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

:guzzlord: Mega Guzzlord
New Ability
: Biohazard (Has a different effect based on hazards on opponent's team, removes hazards on opposing side when making contact.)
TSpikes: Heals mega Guzzlord from poison if one layer, toxic poison if two layers
Spikes: Heal the amount of damage they'd do, depends on layers.
Stealth Rock: Heals (whatever damage they'd do because mega guzzlord is neutral to rock moves)
Sticky Webs: Clears speed drops.
Type:
|


New stats:
HP: 223
Attack: 113
Defense: 89
Special Attack: 113
Special Defense: 71
Speed: 67
(670 BST)

New moves: Gunk Shot, Parting Shot
Description:

:articuno: Mega Articuno
New Ability
: Pale (WIP?) (Summons Mist on switch-in or on mega evolution.)
Type:
|


New stats:
HP: 90
Attack: 105
Defense: 125
Special Attack: 120
Special Defense: 125
Speed: 115
(680 BST)

New moves:
Description:
 
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:ss/virizion:
Mega Virizion
New Ability: Tipped Scales (This Pokemon's stat changes are inversed if it attacks and KOes another Pokemon)
Type:


Stats:
HP- 91
Atk- 90(+35) --> 125
Def- 72(+18) --> 90
SpAtk- 90(+35) --> 125
SpDef- 129(+6) --> 135
Spe- 108(+6) --> 114
BST- 580(+100) --> 680

New Moves: Earthquake
Description:
Drawing very heavily from the Swords of Justice flavor, Mega Virizion quite literally tips the scales of battle in its favor.
It's here to serve some good ol' fashioned justice, Pokemon style.

Now I know what you're thinking. Why use such a convoluted nerfed form of Contrary? Well, other than the fact that it would be quite obviously broken on Virizion, Contrary is boring. There's no risk for the reward. It's very... dishonorable. Entirely unfitting for such a just Pokemon.

Let's get onto what this thing can do. By KOing an opponent with Superpower, it gains a +1 in both Attack and Defense. By using Leaf Storm, it gets a +2 in Special Attack. And through Close Combat, it gains a +1 in both Defense and Special Defense, making revenge killing it quite the chore.

You might wonder if this can get out of hand really quickly. The answer? No. As nice as the offensive boosts are, they will be nullified or even inversed upon KOing the next opponent. The same thing applies to CC, but it's likely that the defenses will have dropped by the time of the KO.

It should be pretty neatly balanced. Additionally, it has some more situational uses. Intimidate, Sticky Web, and the evasiveness drop from Defog will all be reversed upon a KO. However, keep in mind that they will be inversed again if you get another kill, so there needs to be careful play.
:ss/articuno:
Mega Articuno
New Ability: Diamond Dust
Type:


Stats:
HP- 90
Atk- 85
Def- 100(+10) --> 110
SpAtk- 95(+50) --> 145
SpDef- 125(+20) --> 145
Spe- 85(+20) --> 105
BST- 580(+100) --> 680

New Moves: Wish, Sparkling Aria, Magic Coat
Description:
"It freezes water that is contained in winter air and makes it snow"
Look at the above PokeDex entry. This is practically asking for Diamond Dust.

Currently the signature ability of :aurorus: Mega Aurorus, Diamond Dust is actually pretty interesting on Articuno. Due to its Flying type granting an immunity to Ground, and the weather granting an immunity to Rock (its former 4x weakness), Mega Articuno now has an EdgeQuake immunity.

Common users of EdgeQuake, such as :landorus_therian: Landorus Therian or :garchomp: Garchomp happen to also be weak to Ice. This gives it a new role in countering these Pokemon, the opposite of Aurorus which is actually weak to them due to the Electric type.

It is also worth noting that Articuno has excellent utility that it can now employ at any moment thanks to its 4x Stealth Rock weakness being nullified. Things like Tailwind, Defog, Aurora Veil, Heal Bell, and Wish are always appreciated by its teammates.

In VGC, this utility makes Mega Articuno a great Pokemon to pair with Slush Rush abusers such as :arctozolt: Arctozolt. It even has access to Icy Wind in order to slow down opponents. This is in contrast to the more offensive playstyle of Mega Aurorus.

:ss/guzzlord:
Mega Guzzlord
Ability: Poison Touch
Type:


Stats:
HP- 223
Atk- 101(+30) --> 131
Def- 53(+18) --> 71
SpAtk- 97(+34) --> 131
SpDef- 53(+18) --> 71
Spe- 43
BST- 570(+100) --> 670

New Moves: Purify, Venoshock, Hex, Sucker Punch
Description:
This one is inspired by the theory that Guzzlord is actually an evolution/mutation of :muk_alola: Alolan Muk.
I won't go into too much detail about it because a few subs already mentioned this, but basically: Ultra Ruin, the place where Guzzlord is found in USUM, is a destroyed futuristic version of Hau'oli City. The people have fled and the only man there mentions a nuclear power plant. This suggests that Guzzlord was a result of the nuclear waste being disposed of through Alolan Muk. Therefore, it's only fitting to let Mega Evolution revert it.

Mega Guzzlord uses Poison Touch quite differently from Muk. Sporting tremendous bulk but lacking reliable recovery, it is incentivized to run Purify for healing. But removing the Poison also reduces the power of Venoshock/Hex, so there is fun anti synergy at play here. Sucker Punch is a neat tool that may come in handy for revenge killing purposes, as Guzzlord's newfound Attack and chance to Poison pairs nicely with STAB priority.

There are some fun gimmicks that come with this too. Dual Chop hits twice to maximise the Poison chance, although Guzzlord loses STAB on it upon Mega Evolution. Stomping Tantrum is really cool, as Purify will often fail on a switch and the opponent will usually switch their Steel types onto Poison Jab, so punishing that with a higher base power move is nice. I know these probably aren't viable but they add a bit of flair to it all.

Even the type change brings a new layer to Guzzlord. Fairies, which would normally hit it 4x supereffectively, will find themselves doing mere neutral damage, while it fires back with powerful supereffective STAB. Guzzlord also gets Magnet Rise (don't question it), so it can now pull off the obligatory "bulky mon with no weaknesses". Overall, this has a lot more depth than it looked like there would be from the surface, huh?
(...just like the Alolan Grimer line. No seriously, if you're on the Discord and have free time, read Hema's essays on it: https://discord.com/channels/759042095486205983/801048209858363453/889547676868313088)
 
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:ss/guzzlord:
Mega Guzzlord
Type: Dark/Dragon
Ability: Ravenous (When this Pokemon uses a biting move, it consumes the target's held item, gaining the effects of that held item until it faints or is switched out. The effect cannot be stacked, and this Ability does not activate if the target is holding a Mega Stone, Z-Crystal, or form-changing item.)
Stats:
  • HP: 223 (+0)
  • Attack: 121 (+20)
  • Defense: 73 (+20)
  • Special Attack: 117 (+20)
  • Special Defense: 73 (+20)
  • Speed: 63 (+20)
New Moves: Fire Fang, ThunderFang, Ice Fang, Poison Fang, Psychic Fangs

Description: Yeah, I know this sounds bonkers, but hear me out, OK? Guzzlord's whole thing is that it's an eating machine- its Sun dex entry says that it eats mountains and buildings whole. Hunger on that scale doesn't stop just because Guzzlord is in battle, so maybe it should be able to snack on a held item as a treat. Mega Guzzlord is a jack of all trades that can fulfill many different roles depending on the item it eats. For example, it can eat Leftovers to turn into a tank, or eat a Choice Band to become a powerful wallbreaker. It gets a bunch of Fang moves to fit with the flavor.

Virizion and Articuno will come later!
 
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Shoutouts to Hematite and BlueRay for helping me out with this sub!
:ss/guzzlord:
Guzzlord-Mega
Type: Dark/Dragon
Ability: Acidic Surge (first appeared on Mega Dragalge)
Stats: 223/137 (+36)/71 (+18)/101 (+4)/67 (+14)/71 (+28)
New Moves: Gunk Shot
Flavor:

Screenshot_20211107-190426.png

Acidic Surge can be considered to be a link between Guzzlord and Alolan Grimer and Muk.
Competitive Analysis: Acidic Surge boosts the power of Guzzlord's new coverage to deal with Fairy types that would destroy it. It also lets Hawlucha work, as Guzzlord can trigger Unburden and deal with Psychic and Electric types that Hawlucha struggles with, while Hawlucha can take out Steel and Fighting Types that Guzzlord might be unable to deal with.
If I come up with any ideas for the other Megas, I'll post them!
 

Attachments

:ss/Articuno:
Articuno-Mega
Ice/Flying
Ability: Pressure/Snow Cloak-> Dazzling
Stats
HP: 90
Atk: 95 (+10)
Def: 100
SpA: 135 (+40)
SpD:
135 (+10)
Spe: 125 (+40)
New Moves: Aura Sphere, Calm Mind, Surf

Description
: With the speed stat to quickly Roost off any Rocks chip and Dazzling, Articuno can work around its greatest weakness while also carving itself a unique role as an anti priority Mega, a role I decided to go all in with. STABs force the likes of Rillaboom and Urshifu to stay on their toes, Aura Sphere gives it the coverage to hit the likes of Duskroc, Bisharp and Weavile and Calm Mind gives it the power boost necessary to score an OHKO against those users since some can OHKO back with other moves. Either CM or 3 Attacks + Roost can exert solid offensive pressure in general even if its bulk doesn't fully make up for that defensive typing. With its power, speed and ability, Articuno- Mega is a decently bulky breaker and can be a lifesaver for priority weak teams.


