here i am with the day one subs less go
Mega Dusknoir
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Ability:
Grim Reaper (When the user switches in against an opponent that has no item, the opponent will faint in 3 turns.)
Stats:
HP: 45
Atk:
140 (+40)
Def:
155 (+20)
SpAtk:
80 (+15)
SpDef:
155 (+20)
Spe:
50 (+5)
New Moves:
Knock Off
Explanation:
Flavorfully, Dusknoir is considered to be a bringer of the dead and a gateway to the spirit world. Not only is this flavor incredibly badass, but it gives Dusknoir's ghostly origins a lot of potential to shine in the form of mega evolution. Having it lead you to your death would naturally make a lot of sense as a kind of grim reaper, especially if you have no earthly possession to bind you to the mortal realm.
Going onto competitive justification, Poltergeist, in my opinion, is one of the coolest moves in the game. Although on paper it looks to be an incredibly busted move, it has a very notable opportunity cost in making it so the opponent holds an item to work. This is obviously, in most cases, a pretty easy condition to fulfill, but what if removing the opponent's item was actively beneficial to a Poltergeist wallbreaker? Dusknoir is, at its core, designed to be a tank with its beastly Defenses and serviceable Attack, so to me designing it around the condition of Perish Song makes a lot of sense to me as it lets Dusknoir double as both a wallbreaker and as a tank. It can come in on a Pokemon that checks Poltergeist defensively and then use its utility movepool to either beat them 1v1, or take advantage of the forced switch to either set up Substitute, land a powerful Pursuit, or land a powerful Poltergeist.
Dusknoir, also, has access to a bevy of options that it can use to take advantage of this ability. Pursuit and Knock Off are very major ones as they allow Dusknoir to take advantage of its ability to force switches, in addition to Dusknoir's natural access to Poltergeist. Giving Dusknoir access to Knock Off also allows for it to come in against Pokemon it will want to break immediately, and then immediately disparage its defensive switch-in. However, Knock Off is a move that you need to be very sparing with if you choose to run it as it can actively debilitate Poltergeist; you'll likely find that you want to run Knock Off on different Pokemon so that way you can give Dusknoir room to run other options and so you can make its Poltergeists more deliberate. Dusknoir has access to moves such as Pain Split, Substitute, and a wide variety of coverage moves to complement Pursuit/Poltergeist. There is also Mean Look if you want to take advantage of the menace of Poltergeist, which could be a super neat option in of itself.
Overall, this mega adds even dimension to Dusknoir's access to Poltergeist by creating active opportunity cost, and giving it a unique and flavorful way to wallbreak.
Mega Galarian Slowking
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Ability:
Intraneural (When an enemy
switches in, this Pokemon alerts the user to if that enemy has a super-effective move on it, a la Anticipation. If the opponent switches in before the user mega evolves, this ability will also activate upon Mega Evolution.)
Stats:
HP: 95
Atk:
110 (+45)
Def:
115 (+35)
SpAtk:
120 (+10)
SpDef:
120 (+10)
Spe: 30
New Moves: Power-Up Punch, Poison Jab
Explanation:
Galarian Slowking is a Pokemon that, as is, is pretty strong. However, that being said; it quite enjoys its item slot, so its Mega Evolution in my eyes should open it up to a new, more reliable playstyle that it couldn't feasibly get out of its other items. To me, that should really be its insane natural movepool and fantastic bulk, which normally is complemented exceedingly well by an Assault Vest but locks it out of Galarian Slowking's surprisingly great utility movepool.
Due to its already phenomenal stat spread, there was truthfully very little that really needed to be done here to make it work and to give it a distinct niche over its original counterpart; the main thing of note is giving it a giant boost to its Attack and Defense. This way, it has the ability to soak stray U-turn and non-super effective hits far more consistently than its original counterpart. With this Attack boost, Galarian Slowking can also dip into its solid physical movepool, exploring options such as Earthquake to blast Heatran which gives its special movepool a consistently hard time. I dont expect it to use these moves often, but these two moves seem like fun additions that could further expand set combinations that only really benefit Mega Galarian Slowking.
The ability Intraneural flips the switch on Anticipation, which I feel is an ability that is fairly tame but could benefit a bulkier Galarian Slowking that may want to more liberally do damage. With Intraneural, it is able to detect whether a potential switch-in is capable of actively threatening it with a super effective attack. Nothing too fancy, but an ability like this has stronger and more important synergy with a heavily bulky mixed attacker that aims to find as many turns to make progress as possible, and goes along with its gigantic natural bulk boost.
Mega Galvantula
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Ability:
Silk Toxin (If the user is faster than the opponent, including after stat changes and item buffs/debuffs, the opponent's side of the field will lose 1/8 of their HP at the end of every residual turn.)
Stats:
HP: 70
Atk:
112 (+35)
Def:
75 (+15)
SpAtk:
127 (+30)
SpDef:
75 (+15)
Spe:
114 (+5)
New Moves:
Taunt, Zing Zap
Explanation:
I always felt as though Galvantula would make good use of residual damage due to its mediocre offensive stats, as its STAB combination is quite powerful and access to Sticky Web helps to augment that especially against offenses. Silk Toxin allows for Galvantula to do something fairly unique that benefits it greatly as an offensive Electric-type, that being its ability to continuously and forcibly accumulate chip damage against its checks, including Ground-types which may attempt to pivot into its Volt Switch otherwise. When switching in, Galvantula may lose momentum, but it accumulates chip instead. Furthermore, without Sticky Web up, its ability acts as a unique Choice Scarf scout, which can prove valuable in a fast metagame where speed control is vital to maintaining the advantage and yourself from being run over. With a naturally good speed tier, it is able to pull some SubSeed-styled shenanigans, too, while being also able to turn Sticky Web into a greater offensive tool, even in Doubles. Zing Zap lets Galvantula don a mixed playstyle with Leech Life to give it better longevity and can synergize with its ability on potential flinches to further accumulate chip damage, and Taunt lets it screw with recovery moves.
This ability is laced with a lot of flavor; Galvantula is a hunter that takes advantage of its widespread, electrified webs to stun, weaken, and trap its prey. Given that webs are generally associated with immobility, it also makes sense to me that the condition of this ability is tied to Galvantula having to be faster. I was very tempted to tie this flavor more into the electrified web aspect, but this prevents it from being future-proofed and lets it be applied to other kinds of Bug-types. I just think something like this suits Galvantula's playstyle as a more offensively oriented Bug-type with a really cool offensive typing and especially complements its Electric-type, which is a very strong offensive type that is generally capstoned by a general inability to make progress.