:
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/
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Intimidate/Moxie/Anger Point-->Stygian Shades (this Pokémon’s Dark type status moves set a layer of Spikes.)

New Stats: 95/150/95/65/95/119
HP: 95--->95 (+0)
Attack: 117--->150 (+33)
Defense: 80--->95 (+15)
Special Attack: 65--->65 (+0)
Special Defense: 70--->95 (+25)
Speed: 92--->119 (+27)
Total: 519--->619 (+100)
New Moves: Parting Shot, Topsy Turvy, Shore Up, Spikes

Description:
Krookodile is my favorite Pokemon of all time without a doubt. Tied with the Mudkip line but they already have a mega. It was actually one of the first three Pokemon I was ever introduced to, so it holds a place very near and dear to my heart.

It's such a cool Pokemon in every facet of its design. In particular, I wanted to highlight the competitive side of this Pokemon. Krookodile is usually used in a number of roles due to its flexiblility, whether as a pivot, a scarfer, a rocker, or another role. It is something of an all-purpose glue- It can fill a variety of useful roles for a team in need, much like Landorus-Therian. However, as a result of the aforementioned Landorus-T, which is bulkier, stronger, and in possession of a wider movepool, Krookodile usually is cast aside and instead used widely in UU.

Fun fact: did you know that wild Krookodile have a 50% chance to be holding Black Glasses? I found this out the other day and it's kind of the coolest thing ever. Ash's Krookodile in the anime was famous for its sunglasses that gave it a unique character, and its unique battling style that let it take on opponents such as Sawk and Beartic that would soundly defeat it otherwise. I love the character of Krookodile with its rude, too-cool attitude. Mega Krookodile would don a pair of its own sunglasses.

Krookodile also holds an entirely unique typing- both Dark and Ground types are competitively potent, but no Pokemon aside from Krookodile and its evolutions have this combination. Both types have a lot to offer, and it certainly makes Krookodile a more interesting Pokemon.

Dark types are easily the rudest Pokemon around. While their type would seemingly indicate the use of actual darkness to attack, they only do this with Dark Pulse- Ghost types are the ones that make use of "darkness" as an element. The name for the Dark type in Japanese is more meant to indicate evil. While I wouldn't necessarily call Dark types evil, they certainly play very dirty. They trip, bite, cheat, steal, and surprise their opponents, and honestly their level of rudeness can be hilarious.

Ground types are known for being essential to good competitive teams- the ability to absorb Volt Switch and put a stop to Electric types in general is incredibly beneficial. Additionally, Ground type is a stellar offensive type that dictates sturdy resists/immunities on teams due to fanstastic neutral and super effective coverage as well as strong moves to take advantage of. Ground happens to pair well with Dark- both types hit the other type's checks for neutral damage, and the punitive nature of their respective attacks allow users of the combination to be challenging to switch into.

Mega Krookodile is optimized to handle a variety of roles at once, role compression being another thing Krookodile is famous for, while maintaining that classic Dark type rudery and the offensive benefits of Spikes and the Ground type. With a generally great boost to its bulk, as well as respectable boosts to power and speed, Mega Krookodile can be quite potent in the right hands. The ability Stygian Shades allows Krookodile to make excellent use of a variety of Dark type status moves:

-Parting Shot lends Krookodile a means of pivoting, allowing Krookodile to gain momentum and bring in teammates more safely. Additionally, the stat drops and the momentum often forces switches, which synergizes well with Spikes.

-Topsy Turvy is a useful tool that lets Krookodile flip the script on setup sweepers, often forcing them out- Pursuit and Spikes again enable further chip damage.

-Hone Claws lets Krook set up and lay Spikes, making potent use of Krookodile's good offensive stats.

-Snatch is an often overlooked move that lets you “steal” moves that set up or heal, which can be very disruptive and rude. This can throw off opposing strategies well, but requires good prediction.

-Taunt is another disruptive tool that lends Krookodile the unique ability to stop hazard removal while simultaneously setting Spikes. It also has general utility, and often forces switches by defensive Pokémon which lets Krookodile punish switches with the Spikes and Pursuit.

-Embargo is extremely disruptive- it stops all forms of item use, in addition to setting Spikes. This can really throw off Pokémon that depends on their item. It also forces switches much like many of the other moves listed here.

-Torment is a rude option that pairs best with Protect to force opponents to have a hard time hitting Krookodile. It can be a good stallbreaking tool. It also forces switches which, as has been proven, is easy prey for Krookodile.

Shore Up lets Krookodile complete these disruptive strategies throughout the game, which pairs well with dual STABs (Ground/Dark is a potent and unique combo that pairs well with the ability)- Knock Off in particular pairs phenomenally with the constant Spike chip, and the grounded Pokemon that take chip from Spikes are also vulnerable to Earthquake.
Overall, Mega Krookodile is a hilariously rude yet super cool Pokemon, acting as a super disruptive pivot, glue, and wallbreaker that fills the roles Krookodile is (in)famous for. Enjoy!

Did I mention that today is literally my birthday?
 
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:ss/krookodile:
Krookodile-Mega @ Krookodite

Ability: Power Rage - Krookodile-Mega’s attack stat is multiplied by 1.5. However, if Krookodile-Mega does not deal direct damage to a pokemon or it’s substitute, Krookodile-Mega faints immediately after the effects of Krookodile-Mega’s Move.

Stats:

Hp: 95

Atk: 137 (+20)

Def: 105 (+25)

Spa: 90 (+25)

Spd: 90 (+20)

Spe: 102 (+10)



New Moves: (Bold = Notable) Ice Fang, Sucker Punch


:ss/Cinccino:
Cinccino-Mega @ Cinccinite

Ability: Fur Coat

Type: Normal/Fairy

Stats: 75

130(+35)

90(+20)

90(+25)

80(+20)

105(-10)

Dex Entry: Mega evolution grats it extra alluring fur, Allowing it to win almost all pokemon beauty performances single handedly. Mega Evolution also improves the coating on it’s fur that protects it from physical attacks.


New Moves: (Bold=Notable) Healing Wish, Fake Out

:xy/simisear:

Simisear-Mega @ Simisearite



Ability: Dry Skin

No type Changes.

Stats:


HP: 75

Atk: 118 (+20)

Def: 83 (+20)

Spa: 118 (+20)

Spd: 83 (+20)

Spe: 121 (+20)



New Moves: (Bold = Notable) Eruption, Haze, Seed Bomb, Burning Jealousy



(PS: this one is kind of a joke sub)

:xy/floatzel:

Floatzel-Mega @ Floatzelite

Ability Idea 1: Magic Moss (Based on Luminous Moss and, well, Mossy Sandwich) – This pokemon gains the resistances of the grass type. Grass type moves have their bp multiplied by 1.5x.
Ability Idea 2: (If magic moss is not good enough) Sap Sipper
No type Changes.

Stats:


Hp: 85

Atk: 125 (+20)

Def: 70 (+15)

Spa: 115 (+30)

SpD: 70 (+20)

Spe: 130 (+15)

New Moves: (Bold=Notable) Flip Turn, Seed Bomb, Grass Knot
Edit: Added Spoilers
Edit2: Changes Krook’s Stats, Removed Recovery from Cinccino + Stat Changes, Completely Changed Simisear’s Ability to fit hema’s feedback.
 
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:Floatzel:
Mega Floatzel

New Ability
: Speed Boost

Type
: Water | Electric

New stats:
HP: 85
Attack: 105 -> 85 (swapped)
Defense: 55
Special Attack: 85 -> 105 (swapped) -> 145 (+40)
Special Defense: 50 -> 90 (+40)
Speed: 115 -> 135 (+20)
BST: 495 -> 595 (+100)

New moves:
Electro Ball, Flip Turn

Description:
Concept:
Speed Boost is a fitting ability not only because of how fast Floatzel is but also because of its movepool that supports the ability. Just like Blaziken, Ninjask, and Scolipede, Floatzel can use Baton Pass to pass its stats boosts it gained from Speed Boost and from a status move, like Bulk Up. You can even pass Aqua Ring if you want to. Of course, Baton Pass is banned in OU, so it can't make use of this strategy. I just wanted to point out that Floatzel naturally has all the tools it needs to pull it off (in the future when Megas for All Uber is created, for instance). That said, I imagine Floatzel is the perfect lifesaver because, due to Speed Boost, it can quickly prevent people and Pokémon from getting drowned! Moreover, having a secondary Electric type means it can rescue people and Pokémon even during a thunderstorm; in fact, rather than being fried by thunder, it can use it to propel itself even more, like a motor.

Strategy: Soaking your opponent
Now, the main reason why I put Speed Boost on Floatzel is because I wanted to make "Electro Ball" work, and it just so happens that this move synergizes well with Speed Boost, which boosts the user's Speed every turn and likely maximizes the power of "Electro Ball". Moreover, Floatzel naturally learns Soak, which is a Water move that turns the target into a pure Water Pokémon. Since Floatzel has a high Speed and good Special Attack, it will naturally force out many Pokémon, and the Pokémon that are supposed to deal with it could fall right into its trap if the user predicts well and uses Soak on them. This allows you to OHKO standard Ferrothorn, for instance. Blissey needs some chip damage for a 2HKO.

Floatzel is balanced out by the fact that it has a poor physical defense, which means you can use Sucker Punch, Extreme Speed, or Grassy Slide to deal with it. Furthermore, Electro Ball will be weak against fast Pokémon at first, and Hydro Pump has a shaky accuracy. Floatzel also can't boost its Special Attack as far as I know, so it literally has to rely on its own speed (and Soak) to pressure opponents.