:ss/Virizion:
Virizion-Mega
Grass/Fighting
Ability: Justified-> Super Luck
Stats
HP: 91
Atk: 114 (+24)
Def: 84 (+12)
SpA: 124 (+34)
SpD: 153 (+24)
Spe: 114 (+6)

Description: Based off of the most skilled Musketeer, Virizion strikes with such precision that its Leaf Blade and Stone Edge are far more likely to crit; these two moves (one with STAB bonus) and reliable boosting serve to finally provide a viable Super Luck user. That 114 Atk starts to get rather scary between crits and SD, with STAB Close Combat brute forcing through many Steels that would otherwise stop Virizion's crit combo. Virizion gets ample opportunity to get a Swords Dance up thanks to its superb special bulk, tanking most non-super-effective special moves even without investment; it can even potentially run Synthesis to further increase longevity. Justified and Dark resistance pre-Mega let it punish Knock Off spam even more than most Megas, letting Viriz get an even faster start on firing off boosted crits. Of course, Virizion especially excels in the end game once certain walls have been chipped down, working splendidly with hazard support, particularly Webs, and Magnezone to remove any pesky Corviknights. You'd better hope you can get the first hit against Mega Virizion, because otherwise things may be most critical for you.
 
:bw/virizion:
Mega Virizion
New Ability
: Tactical Play
-Raise user's lowest stat if the user being hit "not very super effectively"
Type: Grass/Fighting
Stats:
HP- 91
Atk- 90(+35) --> 125
Def
- 72(+18) --> 90
SpA- 90(+35) --> 125
SpD 129(+6) --> 135
Spe- 108(+6) --> 114
(680 BST)
New moves: None (for now)
Description:
"Pretty straight and simple here: EdgeQuake resist. It walls stuff like Excadrill (not iron head, but you get my point), just by sitting in front of their face and setting up. This ability is extremely versatile, since the stat changes can be on any stat but HP, depending on the EV spread. This ability works with all stat changes. For example, your ability boosted your defense, because it's your lowest stat. This time, being hit by a not very super-effective move (and still kept the same stat changes), you will boost your atk or your spatk, since your defense is now not the lowest stat. Its resistances are super interesting too, walling Glide (Grass Type), Knock Off (Dark Type), Volt switch( Electric Type), Scald(Water Type) and EdgeQuake."

:bw/articuno:
Mega Articuno
New Ability
: Freezing Point
-Userdeal x1.5 damage with ice type moves. (Ice type transistor)"
Type: Water/Flying
Stats:
HP- 90
Atk- 85(+45) --> 130
Def
- 100(+30) --> 130
SpA- 95(-10) --> 85
SpD 125(+5) --> 130
Spe
- 85(+30) --> 115
(670 BST)
New moves: Waterfall, Sparkling Aria, Taunt
Description:

"I failed to make any ability that prevents stealth rock damage, or any variation of rock immunity ability, so I decided to replace the ice type with water type, a better type defensively, but still keep its Ice-type STAB with its ability. I swapped the offense because of um Brave Bird and Triple Axel, which is 2 good physical STAB, keeping it away from being a passive defogger, but we could swap the offense back in the future. "
 
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:virizion:
Mega Virizion
New Ability
: Shield Dust
Type: Grass / Fighting

New stats:
HP: 91
Attack: 140 (+50)
Defense: 92 (+20)
Special Attack: 90
Special Defense: 159 (+30)
Speed: 108
(680 BST)

New moves: nothing here
Description:
Shield Dust: an ability, that on paper, is and would be extremely powerful, especially on the right mon. Being able to prevent secondary effects of all moves targeting the user from ever occurring is massive. Various moves, strategies, and even pokemon as a whole would be reduced in effectiveness or even put to a grinding halt against a mon with this ability. It is a very strong ability, especially on the right mons. Yet, it is never seen in full effect on the competitive battlefield.

Now you might be asking yourself the big question: "Why? Why would such a powerful ability go unseen on the battlefield?"

Most of the pokemon that have the ability are either completely and utterly unviable, have objectively better / much more beneficial abilities on them, or are simply far too niche to be considered on most teams. Even on the one pokemon that is (somewhat, if only very slightly) viable, Ribombee, it doesn't actually make use of it that well and is forced to run it simply because it has no other options.

This Mega Virizion utilizes Shield Dust to let it become a durable yet effective physical sweeper. Its ability essentially prevents the likes of Toxapex and Mega Empoleon from burning it with Scald, which, combined with its defensive typing and great special bulk, grants it the lofty honor of being a physical attacker that can also function as a Scald switchin. Its survivability capabilities don't end there either - it also packs useful resistances to other common moves such as EdgeQuake, Grassy Glide, Volt Switch, and Knock Off. All in all, its great survivability (further bolstered by Synthesis) and great power lend this mega a unique place in the meta, as a setup sweeper that doesn't worry about Scald in the slightest.

:guzzlord:
Mega Guzzlord
New Ability
: Junkivore (Upon killing an opposing pokemon, the user gains the effects of the opponent's held item.)
Type: Dark/Dragon

New stats:
HP: 223
Attack: 131 (+30)
Defense: 103 (+50)
Special Attack: 107 (+10)
Special Defense: 53
Speed: 53 (+10)
(670 BST)

New moves: no
Description:
Hit hard, then score a kill and gain the effect of the opponent's item. This has various applications too - Leftovers gives it passive recovery & survivability, while Life Orb & Choice Band let it hit hard. (description is WIP, my procrastination is more than likely gonna befall me here)
 
Alright, time to get my subs out! Hope you guys like them!

First up...
:bw/virizion:
Virizion-Mega @ Virizionite
Ability: Friend Guard

Stats:
Hp: 91
Atk: 90
Def: 92 (+20)
Spa: 105 (+20)
Spd: 169 (+40)
Spe: 133 (+25)

New Moves: Tailwind, Wide Guard

Flavor:
Mega Evolution has strengthened Virizion's compassion and resolve to protect it's fellow Pokémon and trainer, along with it's physical abilities. it would be a great mistake to harm anyone who has gained Virizion's trust. Tailwind is added to reflect it's graceful movements and connection to wind. Wide Guard is added as it has to be able to protect many Pokémon at once.

Competitive: Virizion now has the tools to make it an incredibly effective and versatile offensive support Pokémon in doubles. With friend guard, it can weaken the damage it's allies takes just by being on the field while providing speed control, even more damage reduction in screens, boosts in coaching or helping hand, or protection from different types of moves with taunt, quick guard, safeguard and the added wide guard. Of course, it still has powerful stabs and decent coverage, as air slash hits annoying grasses such as Amoonguss quite hard. and the special bias I gave it means it doesn't have to worry about intimidate. It's defenses and speed are stellar, allowing it to speed base130s like Tapu Koko, and take many hits, especially on the special side. Some downsides, are that it's most powerful special stabs have severe drawbacks, being halving Spa or having a massive miss chance respectively. It also has trouble fitting everything it wants into 4 moves.

However, just because it's doubles focused doesn't mean it's not viable in singles! It's stats are still incredible, allowing it to function as a wall or set up. It's precise speed is more important than singles, allowing it to outspeed ash Greninja with full investment. I haven't calced what the defenses are capable of, but I know they're probably capable of a lot. Synthesis is a passable form of recovery, and it can punish switch ins with toxic. On the setup route, it has both calm mind and swords dance. The special attack bias limits the swords dancer's capabilities, as it has better physical coverage and more immediate boosting. However, calm mind is definitely still great, as it increases it's bulk as well as it's spa. For downsides, having to rely on focus blast as stab can be hit or miss, and you have no option to hit flying types without hidden power. This may be a bit strong, but Ill always be able to tone down the stats, especially speed, if needed.

I put more focus into this sub and I'm quite proud of it, so here you go!

:guzzlord: (Rip in no bw sprite)
Guzzlord-Mega @ Guzzlordite
Ability: Consume - This pokemon's contact moves heal the user for 50% of the damage dealt. Exclude moves that already have healing effects.
Stats:

Hp: 223
Atk: 127 (+26)
Def: 73 (+20)
Spa: 127 (+30)
Spd: 73 (+20)
Spe: 47 (+4)

New Moves: Gunk Shot, Wild Charge
New Weight: 150 KG

Flavor:
Mega evolution energy reacts strangely with Guzzlord as it successfully tries to consume it. It does indeed gain the power of mega evolution through this method, however, the energy is not meant to be ingested and eats away at it's insides, converting parts of it's body into energy. In the end, Guzzlord has lost most of it's physical weight, left with eternal hunger. It's reported to be extremely aggressive, leaving destruction in it's path as it tries it's hardest to quench the hunger, but to no avail. The matter that it consumes is converted into mega energy, which increases it's power, but does nothing to help it regain what it lost. Gunk shot is added with the flavor of spitting out remains of what it eats, or just pure energy.

Competitive: Ok that was a little dark, but I find the flavor I created quite interesting, and the design of the mega even more. Anyways, onto the actual competitive schtuff. As a strong yet bulky Pokémon, Guzzlord would love to be able to recover it's health while dealing damage. Consume makes every contact move Guzzlord uses have the same effect as drain punch or horn leech, giving it what it wants. On the surface, the ability is simple. However, Guzzlord has many unique, fun ways to take advantage of it aside from spamming it's 80 BP stabs.

