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Mega Torterra New Ability: Water Absorb
Type: Grass/ Ground
New stats:
HP: 95
Attack: 129
Defense: 135
Special Attack:95
Special Defense: 115
Speed: 56
(+20 to each attack and 30 to each defense)
New moves: Snack Down, Body Press, Grav Apple Description: The goal was to make torterra a bulky attacker
Mega Infernape New Ability: Monkey King (Sets up tailwind will only if it nullifies a weather effect when switching in or mega evolving)
Type: Fire/Fighting
New stats:
HP: 76
Attack: 104 (+20)124
Defense: 71 (+20)
Special Attack: 104 (+20) 124
Special Defense: 71 (+20)
Speed: 108 (+20) 128
New moves: Hurricane Defog Fly Description: A utility mon that also allows allies to move faster
Mega Empoleon New Ability: Dazzling
Type: Water/Steel
New stats:
HP: 84
Attack: 106
Defense: 128
Special Attack:131
Special Defense: 131
Speed: 60
(30 to Defences, 20 to Special Attack and 20 to Attack)
New moves: Amnesia , Roost Description: Bulky Empoleon
Mega Infernape - Fire, Fighting
Ability: Heavenly Arts
(Ability mimicks different japanese martial arts)
If this pokemon is at full HP, its punch based moves will use the stat of the opponents highest base attack stat (like foul play but both offenses)
If this pokemon is between 99% and 34%, the pokemon's punch based moves lower the targets highest offensive stat
If this pokemon is 33% or under, the pokemon's punch based moves will always crit
New Moves: Drain Punch
76/130(+26)/91(+20)/120(+16)/91(+20)/126(+18)
The ability is obviously very similar to Mega Samurott's. In line with this, the various effects are inspired by different Japanese martial arts, just like how Samurott's are based on different samurai fighting styles. (Keep in mind I know nothing about martial arts and took this all from Wikipedia pretty much)
1. The first effect is based on Jujutsu, which apparently is all about using the opponents force against them. This will allow Infernape to serve as a very potent revenge killer w/ mach punch (and fire punch to destroy magearna) as long as you ensure proper hazard control and play Infernape smart.
2. The second is based on Aikido, which is focused on 'fluidity and blending with an attacker, rather than meeting force with force' and self defense while harming the agressor as little as possible. The effect, much like Samurott's, should help set up for the final stage of the final stage of Infernape's ability but hopefully does not let Infernape set-up easily because of it due to the stat lowering nature compared to Samurott's. The first two effects can also tie in to the trickster god aspect of the Monkey King in messing with the opponents stats. (Also in case it wasnt obvious the 'heavenly' part of the ability also ties in to Sun Wukong)
3. The final ablity is for the most part more to draw links between this ability and Heavenly Techniques, but I guess if you had to pick a martial art it would be Karate, which is characterised by direct blows from a stable stance.
Infernape should hopefully differ from M-Samurott by focusing more on revenge killing and pivoting, rather than staying in and building up defense boosts, due to the higher speed and lower bulk. An interesting point of the ability is Drain Punch, which gives Infernape control over what level of the ability it wants to use.
Its role in doubles should mirror how the base form is used. The base form is normally used in restricted formats, where it can make use of it's good base speed and offenses to punch holes through restricted mons before dying quickly due to it's frail bulk. M-Infernape builds on this by having better base stats, but also punishes Zacian-C just for existing with the first effect, which is good because that thing is complete xsdrtyjm.
Type: Grass/Ground Ability: Clean Soil - A Pokemon with this ability has damage taken from poison attacks halved and cant be poisoned. In addition its grass and water type attacks do 30% more damage
This Ability is based on Torterra being the ground basically. My gimmick addition is that its however not just any ground but really clean ground, that keeps the biosphere free from poison, which is appreciated by the plants and water in it.
I also gave it muddy water so it has a water move that takes advantage of its ability adn it also fits thematically since torterra consists of ground. In additiom i also gave it shore up which also fits its theme while being better than synthesis.
Mega Empoleon
Type: Water/Steel Ability: Royal Immunity - This Pokemon is immune to attacks the turn it switches in. This excludes the first turn of a battle aswell as switching in after a Pokemon faints.
Empoleon is based on royality. Thus i thought it should have an ability that grants it a privilege other Pokemon dont have. After some brainstorming i came up with an ability that gives it immunity on a switchin. This allows it to be a good Volt/Turn blocker and momentum gainer, especially after i also gave it flip turn.
I also gave it roost because its a bird and roost gives it longivity.
I thought since Infernape has 2 good attacking stats with 2 good stabs for either attack stat adaptability would work really well for it. I put most of the stat boosts into def since adaptability already boosts the attacking stats. I focused on improving its SpDef since i expects its checks and counters to use scald a lot.
I also gave it aurasphere so it has a realiable special figthing stab aswell as scorching sand, which is quite fitting for a fire type Pokemon.
Stats: 76/134 (+30)/89 (+18)/134 (+30)/71/130 (+22)
Moves: Hammer Arm
Description: This Mega Infernape idea was based on its Pearl dex entry. "Its crown of fire is indicative of its fiery nature. It is beaten by none in terms of quickness." :)
Ability: Sharp Crown
Ability Description: This Pokémon's Horn-based moves have 25% extra chance to crit.
Stats: 84/ 120 (+34)/88/140 (+29)/111(+10)/87(+27)
Moves: Megahorn, Smart Strike , Horn Leech, Drill Run
Description: Based on its Diamond, Y and Alpha Sapphire dex entries, here it is! "The three horns that extend from its beak attest to its power. The leader has the biggest horns."
Stats: 95/149(+40)/125(+20)/75/115(+30/66(+10)
Moves: Terrain Pulse, Grassy Glide
Description: Based on its Pearl dex entry. "Groups of this Pokémon migrating in search of water have been mistaken for "moving forests."
I didn't see I needed to make changes in time, sorry about that. Anyway...
Mega Empoleon
New Ability[/b]: King's Resolve (Defense and Special Defense are multiplied by 1.5x when at or below 1/3 HP.) Type: Water/Steel
New stats:
HP: 84
Attack: 106 (+20)
Defense: 128 (+40)
Special Attack: 111
Special Defense: 121 (+20)
Speed: 80 (+20)
(630 BST)
New moves: Flip Turn, Steel Beam, Wide Guard, Quick Guard Description: I was thinking about a mixed-defense Empoleon, since it's usually specially defensive, contrary to what you'd expect from a Steel-type. Its ability fits flavorwise and compliments its role.