:Krookodile:
Mega Krookodile

New Ability
: Dry Skin

Type: Ground | Dark

New stats:
HP: 95
Attack: 117 -> 147 (+30)
Defense: 80
Special Attack: 65
Special Defense: 70 -> 107 (+37)
Speed: 92 -> 125 (+33)
BST: 519 -> 619 (+100)

New moves:
Rain Dance, Refresh

Description:
1) Concept:
Just like Hippowdon and Hippopotas, Krookodile and its pre-evolutions were once adapted to live in an aquatic environment, in my headcanon. What was once a place full of lakes and ponds is now a desert in Unova. So, I imagine the Sandile evolution line had to adapt to this change of environment over time but some of their characteristics still remain to this day, such as being able to "swim through sand" as if it were water. Therefore, through Mega-Evolution, Krookodile will be able to re-activate the ancient part of its DNA and transform into a Pokémon that was made to live in water. Hence the "Dry Skin" ability. If a trainer can't help Mega-Krookodile to find preys in the desert, it can always turn to an environment where water Pokémon are living.
That said, "Dry Skin" reflects well the crocodile like skin condition when it's cold. It can also refer to "Aestivation" which is a state similar to hibernation but takes place in summer. In order to avoid damage done to their body by extreme heat, crocodiles will enter this state, therefore showing their vulnerability to sun.

2) Strategy: Water Trapper
Unlike the Dugtrio from my last submission, this Krookodile actually has the bulk to switch more reliably into a Pokémon it is supposed to trap, such as--but not limited to--Slowbro, Slowking, Choice Spec Greninja, Toxapex, Mega Starmie, Mega Feraligatr, Crawdaunt, or Mega Araquanid (which usually runs only offensive Water moves). The combination of its dual type and Dry Skin makes sure Mega Krookodile is unaffected by Water moves and Psychic moves like Future Sight. Moreover, it resists Dark moves. It has all the coverage it needs to beat its preys, like Close Combat for Greninja or Mega Feraligatr.

Refresh is here to get rid off status effects, like Toxic from Toxapex. Rain Dance is just a nice option for VGC if you want to deal with opposing weather wars since Mega Krookodile could work in a (semi) rain team. (Also, if something like Nidoking can learn Surf and Rain Dance, I don't see why Krookodile shouldn't be able to learn Rain Dance as well, especially when it's based on a crocodile and when it can learn Aqua Tail). That said, due to its high HP and good bulk, Mega Krookodile could run some annoying set with Toxic and Protect to recover HP from rain; it should work well with Pelipper as they cover their weaknesses well enough (with the exception of Fairy Pokémon, I think).

:Cinccino:
Mega Cinccino

New Ability
: Long Reach

Type: Normal

New stats
:
HP: 75
Attack: 95 -> 135 (+40)
Defense: 60 -> 70 (+10)
Special Attack: 65
Special Defense: 60 -> 90 (+30)
Speed: 115 -> 135 (+20)
BST: 470 -> 570 (+100)

New moves:
Rapid Spin

Description
:
As a Pokémon who loves cleaning, Cinccino hates touching dirty objects, which is why it will use its ability "Long Reach" to avoid that disgusting experience.
Competitively speaking, this ability should work well on Cinccino as it's supposed to be a utility attacker, making good use of contact moves like U-Turn, Knock Off, Rapid Spin, or Triple Axel. Since (almost) everyone and their mother has some way to punish Pokémon using contact moves, Cinccino can safely avoid things like Static, Flame Body, Rocky Helmet, or Iron Barbs.

Due to its high Speed and Attack, Mega Cinccino can actually pose a threat to your opponent; after all, it has a good reliable STAB move in Return/Frustration and access to Triple Axel and Gunk Shot. These options can force out certain targets, like Tapu Koko or Landorus-T, making it much easier for you to click U-Turn, Knock Off, or Rapid Spin. Rapid Spin is of particular importance since the format generally lacks many good Rapid Spin users, and Mega Cinccino can fill the niche of a very fast, offensive Rapid Spinner that doesn't care about things like Rocky Helmet or Static. Also, being a utility attacker makes it different from its regular form who can either use Technician or Skill Link to great effect.

This Cinccino is bulky enough to survive Earthquake from Choice Scarf Landorus-T if your opponent is leading with it. They will most likely click U-Turn to avoid a OHKO from Triple Axel. Moreover, Cinccino has a decent Special Defense to take 2 Moonblast from Clefable after Stealth Rock before dying to a third one.
 
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:ss/cinccino:
Mega Cinccino
Normal/Fairy
Ability: Velvet Scarf: This pokemon takes 1/2 damage from Poison-type moves.

Hp: 75
Att: 105 (+10)
Def: 80 (+20)
Spec Att: 105 (+40)
Spec Def: 90 (+30)
Sped: 115

New Moves: None

Description: An all around decent pokemon that has only one weakness in Steel.

:ss/simisear:
Mega Simisear
Fire
Ability: Up in Flames (Upon mega evolving or switching in, all adjacent pokemon on the field loose their items unless they can't be removed.)

Hp: 75
Att: 128 (+30)
Def: 83 (+20)
Spec Att: 98
Spec Def: 93 (+30)
Sped: 121 (+20)

New Moves: None

Description: An interesting item remover.
 
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inkbug

Maybe the real mega pokemon were the friends we ma
is a Community Contributor
:floatzel:
Mega Floatzel
New Ability: Swift Swim/Water Veil --> Pool Floaties (This Pokemon and its allies are immune to Water-type moves. If they use or are hit by a Water-type move, they also become immune to Ground-type moves for 3 turns.)
New Typing
: Water (unchanged)

New Stats:
HP: 85
ATK: 105 --> 85 (-20, swapped with SpA)
DEF
: 55 --> 105 (+50)
SPA
: 85 --> 105 (+20, swapped with Atk)
SPD
: 50 --> 100 (+50)
SPE
: 115 (-)

New Moves
: Flip Turn, Coaching

Desc: if youre having a pool party , safety comes first!!! don't worry, mega floatzel is here to save the day. with it around to keep an eye on things and make sure everyone stays safe, you all can Surf to your hearts content! :D

ok but in all seriousness, floatzel loves being able to swap itself in on water moves -- it apparently runs water veil so it can swap in to scalds more safely -- and once it's done so, it's also immune to ground for a couple turns, forcing out things like water/ground staples and building momentum for its teammates.

doubles-wise, floatzel can make use of Surf to give it and its allies immunity to two types with common (i think? eq/bulldoze are common at least) spread moves, which can have a wide variety of potential applications! from teammates freely using eq, to using it for the defensive utility on water- or ground-weak potential allies -- ausma pointed out magnezone and heatran as scary potential partners, and BlueRay pointed out coalossal as a potential partner with a terrifying amount of both offensive and defensive synergy !
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Mega Floatzel


Ability - Swift Swim; Water Veil ➝ Lifesaver (This ability only triggers once per game. If the user is sent out right after an ally Pokémon that had less than 1/5 of its total HP (that is, when the HP bar is shown as red, for that Pokémon), that Pokémon is healed by half of its maximum HP.)

HP - 85 ➝ 85
Atk
- 105 ➝ 120 (+15)
Def - 55 ➝ 75 (+20)
SpA - 85 ➝ 105 (+20)
SpD - 50 ➝ 75 (+25)
Spe - 115 ➝ 135 (+20)
BST - 495 ➝ 595 (+100)

Movepoll Changes - Wish, Flip Turn
Competitive Corner - Mega Floatzel on itself looks kind of useless without much bulk, or offensive prowess to speak of (120 Atk on a Mega without boosting abilities doesn't quite cut it...), but its ability is a wonderful trick up its sleeve! Lifesaver can be used on offensive teams to give setup Pokémon a second shot at sweeping, albeit only having half the HP to set up, which could be a problem in most circumstances. Regenerator users may also benefit from Mega Floatzel due to their ability to quickly make up for the half-HP penalty, especially the frailer ones like Tornadus-T or Mienshao. Wish and Flip Turn may also be a great way for Mega Floatzel to support its rescuee. But Mega Floatzel does have some flaws, first is the opportunity cost of running it, in the first place, its role is more of an offensive pivot, as it can't quite stomach hits, nor can it break through defensive backbones. And lastly, you need to keep Mega Floatzel unfainted to be able to make good use of it, which could make its sitting-duckiness even more pronounced! All in all, Floatzel brings a very high reward if used correctly, but also high risk and a high opportunity cost alongside it.
Flavor Corner - Floatzel is inspired by liferafts and lifebuoys, so giving it an ability along these lines felt quite fitting! The choice of "Lifesaver" specifically is for the double entendre it gives, it could be parsed as the buoy itself, or one who saves lives.

Mega Krookodile


Ability - Intimidate, Moxie; Anger Point ➝ King Of Thieves (User's contact based moves with 75 BP or less (does not apply for Pursuit with doubled BP, for example) deal 1.5x more damage to foes with a held item, and remove said held item, if applicable.)

HP - 95 ➝ 95
Atk
- 117 ➝ 130 (+13)
Def - 80 ➝ 104 (+24)
SpA - 65 ➝ 91 (+26)
SpD - 70 ➝ 95 (+25)
Spe - 92 ➝ 104 (+12)
BST - 519 ➝ 619 (+100)

Movepoll Changes - n/a
Competitive Corner - Getting a Knock Off boost on every contact move is quite strong, so I decided to keep the stats tame, Krookodile can put a massive dent on Pokémon without recovery, but those that can tank hits repeadtedly will have a far easier time, as only the first of Krookodile's attack will get the 1.5x power boost! So it creates a very interesting dynamic, somewhat reminiscent of the Gems of the Black & White games, creating an unique sense of risk vs. reward. Also here's a fun fact, with the ability, you can get Knock Off to a whopping 146.25 BP! But obviously, that leaves you with a 65 BP Knock Off afterward, as opposed to 120 BP / 80 BP Crunch, for example. So, again, risk vs. reward!
Flavor Corner - Krookodile's new ability could work for other Dark-types, but I like it's inclusion here as Krookodile draws inspiration from Sobek of Egyptian mythology, one of his epithets was "he who loves robbery". Hopefully that's enough to get the link between flavor and the ability!