Knock off, while definitely a great move that's useful to cripple most of it's switchins, will heal less once the opponent's item is removed. Outrage creates an interesting scenario, as you're slow and forced to take a hit, only to deal deal massive damage back and heal back an equally great amount, possibly allowing you to survive the next blow. However, you're also lcoked into outrage, which means you can be revenge killed fairly(haha see what i did there) easily or used as setup fodder by any fairy type. You're also incentivized to run High Horsepower of Earthquake for ground coverage. The new addition of Wild Charge will have it's recoil offset with the healing as well!

However, I think the most interesting things about Guzzlord using it are the non-contact moves! It's special attack is actually the same amount as it's attack, which makes mixed sets possible. Your most powerful move is actually Draco Meteor, however, it does not recover health as it is not contact. You're also incentivized to run mixed if you want fire coverage, as part of the reason I decreased it's weight (And came up with that flavor) is to limit the use of Heat Crash and Heavy Slam and promote more interesting uses of it's ability. The speed increase is for the aesthetics, and to slightly lower the power of gyro ball, however it's still a point slower than base 50s, Which gives it the ability to under speed Calyrex-Ice in VGC Restricted. Anyways, I wanted to promote the use of Gunk Shot as Guzzlord's fairy coverage, as poison hits Tapu Fini and Koko super effectively as opposed to the neutral hit of steel moves like Gyro Ball or Heavy Slam. However, Gunk Shot is non-contact, which means that if it wants to heal from damaging fairies, it has to use the weaker poison jab (Though I believe Gunk Shot will still be more used).

I designed it to be a heavy hitting tank, using it's pretty unique defensive profile to find switch in opportunities while staying around due to it's healing. It's quite prediction reliant due to it's slow nature, however. It most likely fits on balance, stall or possibly BO.

No articuno ideas for now, so Take Care and good day/night!
 
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Hello everyone! Hope you are fine and safe rightnow :)

I have only planned one sub sinc the slate was announced, and have no idea for the other 2 so here it is:

:ss/Guzzlord:
Type: Dark/Fire
Abilitiy:
Mountain Munch
This pokemon is healed 1/4 by Rock (Stealth Rocks included) and 1/8 by Sandstorm; is hurt 1.25x by Ground, damage by spikes goes from 1/8 > 1/6 > 1/4 to 1/6 > 1/4 > 1/3.
New moves: Eruption
Stats:
HP: 223 > 223
ATK: 101 > 127(+26)
DEF: 53 > 83 (+30)
SPA: 97 > 113 (+16)
SPD: 53 > 83 (+30)
SPE: 43 > 41 (-2)

Description:

1. Flavor


Guzzlord is known for devouring mountains and entire buildings. It's an extraterrestrial "world devourer" that constantly eats everything within it's range. Doesn't make sense a pokemon that literally chews mountains beeing hit by another pokemon that throws rocks at it, so I immeditally thought of some clone of those abilities that grants immunity to certain types.

This alien eat rocks and processes them into energy, and when mega-evolving this energy is released in the form of magma. After all, magma is just molten rocks. This is why it lost it's dragon-type and had become a fearsome beast that constantly eats rocks and melt them into magma, like a mini-volcano.

Appearence-wise, Mega-Guzzlord has a shorter tail, a bigger mouth that is constantly drooling magma out and teeths made out of fire. Searching for an ability name, I looked for the TCG game and found a Guzzlord card that has "Mountain Munch" as ability. Just liked that name :)

There is really not much flavor for the extra Ground/Spikes damage here, is just a balance question. 223/83/83 bulk is scary, specially when there is 2 immunities (includind SR immunity) and no 4x weaknesses. I guess I can say that it is too heavy and receives more damage from spikes (?), and that eating mountains requires it do stay vulnerable in solid ground (?).

2. Competitive

Mega-Guzzlord is a slow fire-type, wich should sound bad but... It is completely immune to Rock-types and Stealth Rocks.

Faces competition from Incineroar and Houndoom, but honestly it's function is clearly different from the other two: just not caring for rock-types at all. It can abuse it's fat HP to switch into predicted rock moves and spam stab eruption, running mixed coverage with EQ to hit things like heatran.

Mega-Guzzlord also has the "turning tables" factor against fairy and ice types, since it goes from a 4x effectiveness to a neutral hit (fairy) and super-effective to resisted (ice). The improved bulk also helps it to stomach some supereffective hits, except dangerous Earthquakes from the likes of Lando-T and Garchomp. Even Heatran's Earthpower will hurt.

It also must be very careful switching into spikes. 3 layers removes 33,33% of it's max HP, and that is a lot. Flying types and/or levitators are the best partners this pokemon could have, taking fighting and ground moves for it!

Besides that, it has no boosting moves and 113 base SpAtk is not that high. This synergizes with Beast Boost, since Guzzlord wants some stat boosts before mega-evolving.

------

Thanks everybody! Wish you all a pleasant weekend, a very merry christmas and a happy new year!
 
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:articuno: Mega Articuno
New Ability
: No Guard
Type: Ice/Flying

New stats:
HP: 90 -> 90
Attack: 85 -> 115 (+30)
Defense: 100 -> 100
Special Attack: 95 -> 135 (+40)
Special Defense: 125 -> 135 (+10)
Speed: 85 -> 105 (+20)
BST: 580 -> 680

New moves: None
Description: Pokedex says Articuno loves to create blizzards so why not make these blizzards consistent with the No Guard ability? Fully accurate Blizzards also Mega Articuno to reminisce its glory days in Gen 1 when it had 125 Special and 90% accurate Blizzards. No Guard also gives it a fully accurate Hurricane for more coverage. Even with No Guard, Mega Articuno wouldn't be too overpowered due to its inability to hit Steel-types super-effectively. No Guard would also allow it to be consistently KO'd by Stone Edge on its unbuffed Defense stat.
 
Mega Guzzlord
Dark | Dragon
Ability: Beast Boost (When knocking out an opponent, the user's highest stat—except HP—is raised by 1 stage.)

223 / 107 (+6) / 73 (+20) / 101 (+4) / 67 (+14) / 97 (+54)
New moves: Pursuit

I'm uninspired, aren't I? But allow me to explain before you dig too hard into this. With much more balance in its stats, Guzzlord can now perform a variety of archetypes, be they all-out offense, pure defense, or set-up sweeper. It fits into a similar box as its UU Ultra Beast brethren, due to their equal ability to alter between desired spreads on a dime. It can go mixed using its great movepool on both spectrums, and has decent bulk. Furthermore, with access to Stockpile and all related moves as well as Body Press, a defensive set-up sweeper option can be opted for, especially given your Dark STAB being able to take out Ghost-types when you switch in on them.

Even with these downsides, there's still one major plus that I'd love to touch on: because the stats change so much when mega evolving, Beast Boost can give different buffs depending on when you mega evolve. Using Pursuit pre-mega to ensure kills that buff Attack and then mega evolving to rake in defensive buffs is viable. Despite having the same ability, the flexibility between the two is undeniable!

With 223/73/67 bulk, Guzzlord can take a lot (not to mention its access to semi-reliable recovery in Rest and Swallow), in addition to outspeeding Landorus-Therian, which a Toxic set can wear down decently, since with these stats Guzzlord at most is 4HKOd by Lando-T. Not bad for a living black hole, no?
 
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earl

(EVIOLITE COMPATIBLE)
is a Community Contributor

Mega Guzzlord
Type:
Dark/ Dragon
New Ability: Pure Power
New Stats:
HP: 223 -> 223
Atk: 101 -> 83 (-18)
Def: 53 -> 83 (+30)
SpA: 97 -> 139 (+42)
SpD: 53 -> 53 (+0)
Spe: 43 -> 79 (+46)
BST: 570 -> 670

Justification: I'm bringing back the GOAT old school m4a mega, Pure Power Guzzlord. However, unlike last time, I've arranged the stats in a way that isn't absurdly broken. While it still boasts great bulk, passable speed (at least it creeps Heatran), and a whole lot of power, it's only about as strong as Marowak (effective 215 attack) and suffers from somewhat weak coverage (no Gunk Shot is a real pain). The high Special Attack helps get around the coverage issues to a degree and opens up the possibility of dropping Dracos on physical walls, but I don't doubt for a second that this Mega can be handled by the metagame. Additionally, bulky Dark-types are just a blessing to have available because Ghost-types can be very broken at times.

Note: I don't know the M4A metagame well at all, I just wanted to resub a version of the mega that carried me through the original M4A Open. If its absurdly broken tell me and I'll try to siphon off more attack.
 

XzvzX

Banned deucer.
:ss/virizion:
Mega Virizion @ Virizionite
Type: Grass / Fighting

New Moves: Ice Beam

M-Virizion's ideal playstyle is to basically run a physical set, but can also run a mixed/special set thanks to the addition of Ice Beam (which covers its 4x weakness), and to potentially sweep/blow huge walls thanks to the Sun Weather (since its ability is Chlorophyll).

Stats
HP: 91
Attack: 110 (+20)
Defense: 62 (-10)
Sp. Attack: 130 (+40)
Sp. Defense: 169 (+40)
Speed: 118 (+10)
BST: 680

Ability: Chlorophyll

:ss/articuno:
Mega Articuno @ Articunite
Type: Ice / Flying

New Moves: Thunder Wave

M-Articuno's playstyle differs, being able to get status'd with Toxic practically makes it invincible after some turns (until a Rock Type Move comes in). Giving this ability on Articuno really isn't broken, Articuno has a terrible typing and is 4x weak to Stealth Rock. Although it makes opponent's weary on using status moves, Articuno is more or less just average.