Mega Empoleon
New Ability: Napoleonic Tactics-A fighting type -ate ability. Type:Water/Fighting
New stats:
HP: 84
Attack: 86 ->130 (swapped with special attack + 19)
Defense: 84 -> 111 (+27)
Special Attack: 111 -> 90 (swapped with attack +4)
Special Defense: 101 -> 111 (+10)
Speed: 60 -> 100 (+40)
(630 BST)
New moves: Flip Turn, Body Slam Description: Hide the Kalos region because Mega Empoleon is about to conquer it all! With a hatred for galarian pokemon and a fear of fighting in winters in a far off region Mega Empoleon is about to rip your bones apart. Now why is it no longer a steel type? Well to be honest Empoleon has no real reason to be a steel type to begin with and given that Napoleon was a famous general as well as an emperor I figured fighting would suit the mega a lot better. I was tempted to give it bonemerang since it would be a ranged move meaning that Mega Empoleon is a bone apart from the opponent, but ultimately decided that it was a dumb reason.
Mega Torterra
New Ability: Thick Fat Type: Grass/Ground
New stats:
HP: 95
Attack: 109 -> 129 (+20)
Defense: 105 -> 145 (+40)
Special Attack: 75
Special Defense: 85 -> 125 (+40)
Speed: 56
(BST) 625
New moves: Taunt, Description: Look at those Defenses! You can Set up SRocks or a Swords Dance, Stall with Leech Seed, Toxic, and Synthesis, attack with Earthquake, Stone Edge or Seed Bomb, or even spam Wide Guard for doubles. Mega Torterra's Thick Fat ability neutralizes two of its weaknesses, and unlike Venusaur, you have more tools at your disposal with the aforementioned Taunt, Stealth Rocks, and Wide Guard.
New moves: no Description: You can boost without fear of phasing moves, counter/mirror coat, or Trick Room. With equal attacks and defenses, even if the defenses are bad. You could also go utility, though with bad defenses it is not advised.
Utility:
Infernape @Infernapite
Ability: Blaze
EVs: 252 HP / 4 Atk / 252 Spe
-Stealth Rock
-Taunt
-Encore
-Close Combat
Mega Empoleon
New Ability: Iron Barbs Type: Water/Steel
New stats:
HP: 84
Attack: 86
Defense: 88 -> 108 (+20)
Special Attack: 111 -> 131 (+20)
Special Defense: 101 -> 131 (+30)
Speed: 60 -> 70 (+10)
(BST) 630
New moves: Roost Description: On the other end of the spectrum from Torterra, Empoleon is more specially defensive. With its base 108/131 Defenses PLUS Iron Barbs, you can run Special Defense without needing to worry about most Physical moves, being in contact with Iron Barbs and all. You can ALSO set up Stealth Rocks Funny how all three Sinnoh starters have Rocks and have a reliable recovery option with Roost, Hydro Pump/Scald for that 131 Special Attack. Pretty much your only weakness is setup, and Taunt would make this thing too ridiculous.
Defensive:
Empoleon @Empoleonite
Ability: Torrent
EVs: 252 HP / 252 Def or 252 SpD / 4 SpA
-Stealth Rock
-Toxic / Roar
-Roost
-Scald / Hydro Pump
Mega Empoleon @ Empolenite
Type:Water Steel
Ability: Berserk
Hp: 84
Attack: 96
Defense: 98
Special Attack: 141
Special Defense: 131
Speed: 80
Total: 630
New moves: Aura Sphere, Roost
Description: Empoleon has a great defensive type in water steel, resisting a lot of types. It’s special attack is pretty solid too, however it’s held back because it doesn’t have any to boost it outside of work up. I gave it Berserk to try to fix this problem. With roost added on, it can stay healthy and reactivate berserk. Aura sphere is also added on because the poor penguin just needs some coverage to hit steel types.
Mega Infernape @ Infernite
Type: FireFighting
Ability: Long Reach
Hp: 76
Attack: 124
Defense: 81
Special attack: 134
Special defense: 81
Speed: 138
Total: 634
New moves: Throat Chop
Description: So since infernape is based after Sun Wokong, I’d image that monke gets a giant staff. And Long reach is added on mega infernape because infernape isn’t really touching its opponents, it’s staff is. However (this might be controversial) I added more points into special attack then physical attack to avoid making infernape TOO good. With Long Reach, Infernape wouldn’t have to worry about taking chip damage from rock helm ferro or tangrowth, and rough skin too from garchomp. Throat chop I added to Infernape so it can coverage againist ghost and psychic types :)
Ok, this one might be risky, but here I go Mega Torterra @ Torterranite
Type: GrassGround
Ability: Sand Rush
Hp: 95
Attack: 149
Defense: 125
Special attack: 95
Special defense: 91
Speed: 70
Total: 625
New moves: Body press
Description: Bit more simple here, Sand rush helps torterra outspeed some opponents, and body press gives it a good coverage move to use its massive defense stat.
That’s my submission, all of these submissions have really creative ideas!
Mega-Torterra
Types: Grass/Ground
Torterrite
Ability: Permafrost → This Pokemon's attacking stat is multiplied by 1.5 while using an Ice-type attack. HP: 95 Atk: 109 → 140 (+31) Def: 105 → 95 (-10) SpA: 75 → 100 (+25) SpD: 85 → 95 (+10) Spe: 56 → 100 (+44) Total: 625
New Moves: Icicle Crash - Ice Beam
Description: When Torterra interacts with Mega Energy, A thin layer of permafrost grows on its shell, taking on the power of ice.
Analysis: Permafrost is ground that continuously remains below 32°F for two or more years, only located in a few places in the world, in Japan the Permafrost is located in Hokkaido, and Sinnoh Region is based on this prefecture. I think that ability fit perfectly with Torterra. Now get a better coverage and offer us a different role in the teambuilder from a defensive or hazard set up mon to an offensive mon with still decent bulk 95/95/95
Torterra-Mega @ Torterrite
Type: Grass/Ground
Ability: Looming Mountains(When this Pokemon uses a Rock type move, its defense increases by 1. If the move misses or is protected against, this doesn't apply.)
Description: When Torterra interacts with Mega Energy, enormous power causes mountains to grow out of its shell, becoming a titanic creature the size of a continent.
Stats: 95/149(+40)/155(+50)/75/95(+10)/56
New Moves: Avalanche, Stone Edge
Analysis: Looming Mountains makes Torterra a very strong defensive presence, with its Special Defense being just competent enough to survive a neutrall effective attack. It also gets Synthesis in base form for recovery. Avalanche was added for coverage and a powerful attack, besides mountains being consistently associated with snow makes me want to add it anyway. Stone Edge simply makes sense for Torterra and allows it to gain another solid coverage option.