Mega Cinccino


Ability - Cute Charm, Technician; Skill Link ➝ Flurry Icing (User's contact based moves lower the foe's Speed, each individual strike from a multi-hit move activates this ability)

HP - 75 ➝ 75
Atk
- 95 ➝ 121 (+26)
Def - 60 ➝ 88 (+28)
SpA - 65 ➝ 66 (+1)
SpD - 60 ➝ 88 (+28)
Spe - 115 ➝ 132 (+17)
BST - 470 ➝ 570 (+100)

Movepoll Changes - Icicle Spear, Ice Punch
Competitive Corner - The average Tail Slap, and a successful Triple Axel will both lower the foe's Speed by three stages, which can be very useful especially in a Doubles scenario for Speed control, but it still has its uses in singles, mostly deterring setup! Other than that Mega Cinccino is relatively average, and still struggles with Steel-types, not having much of an option other than to U-turn on them.
Flavor Corner - Given regular Cinccino's fur already resembles scarfs and other clothing items tailored towards cold, as well as the fact that Chinchillas are naturally suited to cold environments (they're native to Chile!) I thought making it part Ice-typing would be a good idea, and then thought of the double entendre with the word "icing", the idea is that Mega Cincinno's fur is now made of icing, and that goes along well with the new Ice typing! Also the "flurry" is a pun on "furry" (and adjective relating to "fur", not literally what we would call a "furry"), as well as the fact that "flurry" can mean a swirling mass of snow, like in McDonald's "McFlurry", for example!
 
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Rush514Body(1).png
Simisear-M
Fire/Dark
Ability: Heard the Evil
(Sharply raises its highest attacking stat when hit by a Dark type move or a Sound Move)
HP: 75 -> 75 (+0)
Atk: 98 -> 133 (+35)
Def: 63 -> 73 (+10)
SpA: 98 -> 133 (+35)
SpD: 63 -> 73 (+10)
Spe: 101 -> 111 (+10)
New Moves: Sucker Punch, Beat Up, Fiery Wrath
Description: Simisear loses its ability to be deaf to evil. Hearing all this evil made Simisear evil itself. However, it still doesn't like hearing evils other than its own.

Rush553Body(1).png
Krookodile-M
Dragon/Dark
Ability: No Guard
HP: 95 -> 95 (+0)
Atk: 117 -> 157 (+40)
Def: 80 -> 110 (+30)
SpA: 65 -> 65 (+0)
SpD: 70 -> 90 (+20)
Spe: 92 -> 102 (+10)
New Moves: Dragon Rush, Power Whip
Description: Krookodile's glasses become much bigger, so it cannot miss its moves. Having bigger glasses means its a bigger target though.

Rush573Body(1).png
Cinccino-M
Normal
Ability: Static
HP: 75 -> 75 (+0)
Atk: 95 -> 100 (+5)
Def: 60 -> 120 (+60)
SpA: 65 -> 65 (+0)
SpD: 60 -> 90 (+30)
Spe: 115 -> 120 (+5)
New Moves: Recover, Taunt, Block
Description: Cinccino loses its special oil, meaning it now needs to muscle through attacks.
 
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Clearly don't expect to win this slate, but eh I'll give it a shot.

Anyways, here we go:

floatzel.png

Floatzel-Mega
Type: Water
Ability: Lifebuoy (Upon Mega Evolution/switch-in, applies 'Lifebuoy' effect on the field.)
If a Pokemon on the user’s side is hit by a Super-effective move, the lifebuoy reduces damage by 1/2 and allows it to switc out afterwards.

Stats:
Health: 85
Attack: 120 (+20)
Defense: 95 (+40)
Special Attack: 85
Special Defense: 90 (+40)
Speed: 115

New moves: Wish, Flip Turn, Life Dew

Flavor reasoning: The flavor is obvious here. Lifeguard Pokemon saves lives.

Competitive reasoning: This is an interesting case here. Floatzel-Mega functions more as a Support pivot, capable of giving Lifebuoy boosts to offensive Pokemon, giving them the leeway to play more aggressively without having to risk being taken out easily by a super-effective move. Wish support further bolsters utility Floatzel-Mega provides to offensive teams, being able to Flip Turn into its allies and providing them a decent amount of health to survive.

This works particularly well with Pokemon lacking recovery or Choice wallbreakers, giving them the longevity they need to break past opposing defenses.

Here's a set I'd use with Floatzel-Mega:
Floatzel @ Floatzel Mega Stone
Ability: Swift Swim
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Flip Turn
- Wish
- Life Dew
- Scald


krookodile.png

Krookodile-Mega
Type: Ground/Dark
Ability: Looking Cool (When a Pokemon with this ability lands a critical hit, its Attack is boosted by 1 stage.)

Stats:
Health: 95
Attack: 142 (+25)
Defense: 100 (+20)
Special Attack: 85 (+20)
Special Defense: 90 (+20)
Speed: 107 (+15)

New moves: Shore Up, Cross Chop

Reasoning:

Now THIS is cool.
:micdrop:

Krookodile @ Krookodile Mega Stone
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Focus Energy
- Stone Edge
- Night Slash
- Earthquake

Ever thought Focus Energy would be useful only on Sniper Pokemon? Well Looking Cool wants a word with you! Suddenly with high crit-ratio moves like Night Slash and Stone Edge, Krookodile can further boost its already solid attack stat, allowing it to excel at snowballing the opposing team.

but seriously though if this turns out to be too broken I'm willing to change Looking Cool to boost speed instead

EDIT: Made Moss-Mega only have Lifebuoy effect for the first Pokemon hit with an SE move to ease coding :). Also removed Parting Shot from Bit-Mega, though I am considering replacing it with Flip Turn.
 
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ausma

token smogon furry
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OU Forum Leader

:bw/cinccino:



Ability: Picky Picky (Upon using a contact move, the user, disgusted by its surroundings, spins profusely to quickly "clean" the field, rearranging positive side conditions for its side of the field and negative side conditions on the opposing side.)

HP: 75
Atk: 95
Def: 90 (+30)
SpA: 75 (+10)
SpD: 110 (+50)
Spe: 125 (+10)

New Moves: Fake Out, Nuzzle, Refresh

Reasoning:

Alright, so, one thing we know about Cinccino is that this thing is an absolute nutjob for staying clean, and I felt the way that it enforces that cleanliness onto itself and others was a perfect point to build off of. Initially, this took the form of a more offensive ability, but the final incarnation settled on redistributing field conditions for the sole benefit of its team and its lust for cleanliness. Upon making contact, Cinccino uses its blazing speeds and reflexes to not only clean itself, but clean the field of filth, and steal the good stuff.

This, naturally, has a lot of natural benefits. For one, amplified hazard control that utterly massacres offense and hazard stacking cores; instead of directly competing with Mega Garbodor as mega removal, it operates a bit more mechanically (flavor wise this makes sense too, as the anime is pretty insistent on putting the two together. it's rather funny). It's a pretty helpful bulky Normal-type in general with great 75/90/110 defenses, but it is also packing a phenomenal base 125 speed to quickly activate its ability. However, even without speed, it now has access to Fake Out to immediately get things cleaned up, acting as a sort of mega priority Rapid Spin of sorts. Similarly, it can use its new access to Nuzzle to accomplish effectively the same thing while spreading an incredibly powerful status in paralysis. Even better, is that Mega Cinccino can use U-turn to not only pivot into a teammate, but clear hazards for them simultaneously and provide an easier switch-in, making it a solid enabler as well. The one drawback this thing has is a lack of recovery and a lack of a good defensive typing whatsoever, which are prime balancing factors given how powerful of an effect its ability can be.

This essentially provides a really one-of-a-kind form of support to teams that need a reliable HO check, status spreader, a form of hazard control, and a pivot that is capable of taking advantage of Offenses' attempts to immediately pressure you. Plus, flavor city, why not, right?

:bw/krookodile:

/


Ability: Krooked (The user uses Snatch on switch-in/mega evolution.)

HP: 95
Atk: 122 (+5)
Def: 100 (+20)
SpA: 105 (+40)
SpD: 95 (+25)
Spe: 102 (+10)

New Moves: None!

Reasoning:

Let's be real: Snatch is an intensely dope effect. However, the big issue with it is how it is incredibly reliant on reads, and consumes a moveslot all the while. Why not fix these issues and take advantage of Snatch's innate ability to punish greed and force progress? Krookodile is a perfect candidate, being a quick-to-act crook and a wicked beast that aims to act on ambition. I know this at its core is startlingly simple, considering this is a bonafide ausma(tm) sub. However, there's a method to my madness. Krookodile is already an intensely well rounded Pokemon, with a great defensive/offensive typing, great utility, great abilities, and phenomenal coverage. So, that being said, there's not really too much to add to make it viable in our metagame.

So, let's take a look at Krooked: it essentially lets Krookodile use Snatch on switch-in, letting it always act as a looming threat for Pokemon that might want to heal or setup. This especially pairs well with pre-Mega Intimidate, forcing physical attackers to choose either a weakened move, or for Krookodile to steal a status move. This can let Krookodile play both offensively and defensively in one; likely as an offensive Stealth Rock setter that uses pre-Mega Intimidate and Krooked's utility to not only dish out damage, but provide active utility at all times. This mega, more or less, can force progress incredibly well utilizing Krooked and Knock Off, as well as punish reckless plays with its mere presence, making it a pretty simple, but cool Balance Mega in a vacuum.

:bw/simisear:

/


Ability: Red Licorice (The user unleashes superheated gelatin onto the target upon using a damaging Fairy-type move, setting the "Sticky Gel" volatile.)

The volatile-bearer is "flammable". If any Pokemon uses a Fire-type attack on a target with this volatile, they sustain 1.5x damage and are burnt. Upon use of a Fire-type move, however, the volatile is removed.

If the opponent bearing the volatile attempts to use a Fire-type attack, they will sustain 1/2 the damage they deal and are burnt. The volatile is then removed.