Stats
HP: 90
Attack: 95 (+10)
Defense: 140 (+40)
Sp. Attack: 105 (+10)
Sp. Defense: 145 (+20)
Speed: 105 (+20)
BST: 680

Ability: Gutless; If this pokemon is status'd, the opposite of what the status does happens; if the user is Paralyzed, its speed is doubled and cannot be 'paralyzed'. If the user is Burnt, its physical attacks will not half in base power and the user will heal 6.25% of its HP every turn. If the user poisoned, the user will heal 12.5% of its HP every turn. If the user is badly poisoned, the user will heal whatever damage the poison is supposed to deal.

:ss/guzzlord:
Mega Guzzlord @ Guzzlordite
Type: Dark / Dragon

New Moves: Crush Claw & Eternabeam

At first glance, M-Guzzlord seems absolutely broken, then you look at its ability. It's just another Slaking, with moves like Eternabeam to deal massive damage and insane SpD, if this didn't have Truant; it'd be a nightmare. I figured it should have truant due to its massive size and weight, it should have trouble moving around.

Stats
HP: 223
Attack: 141 (+40)
Defense: 23 (-30)
Sp. Attack: 117 (+20)
Sp. Defense: 103 (+50)
Speed: 63 (+20)
BST: 670

Ability: Truant
 
Collab with Paulluxx AYOO

Pokemon: Mega Virizion :Virizion:
Ability: Zen Mode (When user Virizion has HP >1/2, in Bonsai mode, otherwise in BANZAI mode). Basically, zen mode but for Virizion!
Typing:

Stats:
:Rusted Shield: Bonzai Mode:
HP: 91
Attack: 90
Defense: 112 (+40)
Special Attack: 130 (+40)
Special Defense: 159 (+30)
Speed: 98 (-10)

:Rusted Sword: BANZAI Mode (stat changes from Bonsai/from base form):
HP: 91
Attack: 160 (+70 / +70)
Defense: 82 (-30 / +10)
Special Attack: 100 (-30 / +10)
Special Defense: 129 (-30 / +0)
Speed: 118 (+20 / +10)

New Moves: None
Description: Muahahaha! Palkian bros Paul and I have created our magnum opus, Switch-rizion. You have two options when using this pokemon! You can either run a calm mind synthesis set, or you can run a swords dance 3 attacks set. The excellent defensive stats in Bonsai form allow an SD Virizion to survive one hit and get sent into BANZAI mode. Conversely, the extra speed granted in BANZAI mode allows a CM variant to outspeed certain checks and heal back up into its beefed out Bonsai form. A really, really, really cool concept you HAVE to vote for! Enjoy!


Pokemon: Articuno :Articuno:
Ability: Stratosphere: This pokemon flies high above the ground, and all rock type moves have a 100% chance of missing while the user is on the battlefield. Stealth rock damage immune.
Type:

Stats:
HP: 90
Attack: 95 (+10)
Defense: 125 (+25)
Special Attack: 95
Special Defense: 150 (+25)
Speed: 125 (+40)
New Moves: Seismic Toss
Description: Behold, my latest inator! A flying type defog user! The ice type is terrible defensively, especially when typed alongside another stealth rock weak pokemon, but I tried to make Articuno shine defensively despite this flaw (as its other two brethren do this as well). Articuno's ability Stratosphere shores up its horrendous rock usage, which allows it to soar defensively. This, in turn, allows it to use its many cool options, such as defog, tailwind, toxic, u-turn, hurricane, freeze-dry, ice beam, triple axel, brave bird, and the newly added seismic toss to name just a few all of them XP. You can run a defog pivot, or a Blissey-like stoss toxicer for extra annoyance. Despite this, it cannot actually do that much aside from be glue, and still has a fair amount of typing weaknesses. Having something like this in the meta would be extremely beneficial, as it checks some pretty significant meta threats currently running amock and provides a nifty alternative to the incredibly stale Corvinkight. This idea is so excellent you clinically have to vote for it! Enjoy!

Guzzlord is a collaboration with EeveeGirl1380 that she will post later!
 
:ss/Guzzlord:
Guzzlord-Mega
Dark/Dragon
Ability: Beast Boost-> Blackhole Boost (User's attacking Dark moves apply Leech Seed to the target(s)).
Stats
HP:
223
Atk: 131 (+30)
Def: 67 (+14)
SpA: 109 (+12)
SpD: 97 (+44)
Spe: 43
New Moves: Gunk Shot, Taunt

Description
: To feed its insatiable hunger, the power of Mega Evolution allows Guzzlord to feast upon matter itself, slowly sapping the existence of anything it touches with its Dark type moves (in the form of Leech Seed). This allows Guzz to exert offensive pressure while patching its lack of recovery, still being a decently strong attacker with new assets in Gunk Shot as a more consistent option for Fairies and Taunt to potentially use its ability to stallbreak, keeping defensive mons low for allies. It can also carve itself a niche in VGC as a bulky support mon, using Snarl to Seed both opponents and weaken them, then reaping the rewards with requisite Protect or Wide Guard to further support its allies.
 
mega articuno

ice/flying
stats
hp- 90
atk- 85(+20)>105
def- 100
spa- 95(+40)>135
spd- 125(+25)>150
spe- 85(+15)>100

ability: cave dweller- the user is immune to rock type moves, sandstorm damage, and stealth rocks, if hit by a rock type move the user's defense is raised by 1 stage
articuno has spent so much time living in deep dark icy caves, dodging stalagmites and stalactites and the occasional geodude that it's become an expert in avoiding all rocky attacks making it more boastful and allowing it to defend against other attacks even better


mega virizion

grass/fighting
stats
hp- 91
atk- 90(+15)>105
def- 72(+30)>102
spa- 90(+20)>110
spd- 129(+20)>149
spe- 108(+15)>123

ability: misty surge

new moves: terrain pulse, play rough, petal dance
so the main idea we had for this was allowing it to be a mixed attacker, having both swords dance and calm mind, it has a lot of different ways to use it and take advantage of misty terrain like resisting scald and being immune to burn for physical sets as well as toxic immunity to allow setup sets to stay in for longer and even just bringing general misty terrain support for your team


mega guzzlord

dark/dragon
stats
hp- 223
atk- 101(+30)>131
def- 53(+20)>73
spa- 97(+16)>113
spd- 53(+36)>89
spe- 43(-2)>41

ability: black hole belly- if a pokemon loses its item, this pokemon will take it and swallow it, healing it for 1/3 of its max hp. some consumable items will also give their effect to the user

this mega muncher makes excellent use of STAB knock off by consuming other pokemon's items once they are knocked off (or flung) and allowing it to heal itself in most situations while occasionally getting other useful buffs such as from weakness policy or custap berry
 
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KeroseneZanchu

Banned deucer.

Mega :swsh/articuno: Articuno
Type:
Ice/Flying
Mega Stone: Articite

Ability: Snowflake - When this Pokémon takes Rock-type damage, it sets Aurora Veil.

Stats:
HP - 90 (+0)
ATK - 85 (+0)
DEF - 156 (+56)
SPA - 101 (+6)
SPD - 125 (+0)
SPE - 123 (+38)

New Moves: Healing Wish, Taunt

Description:
Dex Entry: Articuno's ability to freeze the air and create blizzards becomes supercharged with Mega Energy - the air around it drops to such a low temperature that even the slightest bit of moisture clings and freezes to its body, creating a coat and shield of snowflakes that protects it when struck.

Mega Articuno's snowflake coat breaks off when hit, absorbing the impact much like the front of a car is designed to crumple. This also shatters the crystallized ice into a fine powder, dispersing through the air and forming the Aurora Veil.
There were two main questions I wanted to answer with Articuno’s Mega - how could I incorporate Articuno’s heavy snow and aurora flavor without forcing it to compete with the saturated pool of hail megas, and how would I get around its weakness to Stealth Rocks when it couldn’t hold boots?

This quite effectively does both - and in a rather interesting way. We’ve already had a few abilities suggested to activate upon being hit by hazards in the past, and while those usually included immunity to those hazards, it’s very important that I didn’t here. One, for balance - Aurora Veil on entry without any drawbacks would be entirely broken, even if it relied on the precondition of the enemy setting hazards. Two, for mechanical neatness. Neatness holding true for both of the meanings - clean and tidy, and just plain cool.

See, this ability will only be activating on stealth rocks and not any other hazard - which means Articuno will be losing exactly half of its health every time this procs. And losing half of your health to set an effect that doubles your bulk is… a pretty obviously really cool synergy and interaction. As long as as Articuno stays under its Aurora Veil, it effectively negates the damage it took from the rocks, and it can take a turn to Roost to receive the full benefit of its Veil.

And here comes the second balancing measure - Roost. Taking half health on entry means that you’re basically forced to either heal or use Articuno as a suicide setter. It’s obvious why the latter is a pretty big drawback - there’s a lot of potential for reward with this HO style to sacrifice Articuno in order to pass a near-instant veil to your teammates, but there’s inherently a ton of risk in doing that as well. If you go the likely more mainstream and safe route, it becomes much harder for allies to abuse the Veil - the turn it activates, the turn to Roost back up, and then the turn to either hard switch or U-turn takes up three of Veil’s five turns. So even if you bring in Articuno for no reason other to set Veil, you’re only getting a very predictable two turn window to try and use it. While there will certainly be playstyles that incorporate both of these strategies, this goes a long way towards encouraging Articuno to utilize its Aurora Veil for itself and act as a bulky special breaker/utility mon.