Congrats to inkbug, ausma, BitBitio, and KerosenseZanchu for winning the previous slate. Also, inkbug, I'm just going to note that I'm going to edit my last post--where I voted--a bit since I apparently omitted a "sure" at the end, which is bothering me. It wouldn't change anything voting-wise, but I just wanted to be clear in case you happened to see an edit later.
Anyway, I am still a bit burnt out, as I'm sure will soon become evident. Additionally, it would seem that Yung Dramps and I had the same idea about Infernape-Mega, which is...unsurprising given all of the references to Sun Wukong in popular culture even ignoring the most obvious one. Seeing that makes me glad that I didn't go with one of previous ideas for Empoleon-Mega either since I already see that in here too.
Still, his entry and my mine differ enough in stats and moves added that I'm just going to keep mine as it is unless ordered to change it, though I will change mine from Levitate if needed since his was here first. I figure I might as well post the other two also. Whee.
Torterra-Mega @ Torterrite Typing:
/
New Ability: Evergreen Endurance - This pokemon is immune to Ice attacks, damage from Hail, and freezing status.
Movepool Additions: Body Press, High Horsepower, Refresh, Spikes
Pokedex Description: "The energy of Mega Evolution has made Torterra and the biome on its back larger and more enduring, but Torterra has become more sluggish under the constant strain."
Admittedly, I am...unsure if Evergreen Endurance does too much, Hematite, especially since I apparently have techbane especially hard when it comes to Discord given how much it acts up whenever I've tried to use it. So I'll assume you'll tell me when this slate is near its end despite how coherent the ability is otherwise, even if it's not like it couldn't forego immunity to Hail damage. I wouldn't have even bothered with the anti-freeze clause, really, if not for the fact that both Tri-Attack and now Freezing Glare exist as well.
Flavor-wise: As the last starter I ever had in the last generation I ever physically touched, I remember Torterra being rather...underwhelming. It is a mon clearly meant to be a slow tank...that is cursed with both getting obliterated by a quad weakness to one of the best offensive types in the game and a middling-at-best STAB combination that three types naturally resist. To that end, Evergreen Endurance tries to fix half of that issue, now giving it the ability to both just not die to Ice--Mold Breaker and its variants aside--and the capacity to actually switch into Water mons and threaten them out instead of dying to their likely Ice coverage. This even if it still has the additional issue of being basically the only official Grass mon still to not resist Water (and Grass, for that matter) since both Cradily and Lileep basically always uses Storm Drain competitively post-Baton Pass ban. Still, that flaw is part of why I think Evergreen Endurance is fair despite all it seems to cover.
Evergreen Endurance also fits with the theme of Torterra supposedly supporting a biome that contains life that basically spends its entire lifetime on Torterra's back. It also seemed a bit weird to me that something that almost automatically dies to Powder Snow is somehow able to ferry other things through the winter. Finally, Evergreen Endurance makes it one of the few mons who resist the extremely potent attacking combination of Ice/Ground and also the only mon to do so while also being resistant to Ground/Rock (and not weak to Freeze-Dry).
Movepool-wise: I figure that Body Press and High Horsepower are inevitable additions to Torterra once it officially comes back, so those were the easiest picks. Refresh was chosen given it reflects the seasons that Torterra endures through as well as helps it take Scalds without being rendered useless unlike most other physical Grass mons (who actually resist Water besides). I was originally going to give it Slack Off as the fourth move, but then I remembered that Synthesis was something it already had and that seemed the safer recovery to keep given its newfound type, weather, and status immunity and possible obnoxiousness with Curse. So I eventually decided its fourth move "should" be Spikes, in part due to Torterra already being based on an ankylosaur and thus seems likely to get at least a bit more spiky upon Mega Evolving.
Shrug. I'm no artist, especially not a visual one.
Gameplay-wise: Torterra remains a tanky pokemon in becoming Torterra-Mega, except that it can actually do its job now in part due to losing its worst weakness completely. Access to Body Press and Spikes gives it more offensive pressure that it desperately needs while both remaining a supportive mon and actually fair given, respectively, Fighting attacks happen to be actually still be bad against two of the three types that naturally resist Grass/Ground and Torterra still naturally has issues with the majority of Defog mons STAB-wise due to the majority of them being Flying. Thankfully Torterra already gets access to Rock Slide and Stone Edge (and Rock Tomb), so it isn't quite as much of a problem that it would otherwise would be.
Torterra-Mega's SpA is okay enough that it can feasibly use Giga Drain and Earth Power alongside Body Press if you don't want to have to worry too much about switching into Scalds or dealing with opposing Intimidates, especially since Body Press mauls Chansey and especially Blissey even without STAB to back it up. Giga Drain's recovery is at least more active than every other form of recovery Torterra-Mega has, though it's not going to be OHKOing most things even at max SpA.
Hey, we can't at all have Serperior's good fortune of being an aggressively mediocre (Grass) starter mon and then getting gifted into a completely busted ability, especially since Megas for All actually strives for balance. At least this version of Torterra-Mega should be able to the actual tanking that was clearly intended of Torterra originally in addition to being more supportive and possibly even an outright threat with either Curse or Trick Room support.
Pokedex Description: "Capable of now creating an odd cloud made by condensing both superheated air and its own fighting spirit, Infernape lazily rides around on it even when battling."
No, this is not just a direct reference to Dragonball Z...technically.
Flavor-wise: Given that Infernape is clearly based on Sun Wukong from Journey to the West, who has gone on to spawn many characters even centuries later, including the world-famous character of Goku from the Dragonball (Z) franchise, I decided to use that as my focus here. To that end, giving Infernape-Mega a "nimbus" to ride around seemed pretty obvious to the point that I wouldn't be surprised Game Freak also did it for an actual Infernape-Mega provided that Megas ever come back in the first place. I suppose that makes me a tad hypocritical given my current worries with regards to the Gen 4 remake in that regard, but Megas For All will only have to deal with that if said worry is true and if this wins. So I'll risk it.
Movepool-wise:Even though Infernape doesn't really need anything when it comes to moves, especially with having to worry about both Nasty Plot and Swords Dance as it is alongside both Bulk Up and Calm Mind as well, I figured I could still get away with giving it up to four additional moves that were on flavor. This especially if they seemed to be something it was likely to get in the upcoming remake anyway, with Snatch being the sole exception there.
In actuality, however, Coaching is perhaps the most "off-flavor", but for the most part that move seems to be something given to most--all?--Fighting types that didn't get hit by Dexit. So Infernape has Coaching too, in part because I finally realized two slates ago Doubles is actually important to Megas for All.