HP: 75
Atk: 123 (+25)
Def: 68 (+5)
SpA: 123 (+25)
SpD: 88 (+25)
Spe: 121 (+20)

New Moves: Slack Off, Calm Mind, Play Rough, Dazzling Gleam, Draining Kiss, Mystical Fire

Reasoning:

now we're back to chaos

Simisear's dex entries claim that it uses sweets in order to fuel its fires... very interesting, and also the perfect excuse to finally make use of the bonkers Fire/Fairy typing. Fire/Fairy is an incredibly potent offensive typing, only really well-taken by opposing Fire-types. Naturally, due to how well these two types can combo together, I wanted to create an effect that can not only boast flavor, but can capitalize well on common Fairy-type switch-ins and punish them with an incredibly powerful effect in tandem with the Fire-type, of course. So, let's make Simisear embody the fuel to its fire and make it a candy monke.

Fairy-type moves, as we know, have literally no immunities, making them a perfect candidate for the ability's catalyst, which allows for Simisear to spread nuclear follow-up Fire-type moves, or more interestingly, spread status on a whim. This can let Simisear perform as an effective setup sweeper or general wallbreaker, dishing out immediate damage upon switch-in, and then using its spreaded burns as Calm Mind opportunities. Especially since burn lowers attack, this naturally makes for a powerful combo with Calm Mind, much moreso than the alternative Nasty Plot.

The latter effect of Sticky Gel allows for Simisear to not just be an ooga-booga wallbreaker and cleaner, but also lets it provide actual utility for its teams in the process. This dishes a similar effect if the recipient is the user of a Fire-type attack, letting Simisear pair especially well with Fire-type weak Pokemon and forcing a powerful checkmate scenario for opponents that might want to use their STAB or a coverage option to damage a threat sitting in front of them.

With all of this comes a natural drawback: opposing Fire-types. Sure, it gets the damage boost and forces recoil damage on them, but Simisear can never burn them, and they naturally resist both of its STABs, making for very linear counterplay. Additionally, it's lights out for Simisear if opponents can exploit its weaker physical bulk or put a para/poison on it. However, overall, this creates for a supportive wallbreaker and setup sweeper that takes unique advantage of powerful dual STABs in order to make progress.

:bw/floatzel:

/


Ability: Utility Boat (Incoming damage is split equally between the user and its ally. Additionally, if alone, the user will heal for 1/8 of its max HP at the end of every turn; if with a partner Pokemon, the user and its ally will instead heal for 1/16 of their max HP at the end of every turn. However, ally Pokemon cannot Dynamax.)


HP: 85
Atk: 105
Def: 125 (+70)
SpA: 95 (+10)
SpD: 90 (+40)
Spe: 95 (-20)

New Moves: Muddy Water, Iron Head, Flip Turn, Rapid Spin, Coaching

Reasoning:


i did it. i made a doubles submission. show's over, nothing more to seeeeee

But, yeah! I figured that making Floatzel the equivalent of a boat would not only be a decent justification for a Water/Steel typing, but would also let it perform the role of a very one-of-a-kind, non-passive cleric for our increasingly popular doubles format, which is in need of some dedicated fun stuff. So, why not give it a go here? Floatzel is primed with some neat options to support its team such as the new, flavorful Coaching, Taunt, and Helping Hand, letting it be a great cleric, harasser, and general purpose support Pokemon for more offensively inclined doubles teams with its useful ability to passively heal allies and split incoming damage. However, there is one major catch for other formats: you cannot Dynamax your partner Pokemon. This is not only suitable in terms of flavor, as a giant Pokemon would not fit inside Floatzel, but it also balances the passive effects that come with Boarded and makes it so you're not going to outright obliterate your opponent with Dynamax since they can't retaliate without tremendous risk.

I also took care to make sure that Mega Floatzel wouldn't be bad in singles! For one, it has access to an insanely great typing in Water/Steel alongside pseudo-recovery, momentum, and a removal option in Rapid Spin, letting it also bring defensive utility to Singles too without needlessly convoluting Utility Boat. Given its phenomenal typing and access to passive healing, it would perform fairly well as a removal option!
 
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A special slate honoring the awesome council while also containing two of my all-time favorite Pokémon? Fuck yeah!

:sm/floatzel:
Mega Floatzel
Type: Water/Fighting
Ability: No Guard
Stats:
  • HP: 85 (+0)
  • Attack: 125 (+20)
  • Defense: 75 (+20)
  • Special Attack: 100 (+15)
  • Special Defense: 70 (+20)
  • Speed: 140 (+25)
New Moves: Cross Chop

Mega Floatzel is an extremely powerful, very fast mixed wallbreaker with some great moves that it doesn't have to worry about missing thanks to No Guard. Cross Chop gives it a good physical STAB move that synergizes well with No Guard, but it might actually be more worth your time to run a special set, seeing as this thing can get access to a 100% accurate Hydro Pump, Focus Blast, and Blizzard.

:ss/krookodile:
Mega Krookodile
Type: Ground/Dark
Ability: Strong Jaw
Stats:
  • HP: 95 (+0)
  • Attack: 137 (+20)
  • Defense: 1-05(+25)
  • Special Attack: 85 (+20)
  • Special Defense: 95 (+25)
  • Speed: 107 (+10)
New Moves: Psychic Fangs

Some of Krookodile's Pokedex entries:

Sword: "This Pokémon is known as the Bully of the Sands. Krookodile's mighty jaws can bite through heavy plates of iron with almost no effort at all."
Moon: "After clamping down with its powerful jaws, it twists its body to rip its prey in half."
Black/Y/Alpha Sapphire: "They never allow prey to escape. Their jaws are so powerful, they can crush the body of an automobile."

This thing is practically begging to be given Strong Jaw, so that's what I did. Like Mega Floatzel, Mega Krookodile is an incredibly strong and fairly fast wallbreaker, though it's only strong on the physical side. Psychic Fangs allows it to hit Fighting types.

My submissions for Mega Simisear and Mega Cincinno will probably be posted tomorrow or Wednesday! I just really wanted to get Mega Floatzel and Mega Krookodile out first, since I love their base forms so much :blobuwu:
 
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zxgzxg

scrabble
is a Forum Moderator
Moderator
:ss/Krookodile:
Mega Krookodile
Type:
Ground / Dark ---> Ground / Dark
Ability: Intimidate / Moxie / Anger Point ---> Tinted Lens
Stats:
HP:
95
Atk: 117 ---> 130 (+13)
Def: 80 ---> 110 (+30)
SpA: 65 ---> 109 (+44)
SpD: 70 ---> 100 (+30)
Spe: 92 ---> 75 (-17)
New Moves: None

Description: Strong breaker that can rip through a lot of balance cores.
252+ Atk Tinted Lens Krookodile Earthquake vs. 252 HP / 0 Def Mew: 180-212 (44.5 - 52.4%) -- 20.7% chance to 2HKO
252+ Atk Tinted Lens Krookodile Knock Off (97.5 BP) vs. 252 HP / 0 Def Mew: 174-206 (43 - 50.9%) -- 5.1% chance to 2HKO
252+ Atk Tinted Lens Krookodile Stone Edge vs. 252 HP / 0 Def Mew: 120-142 (29.7 - 35.1%) -- 16.6% chance to 3HKO

(Standard bulk calcs against a Grass/Fighting Mew to show Tinted Lens damage.)

252+ Atk Krookodile Knock Off (97.5 BP) vs. 244 HP / 52 Def Gliscor: 138-163 (39.2 - 46.3%) -- 79.4% chance to 3HKO after Poison Heal

252+ Atk Krookodile Earthquake vs. 248 HP / 128 Def Tapu Fini: 144-169 (41.9 - 49.2%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Tinted Lens Krookodile Knock Off (97.5 BP) vs. 248 HP / 128 Def Tapu Fini: 138-162 (40.2 - 47.2%) -- guaranteed 3HKO

252+ Atk Krookodile Earthquake vs. 252 HP / 92 Def Ferrothorn: 133-157 (37.7 - 44.6%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Krookodile Knock Off (97.5 BP) vs. 252 HP / 92 Def Ferrothorn: 129-153 (36.6 - 43.4%) -- guaranteed 3HKO

252+ Atk Krookodile Knock Off (97.5 BP) vs. 252 HP / 184+ Def Corviknight: 129-153 (32.2 - 38.2%) -- 95.7% chance to 3HKO

:ss/cinccino:
Mega Cincino
Type:
Normal ---> Normal
Ability: Cute Charm / Technician / Skill Link ---> Fur Coat
Stats
HP:
75
Atk: 95 ---> 120 (+20)
Def: 60 ---> 85 (+25)
SpA: 65 ---> 65
SpD: 60 ---> 95 (+35)
Spe: 115 ---> 125 (+10)
New Moves: Rapid Spin, Slack Off

Description: This thing has a weird amount of utility (Knock, Encore, U-turn, Twave), so I decided to give it more utility.
 
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:ss/Cinccino:
Type: Normal/Poison
Ability: Neutralizing Oil
Every pokemon on the field have their type related immunities ignored.

*This ability is activated uppon mega-evolving or switching in, and remains active as long as this pokemon is on the field. Can't be ignored.

* This applies to types defensive-related immunities (Steel-Poison, Ghost-Normal, Ghost-Fighting, Normal-Ghost, Flying-Ground, Ground-Electric, Dark-Psychic and Fairy-Dragon); as also types status-related immunities (like Electric-types beeing paralyzed, Fire-types beeing burned, Poison and Steel-types beeing Poisoned, Ice-types beeing Frozen and Grass-types beeing affected by powder and leech seed).

* This also removes Dark-type immunity to prankster-affected moves, and Flying-type immunity to Spikes and Toxic-spikes.

* Does not ignore immunities received by abilities or moves, such as Pastel Veil, Flash Fire, Levitate, Comatose, Sap Sipper, Volt Absorb, Motor Dirve, Water Veil/Bubble/Absorb, Storm Drain, Magnet Rise, Overcoat, Shield Dust, etc.