But this is Rock-type damage and not Stealth Rocks, so what's the deal with that? See, Stealth Rock isn't a problem for no reason, obviously, it's because Articuno has a 4x weakness to the Rock-type. Since we have precedent for abilities to interact with Rock-type damage (thanks Hema), I chose to go this route (thanks Hema). While many people are going for the easy solution of just making it entirely immune (again, thanks Hema for giving Diamond Dust to a not 4x weak mon :P ), I chose to make this much more of a risk-reward situation. Weaknesses are weaknesses and Articuno can't ignore that fact entirely, but it generates a really nice incentive to playing intelligently around those weaknesses using Articuno's huge bulk and, ironically, type advantage over many of the common Rock attacks seen in the meta. Many strong STAB users will outright destroy Articuno, which is a good thing, but in doing so they still have to worry about setting up a free full-length Aurora Veil for the enemy team and giving them a chance to turn the game around and stop the mon in their tracks. However, the most common instances of Rock moves you see aren't on STAB users at all - they're on mons like Lando-T, Gliscor, and Garchomp. Notice a pattern? Articuno hard punishes the Rocks set by these mons and the Stone Edges commonly wielded by Lando-T and Garchomp. Articuno's physical bulk is enough to let it always live a non-crit Stone Edge from Lando-T on entry with max HP but no defensive investment, and then proceed to outspeed and threaten the OHKO non-Scarf Jolly sets by running Timid itself without any EV investment in that either. Due to the great synergy and cleanliness of its ability, this is also true for whether Stealth Rocks were set up or not as well. Articuno can use this position to go in for the kill, or take advantage of the inevitable switch to Roost or Defog for free. It also takes Stone Edges from Garchomp extremely well - the only way for Chomp to break it is either hitting it with Rockium Z or an already Swords Dance boosted SEdge on the switch. In either case, this is still a good momentum kill for the Articuno user as now Chomp effectively loses its Swords Dance boost into Veil (and has to click it twice more to get it back instead of once) or is now facing a Veiled team without its Z-move.

Articuno's ability in combination with its moves and stats make it an incredibly versatile defensive or offensive mon that can not only generate hard synergy teams built around it but work effectively in many other teams as a later slot-in and glue.

Mega :swsh/guzzlord: Guzzlord
Type:
Dark/Dragon
Mega Stone: Guzzlite

Ability: Indigestion - When this Pokemon's health drops below 1/4, it consumes a stat-raising berry corresponding to its highest stat.

(ie Liechi Berry for attack, uses Beast Boost rules to determine stat. Prevented by Unnerve. As One Indigestion + Cheek Pouch and Indigestion + Gluttony would work.)

Stats:
HP - 223 (+0)
ATK - 113 (+12)
DEF - 89 (+36)
SPA - 109 (+12)
SPD - 89 (+36)
SPE - 47 (+4)

New Moves: None

Description:
Dex Entry: Guzzlord's already apocalyptic hunger increases exponentially to sustain the insane power of Mega Evolution in the giant beast. However, with its Trainer's bond and control being the only thing stopping it from consuming the planet, its forced to turn to regurgitating and consuming the contents of its stomach, and eventually begins to digest itself.
This is a rather simple submission, but elegant in its own way. The ability allows Guzzlord to utilize its large health pool to accumulate boosts in a desired stat and setup over the course of the game to eventually consume your opponent. With its excessively large HP, there are many strategies to make defensive sets with - for instance, running max DEF/SPD, then taking Bold or Impish nature and Amnesia (or the opposite with Calm/Careful and Iron Defense). Offensive sets work too - running Stockpile (and if you're based enough, Swallow) to slow your damage intake and allow it to safely boost and then utilize said boost can make it easy to become a very fat mon with a lot of offensive presence. Physical sets with Drain Punch can negate the need for a healing move. Special sets are very interesting with being able to accumulate boosts and then nuke with Draco Meteor. However, the more fun piece of candy here is Belch - after its ability pops, Guzzlord has access to an incredibly strong, accurate, 120 BP no-drawback move that also happens to be SE against its big 4x weakness.

And now it's time for the legendary collab
Kero
x
ausma

Mega :swsh/virizion: Virizion
Type:
Grass/Fighting
Mega Stone: Virizite

Ability: Lethality - This Pokemon's slashing moves deal double damage against targets with full health.

Stats:
HP - 91 (+0)
ATK - 120 (+30)
DEF - 72 (+0)
SPA - 120 (+30)
SPD - 169 (+40)
SPE - 108 (+0)

New Moves: Psycho Cut, Aerial Ace, Aura Sphere, Heal Pulse

Description:
Dex Entry: Mega Virizion's speed, wit, and blades are all honed to a razor edge - this allows it to dance around opponents with ease, waiting to find the enemy's weak spot before striking with lethal precision and power, taking them out in a single blow.
Cool Kero sub? Strong ausma sub? Why not both?

Behold, Mega Virizon, the magnum opus. Mega Virizion has a terrifying ability on paper and in practice, but with a drawback that's much more nuanced and important to the balancing of this submission than it may first seem.

I first created this ability for Zangoose to highlight the brutality and efficiency of its claws, as a mon to excel at taking out squishy mons in a single blow but losing momentum against walls. This didn't work out for various reasons, but in searching for a replacement, I have found something far, far cooler as an application for this ability, and enlisted ausma's help in perfecting the concept. While there still is room for a squishy-killer using Lethality in the future, Virizion uses this ability in a much more interesting way - as a wallbreaker.

It seems counterintuitive to use the ability for the exact purpose that the first version was specifically meant to struggle with, but there are many differences here. First, we kept the speed low - any mon Virizion can outspeed will have a hard time beating it without type advantage. For squishy mons this matters less because they hit hard and get hit hard no matter what, and so even something like Cinderace would get shrekt if Virizion were allowed to outspeed them. Virizion can still counter many of the common special glass cannons (with varying levels of glass and cannon) in the meta such as Greninja and even Tapu Koko if it can come in safely, due to not only keeping but furthering its naturally high special defense even more in Mega. However, it's quite vulnerable to physical mons and Flying-types alike, which places a lot of checks on the board right off the bat to keep it in line. Two, it's typing - Water and Steel are insanely common defensive types, which means Virizion excels at taking them down, and has loads of good coverage even outside of its STABs. Comparatively, Zangoose had a bad offensive STAB and limited coverage especially inside of the ability's movepool, which made it entirely reliant on the enemy being squishy to tear them apart.

However, now to elaborate on its true strength - wallbreaking. This ability allows Virizion to achieve 2HKOs on many mons that would otherwise be a 3HKO, breaking past them and avoiding the stall scenario that would occur when any of these fat mons have access to recovery. In addition, this burst of damage allows it to skip a turn's worth of leftovers, leech seed, poison heal, or any other passive effects that would otherwise edge those mons out of a 2HKO/3HKO range. Because this burst of damage also happens at the start, the walls in question would have to properly predict and hit their recovery on the first hit in order to avoid dying, since Virizon outspeeds them on the second turn. If they do, however, now they can stall out Virizion since now they're safe from the double damage boost...

Or are they? You see, this is where the full health requirement of Virizion's ability really shines as a tool for interaction, and why it makes such an effective and interesting wallbreaker. Most squishy mons don't recover - any sort of chip from hazards, U-turn/etc., or simply switching into a low-power resisted move when they have a free in will all take them out of Virizon's ability's range, likely permanently. However, walls on the other hand always take recovery to function. While it's still discouraged to run hazards on the same team as Mega Virizion because it makes things harder for it, basic chip is simply unavoidable and becomes increasingly moreso as the game progresses. However, targeting walls for this mon and ability is perfect as these are the mons that are going to be the ones healing off that chip with their recovery moves, and may often be forced to do so with the leftovers or poison heal that they've brought with them. This means that walls will always be in danger of overhealing, and something for both sides to keep an eye on - while they obviously want to stay healthy, going all the way up to completely full HP immediately puts them into the danger zone, and going too close to it can inadvertently cause their passive recovery to top them up as well. This balancing act is a fun dance between both users that keeps everyone on their toes until Virizion gets worn out, or it finds the perfect opening and strikes. These mindgames can be especially dangerous with Virizion having access to moves like Swords Dance and Agility - clicking on one of these instead of an attack can easily catch a wall trying to stall stuck in a loop and tricking them into full health at the same time it gets another double damage boost. Then it's night night to the wall, and possibly the rest of the game. In addition, ausma had the FANTASTIC suggestion of Heal Pulse - allowing Virizion to force the enemy back to full in order to break them (a statement that sounds hilariously counterintuitive). The move is most often troll in singles - while it does achieve the doubled damage from the ability, Swords Dance does the same thing just a lot better. However, it's still a potential anti-meta option if you're looking to counter Haze Toxapex or Mega Empoleon, for instance. Its true power lies in doubles - there, Heal Pulse is an excellent role compression option that provides valuable team support on a mon with great special defense while also being able to function as a slightly worse Swords Dance in the same move slot against any enemies Virizion needs to break that have gotten chipped.

While physical sets are obviously the better iteration due to double STABs and more coverage that can use its ability (plus SEdge), we did our best to make special sets both viable and mechanically interesting/distinct. Due to its high special defense and low defense, it has potential to actually run max defense/max special attack for a bulky Calm Mind set - running Giga Drain for longevity, Aura Sphere as a reliable secondary STAB, and Air Slash as its special tool to get help from its ability in order to break through Bug/Poison/Flying type walls that would otherwise give it trouble. One of the benefits of being special is not having to worry about Intimidate which could gimp your ability proc's damage, but even more importantly ignoring burns. While Virizion has a high special defense, resists water, and wants to kill waters, most specially offensive walls are commonly Water-types running Scald, which can make it very susceptible to being Burned if the Virizion user plays poorly and can't properly capitalize on the times it comes in safely, forcing it to roll Scald more often until it gets neutered. Special Virizion has no such problems and can switch in on these mons for days, as well as having access to recovery via Giga Drain and being able to completely heal off the chip.