Of the moves added, I could see either Aura Sphere or Snatch (or both) being the most problematic of them even if I find it weird that it doesn't already have either. Infernape's lack of Snatch especially seems weird given the basis on Sun Wukong and him infamously snatching immortality from Chinese gods alongside the general behavior of other monkeys (and humans). Burning Jealousy should be completely fine though even if somehow all of the other three ended up being too powerful to stay.
Gameplay-wise: I decided rather quickly that the easiest way to avoid Infernape-Mega becoming busted was a) to make sure its ability was relatively passive and b) to spread out its stats rather easily. I decided to go even further and drop Infernape-Mega's Speed a bit despite it no longer being able to use Life Orb or a Choice item now just because it gained a lot more bulk due to the same caution. Still, I wanted to avoid Garchomp-Mega's fatal flaw of dropping speed too much, and so I made sure to stay about 100 Speed. I picked 101 Speed particularly because I noticed Simisear and the other two monkeys of that trio had that Speed, and it seemed weird that a monkey mon based on a literal monkey god would be slower than than them. So it settles for "only" being as fast as them given this Infernape-Mega has become a bit lazy on its constant cloud.
That Levitate just so happens to be a passive ability that mixes really well with the typing Fire/Fighting, which is one of the few Fire combinations to be neutral to Stealth Rock, is just an added benefit. Being immune to Ground attacks, Spikes, Toxic Spikes, and Sticky Web allow it a lot more opportunities to come in now even before its added bulk, making it a lot more able to take advantage of the access Infernape already had set-up moves, including Bulk Up and Calm Mind, via its also natural access to Slack Off among other things. After all, being able to set up is important if its ability is directly isn't helping its offenses even if its stats are overall higher than regular Infernape. Even so, this version of Infernape-Mega won't be doomed to only using set-up moves given all of the options it (already) has.
Movepool Additions: Flip Turn, Iron Head, Roost, Steel Beam
Pokedex Description: "Empoleon has become more prideful due to its increased power and speed. It will now take even refusal to fight as an insult to its pride."
Despite going through four other abilities for this initially, two of them completely original, I ended just going with Defiant for this. That's a bit ironic given I kept forgetting it already had Defiant as its hidden ability. I guess K.I.S.S. applies even when you follow it accidentally.
Flavor-wise: Of the three Gen 4 starters, Empoleon is the one where I took most directly from the Pokedex instead of either focusing on either outside influences (as with Infernape) or in-game mechanical issues (as with Torterra). For something with a Pokedex entry that mostly talks about its pride, physical power, and speed, the actual Empoleon reflects very little of that in-game. It's to the point where despite having used Empoleon a lot in Gen 6 UU and especially Gen 7 UU, I legitimately forgot it already had Defiant until after my first twenty or so minutes trying to brainstorm for this slate.
So this version of Empoleon-Mega is meant to solely take actual advantage of an ability it already has that regular Empoleon almost never uses as well as live up to the Speed it supposedly has in the Pokedex. The fact that I had to flip the attacking stats helps make me feel a bit lazy even if a Defiant-having Empoleon-Mega is something I could see Game Freak doing too. (With their current track record, I could see them keeping it a Special Attacker with Defiant though. Sigh.)
Movepool-wise: As with the two other starters, for the most part, its movepool additions are moves I either see it inevitably getting when it comes back or was slightly surprised it didn't already have, with Roost being the willful exception here. Iron Head was weird for me to realize Empoleon didn't already have given I could have sworn it did, and that one gives me no trouble unlike the others. Flip Turn and Steel Beam should be fair as well. It's more just that I find their existences stupid, especially the former. Flip Turn also screws over the already maligned-by-Gen-8 Magnezone even more, meaning Empoleon no longer has anything to fear from Magnet Pull, Scarf Magnezone aside. [Insert sad magnet noises here.]
There were a couple of other moves I considered, but I figured that Roost is "controversial" enough by itself that I wouldn't push my nonexistent luck. This even though I'm glad that dumping almost half--originally, actually half--of the Mega stat boost into Speed meant I was forced to give Empoleon-Mega less bulk anyway, which means that Roost should be fine...maybe.
Gameplay-wise: Despite Defiant being an ability it actually had, Empoleon-Mega makes the most of it by gaining a STAB pivot move, having a STAB priority move, and being faster than all of the relevant Intimidate-having mons, which triggers its ability. Its STAB combination is still walled by most bulky opposing Water mons (including itself to a degree if it gets to keep Roost), but at least has Flip Turn now to preserve momentum against all of them.
There's honestly not much else to say than that outside of the fact that this version of Empoleon-Mega finally has a reason to use Swords Dance. Hurray! You could probably even get away with a Feather Dance / Roost / Flip Turn / filler move-set given how dumb Flip Turn actually is. (I must admit I dislike pivot moves as they currently are almost as much as screens.)
All that said, I look forward to getting destroyed in both tours over the weekend if I wake up on time for either of them.
Ok Bro. Frankly this Mega-Infernape was absolutely brilliant and IDK why I didn't think of it, but you have my vote on that. The stats are well balanced, the movepool is good, its speed nerf is nice, and it still only has passable bulk so I'm completely ok with it getting rid of a weakness. Your Mega Torterra is perfect, I can only think of taking out the buff to Special Attack and giving that to Attack.
Enjoy!
Type: Fire/Fighting
Ability:Unleashed Wrath
Uppon using an attackig move, this pokemon loses 10% of it's HP, but the damage is increased by 30%. Stats: 76 / 104 / 71 / 104 / 71 / 108 > 76 / 130 (+26) / 94 (+24) / 130 (+26) / 94 (+24) / 108 (-)
New Moves: Fire Lash, Power Whip(it has a long tail, so probably GF would give it to him)
Yes, Life Orb ability. Let's be honest, Infernape is already a great pokemon with good coverage and two of the best boosting moves in Nasty Plot and Swords Dance.
Doesn't need much besides some stat increases and a permanent Life Orb that can't be removed.
However, 4MSS is a plague.
Type: Grass/Ground
Ability: Seed Patrol
The pokemons that lives on Torterra's biome reunite to protect and preserve their home, spreading and throwing seeds on the field.
"Seed" type moves (Seed Bomb, Bullet Seed, Seed Flare, Leech Seed and Worry Seed) will trigger "Seeded" status.
At the end of the next turn, the Seeded pokemon will be ingrained (be under the effects of Ingrain).
Why would this be useful? Ingrain heals the enemies!
It also traps them. Beyond this, it also keeps the enemies trapped if Torterra switches/faints. It's an unnique trapping move.
Also, Ingrain forces Flying/Levitate pokemon to be grounded. So, for exemple, Flying types can be leech seeded on switch, and if they fail to KO torterra (and it is quite bulky now), they will be suscetible to EQ and Trapped next turn.