New moves: Rapid Spin, Fake Out, Sludge Bomb, Poison Jab, Sludge Wave
Stats: 75/95/60/65/60/115 > 75/130(+35)/70(+10)/105(+40)/60/130(+15)

From pokedex entries:
"A special oil that seeps through their fur helps them avoid attacks. The oil fetches a high price at market." Shield
"The oil that seeps from its body is really smooth. For people troubled by bad skin, this oil is an effective treatment." Ultra Moon
"Cinccino's body is coated in a special oil that helps it deflect attacks, such as punches." BW2

Cincinno's oil reacts with mega energy, making it's production so high that it can, and will, share it with every pokemon on the field.
Its oil's cleaning properties are now so strong that weakens every pokemon immune system, including Cinccino's, by not letting them work and develop properly.
Remember: everything in excess is bad. This includes excessive and unecessary worries for cleanning.

Uses: This Cinccino-Mega is a fun poison-type to use, since it can poison opposing poison/steel types, however it can be poisoned too. It can also paralyse electric and ground types with twave.

Oh, and it's a nice partner to have in doubles too. As long as you are hiting fairies with dragon-moves and do not care your ghosts will be attacked by fighting and normal moves.

Hazard stacking teams are also a great partner for it. Every enemy will be susceptible to spikes and toxic spikes. And mega-garbodor can just be poisonoed on switch. Imagine having a Corviknight switching in, and receiving -25% and toxic.

Sets:
Utility attacker

Cinccino @ megastone
Ability: Neutralizing Oil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Thunder Wave / Toxic
- Rapid Spin
- Gunk Shot
- Triple Axel

Spin like a Scrappy mon. Fire gunk shots without caring about steel types and paralyse electric and ground types, or use toxic against steel and poison types. BTW, poison type will absorb tspikes before it gets poisoned. Be aware: you can be poisoned and targeted by ghost types too.

Mixed attacker
Cinccino @ megastone
Ability: Neutralizing Oil
EVs: 252 Atk / 4 Spa / 252 Spe
Naive Nature
- Thunderbolt/Thunder/Focus Blast
- Gunk Shot / Poison Jab
- Return
- Triple Axel

105 Spa is nothing to laugh at, specially when your moves, that usually have straight immunities, now will always land in something. But you have to chose between power or accuracy.

U-Turn is also an option, but I don't think Cinccino-M is bulky ou strong enough to be a pivoting option.


Doubles utility
Cinccino @ megastone
Ability: Neutralizing Oil
EVs: 252 Atk / 4 SpD / 252 Spe (or any spread you like)
Jolly Nature
- Protect
- Fake Out
- Helping Hand
- Gunk Shot

Honestly it can be used just for it's ability. It is not mostly passive like Weezing and can help it's team more, beeing kinda fast.

:ss/Krookodile:
Type: Ground/Dark
Ability:
Wicked Jaws
This pokemon's bite moves (strong jaws list) will always crit. Landing a critical hit makes it speed stat drop one stage.
New Moves: Psychic Fangs
Stats: 95/117/80/65/70/92 > 95/144(+27)/93(+13)/75(+10)/97(+27)/115(+23)

From pokedex entries:
"They never allow prey to escape. Their jaws are so powerful, they can crush the body of an automobile." Black
"Very violent Pokémon, they try to clamp down on anything that moves in front of their eyes." BW2 / X
" This Pokémon is known as the Bully of the Sands. Krookodile's mighty jaws can bite through heavy plates of iron with almost no effort at all." Sword

Mega energy will make Krookodile even more voracious and violent, enhancing it already powerful jaws.

Have you ever been bitten by a croc? Well, you still alive so you don't. They have the strongest bites among all animals.
And apparently pokemons too.

Uses:
Chomp, chomp, chomp...
Hmmm delicious
Be aware of speed drops tho

Isn't it just Urshifu-Bite-Strike?
No. Urshifu, although weaker, can run items to enhance it's Wicked Blow (generally Band or Sun Glasses), and needs a grand total of 0 drawbacks.
 
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Mega Floatzel


Type: Water/Fairy
Ability:
Lifesaver - The Pokemon that was before Floatzel active in battle will have 1/3 of its hp recovered.

HP: 85 (+0)
Attack: 145 (+40)
Defense: 85 (+30)
Special Attack: 85 (+0)
Special Defense: 75 (+25)
Speed: 120 (+5)

New Moves:
Flip turn; Play rough

Floatzel has a lifebelt around its neck so i view it as a lifeguard. The ability is based on this and allows it to recover its teammates. It works especially well with a slow pivot who can safely bring Floatzel in, while the pivot benefits from having its hp recovered after tanking a move. I also gave it fairy as 2nd typing since fairies are usually friendly creatures so fairy seemed fitting as a typing for someone who recover his teammates. I gave it Flip Turn to improve its general viability and also Play rough so it has an Fairy stab.


Mega Krookodile


Type: Ground/Dark
Ability: Strong Jaw

HP: 95 (+0)
Attack: 152 (+35)
Defense: 105 (+25)
Special Attack: 85 (+0)
Special Defense: 90 (+20)
Speed: 112 (+20)

New Moves:
Ice fang; Psychic Fang

Because of Krookodile big jaw aswell as having access to Stab crunch, "Strong Jaw" seemed like a really fitting ability. I gave it 2 Fang moves it doesnt have yet to take advantage of its new ability


Mega Simisear


Type: Fire
Ability: Monkey Tactics - Special attacking moves do 1.5x damage, but you are locked into 1 move

HP: 75 (+0)
Attack: 98 (+0)
Defense: 78 (+15)
Special Attack: 143 (+45)
Special Defense: 93 (+30)
Speed: 111 (+10)

New Moves:
Blue Flare; Moonblast

The ability is a Special Attacking clone of "Gorilla tactics". I gave it Blue Flare to improve its wallbreaking Power and also Moonblast so it has a way to get past Dragons.
 
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ViZar

your toast is burned
is a Social Media Contributor Alumnus
:bw/floatzel:
New Ability: Lifebuoy (The user and the Pokémon that comes after the user absorb Water moves once, while boosting its higher defense stat)
Type:


New Stats:
HP: 85 => 85 (+0)
Atk: 105 => 145 (+40)
Def: 55 => 65 (+10)
SpA: 80 => 100 (+20)
SpD: 50 => 65 (+15)
Spe: 115 => 130 (+15)
BST: 495 => 595

New moves: Close Combat, Life Dew, Flip Turn
Description: Mega Floatzel is a fast Pivot and Attacker that has a potentially great defensive utility. Checking Rain and other dangerous Water types (Mega Wishiwashi, Mega Araquanid, Mega Samurott, Greninja, Toxapex for example) not only on its own, but also giving its teammates the opportunity to do it as well, goes a long way. Water weak Pokémon, like Heatran, Victini, Volcarona, Gliscor, Landorus-T and Tyranitar really appreciate the immunity or just any Pokémon in general when you face an annoying Scald user.

:bw/simisear:
New Ability: Soundproof
Type:


New Stats:
HP: 75 => 75 (+0)
Atk: 98 => 123 (+25)
Def: 63 => 73 (+10)
SpA: 98 => 123 (+25)
SpD: 63 => 73 (+10)
Spe: 101 => 131 (+30)
BST: 498 => 598

New moves: Slack Off, Fire Lash, Bulk Up, Calm Mind
Description: Mega Simisear has a niche in this metagame. It blocks Parting Shots, Boomburst and most importantly Seismic Scream (thanks to BlueRay, who helped me find it out). Thanks to Slack Off and either Bulk Up or Calm Mind, it can serve as a wincon. However it's downsites hold it back from being a truly amazing Pokémon, but I think it's worth trying out.

:bw/krookodile:
New Ability: Sheer Force
Type:


New Stats:
HP: 95 => 95 (+0)
Atk: 117 => 142 (+25)
Def: 80 => 115 (+35)
SpA: 65 => 80 (+15)
SpD: 75 => 80 (+5)
Spe: 92 => 112 (+20)
BST: 519 => 619

New moves: Ice Fang, Psychic Fangs, Poison Jab
Description: Sheer Force provides a damage boost to Krookodiles one Stab move (either Throat Chop or Crunch) and some of its coverage (notably The elemantel Fangs, Poison Jab, Rock Slide and Iron Tail). Unfortunatly Earthquake and Close Combat won't get a boost from, but those two are already immensly powerful and don't really need the boost. Thanks to Intimidate it can mega evolve easier, while Moxie can provide a boost after revenge killing something.

:bw/cinccino:
New Ability: Regenerator
Type:


New Stats:
HP: 75 => 75 (+0)
Atk: 95 => 125 (+30)
Def: 60 => 75 (+15)
SpA: 65 => 95 (+30)
SpD: 60 => 75 (+15)
Spe: 115 => 125 (+10)
BST: 470 => 570

New moves: Quick Attack, Fake Out, Hone Claws
Description: This Pokémon has a hit and run style. It faces competition from Lopunny, who is faster, stronger and has Stab CC, but Cinccino has Regenerator over hit, giving it more longevity. U-Turn, Fake Out and Quick Attack have really good synergy with each other and in combination with Regenerator. It's coverage moves like Triple Axel, Rock Blast, Gunk Shot and Knock Off make it more unique over Lopunny.
 
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:ss/krookodile:
Krookodile-mega @ Krookodilelite
Type: Dark Ground

Ability: Death Roll
(If the opposing pokemon is trapped, it's defense is lowered by one stage at the end of each turn.)

Hp: 95
Atk
: 117 -> 135 (+18)
Def: 80 -> 130 (+50)
SpA: 65 -> 75 (+10)
SpD: 70 -> 105 (+35)
Spe: 92 -> 79 (-13)
BST: 519 -> 619 (+100)

New Move(s): Jaw Lock, Land's Wrath, Shore Up

Dex:
One should generally consider anything unfortunate enough to be caught by it jaws to be unsavable. Its spin generates wins strong enough to create psuedo-sandstorms that will either reveal it happily eating or no trace of an attack. If one finds the self unlucky enough to witness there being no trace, they should choose their next step wisely as it is most like 1 away from them. Don't worry if you choose the wrong direction....it is quick.