I could talk about specific matchups all day (and all night, considering what time it is for me right now :P) - Mega Empoleon, Toxapex, Gliscor, Lando-T, Greninja, Koko, etc. However, this mon performs such a fantastic balancing act that this post could go on forever discussing its relationships with all of the meta Pokemon. Instead, I'm going to leave you all with the most Legendary Mega ever made, and leave you to bask in its glory. You're welcome.
 
Mega Articuno (Collab with Ausma!!)

:ss/articuno:

Type: Ice/Flying
Ability: Ice Scales

HP: 90
Atk: 100 (+15)
Def: 110 (+10)
SpA: 160 (+65)
SpD: 125
Spe: 95 (+10)

New Moves:
None :)

Reasoning: Wow! 90/100/125 bulk, with Freeze-Dry and reliable recovery? Remember when Articuno took advantage of that since Stealth Rock? Neither do we. Anyway, we're here to fix that. Ice Scales vastly increases its special bulk, allowing this thing to take even super effective hits on the special side, and shrug them off with a quick Roost:

252 SpA Tapu Koko Thunderbolt vs. 248 HP / 0 SpD Ice Scales Articuno in Electric Terrain: 127-151 (33.1 - 39.4%) -- 100% chance to 3HKO

Add a significant improvement to its SpA, and it actually becomes able to dish out damage in return as well:

8 SpA Articuno Freeze-Dry vs. 0 HP / 4 SpD Tapu Koko: 144-171 (51.2 - 60.8%) -- guaranteed 2HKO

An extra 10 Spe will help Mega Articuno outspeed opponents like Excadrill or Mega Vikavolt, and uninvested it will also outspeed max invested opponents up to base 63 Spe. Furthermore, Mega Articuno could potentially run Curse on niche sets, paired with Triple Axel and/or Brave Bird. Now looking at this we know it might seem very strong at first glance, but just like base Articuno, this has some common balancing factors. The first one is very obvious: Stealth Rock. Its inability to hold boots, paired with its 4x weakness to rocks, makes it very difficult for Mega Articuno to switch in to when Stealth Rocks are up. In addition, since a lot of commonly used Defoggers are also Flying type, running Mega Articuno might limit your options for hazard removal, or at least cause more type overlap on your team. Next, Articuno struggles against Steel types, and this Mega Articuno is no different. As its Ice type prevented it from getting access to Heat Wave like most other Flying types, its best move to hit Steel types with is HP Ground. This is obviously still a decent option, but not an incredibly strong move. Lastly, its defensive typing in Ice/Flying is not ideal, allowing opponents to take it down, despite its ludicrous special bulk. That said, on a team built around these weaknesses, Mega Articuno can be quite an effective tank.
 
Hello again, everyone!!! It's been a bit! : D
As per usual, this post will be an end-of-submission-phase feedback post and a roughly 24-hour warning for the current submission phase, in order to give time to respond to the feedback in question.

In case anyone missed it, a handful of important announcements on things that have happened since my last post (some of which may be more than obvious than others) -

- Slate 39 (:slowking-galar::dusknoir::galvantula:) is live and has been for quite a while!! Congratulations again to jazzmat and KeroseneZanchu on their respective wins!!

- In response to the recent issues with the teambuilder cleanup and side formats, we decided it would probably be better to have side formats working and the teambuilder temporarily down than the other way around. Still hoping to get the teambuilder back to normal sooner rather than later, but until then, Mix and M4A currently has the only working teambuilder and you can use that for all of your building needs (it appears exactly as main M4A's is supposed to; it's actually just a problem with side formats inheriting the code that makes it so only one of them can work at a time, because of how DH is coded, and I have no way to make it prioritize main M4A myself x:)

- We haven't gotten to do the poll on balance changes yet, so we will plan on properly introducing and polling those as soon as possible! I will try to help to get that done now that I've gotten through the vetoes. C: and uhh, it sounds like we might have one or two more Pokémon to nerf than the last time I announced this, so it's good that we waited! XP

Onward to the vetoes now!!

:articuno::virizion::guzzlord:

If I don't mention your sub in this post, it's probably fine balance-wise and you're not required to make any changes! It doesn't mean I forgot!
Also, independently of vetoes, always consider having as few movepool additions as possible! We don't have hard rules on these, but if you have even five or six, you're probably doing something wrong!


First of all I love these so much - I know I'm only specifically meant to comment on problematic stuff, but please know that I am super on board with these three conceptually : D
That said, one thing that jumps out as concerning--

:guzzlord: so the thing about Guzzlord is that it has 223 HP and very low base defenses, which makes it so even small buffs to Defense and Special Defense go much longer than you'd expect - this is a really easy mistake to make, but I am noticing that this is probably a lot bulkier than you intended it to be and I think it goes too far
For example, this Mega Guzzlord, with only 101 Defense, ranks as the fourth-bulkiest Pokémon of all time uninvested on the physical side (following Eternamax which kinda doesn't count, Zygarde-C and Mega Steelix, and narrowly edging out Mega Aggron, Avalugg, Melmetal, et cetera),
while having just as much bulk on the special side...
... where it is also the fourth-bulkiest Pokémon of all time, following Eternamax, Blissey and Chansey and edging out Regice, Zygarde-C, Giratina, Lugia, Ho-Oh and so on
In conjunction with the type change, which is :muk-alola: super flavorful and very fun but also one of the most optimal type combinations possible and a massive upgrade from Dark/Dragon, I am afraid this is probably very broken defensively :')
I am totally on board with Corrosion + Purify here as a concept and I would not mind the type change you have, but I think this is very much a clear veto as it is, unfortunately;;
I would definitely recommend much lower Defense and Special Defense in general (a lot of other subs are hanging in the 83 to 73 range, while also trying to leave a clearer weakness by having non-equal defenses rather than being the same/83 on both sides - these might be good reference points?), and you might want at least one of its defenses to be lower than the average sub if you are going Dark/Poison, although that part is up for debate!

On a related note, while I don't object to Dark/Poison Guzzlord on flavor grounds and I am okay with you leaving it as-is, I've actually been thinking about Dragon-type Corrosion lately myself, so I thought I might slightly nudge you back in the direction of keeping it Dark/Dragon instead! O:
This part is totally up to you and is not related to the veto - I just think it could be really cool to have a Pokémon with STAB Draco Meteor that has such a unique way to punish Steels, which might be something you hadn't considered since it seems so obvious to make a Corrosion user Poison-type. You could also probably get away with slightly more bulk on a Dark/Dragon-type than you can on a Dark/Poison-type because it's a lot more exploitable.


:guzzlord: Hi! This is prrrobably allowed and not a veto, but just using this opportunity to share an opinion since I wasn't around to discuss this with you on the Discord -
uh, so one thing I would usually try to avoid is having a "lookup table" like this as part of an Ability? I feel like it's a lot less intuitive to have an Ability like this with potentially four completely different effects depending on the circumstances. I would probably be more comfortable with it if it were more like Gravitational Pull, which has the same effect as the hazard it removes (this one could be more like an offensive Gravitational Pull - compounding extra effects and extra damage on the target of its move when it makes contact, that is).
As an alternative, do you think you could at least match the effect of each hazard more closely to its original effect, like making Toxic Spikes cure poison specifically, making both Stealth Rock and Spikes heal by the same amount that they would damage the user (currently Stealth Rock is healing Guzzlord twice as much as it should compared to Spikes, and it isn't accounting for type effectiveness while you have Spikes accounting for layers)? I think that kind of consistency is important to making the Ability easy to grasp.
Or uh, speaking of Gravitational Pull, Guzzlord is based on a black hole and no one appears to be using that, so just using Gravitational Pull is also on the table depending how you feel about that! but I respect the differences between your goals and that, so it might be a longshot - I just thought it was a flavorfully cool option that had a lot in common with your sub that you may have overlooked!


:articuno: Hi! Uh, so this is one I wasn't totally sure how to feel about on account of Articuno's inherent drawbacks, so I conferred with other members of the council to make sure I didn't make an unreasonable judgment, but we agreed it would be unhealthy to allow this - instant 100% and status curing makes it unreasonably hard to break this or make progress against it once it's in, and it seems probable that it would just be degenerate and frustrating to deal with. (Weather is not an effective drawback because it's not something every matchup will prepare - a team simply either has weather up all the time or doesn't, so relying on weather as counterplay makes this a matchup fish at best.)
It might help if you tried to justify it more or gave more detail on why you think this kind of Pokémon would be beneficial for a metagame, but I am not inclined to allow it as it is; the Ability seems in some ways fundamentally hard to work with, and the binary of "KO in one move or not at all" is not really great for the game?

Both StarFalcon555 and War Incarnate for the same reasons:​

:guzzlord: Okay, so this is not a veto and is mostly just a minor thing (consider it just like anyone else giving you feedback! it just happens to be in the veto post because I like having stuff in one place P:), but I am moderately and lightly opposed to these for reasons other than balance?
To me, it seems kind of awkward and unrealistic to introduce Abilities themed after stealing items - almost the same effect as a regular one - but elevated to a much more complex effect specifically because Megas can't hold items. It feels like, if the primary purpose of making a custom Ability is only to circumvent the innate limitations Mega Evolutions are meant to respect and to execute a concept that would be substantially simpler on any non-Mega, it's maybe something that's not right for the scope of M4A in the first place and would probably just be better off in another mod?