It is also fun to scare away regenerator pivots negating Regenerator with Worry Seed. Yes, use worry seed in a slow telporting pokemon and they will not be regenerating for that switch, since... Well, their ability will be Insomnia.
New Move(s):Weather Ball, Terrain Pulse, Secret Power
Dex: The might of nature itself courses through this pokémon. It's every step is capable of vastly changing its surroundings. Trainers of who have achieved mega-evolution report that their torterra appeared with the stones after having gone missing for years. Ancient text have hinted at a secluded land far away that only a Torterra called by the planet itself may find.
The boost to Torterra's special attack allows it to serve as a mixed attacker. It's attack stat itself was only raised by a single point to make it look neat and for the fact that it gets growth. The ability has a chance at summoning harsh sunlight which would turn growth into swords dance/ nasty plot for their respective stats.
Flavor: the ability .... (Tor)terraform .... need more be said? Weather immunity is just there to stop hail damage.
I am considering making the ability hp dependent:
Above 50%: Decides between rain/sandstorm & misty/psychic (weighted 10% more towards rain & misty respectively)
Below 50%: Decides between sun/hail & grassy/electric (weighted 10% more towards sun & grassy respectively)
Somehow at 50%: Everything is fair game
This would make it so if something like hurricane put it below half hp, it would have reduced accuracy on the next use and torterra would have a chance to fully utilize synthesis or growth if sun appeared. Or fire type would find it hard to burn through its foliage at high hp if rain appeared. Its only sort of reliable form of healing is synthesis which is weather dependent (effectiveness reduced at high hp and increased at low) and i doubt anyone would choose ingrain.
-ABILITY: NOBLE LEADER (any pokemon in the team with the same type will get a 1.3 attack/spa bonus)- NEW ABILITY: STEELY SPIRIT
TYPE: (THE SAME) NEW MOVES: Smart strike
DESCRIPTION: "It is said that if you find a school of Wishiwahi, MEGA EMPOLEON is nearbye" the discord helped me alot and i decided on mixed because flash cannon and swords dance smartstrike or steel wing sounds great
ability: cultivator- uses rototiller after using a ground type attack
new moves- gyro ball, iron defense, body press, grassy glide
Fun Fact! torterra is the only pokemon that both knows rototiller and can benefit from it, so i had to do something with that. mega torterra learns to cultivate the earth, with enough energy to replant the amazon in just a year
fire/fighting
stats
hp- 76
atk- 104(+25)>129
def- 71(+15)>86
spa- 104(+25)>129
spd- 71(+15)>86
spe- 108(+20)>128
ability: chi healing- for every stat drop the user has, it is healed for 1/16th of its max hp at the end of every turn
new moves: aura sphere, scorching sands, thunderbolt, psychic, zen headbutt, burning jealousy, coaching
mega infernape is an has achieved zen, even it's own weakness is a strength. when its stats are dropped, it meditates to prolong its fighting spirit, regaining health
water/steel
stats
hp- 84
atk- 86(swap+16)>127
def- 88(+10)>98
spa- 111(swap+14)>100
spd- 101(+25)>126
spe- 60(+30)>90
ability: regal presence- upon switch in/mega evolving the opposing pokemon's defense is lowered by 1 stage (blocked by the same abilities/items as intimidate)
new moves: flip turn, steel beam, roost, icicle crash
mega empoleon is a feared and respected leader, just by entering a room it gets bows from pokemon and trainers alike
Mega-Torterra Typing: Grass/Ground Ability: No name idea for this help please (This Pokemon's primary type is replaced by the primary type of the last unfainted Pokemon in it's party. effect does NOT wears off when getting hit) Stats:
HP: 95
Atk: 129(+20)
Def: 155(+50)
SpA: 95(+20)
SpD: 75(-10)
Spe: 76(+20) New Moves: Scorching Sands, Body Press Description: Okay, at first, this may seem redundant with Zoroark and Hawlucha, but i promise that changing typing (and also keeping it when hit) has widely different implications than abilities and items. First of all, unlike those two this is defensive, which is already a really big difference. Secondly, using an ability like this defensively Changes your checks depending on your type, singe you change your weaknesses. And since you can change it every time you switch, that means that even pretty bad defensive types be good depending on the situation. And i'm going to list every one of them:
Pure Ground: This is a very solid type, as you know, and overall will probably not be used that much for it's defensive interactions and more because Ground types are common. Notable examples of primarly Ground types Pokemon include Landorus, Excadrill and Gliscor.
Normal/Ground is surprisingly pretty cool, having two immunities, which can help take back momentum. Main problem is the fact the only viable Normal type rn is Blissey
Fighting/Ground is a pretty effective typing on this, but pretty much only because you don't have to always keep it. Even if it gives weaknesses to common types like Fairy, Psychic or Ice, it helps take minimal damage from Stealth Rock(4× resist), Knock Off or U-Turn. Possible teammates include Zapdos-Galar, Urshifu-Rapid-Strike, Conkeldurr or Hawlucha. It also gives STAB on Body Press, which is cool with such a high defense stat.
Flying/Ground is extremely cool, as it only has two weaknesses, but offers some really nice resists, like Bug (U-Turn) and Fighting, and an immunity to both Electric and Ground, which are both really common. Except for Flip Turn, it also takes very minimal damage from pivotin moves since it resists U-Turn and is immune to Volt Switch. Really, it's main flaw is that you're pretty much forced to use Corviknight to use it.
Poison/Ground has some really interesting properties, mainly being immune to Toxic, but also being able so switch in easily into the rare Poison attacks, or the more common Fairy, Bug and Fighting moves, as well as resisting Stealth Rock (Even if that comes from the Ground type). It also changes Ground's weakness to Grass into a neutrality, which can be useful in some situations. Again, it's biggest flaw is the fact the only non-mega Pokemon in OU that is primarly Poison type is Toxapex.
Rock/Ground has some very specific uses, as while it offers a 4× resist to Poison and an useful resistance to Flying, Rock and Fire, it has very hindering weaknesses in Ground, Ice and Fighting, in addition to two double weaknesses to Water and Grass. It's main use will be when paired with Tyranitar (which is also the most viable primarly Rock type Pokemon,the other two viable ones being Nihilego and Terrakion), as it will boost it's special defense, which is the side where it's the frailest.
Bug/Ground has a very specific niche, as it's the only type that resist Ground but doesn't have a double weakness. This gives it a niche, especially since it also doesn't have a weakness to Stealth Rock. Viable primarly Bug Pokemon to play this with are Scizor, Volcarona, Buzzwole and Scolipede (Buzzwole and Scolipede are less viable than the other two though)
Ghost/Ground's main appeal is that it helps switch easily into a lot of moves, with three immunities to Normal, Fighting and Electric, a double resist to Poison, and a resist to U-Turn and Stealth Rock. However, it's weaknesses are very bad to have. Ghost, Dark, Water, Ice and Grass are all very common. The main primarly Ghost types are Gengar and Chandelure.