0. Death Roll reworked. Previously modified rapid spin by a precarious amount. Wasn't veto'd but decided to change it. Due to this my notes are kind of incomplete as portions meant for the former version of Death Roll were cut.

1. It has basically the same checks as it did before.Regular Sylveon and Primarina do not exactly appreciate switching directly into it anymore however.

2. It is able to function as both a wall breaker and as a set up sweeper, independent of its ability.

3. The ability's requirement can be changed to both pokemon needing to be trapped if it becomes an issue later. Hematite was busy so didn't get a chance to discuss.
 
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Mega Floatzel

Mega Stone:- Floatzelite
Typing:- Water (No change)

New Ability:- Ally Rage [Another name:- Liberator, if this one is better]

If this pokemon switches in battle on the turn after one of it's ally faints or mega evolve on the turn then it's Attack and Speed is raised by one stage but defense and special defense also drop by one stage (Much like retaliate and somewhat like shell smash.)

Inspiration for this idea:- Floatzel is a pokemon which help drowning people much as a life boat. I tried to use this idea and made an ability for this. I know that it is already very fast and is a strong attacker and this ability will make it more deadly, so I will try to nerf it a little in the stat department.

New Stats
HP 85 --> 85 (+0)
Attack 105 --> 115 (+10)
Defense 55 --> 70 (+15)
Special Attack 85 --> 135 (+50)
Special Defense 50 --> 70 (+20)
Speed 115 --> 120 (+5)
Total 495 --> 595 (+100)
New Moves:- NA
 
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:Simisear:
Mega Simisear

New Ability: Sage Power (Boosts Special Attack by 1.5x but this pokémon can only use one move)

Type: Fire

New stats:

HP: 75

Attack: 113 (+15)

Defense: 83 (+20)

Special Attack: 128 (+30)

Special Defense:83 (+20)

Speed: 116 (+15)

New moves: Lava Plume, Hyper Voice, Scorching Sands

Description: A unique ability for a special attack set

:Krookodile:
Mega Krookodile

New Ability: Boast (If this pokémon has a higher attack stat then the opposing pokémon then it raise the pokemon's attack if it's lower it will lower the attack of this pokemon by one stage.)

Type: Ground/Dark

New stats:

HP: 95

Attack: 117

Defense: 110 (+30)

Special Attack:95 (+30)

Special Defense: 105 (+35)

Speed: 97 (+5)

New moves: Crush Claw, Breaking Swipe, Jaw Lock, Play Rough, Lunge

Description: I tried to make a unique idea. It's a bit of a risk reward..

:Floatzel:
Mega Floatzel
New Ability: Twin Tail - This pokemon's priority moves are calculated off it's speed stat.
Type: Water
New stats:
HP: 83
Attack: 95
Defense: 85 (+20)
Special Attack: 95 (+20)
Special Defense: 100 (+50)
Speed: 145 (+10)
New moves: Extreme Speed, Vacuum Wave
Description: A more agile floatzel.
 
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Alright, let’s try again once more!
:swsh/floatzel:
:floatzel:
Mega Floatzel
New Ability: Sac of Water - This Pokémon is immune to Water-type attacks. If it does get hit by a Water-type move, the Pokémon immediately uses Stockpile. After 1 turn, if Mega Floatzel uses a Status move, it uses Swallow. If it uses a Attacking move, it uses Spit Up after it attacks.
Typing:


New Stats:
HP:
85 -> 85
Attack: 105 -> 125 (+25)
Defense: 55 -> 75 (+20)
Special Attack:
85 -> 110 (+25)
Special Defense:
50 -> 60 (+10)
Speed:
115 -> 135 (+20)
(495 BST -> 595 BST)

New Moves: Flip Turn, Close Combat, Triple Axel, Psychic Fangs

Description: While looking at Floatzel’s Pokédex entries, I mainly saw that it had a floatation sac, but what if the sac wasn’t just used for floating? What if it was used to absorb water?

Now, in competitive - W.I.P!

:swsh/simisear:
:simisear:
Mega Simisear
New Ability:
Feeling The Burn! - When this Pokémon uses a super-effective move on the opponent, it gets pumped and gets an omniboost. This ability only activates once in-battle.
New Typing:


New Stats:
HP:
75 -> 75
Attack: 98 -> 121 (+23)
Defense: 63 -> 75 (+12)
Special Attack: 98 -> 121 (+23)
Special Defense:
63 -> 75 (+12)
Speed: 101 -> 131 (+30)
(498 BST -> 598 BST)

New Moves: Thunderbolt, Volt Switch, Thunder Punch, Zing Zap, Scorching Sands

Description: W.I.P.

:swsh/krookodile:
W.I.P!
 
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Hello Everybody !
So ! Edited post.
Post Hematite's Feedback

I'm not... gonna lie... I think you should just use Levitate? This is more complicated than it needs to be and not all that realistic for an Ability, and it doesn't serve enough of a unique practical purpose to justify it.

:floatzel: :ss/floatzel:
I think I should just give up my first idea (which was flavorless) and just make a better idea.

Mega Floatzel @ Floatzelite

New Ability: Rubber Raft
(In singles. If hit by Water moves, raises speed by one. Water immunity. In doubles, give water immunity to this pokemon and ally.)

Type: Water

New stats:
HP: 85
Attack: 105 -> 125 (+20)
Defense: 55 -> 80 (+25)
Special Attack: 85 -> 105 (+20)
Special Defense: 50 -> 80 (+30)
Speed: 115 -> 120 (+5)
(BST) : 595 (+100)

New Moves: Life Dew, Recover.

Description: Dex Entries :
X :It floats using its well-developed flotation sac. It assists in the rescues of drowning people.
Y :Its flotation sac developed as a result of pursuing aquatic prey. It can double as a rubber raft.
I thought using its bouncing skills was enough to make an "original" sub, but I guess the main goal of Floatzel isn't to bounce but to save life using its flotation sac.
A water immunity is always useful, especially if you can give it to your ally too.

Sort of the same feedback I gave to lydian about his Krookodile: I think this is a much stronger utility effect than you might realize, and I think it's plenty of its own reward - removing the target's item so reliably (on something that can activate it with priority and pivoting, no less) is already very strong, so I would not heal the user on top of that. ChoiceScarfed made a very similar sub later in the thread, and I think it might benefit you two to talk about and collaborate on the idea if anything - I quite like his idea for the Ability as a middle ground between getting a big reward from every item and not doing anything at all with it, and I think his movepool is less likely to be super hard to play around (I'm struggling to decide if U-turn or Fake Out is okay with this, but I would say definitely not both).

:simisear: :ss/simisear:
I think I'm gonna leave the item removing thing to ChoiceScarfed, I like its ability (more than mine) so I think I should just do something else ^^

Mega Simsear @ Simsearite

New Ability : Berry Lover (provisional name)
(If there is a pokemon holding a berry in the opponent party, it steals its berry upon Mega-Evolving.)
[Simisear is stealing (opponent's pokemon)'s (name of berry) !]
[Only once per battle]
[If there are several pokemons holding a berry, it picks one randomly.]

Type: Fire

New stats:
HP: 75
Attack: 98 -> 113 (+15)
Defense: 63 -> 93 (+30)
Special Attack: 98 -> 113 (+15)
Special Defense: 63 -> 93 (+30)
Speed: 101 -> 111 (+10)
(BST) : 598 (+100)

New Moves: Stuff Cheeks

Description: I think it can be fun, cool and in flavor to give it a Berry related ability, since it does have, like all other Simi, Glutonny as ability.

I know you definitely got feedback on this and that you balanced it about as well as one could, but I'm personally super nervous about this - I think boosting Attack that easily is a very big risk.
I will concede that you definitely handled this about as well and as carefully as this Ability could possibly be handled, so tentatively, I won't veto it and we can see if it pans out okay if it happens to win.
Still, I would encourage you to consider narrowing the scope of moves that activate its Ability (for comparison, Magmajudis made a fantastic one that activates only on super effective moves, taking advantage of the properties of Krookodile's type and the kinds of moves that included - obviously don't take exactly the same route he did, but limiting the Ability to punishing some actions more than others, even just as broad as "contact moves" rather than "all moves," feels like it would be a lot safer to me). I know that this is a Stamina clone, but raising Defense on a physical tank is also a lot easier to play around than raising Attack on a physical attacker, and the reasons why Stamina could safely activate on every move do not apply

:krookodile: :ss/krookodile:
For this one, I'm not gonna make some changes, I really like the idea of Attack Stamina clone because, like Hema said, it cannot activate it safely, because first Krook doesn't have recovery options and second because like for Magmajudis' one, it does have a lot of weaknesses, so, taking two hits is kinda hard, and 105 Atk at +1 Jolly reaches 463, which isn't this high compared to other wallbreakers/sweepers. An ability don't really need to be "easy" to set up, especially a strong ability like that, I really think it can be a good way to pressure the opponent too, mindgames can be funny, and more interesting than just "Click here and it's gg"

Mega Krookodile @ Krookodite

New Ability: Fury Frenzy
(When a pokemon with Fury Fenzy is hit by an attack, it's Attack raises by one stage.)

