Mega Victreebel
Ability - Chlorophyll; Gluttony ➝
Pitfall Trap (The opponent is trapped when using a Bug-type attack, that requires physical contact, against this Pokémon. The user takes no damage from Bug-type attacks.)
HP - 80 ➝
80
Atk - 105 ➝
145 (+40)
Def - 65 ➝
65 (±0)
SpA - 100 ➝
135 (+35)
SpD - 70 ➝
75 (+5)
Spe - 70 ➝
90 (+20)
BST - 490 ➝
590 (+100)
Movepool Changes - Draining Kiss, Toxic Spikes
Competitive Corner - Have you ever wanted a U-turn deterer? Well, now you have one! If your opponent ever clicks it, and you call it with a Mega Victreebel switch in, you have a pretty ample shot at putting them to bed with a Sleep Powder (if they're faster) or sentence them to monotony with an Encore (if they're slower) and setting up Swords Dances to your heart's content! Of course, a +6 Mega Victreebel is pretty strong, and it's probably going to take out whatever it set up on, but the low speed leaves it a bit prone to being revenge killed even if it can get a setup chance. Sucker Punch can alleviate the speed situation, but, Sucker Punch being your only coverage outside of one of Grass or Poison STAB is probably not the most reliable thing in the world. After all, you probably want Swords Dance to set up, and one of Sleep Powder or Encore. But still, if Mega Victreebel gets a setup chance, it could absolutely be a monster, but that's a big IF. It's a bit of a gamble, if your opponent doesn't really bring anything that spams U-turn Mega Victreebel won't be doing much. And if they do, you'll probably deter them from getting that free momentum, but it doesn't mean Mega Victreebel will be sweeping very easily if at all. I'd presume this is a very high-risk high-reward kind of Mega, with a strong opportunity cost to wasting your Mega slot and a whole team slot on a Victreebel of all things, so hopefully that keeps it in check?
Flavor Corner - The flavor here is pitfall traps are types of leaves that carnivorous plants that Victreebel are inspired on have! They do exactly what they sound like! In theory, trapping Bug-type Pokémon using a contact move probably would make more sense than trapping any Pokémon using a contact Bug-type attack... But, I thought this would be a more interesting way to play this concept, and I went full on "trap mode" mode on this design!
Mega Dodrio
Ability - Run Away, Early Bird; Tangled Feet ➝
Pecking Order (Pecking moves (Drill Peck, Peck, and Pluck) used by the Pokémon will hit thrice. The damage inflicted on each hit is reduced to 60%, 50%, and 40%, respectively. Each hit is capable of afflicting Secondary Effects and Critical Hits. Increases Attack by one stage if the user fails to get three hits upon using any Pecking moves.)
HP - 60 ➝
60
Atk - 110 ➝
130 (+20)
Def - 70 ➝
90 (+20)
SpA - 60 ➝
80 (+20)
SpD - 60➝
80 (+20)
Spe - 110 ➝
130 (+20)
BST - 470 ➝
570 (+100)
Movepool Changes - Drill Run
Competitive Corner - So, Pecking Order is cool and all, but there's not much point in using it if you don't get these juicy attack boosts, as otherwise, your Drill Pecks are just Brave Bird without the recoil, and hitting thrice, I guess! So the goal is simple, try to kill things with Drill Peck (or hope your opponent is running some Eject Button jank or a Golisopod, not sure which is worse. If you're really desperate maybe you can trick an Eject Button into your opponent's Flying-resist that'd be hilarious please do that), to get a juicy attack boost! Nothing out of the ordinary, since, if you are KOing something with this thing, you probably might not... Need? Another attack boost, but that's what keeps it in check from being too overwhelming, I'd hope. Base 130 Attack and Speed are nothing to scoff at either, so Dodrio definitely doesn't need any Pecking Order boosts go get going.
Flavor Corner - I'm gonna be completely honest, I just thought of the phrase Pecking Order and decided to design an ability around it! That's all :P and hey, out of all Pokémon, I think Dodrio encapsulates it pretty well!
Mega Lanturn
Ability - Volt Absorb, Illuminate; Water Absorb ➝
Volt Absorb
HP - 125 ➝
125
Atk - 58 ➝
85 (+17)
Def - 58 ➝
85 (+17)
SpA - 76 ➝
98 (+22)
SpD - 76 ➝
98 (+22)
Spe - 67 ➝
89 (+22)
BST - 460 ➝
560 (+100)
Movepool Changes - Wish, Refresh
Competitive Corner - Mega Lanturn gets some added defenses, and access to Wish, making it a very resilient wall, it also boasts access to Wish passing with a, somewhat, slow Volt Switch, Heal Bell for general support, and Scald as a secondary STAB and a burn inflicting method. But herein lies the problem, if it runs all four of these moves, Lanturn has to give up Protect. I decided on Wish precisely because, not only is it a somewhat unreliable recovery method, despite the ability to pass Wishes, but it also causes a bit of a 4MSS situation for Lanturn, as it can't do everything it would want all in one set. This, alongside the vulnerability to chip damage, with Leftovers and Heavy-Duty boots being not options, and with the fact Wishing itself gives up momentum, Mega Lanturn would have trouble keeping itself healthy. Lastly, my proposal of Mega Lanturn is relatively a bit of a do-nothing Pokémon, while it's got great defenses and Wish, it can't really do much back to any provide it's user much of an advantage, aside from Volt Switching at the expense of it's HP, which might just make it so Lanturn loses long term to whatever it is it's trying to check. So, all in all, a hopefully balanced Mega evolution with a lot of upside if used correctly, but at the expense of giving up tempo!
Flavor Corner - Not much flavor here, I just decided to keep Lanturn with the good ol' reliable Volt Absorb as that's a huge part of it's niche, and just patch up its stats and give it a healing move, although, not a very reliable one. Wish may seem weird, but it's distribution is somewhat lax, plus, many Pokédex entries call Lanturn "The Deep-Sea Star" and claim it shines as bright as one, and given shooting stars are known for granting wishes, I thought this worked!