For comparison, the last similar Ability that won (Forgery) has some awkward hard-coding in place to work (most people are surprised to learn that, like Disguise or many similar form-changing Abilities, the Ability is hard-coded to Mega Zoroark, can't be copied or suppressed, and doesn't work on other Pokémon in AAA-like formats - this is also kind of an optically weird break from canon precedent), and the way that Ability worked was... debated at length after it won for not behaving realistically enough or respecting the behaviors of Mega Stones, too - held item-based Megas are a concept I was kind of hoping not to let through a second time :')
StarFalcon555 in particular: for an idea similar to yours that doesn't have the same problems, you might be interested in voting for jazzmat's Guzzlord (I can vouch that they had it on the Discord well in advance! it's not based on yours or anything), which also plays with the idea of eating other Pokémon's items but does it without "holding" (or "pseudo-holding") them, instead focusing on consumable effects.

Again, it feels inappropriate to disallow these while another Ability like it has been let through and hasn't been changed, but this is one of those cases where past precedent is less "proof that it's okay" and more "something we've learned from?" so I would lightly encourage you to reconsider this if you can, but I understand if you don't and there's no real pressure! They both seem fine in terms of balance and playability, just less so in terms of optics and realism cx


:guzzlord: HUH I love this actually and the name is really cute .w.
This is a really creative way to recontextualize Guzzlord's existing flavor and make the most of it mechanically - I am super on board O:
There is actually nothing wrong with this at all, but the one thing I thought might be worth adding: I think it would be okay to tone down the added damage from Spikes a bit! Either making them do 1.25x times as much as usual like Ground moves or... even just, like, doubling the damage taken would be okay - I was just struck when you said you meant for it to take a full 75% from three layers of Spikes when the most regular Spikes can do is 25% (they go 1/8 -> 1/6 -> 1/4, which you could replicate with 1/4 -> 1/3 -> 1/2 rather than 1/4 -> 2/4 -> 3/4). This is totally your choice and not at all a problem either way!! I just wanted to put it out there in case it was useful input C:


:articuno: Ack, I can't allow this because Articuno has Sheer Cold! While Sheer Cold is banned in standard M4A OU, it is conventionally legal in official formats like BSS and VGC, which means two things: first, Articuno would obviously be broken in our VGC format and we'd have to ban it there without a doubt, but second and perhaps more importantly, it's something we can safely say would be completely off the table for an official Mega because it would be comically overpowered in all formats, and that makes it an optics problem (we abide by in-game rules, like not raising HP or always doing +100 BST or not having stats over 255 248, even in cases where Showdown or our own formats could get around them - a stat of 270 is completely possible for us, but it wouldn't be possible for an official Mega, so we don't allow it).
Sorry if this is disappointing, but there's really no way around it and it's something we've consistently disallowed before for the same reasons - No Guard is completely off the table for anything with OHKO moves x:

XzvzX:​

:articuno: I am pretty uncomfortable allowing Gutless as a concept because it's a combination of so many other Abilities - Poison Heal (already an incredible Ability in its own right, if one that takes more skill to execute properly on a Mega), but an upgrade that sometimes becomes Guts and Quick Feet when Poison Heal itself wouldn't work, and with residual healing that can get very out of hand and become unreasonable to deal with if Articuno manages to get badly poisoned by switching in on a Toxic.
You will definitely have to change this, and the simplest thing would be to give it just one of the aforementioned Abilities that already exist - Guts, Quick Feet or Poison Heal, depending on what's most important to you about it; it seems like Poison Heal is the one that has the most to do with your intended role? I'm having a little bit of a hard time understanding what makes you feel Articuno is the Pokémon for this anyway, but that's at least something I would be willing to allow, while this is really not

:guzzlord: Uh, two things!
First is that I'm not allowing Eternabeam on optics (flavor) grounds - the move is so fundamentally specific to Eternatus that even its in-game description is simply "This is Eternatus's most powerful attack in its original form," so there is no way it could be justified on any other Pokémon.
But second, I'm really not willing to allow this anyway because it's... incredibly implausible to me that this concept is workable - Truant overcompensates far too heavily for its stats (which are not that impressive compared to base Guzzlord with a better item, especially with the massive cut to Defense), and there's basically no way I can see us being able to buff it into relevance after the fact through balance changes without changing its Ability.
Basically, the concept revolving around Truant makes me not want to entertain the concept; Truant on a Mega is almost never a good idea, and Guzzlord is definitely not a good time for it - I just don't think that this is something we could allow in good faith.

LAST THING-- for a handful of :guzzlord: Guzzlord:​

Last thing!! Ultra Beasts have prime-numbered stats, which I know is challenging for some people to work with!
I am always happy to make suggestions for people who need help, and I went over the subs so far to offer minor corrections where I noticed people had composite-numbered stats.
I won't veto these, but I would like to reserve the right up front to fix these in non-intrusive ways myself if they win rather than having to leave them exactly as they were submitted, in case people don't have a chance to edit!

- Clasmia: Guzzlord's Attack is not prime! The smallest change would be to make it 149 (+2) and to lower its Special Defense to 71 (-2) to compensate.

- StarFalcon555: Guzzlord's stats are not prime! The smallest change would be 127 Attack (+6) / 113 Special Attack (-4) / 61 Speed (-2), which changes all three from composite numbers to the nearest prime numbers. (Its Defense and Special Defense are already prime.)

- ARandomPerson: Guzzlord's stats are not prime! The smallest change would be 127 Attack (+4), 127 Special Attack (-2) and 47 Speed (-2), which changes all three from composite numbers to the nearest prime numbers. (Its Defense and Special Defense are already prime.)

- depressed lion: Guzzlord's Attack and Special Attack are not prime! The smallest change would be 127 Attack (+6), 113 Special Attack (-4) and... uh, I guess the last two points would come out of 41 Speed (-2) if that's okay with you!

- DarkFairy: Aaah shoot I feel bad because I know you were very purposeful with all of these stats :') but Guzzlord's Speed is not prime!
There are some UBs that make slight exceptions for Speed specifically because it's much more specific than the other stats, so I'm okay leaving it as-is if you prefer! That said, if you want to make Speed prime, the smallest changes would be either 89 Speed (-2), which you could put into Attack or Special Attack (both 107 -> 109), or 97 Speed (+6), which you could actually take out of any one other stat (either of the 107s -> 101, 73 -> 67 or 67 -> 61 all work) or split across them to minimize the difference (either of the 107s -> 103, 73 -> 71). C:

- XzvzX: Your Guzzlord is most likely vetoed either way, but in case you make any changes, I thought I should let you know that its stats also aren't prime! The smallest changes that come to mind would probably be to give it 149 Attack (+8), 113 Special Attack (-4), 101 Special Defense (-2) and 61 Speed (-2), or you could do the same to Special Attack and Special Defense and give it 139 Attack and 71 Speed. (Its Special Defense is already prime either way, but taking two points out of it makes it much easier to fix Attack, Special Attack and Speed, all of which are composite numbers.)



:xerneas:

I believe that should be everything!! Can't wait for voting : D

As usual, submissions will close and voting should begin in 24 hours or a bit later, and the council will make a compilation of all of the legal entries then! If you've gotten feedback here that you want to address, it would be best to do that as soon as possible with that in mind. C:
(As usual, though: no worries if you can't quite make it by then! If you decide to make changes based on this, then as long as you can do that before voting closes just leave enough time for people to vote for you! and please make sure to check which council member made the compilation post for that Pokémon and get in touch with them, such as by pinging them or DMing them here or on Discord, we'll be happy to edit the compilation to include any amendments you made!)
 
Fashionably late and lighter on text than usual? Clearly I have been replaced by an imposter.

Articuno-Mega
Typing:
/

New Ability: High-Altitude Hiker - This Pokemon is healed 1/4 by Ice, 1/8 by Hail; is hurt 1.25x by Fire, 1/8 by Sun.
{pre-Mega abilities were Pressure / Snow Cloak (hidden ability)}
STATS:
HP:
090
Atk: 085 → 110 (+25)
Def: 100 → 120 (+20)
SpA: 095 → 115 (+20)
SpD: 125 → 135 (+10)
Spe: 085 → 110 (+25)
(BST: 580 → 680)

Added Moves: Aqua Jet, Liquidation, Surf

Pokémon Sword: "The energy of Mega Evolution has made the ice of Articuno's wings unstable, forcing it to avoid being in the sun for long periods."
Pokémon Shield: "Its command of moisture is now grander than ever, though it has come at the cost of the beauty of its blue, icy wings and an increase in bitterly cold cruelty."

Description: I'm choosing to recycle the ability I had for Stoutland-Mega just so that Articuno at least has a niche as the only Flying type that actually resists Ice--in this case, outright absorbs it--and still plays nicely with Hail instead of trying to be yet another setter for it. Sure, that brings a greater Fire weakness that isn't good, but it now has (non-STAB) tools to fight Fire types more directly on both sides of the spectrum via getting actually decent Water attacks now--how did it never get at least Surf in all these years? I figured that giving it almost equal offenses with newfound coverage would be better than making it overly bulky even if it's basically still a half-dead mon walking--well, flying--if Stealth Rocks are up. Despite their ubiquity in the face of Heavy-Duty Boots, however, I'm trying not to assume that Stealth Rocks will always be up, so here we are, trying not to be as obnoxiously bulky as the Lati-Megas.