Type: Ground/Dark

New stats:
HP: 95
Attack: 117 -> 105 (-12) [Swap SpA + 40]
Defense: 80 -> 100 (+20)
Special Attack: 65 -> 117 (+52) [Swap Atk]
Special Defense: 70 -> 100 (+30)
Speed: 92 -> 102 (+10)
(BST) : 619 (+100)

New moves: Nasty Plot

Description: I decided to make Krook a mixed attacker which can invest SpA and Speed and being boosted on Atk after a good predict thanks to its good bulk (95/100/100 is just less than Mew), also, with Nasty Plot (which make sense on it, I mean, Weavile, Incineroar, Crawdaunt learn it, why not Krook ?) 102 speed is fast, 105 Atk is good, 117 SpA is quite good with this bulk and acces to Dark Pulse (or Earth Power to counter Grassy Surge). Its Ability allows it to snowball differently than Moxie, by being hit, like Stamina. Moxie is pretty good for a scarf user with a great Attack, this ability is better on a bulky mon, so that's why I put more general bulk on it. Its Special Attack allows it to lure fairy types with Sludge bomb, such as Tapu Fini, Tapu Bulu or just Rillaboom (if you survive Grassy Glide from Band or LO lol)
It also can be a lead, lead with SR, maybe take one or two hits after a Nasty Plot and destroy everything after at +2 in Atk and SpA.
It's basically a mixed wallbreaker.

I recognize that your Cinccino is a special attacker while PalpitoadChamp's and ARandomPerson's are physical attackers, and I'm not sure if that's enough for all of you to be content to submit them separately. That said, I will reiterate my usual sentiment that subs that overlap this much - in your case, all three of you have the same type combination and an Ability that halves the damage of a broad category of moves (Fluffy and Fur Coat are slightly different but do overlap quite significantly; Fur Coat is mostly just better) - are detrimental to each other, and I would really strongly suggest talking over the differences between your subs and coming up with a joint submission that pleases all of you. I have already established PalpitoadChamp's and ARandomPerson as mutually exclusive, depending on which of them makes the required changes; I will allow yours separately from theirs because at least it's also meant to take advantage of moves Cinccino doesn't normally, but the overlap is still striking and I would really encourage you to come to an agreement all together anyway.

:cinccino: :ss/cinccino:
Well, I think ARandomPerson has a really different concept, 130 Atk, 105 speed, not the same goal, our subs only share typing and ability, which is, to me, normal since both fit well Cinccino. PalpitoadChamp's is a mixed attacker, so not the same goal too, and it's ability is just removing its Poison weakness, so it's kinda different to Fluffy (I know Palpitoad's post is edited).
I didn't give mine recovery options or mixed potential.

Mega Cinccino @ Cinccinite

New Ability: Fur Coat

Type: Normal/Fairy

New stats:
HP: 75
Attack: 95 -> 85 (-10)
Defense: 60 -> 80 (+20)
Special Attack: 65 -> 105 (+40)
Special Defense: 60 -> 100 (+40)
Speed: 115 -> 125 (+10)
(BST) : 570 (+100)

New Moves: (None)

Description: Rest, Sleep Talk, Calm Mind and Dazzling Gleam, Fur Coat, 252 HP, 252 Def, Bold are enough to become a monster, this Cinccino-Mega is a status and knock Off absorber and as a good bulky special sweeper, without invest in speed it reaches 286 speed, faster than 80 base speed with invest and good nature, it has the potential of becoming the new GSC Snorlax Curse. It's also different from Audino Mega, which has more general bulk and less offensive presence, far less speed too, this is like comparing Pheromosa and Buzzwhole, same typing but not same objectives. This Cincinno cannot heal its allies like Audino but it can run T-wave to support them, it also have U-turn and Knock-Off with its perfect bulk to be a fast or slow pivot according to your preference and become a good utility pokemon. It does have special coverage with T-bolt, Grass Knot and Focus Blast, with its Hyper Voice and Dazzling Gleam Stab. It's only way to set up is Calm Mind so why make it a physical attacker when it has way more potential in special attacker ? When I first looked at Cincinno's movepool, I didn't understand why it does learn Calm Mind but is axed on Physical Side, I mean, even if it learns a lot of moves on Physical side, it does have enough special moves and a pretty solid set up special move in Calm Mind, so why does Game Freak gives it 65 SpA ? It's kind a wasted potential. Also, to me, the main purpose of the mega-evolution is to increase the bulk and revisit the manner the pokemon works, just like Charizard and Mewtwo x, from special to physical (even though they have 2 megas, I also saw it with Nidoking Mega, which is mainly used with special moves in base form and become Moxie physical attacker upon mega)
 
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4 mons lets gewoooooooeowooooah

:ss/Simisear:
Description: Finally I can do this one I cannot tell you how many of my notes app is filled with mega drafts for this. In its dex entry it says sweets and when its excited its flame burns hot. And I bet sweets make it excited. So I present you... Mega Simisear!!!


Okay so I did this on my phone using another persons' Simisear as a base to draw it and just added swirls and different colors. I am so sorry.
:boatogostandode: :boatogostandode: :boatogostandode:

:Simisear: Mega Simisear
New Ability
: Sugar Rush (this Pokémon's speed is doubled in misty terrain) surge surfer clone
Type: Fire/Fairy

New stats:
HP: 75
Attack: 98
Defense: 88(+25)
Special Attack: 123(+25)
Special Defense: 113(+50)
Speed: 101
(BST)
Screenshot_20210226-083435_ibisPaint X.jpg

New moves: Terrain Pulse, and Misty Explosion, Psychic (credit to bitbio for first 2)
Description 2: I imagine upon mega evolving its puffy hairs grow pink like cotton candy. It would also always have a crazed expression on its face.(which I forgot to draw and I don't wanna go back and do it because I'm lazy. Anyway, Misty terrain always looked cotton candy-esque to me so i felt like it would the perfect conditions for Simi sear to go berserk. Strong Misty Terrain abuser with nasty plot and good coverage. Sparkly Swirl might be a little much, but Its swirls makes it look like a mon that would do that. This mon would probably best fit be used on misty terrain balance teams with spikes/rocks support, I don't play this format enough to know tbh. Also i think it should mega evolve using like a cake instead of a regular stone just for the lore.
^^^^^^^^

:ss/Krookodile:
:krookodile: Mega Krookodile
New Ability
: Tinted Lens
Type: Ground/Dark

New stats:
HP: 95
Attack: 137(+20)
Defense:125(+45)
Special Attack: 65
Special Defense: 95(+25)
Speed: 102(+10)
(BST)

New moves: Fire Fang,
Description: The ability is very straightforward, it's literally wearing shades. Click free crunch with no resists and enjoy :). Ty temp. Ty very much. Oh yeah I have to actually say something, um yeah a bulky rocker who provides immense offensive pressure with an unresisted stab coming off 137 attack. Scale shot bulk up can be used on screens, though probably not as well as garchomp. Also provides role compression as rocker, prankster immunity, breaker, stall breaker, and maybe some other stuff idk.

:ss/Cinccino:
Description: A lot of its dex entries say that it is a greasy rat with special oils in its fur. But that didn't seem interesting enough so I made this instead.

:Cinccino: Mega Cinccino
New Ability
: Opposable Scarf (After attacking with a contact move, hits opponents with a tail slap at half power)

Type: Normal
New stats:
HP: 75
Attack: 125 (+30)
Defense: 90(+30)
Special Attack: 85(+20)
Special Defense: 80(+20)
Speed: 125 (+10)
(BST)

New moves: Close Combat
Description: I noticed that this is the scarf Pokémon but it hardly every does anything with its "scarf" so with the mega we can put its "scarf" to work. It is similar to the seismic scream ability, but only works with contact moves and is more rng. I gave it close combat because i felt it would be pretty cool for it to use its tail scarf in close range battles. and it can hit steel types now. This is a very rng oriented ability but I think it makes sense since this thing is usually using those type of moves anyway. Also, if u use tail slap it might be a little weird with the ability since u can hit 10 times but ehh, its gonna be just fine.

:ss/Floatzel:
Mega Floatzel
New Ability
: Aquaphoric (If drizzle is active, this Pokémon gets the affects of oblivious, unaware, and natural cure)euphoric and water.)

Type: Water
New stats:
HP: 85
Attack: 105
Defense: 105 (+50)
Special Attack: 85
Special Defense: 100 (+50)
Speed: 115
(BST)

New moves: Slack Off, Flip turn
Description: You know how when people get high off drugs, they are slow ad stuff. And you know how floatzel is like an energetic fast animal creature. What you didn't know is that when he mega evolves, he cant control his dark side, which he usually controls by using the feeling into speed, hence swift swim. So when it rains, he's(or she's)high. And that, folks, is my reasoning to makes this thing a defensive pivot.
 
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BP

Beers and Steers
is a Contributor to Smogon
As a new poster here, I'd like to try my shot at Floatzel before I go all willy nilly with the other 3 slates
1614707871998.png
See the source image
1614707853929.png

New Ability: Moxie
Typing: Water / Fighting

HP: 85
Atk: 105 -> 125 (+20)
Def: 55 -> 80 (+25)
SpA: 85 -> 100 (+15)
SpD: 50 -> 80 (+30)
Spe: 115 -> 125 (+10)
BST: 495 -> 595 (+100)

New Moves: Close Combat
Description: Floatzel ranks in my top 10 favorite Water-types, so I wanted to do it justice as a fast physical attacker. Mega Floatzel intends to be a revenge killer who turns into a speedy sweeper with its solid Attack and Speed stats. Its ability Moxie further helps its sweeping prowess and helps it fulfill its role. Close Combat is a must-have for our Fighting-type aquatic friend as it's able to fire it off without a worry. I chose Close Combat over Superpower because the stat debuffs make it hard for Mega Floatzel to fulfill the role I envisioned for it due to the stat debuffs.
 

temp

legacy
is a Battle Simulator Staff Alumnus


Krookodile-Mega
1614709353864.png
1614709426222.png

Ability: Tinted Lens

HP: 95
Atk: 140 (+23)
Def: 130 (+50)
SpA: 77 (+12)
SpD: 75 (+5)
Spe: 102 (+10)

Krookodile @ Krookodite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Scale Shot
- Hone Claws / Knock Off
- Stealth Rock / Taunt

It's extremely similar to Garchomp—matching speed, somewhat similar movepools, and identical typing. Krookodile-Mega is likely effective even without Hone Claws, because Tinted Lens STABs coming off of 140 Attack is nothing to laugh at.