Steel/Ground is an amazing typing. It has two immunities, a 4× resist to Rock, ans useful resists to Dragon, Fairy, Flying, Psychic and Bug, even if being weak to Ground, Fighting, Fire and Water can be bad (which is compensated since it can switch out and change it's typing). It can check a lot of mons with this one, and just switch out against other ones. It can be played along Melmetal, Aegislash, Celesteela, Jirachi, Magearna, Skarmory... It also has a Poison and Toxic immunity.
Fire/Ground, despite seeming like a very bad pick at first because of it's 4× weakness to Water is actually pretty good! It gets only two weaknesses in Ground and Water, and has a good set of resistances in Bug, Poison, Steel, Fairy and Fire. Good Pokemon to pair this with areBlacephalon or Heatran.
Water/Ground is absolutely great. Only one weakness to Grass (which isn't even common outside of Rillaboom) is great, as is it's resistances, and it's always a good typing to have defensively (see Swampert or Gastrodon). Probably one of the best defensive typings in the game to be honest. You can also use it with great mons like Manaphy, Tapu Fini, Azumarill, Gyarados, Keldeo, Greninja...
Grass/Ground has one niche and one only, and that's that it's the only typing that resists Ground and Stealth Rock at the same time. Outside of that, it's pretty bad (Flying/Ground is pretty much better in every way). Though, it can be played with Rillaboom.
Electric/Ground is a very cool typing, as while it may at first seem not that good due to a weakness to four common types (Ground Water Ice and Grass), it's set of resistance can be pretty useful, but most importantly, Torterra's good bulk and the fact it can change to Bug/Ground, Grass/Ground or Flying/Ground if it wants makes it a good pair with Electric types like Zapdos, Regieleki, Magnezone or Tapu Koko. This one is mostly good for the synergy Torterra has with common mons of that type than it's resistances.
Psychic/Ground isn't very good. It gives a weakness to Bug (so U-Turn), Ghost and Dark (so Knock Off), and the only meaningful resistances it gives are Fighting and Psychic (to note though, it's the only type combination that resists both, so i guess you can consider it a niche). It can be used with Tapu Lele, Victini or Hoopa
Ice/Ground has absolutely no possible utility defensively. It's only resistance is Poison (alongside the immunity to Electric all of those double types share), and a lot other types are better in that regard. It also has 5 weaknesses, to Fighting and Fire (two of the most common coverage types in the game), Steel (Melmetal) Water (Scald) and Grass (Rillaboom and Cacturne-Mega). So uh, please avoid using Ninetales-Alola, Mamoswine or Glastrier with this Torterra.
Dragon/Ground is a very good typing (as you probably know, just see Garchomp or Zygarde). It only has three weaknesses to Fairy, Dragon and Ice, but has resistances to Poison, Fire and Rock (and an immunity to Electric of course), and also removes Ground's weakness to Water and Grass. It's overall very solid, and can be played with Kommo-o, Dragonite, Garchomp, LatiosKyurem or Regidrago.
Dark/Ground has some interesting properties, the main one being that it's immune to two types (two pretty common ones at that), has a resistance to Stealth Rock, Ghost and Dark. Outside of that, it still has a weakness to Fighting, Bug, Water, Grass, Ice and Fairy. Can be played alongside Weavile, Bisharp or Grimmsnarl.
Fairy/Ground is a very unique typing (quite literally, nothing has it), offering two immunities, and resistances to Bug, Dark and Fighting. It's weaknesses are also not that bad to have compared to some other here. It can be played with Clefable, maybe Togekiss, and that's pretty much all (primarly Fairy types are rare).
Phew, that was a lot!
But do not think it's over, I still have a lot to say about this sub...
First of all, what it actually does with it's movepool.
Well, as it turns out, Torterra's movepool (with the two additions i made) has all it needs to function as a wall! It gets Synthesis for recovery, allowing it to function under Sun, and giving it more longevity, Leech Seed, a very useful tool that allows it to chip it's opponents easily and be a pain to face, Roar, to counter set-up from Pokemon that resist it's offensive moves (specifically, Flying types which are immune to both Earthquake and Scorching Sands and resist Body Press), Body Press to deal high damage, Earthquake for reliable powerful STAB, Scorching Sands to spread burns (and it's STAB so it will still deal damage despite coming from it's weaker offense), Superpower, Wood Hammer, Stone Edge and Swords Dance if you want to run a more offensive set... Alongside it's very high physical bulk, all of this gives it a good matchup against most physically offensive Pokemon.
Secondly, from what i've said so far about the typings, it may seem like a passable ability at first, since except maybe Fire/Ground, Steel/Ground, Water/Ground or Flying/Ground, most of those aren't that great by themselves.
That's the thing though. You can change them by changing the team order.
Which means that with really careful switches, you can change your typing to change your weaknesses and resistances to adapt to the situation. For example, you can switch on Grass and Ice moves more easily if your last party member is Fire type.
But while this may seem very very scary (and that's understandable i'm myself very scared), it actually has a very good property for checking it: You're always Ground type. That means that Water, Grass and Ice (which are all pretty common) will always hit you at least neutrally. Taking into account the fact Torterra's special bulk is decent but not amazing and that it's speed tier isn't that good, de can see some excellent checks:
-Rillaboom, even if it's not a special attacker and thus has to hit Torterra on the side where it's the bulkiest, hits so hard with Band, that Wood Hammer can 2HKO fully invested physically defensive Torterra when it's a neutrality, and also outspeeds it.
-Specially offensive Pokemon that use Ice moves (specifically Kyurem and Pokemon that use it as coverage like Magearna) can take on Torterra without much trouble, especially since it most likely won't run Superpower.
-Water types such as Mega-Araquanid, Keldeo or Barraskewda Can beat it without much trouble, especially on the switch.
-Defensive Pokemon like Ferrothorn or Corviknight or even Landorus can scout if Torterra is running a defensive or offensive set to then switch to the appropriate response, as well as chipping it.
-Once the set has been scouted, defensive Pokemon can wall it for free if defensive (specifically, Ferrothorn is great for that) and revenge-killers/offensive mons know it's probably not fully invested in bulk if offensive.
Physically Defensive
Torterra @ Torterrite
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
-Leech Seed
-Scorching Sands / Body Press
-Roar
-Synthesis
(Just switch the investments and nature around if you want to go specially defensive)
Also the flavor for the ability is that it's teammates are chilling on it's back which i find very cute.