Cinccino-Mega
1614709949185.png
1614709953783.png

Ability: Technician

HP: 75
Attack: 125 (+30)
Def: 70 (+10)
SpA: 82 (+17)
Spe: 75 (+15)
Spe: 143 (+28)

Cinccino (F) @ Cinccinite
Ability: Cute Charm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Triple Axel
- Tail Slap
- U-turn
- Rock Blast

With speed on par with Zeraora, Cinccino-Mega would make for a terrifyingly good pivot and breaker. Cinccino-Mega maintains a weakness to steels and anti-contact like Rough Skin or Rocky Helmet. It also cannot use Heavy-Duty Boots to improve its pivoting abilities. Technician STAB Triple Axels sound absolutely horrible to switch into with Spikes up though.



Simisear-Mega
1614710460651.png

Ability: Incineration (After being affected by hazards, this Pokémon removes all hazards on its side of the field.)

HP: 75
Atk: 105 (+7)
Def: 78 (+15)
SpA: 146 (+48)
SpD: 75 (+12)
Spe: 119 (+18)

New moves: U-turn, Scorching Sands, Slack Off

Simisear @ Simisearite
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flamethrower
- U-turn
- Slack Off
- Scorching Sands

Simisear @ Simisearite
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Nasty Plot
- Focus Blast
- Scorching Sands

Simisear-Mega can either be a solid pivot with U-turn and Slack Off or cleaner with Nasty Plot. Every time it enters the field, it removes the hazards from its side. It doesn't have HDB active or anything, so it'll still take damage upon entry first. This ability to remove hazards without wasting a turn makes Mega Simisear something that can easily affect the momentum of a game.



Floatzel-Mega
1614711144468.png
1614711223735.png

Ability: Sheer Force
HP: 85
Atk: 130 (+25)
Def: 65 (+10)
SpA: 125 (+40)
SpD: 60 (+10)
Spe: 130 (+15)

New moves: U-turn, Flip Turn, Aura Sphere, Close Combat, Superpower

Floatzel @ Floatzelite
Ability: Water Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Liquidation
- Close Combat
- U-turn / Flip Turn / Bulk Up
- Ice Punch

Floatzel @ Floatzelite
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Focus Blast
- Ice Beam
- U-turn / Flip Turn

Floatzel-Mega has Sheer Force boosted STAB Focus Blast, which hits like a nuke even with 125 SpA. Liquidations from Floatzel's physical side are also considerably strong, especially if backed by Bulk Up. Ice coverage for both sets also receive a nice Sheer Force bonus. Remember that since it's a mega, it's not accompanied by Life Orb, so it's not hitting ridiculous numbers like Nidoking would.
 
:cinccino: Mega Cinccino
New Ability:
Fluffy
Type: Normal

New stats: 75, 115, 80, 100, 100, 100
HP: 75
Attack: 95 -> 115 (+20)
Defense: 60 -> 80 (+20)
Special Attack: 65 -> 100 (+35)
Special Defense: 60 -> 100 (+40)
Speed: 115 -> 100 (-15)
(570 BST)

New moves: Wish
Description: gonna add later


:krookodile: Mega Krookodile
New Ability:
Moxie
Type: Ground, Dark

New stats: 95, 127, 100, 125, 80, 92
HP: 95
Attack: 117 -> 127 (+10)
Defense: 80 -> 100 (+20)
Special Attack: 65 -> 125 (+60)
Special Defense: 70 -> 80 (+10)
Speed: 92
(619 BST)

New moves: Fire Blast, Flamethrower
Description: gonna add later

:simisear: Mega Simisear
New Ability:
Blaze
Type: Fire

New stats: 75, 98, 83, 118, 123, 101
HP: 75
Attack: 98
Defense: 63 -> 83 (+20)
Special Attack: 98 -> 118 (+20)
Special Defense: 63 -> 123 (+60)
Speed: 101
(598 BST)

New moves: Scorching Sands, Burning Jealousy
Description: gonna add later

:floatzel: Mega Floatzel
New Ability:
Adaptability
Type: Water

New stats: 85, 115, 70, 125, 70, 130
HP: 85
Attack: 105 -> 125 (+20)
Defense: 55 -> 75 (+20)
Special Attack: 85 -> 105 (+20)
Special Defense: 50 -> 75 (+25)
Speed: 115 -> 130 (+15)
(595 BST)

New moves: Flip Turn
Description: gonna add later
 
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guess who's back, back again, StarFalcon555's back, tell a friend

:ss/cinccino:
Mega Cinccino
Type: Normal/Poison
Ability: Gooey
Stats:
  • HP: 75 (+0)
  • Attack: 75 (swapped with Special Attack, +10)
  • Defense: 95 (+35)
  • Special Attack: 125 (swapped with Attack, +30)
  • Special Defense: 95 (+35)
  • Speed: 115 (+0)
New Moves: Sludge Bomb, Mud Shot

A lot of Cinccino's Dex entries talk about how its fur is covered in a special oil that keeps it from getting dirty. I thought to myself "What if, when Cinccino Mega Evolves, the power of Mega Evolution causes a chemical change in the oil and makes it dirty itself?". And then I ran with that idea. Gooey was something that came to me after coming up with this concept; the oil is now both incredibly sticky, which results in it lowering Speed) ). The problem was, Cinccino's stat spread doesn't synergize well with this ability at all. To fix this, I completely revamped the stat spread for Mega Cinncino, turning it into a bulky special attacker. It already gets some good special moves, like Hyper Voice, Thunderbolt, Focus Blast, and Dazzling Gleam, as well as Calm Mind, which I think works perfectly with this spread. Sludge Bomb gives it a special STAB move, while Mud Shot is more for flavor.

:sm/simisear:
Mega Simisear
Type: Fire
Ability: Hearing Voices (This Pokemon gets STAB on Psychic-type attacks, but it takes double damage from sound-based moves) this name is very bad and is highly suspect to change
Stats:
  • HP: 75 (+0)
  • Attack: 98 (+0)
  • Defense: 85 (+25)
  • Special Attack: 118 (+20)
  • Special Defense: 85 (+25)
  • Speed: 131 (+30)
New Moves: Psychic, Psyshock, Shadow Ball

My thought process for coming up with my Mega Simisear concept was very similar with that for my Mega Cinccino concept. The bootleg starters Elemental Monkeys are based on the Three Wise Monkeys, with Pansear and Simisear representing the "Hear No Evil" monkey. I decided to flip this concept on its head and make my Mega Simisear a telepath that can hear what people are thinking, but it is inable to control its ability, and is thus tormented by all the new sounds it can hear. It still isn't an actual telepath, though, so it's not actually a Psychic type; it just gets STAB on Psychic-type moves, like the new additions of Psychic and Psyshock. Shadow Ball allows Mega Simisear to hit Ghost types.
 
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KeroseneZanchu

Banned deucer.
Thought I'd give this a go as my first official submission to this pet mod:

Mega
Cinccino


Type:
Normal

Ability: Long Whip - This Pokemon’s multi-hit moves become damage over time effects, performing one hit at the end of every turn, with the number of turns equal to the max number of hits the move has. This effect can be layered multiple times, and targeting/damage calculation functions similarly to Future Sight.

Stats:
HP - 85
ATK - 140 (+45)
DEF - 75 (+15)
SPA - 65 (+0)
SPD - 75 (+15)
SPE - 140 (+25)

New Moves: None

Description of Competitive and Flavor Design:
Dex: During Mega Evolution, Cinccino's tails become overwhelmingly fluffy, long, and luxurious - enough so that there is significant delay between the initial wave of its tail, and the final whip at the tip.

Cinccino’s new ability allows it to fill a unique concept of setting up a turn or two of its multihit move of choice - Tail Slap usually, but situationally Rock Blast or Bullet Seed - and letting it switch into a defensive partner. This allows Cinccino to deal good, consistent damage while hiding behind a wall of its own.

The strengths of this sub should be pretty clear. You trade a turn or two of only using a low power move (25-50 BP) in exchange for being able to switch into a defensive wall or stall who also benefits from getting that damage every turn - in addition to whatever setup, status, or damage of their own they want to utilize. Cinccino has access to the pivot move U-Turn, which has excellent synergy with this playstyle. Its Mega form gets just enough added bulk to help it endure the damage it takes to the face on switch-in a bit better, as well as a boosted attack stat to make up for the lack of in-battle stat boosts that other heavy-hitting Pokemon can utilize.

Excellent partners for Cinccino will be Pokémon with Screens to help Cinccino and others switch around without being as pressured, moves like Wish to help keep Cinccino and other pivots healthy, and Pokemon with pivot moves of their own.

With stall like Substitute, Work Up, Light Screen, and Rest, Cinccino also has tools to utilize its new ability by itself if needed, though to an (intentionally) lesser efficiency. However, into strong enemy walls (especially setup ones like Clefable and Araquanid), keeping Cinccino on the field to utilize Laser Focus and Work Up may be the better play, as you lack these benefits when switching out.

A very clear weakness to this style is any sort of entry hazards, for obvious reasons. Other weaknesses to this are Steel-types who resist all of Cinccino’s multi-hit moves. While Cinccino has tools to stall and chip on her own, as previously described, trappers are also threats deal with her quite handily with their ability to choose if they want to pick fights with just her, or the wall, and shut down their synergy.

A reason I like this sub is both a strength and weakness in regards to the manner users will have to approach to teambuilding with it. While many mega Pokemon are merely strong picks on their own right and require little foresight, Mega Cinccino is a very intentional pick that encourages careful planning and teambuilding. This can be a constriction to some, but is a glorious benefit to those flexible and willing enough to pick Pokemon that synergize with Cinccino and allow her to unleash her true potential.

Thanks for taking the time to read! Hope you enjoyed, hope even more that you'll vote for it when the time comes, and good luck to all the other entries!
 
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