Thanks for reading all of this wall of text (14600 characters when including the formatting...)! I hope you liked this sub (and that it's not broken because if it is i'll have wasted my time writing this)!
Mega-Empoleon
Typing: Water-Steel
Ability: Arrogance (When this Pokemon lands on hazards, it raises it's Speed by one stage)
Stats:
HP: 84
Atk: 106(+20)
Def: 98
SpA: 131(+20)
SpD: 131(+30)
Sp2: 90(+30) New Moves: Outrage, Calm Mind Description: Basically, this is a pretty powerful attacker with a decent speed tier, that really likes when hazards are on it's side of the field (especially since it resists Stealth Rock, Sticky Web just makes it have regular speed, and is immune to Toxic Spikes). This is also technically team support, as if you're facing a Balance/Offense team, the opponent will usually try to play around you by not setting hazards immediatly and have an easier time revenge-killing you. 90 Speed at +1 is also a very decent speed tier, which gives a reason to use it as either a late-game cleaner or just a sweeper. It makes great use of Calm Mind because of it's good Speed and SpA, but it becomes really threatening if it enterré with hazards on it's side of the field. Outside of that, it also is a fast Defogger (but only if hazards are up, but i mean why would you use Defog if they're not), can use Scald to cripple physically offensive mons (since it's bulk is worse physically than specially) or set Stealth Rock. It also has Roar and Knock Off. The reason this fits Empoleon specifically is that it has always been used as a SR setter and a deffoger, so it has a really strong connections to hazards. And then one of it's dex entries mentions that it gets angry if anything hurts it's pride (whivh hasards probably would do).Also Outrage is there just for flavor, as Empoleon does seem like the kind of guy who would be angry about everything.
Mega-Infernape Typing: Fire/Fighting Ability: Prankster Stats:
HP: 76
Atk: 134(+30)
Def: 91(+20)
SpA: 134(+30)
Def: 91(+20)
Spe: 108 New Moves: None Description: Okay so i don't want to make a huge description for it after what i did with Torterra so just know that it can abuse priority Slack Off, Calm Mind, Bulk Up, Will-O-Wisp and most importantly Taunt and Encore to become a great wallbreaker with it's good offensive stats and great STABs.
Edit: This also has priority Assist which sounds really fun.
Mega Torterra
New Ability: Atlas (The user is healed of 1/8 of its max hp each turn , but always move last in its priority bracket ) Type: Grass/groud
New stats:
HP: 95
Attack: 139(+30)
Defense: 140 (+35)
Special Attack: 90 (+15)
Special Defense: 125 (+40)
Speed: 36(-20)
Weight : +200kg
New moves: Body press , Power whip Description: Based on the atlas of mythologie who can't move and is condamned to hold the world , Torterra trade some speed for bulk .The ability go in the same direction making it move last but giving him sustainability acces . Torterra is still threatened by ice move but can prove to be a pain to deal with by combining the recovery from his ability with leech seed or protect , or by being able to set up sword dance to wall break thank to its great bulk.
Blaze/Iron Fist--->Regenerator
New Stats: 76/144/86/124/86/118 HP: 76--->76 (+0) Attack: 104--->144 (+40) Defense: 71--->86 (+15) Special Attack: 104--->124 (+20) Special Defense: 71--->86 (+15) Speed: 108--->118 (+10)
Total: 534--->634
New Moves: Court Change
Description: I think it's no secret that Cinderace was pretty broken and merited a ban. It was too good at its job. My intent was to create a fast utility pivot akin to Cinderace- I feel like I did a good job! Regenerator is intended to work around Infernape's proneness to chip from contact effects, Flare Blitz recoil, hazards, and weak attacks by allowing it to restore HP by switching, and also letting it last a while as a general utility pick with fun tools like Court Change, fast Taunt, and Stealth Rock. It still struggles a bit to break through walls given its inability to hold an item, but overall looks like a ton of fun and really useful. I’m also starting to realize that while custom abilities are super cool, vanilla abilities can work really well too and so I want to emphasize that.
New Ability:Wild Moisturization: The user gets an added weakness to Fire type moves, but gets the "Water Absorb" effect on Water and Ice type moves.
New moves:Body Press, Jungle Healing.
Description: I like Torterra, I like being inmune to water and ice : )
In all seriousness, Torterra gets all big and green and is now a good Toxapex switch-in? Wow, just think about that for a minute.
Being weak to Fire is detrimental while having in mind that you are a ground type, but that is where the bad news end for M-Torterra as you are a big chunky wall to a lot of common meta pokemon such as Slowbro, Toxapex, Garchomp, Landorus-T, etc.
Mega Infernape New Ability: Moonlight Strength (When this Pokémon is hit by a Dark or Fairy type attack, its Special Attack and it Attack is raised by one) Type: Fire/Fighting
Mega Torterra
New Ability: Dragons Maw
Type: Grass/Ground
New Stats: HP: 95 Attack: 109 -> 146 (+37) Defense: 105 -> 125 (+20) Special Attack: 75 Special Defense: 85 -> 125 (+40) Speed: 56 -> 59 (+3)
(BST: 625)
New moves: Dragon Claw, Dragon Dance Description:
MegaEmpoleon New Ability: Sea Emperor (This Pokémon’s gets +1 in Atk when hit by a water move. Immune to Water type) Type: Water/Steel New Stats: HP: 84 Attack: 86 -> 136 (+50) Defense: 88 -> 121 (+33) Special Attack: 111 Special Defense: 101 -> 118 (+17) Speed: 60
(BST: 630)
Empoleon-Mega @ Empoleonite
Type: Water/Steel
Ability: Emperor's Rain (Pun on reign. Water type moves have their priority boosted by 1 at 100% HP.)
Stats: HP: 84
Atk: 106(+20)
Def: 118(+30)
Sp. Atk: 141(+30)
Sp. Def: 111(+10)
Spe: 70(+10)
New Moves: Aura Sphere, Roost, Calm Mind The Attack buff is for Empoleon to be used as a mixed sweeper, although I doubt it will be used for that too often, so its more for just filling out the +100 stat requirement. The Defense buff helps quite a bit with the support role or as a tank along with Calm Mind and Roost. Roar and Scald, with Emperor's Rain priority, could do quite a bit in a support or status spread role. The Sp. Atk buff pairs nicely with Calm Mind, Roost pairs well with Emperor's Rain giving it quite a bit of damage with Hydro Pump priority to make up for lackluster speed. The Sp.Def buff just to fill out 100 stat requirement. Roost again is justified by the fact that you'll probably need it in order to keep Empoleon's priority from Emperor's Rain, and Calm Mind helps with sweeping, support and defensive sets.
HP: 84
Attack: 116 (+30)
Defense: 84
Special Attack: 141 (+30)
Special Defense: 111 (+10)
Speed: 80 (+20)
New Moves: Super Fang, Steel Beam, Life Dew, Flip Turn
Ability: Executioner (When this Pokémon's target has 1/2 or less of its maximum HP, rounded down, its attacking stat is multiplied by 1.5 while using an attack.)
Description: The combination of Executioner and Super Fang lets Mega Empoleon cut foes down to size before finishing them off. It also synergizes with an obscure move that is most remembered as part of Empoleon's level-up movepool, being Brine, although Hydro Pump is probably more consistent. Mega Empoleon generally needs a bit of support to succeed, be it hazards, status, or Knocking Off boots and leftovers, all of which are elements a teammate can provide, or Mega Empoleon can just run itself. Once it gets its checks worn down, they can be beat by the one-two punch of Super Fang into an attack. After being put under half, Brine does about 45% to Blissey and Toxapex and about 37% to AV Tangrowth which is quite impressive, but it can beat them even more convincingly by packing specific coverage like Earthquake, Ice Beam, or Drill Peck. Mega Empoleon's main utility is against defensive cores, so in faster-paced games it can by somewhat dead weight. It can generally take one hit though thanks to a good defensive typing, so it's not completely useless.
Mega Infernape
/
HP: 76
Attack: 134 (+30)
Defense: 111 (+40)
Special Attack: 129 (+25)
Special Defense: 71
Speed: 114 (+5)
New Moves: Burning Jealousy
Ability: Volcanic Singe (After any of this Pokémon's stats is reduced, making contact with a Pokémon on its team burns the attacker. The duration is one turn for each stat stage that was reduced, and the duration is extended if stats are reduced again while it is already in effect. It's funnier if you know french.)
Description: By using Close Combat, Mega Infernape activates Volcanic Singe for two turns. While the defense drops make it easier to revenge kill, Volcanic Surge will make contact attackers think twice, lest they get burnt. The offensive support it provides it pretty handy, but a lot of the things it's weak to don't really use contact moves anyways, so Volcanic Singe feels more supportive here. It also has a healthy amount of defense which means it might not crumple instantly after a drop. Overheat remains an option to activate Volcanic Singe as well. While it has respectable power and a better speed tier, it's still not the strongest or fastest thing around and faces some coverage issues. Some people might compare it to Cinderace, which is currently banned, due to similar coverage and offensive stats, but I tried to make it a bit more tame by giving it a somewhat lower speed tier. It also doesn't have the free item slot, despite being able to pivot around in a similar fashion.
Mega Torterra
/
HP: 95
Attack: 119 (+10)
Defense: 145 (+40)
Special Attack: 85 (+10)
Special Defense: 125 (+40)
Speed: 56
New Moves: None
Ability: Settle (When using a given special move for the first time in at least three turns, this Pokémon uses its Attack stat, and the power is increased by 100%. Has no effect if the same special move has been used in the last three turns.)
Description: Mega Torterra is a bulky, slow attacker with great power thanks to Settle. It lets it hit stupidly hard with Leaf Storm while bypassing Leaf Storm's classic shortcoming (the Special Attack drop) by using the Attack stat instead. Couple this with Swords Dance and it seems almost unstoppable. However, you need to bear in mind that Torterra has a bad special movepool, with basically only STAB moves. Grass / Ground STAB has some serious flaws as well, being poor against defensive Flying-types and Grass-types especially. Defensive mons like Corviknight, Tangrowth, Mandibuzz, or Zapdos are all capable of pivoting in, even against a super strong Leaf Storm. This poor STAB coverage, low speed, prediction-reliance, plus the restriction of Settle means that Mega Torterra can be not too difficult to play around most of the time. In the right situation though, it can go wild, cleaning up teams with Rock Polish and just enough speed to make it work, or smacking some of its would-be Flying-type checks with Stone Edge.
This Infernape sub repurposes an old ability design of mine known as "Target Torch", which was my submission for Talonflame, however this time I repurposed it around the flavor of Buddhism and the manipulation of chakras, given Infernape's origin.
For one, it has fairly well rounded stats, with ok defenses and a pretty solid defensive typing, on top of a great speed tier and boost-able offenses. However, the cream of the crop for me has to be its unique way of spreading burns. Not only does it have an amazing pair of dual STABs to take advantage of its ability with, but it also has U-turn as well letting it nail a myriad of targets while pivoting and spreading a very powerful status. With its ability to spread burns with U-turn and an amazing dual STAB combo, its 78/76/99 defenses are not at all bad, and in some cases can make for a great defensive pivot alongside Roost, or it can even be an offensive pivot, or a set up sweeper! Your call.
Obviously, not all of this applies here: in some cases, it manifests much more forcibly, with Infernape's different typing of Fire/Fighting alongside overall better bulk in the form of 76/101/91 defenses. However, this design in a vacuum takes a very similar approach to my Talonflame sub in providing a general purpose offensive pivot that can spread status reliably and take advantage of its phenomenal movepool to force progress. It is full of setup options, priority, and coverage that can allow for it to always provide something for teams in need.
/
Ability: Siege & Conquer (Embargo will be active on the opponent's side of the field as long as the user is on the field.)
This is yet another attempt from me to try and surge a normally unviable effect into something much more workable, but here's the scoop: Embargo is essentially the item disabling effect, which on paper seems pretty situational, but has the ability to be carved into something incredibly helpful on something like an offensive Stealth Rock setter and setup sweeper.
105 I feel is a very solid speed tier in its own right, and one I felt was reasonably effective but checkable given that its unique ability allows for it to completely disable Choice Scarf users from being able to outspeed it, giving it an incredibly powerful niche as a setup sweeper on both offensive ends of the spectrum. Being able to auto-disable items such as Leftovers, Rocky Helmet, and Heavy-Duty Boots also allows for it to operate well as a Stealth Rock setter, too, also being able to beat common forms of removal such as Landorus-T, Gliscor, Excadrill, and Zapdos utilizing its STAB/Ice-type coverage, at the cost of struggling to switch into them.
I opted to give it Iron Head to give Mega Empoleon the physical Steel-type STAB it deserves, alongside helpful recovery to make it more consistent at setting up Stealth Rock and checking Knock Off spam in the long term. Lastly, I opted to give it Calm Mind as a way to let it perform as a setup sweeper on the special side, too. While these are moves that all greatly benefit the base form, I feel as though the gigantic speed boost in tandem with its perma-Embargo will cement a major niche for it as an offensive Stealth Rock setter/setup sweeper that teams can generally rely on.