Virizion-Mega
Typing:
/

New Ability: Scrappy
{pre-Mega ability was Justified}
STATS:
HP:
091
Atk: 090 → 129 (+39)
Def: 072 → 090 (+18)
SpA: 090 → 108 (+18)
SpD: 129 → 136 (+07)
Spe: 108 → 126 (+18)
(BST: 580 → 680)

Added Moves: Aura Sphere, Earth Power, Leech Seed, U-Turn, Whirlwind

Pokémon Sword: "It is said that Virizion's duty to its fellow Pokemon is such that it will cut down even the malicious spirits of humans who wish them harm from beyond the grave."
Pokémon Shield: "It can move like a gale wind when attacking and even become almost invisible at times, with the only sign of its passing often being the damage suffered by its enemies."

Description: Virizion is easily the "musketeer" that I think about the least. In fact, I don't think it's an exaggeration that it's the musketeer mon that almost everyone thinks about the least. So it obviously needs the most help it can despite its high stats, which is why I'm being overly generous in its added moves, including giving it a pivoting move--which I loathe--since Keldeo for some reason got Flip Turn and Cobalion already had Volt Switch. (Pray to Arceus that Terrakion never gets a pivoting move, even if it's "just" Parting Shot.)

As for its ability, I decided to be simple about it (because I legitimately couldn't think of anything) and let it smack around Ghosts since it would still be one of the least abusive mons with it and since a lot of Ghosts incidentally resist Grass. Scrappy helps on both sides of the spectrum too since even if its Attack is much higher now, in part to match its original Pokédex entries (as with the Speed and getting Whirlwind), and it only has perfect coverage on the special side with Earth Power and Hidden Power Rock, forcing it to forego Calm Mind. So despite its high BST and newfound Ghost-smacking ability, it should be fair. (Probably.)


Guzzlord-Mega
Typing:
/

New Ability: Long Reach
{pre-Mega ability was Beast Boost}
STATS: (all primes still; eat it, Naganadel, you traitor)
HP: 223
Atk: 101 → 149 (+48)
Def: 053 → 083 (+30)
SpA: 097 → 107 (+10)
SpD: 053 → 067 (+14)
Spe: 043 → 041 (-02)
(BST: 570 → 670)

Added Moves: Breaking Swipe, Grass Knot, Pursuit

Pokémon Sword: "The writhing mass of tentacles that obscure most of its face and body are actually flexible, stretchy tongues with crushing pincers on the end. If you can see them, you're already in grave danger."
Pokémon Shield: "It has become borderline immobile in its gluttony due to no longer needing to move nearly as much to devour everything around it. It can devastate entire areas while stationary before moving on."

Description: In a fit of irony, I put off submitting an entry for this slate for so long because beyond no real attachment to any of the mons it--I "like" Articuno I guess--being a problem, my only initial idea was for Guzzlord and was...overly complex to avoid being underwhelming, let's say. So in going with the weirdly simple inspiration I had for Virizion, I decided to "keep it simple stupid" by just using another pre-existing ability. In this case it was one that does see some use by its sole user rather than one had by a borderline degenerate Mega, but even so, Long Reach is still not useful as it could have been given that Spirit Shackle was non-contact to begin with (and given Decidueye-Mega ended up with Illusion in this Pet Mod).

While not nearly as inventive as the other submissions, Long Reach fits this mon well due to its access to STAB Knock Off and the percentage-based damage of Iron Barbs and Rocky Helmet causing it to lose more life per contact hit than literally any other mon save for Chansey and Blissey; Long Reach also helps keep it from being statused Flame Body or Baleful Bunker too. To back that up, its prime-locked boosts have mostly gone into Attack, which it already favored anyway, and it got Pursuit too. It mostly got Grass Knot because I wanted to give it at least one of special moves that made contact and that made the made most since while being fairer than giving it, say, Power Whip to destroy (bulky) Waters with, but that move should still be useful despite its lower SpA.
 
Z-nogyroP:

First of all I love these so much - I know I'm only specifically meant to comment on problematic stuff, but please know that I am super on board with these three conceptually : D
That said, one thing that jumps out as concerning--

:guzzlord: so the thing about Guzzlord is that it has 223 HP and very low base defenses, which makes it so even small buffs to Defense and Special Defense go much longer than you'd expect - this is a really easy mistake to make, but I am noticing that this is probably a lot bulkier than you intended it to be and I think it goes too far
For example, this Mega Guzzlord, with only 101 Defense, ranks as the fourth-bulkiest Pokémon of all time uninvested on the physical side (following Eternamax which kinda doesn't count, Zygarde-C and Mega Steelix, and narrowly edging out Mega Aggron, Avalugg, Melmetal, et cetera),
while having just as much bulk on the special side...
... where it is also the fourth-bulkiest Pokémon of all time, following Eternamax, Blissey and Chansey and edging out Regice, Zygarde-C, Giratina, Lugia, Ho-Oh and so on
In conjunction with the type change, which is :muk-alola: super flavorful and very fun but also one of the most optimal type combinations possible and a massive upgrade from Dark/Dragon, I am afraid this is probably very broken defensively :')
I am totally on board with Corrosion + Purify here as a concept and I would not mind the type change you have, but I think this is very much a clear veto as it is, unfortunately;;
I would definitely recommend much lower Defense and Special Defense in general (a lot of other subs are hanging in the 83 to 73 range, while also trying to leave a clearer weakness by having non-equal defenses rather than being the same/83 on both sides - these might be good reference points?), and you might want at least one of its defenses to be lower than the average sub if you are going Dark/Poison, although that part is up for debate!

On a related note, while I don't object to Dark/Poison Guzzlord on flavor grounds and I am okay with you leaving it as-is, I've actually been thinking about Dragon-type Corrosion lately myself, so I thought I might slightly nudge you back in the direction of keeping it Dark/Dragon instead! O:
This part is totally up to you and is not related to the veto - I just think it could be really cool to have a Pokémon with STAB Draco Meteor that has such a unique way to punish Steels, which might be something you hadn't considered since it seems so obvious to make a Corrosion user Poison-type. You could also probably get away with slightly more bulk on a Dark/Dragon-type than you can on a Dark/Poison-type because it's a lot more exploitable.


All feedback noted and appreciated, and my Guzzlord submission has been updated appropriately! Changed to Dark/Dragon, bulk reduced, and it also has Gunk Shot now to compensate for losing a good amount of bulk as well as a worse typing that doesn't get STAB on it.
 
Regic Boat:
:guzzlord: Hi! This is prrrobably allowed and not a veto, but just using this opportunity to share an opinion since I wasn't around to discuss this with you on the Discord -
uh, so one thing I would usually try to avoid is having a "lookup table" like this as part of an Ability? I feel like it's a lot less intuitive to have an Ability like this with potentially four completely different effects depending on the circumstances. I would probably be more comfortable with it if it were more like Gravitational Pull, which has the same effect as the hazard it removes (this one could be more like an offensive Gravitational Pull - compounding extra effects and extra damage on the target of its move when it makes contact, that is).
As an alternative, do you think you could at least match the effect of each hazard more closely to its original effect, like making Toxic Spikes cure poison specifically, making both Stealth Rock and Spikes heal by the same amount that they would damage the user (currently Stealth Rock is healing Guzzlord twice as much as it should compared to Spikes, and it isn't accounting for type effectiveness while you have Spikes accounting for layers)? I think that kind of consistency is important to making the Ability easy to grasp.
Or uh, speaking of Gravitational Pull, Guzzlord is based on a black hole and no one appears to be using that, so just using Gravitational Pull is also on the table depending how you feel about that! but I respect the differences between your goals and that, so it might be a longshot - I just thought it was a flavorfully cool option that had a lot in common with your sub that you may have overlooked!
hi hi so i have made changes to have more consistency in the ability, Toxic Spikes now heals only poison, or toxic poison if two layers. stealth rock heals whatever damage they'd do, since mega guzzlord is neutral to rock, and sticky webs now only clears speed drops, wich really isn't important anyway, is it?
also, the ability flavor here is that mega guzzlord is literally grabbing the hazard and eating it haha. oh also Gunk Shot was added specifically because of the :muk-alola: flavor
if you feel like something else is worth discussing about the submission, you can ping me on the M4A discord!

and always, pivot guzzlord.
 

Ludicrousity

You humour me greatly with your arrogance and c...
is a Forum Moderator Alumnus
Haven't been here in a while. Can I make Mega Articuno AG again? Let's try and balance it a little more than last time, it would be anyway with Freeze Clause, right?


Mega Articuno

Ability
- Whiteout (Applies a 2 turn freeze upon switch-out a-la rest. Freeze on swap turn, thaw next)
New stats -
HP - 90
Attack - 95 (+10)
Defense - 120 (+20)
Special Attack - 115 (+20)
Special Defense - 150 (+25)
Speed - 110 (+25)
(680 BST)
New Moves - Calm Mind, Aura Sphere
Description - A very risky pivoting mon. It has high bulk, especially on the special side, and reliable recovery in roost at the drawback of having an absolutely horrendous typing that cannot stand Stealth Rocks, or rocks in general. That and a lack of resistances hurt massively. It can attempt setup once rocks are removed, and heavily deters phasers unless Freeze Clause has a mon frozen already. It's raw power is also rather low and it relies on Calm Mind to boost it. Aura Sphere is coverage for Steels that it can't hit with either of it's stabs.​



In all seriousness here, have a Guzzlord.


Guzzlord-Mega

Ability - Buildup (This Pokémon restores 1/8 of its maximum HP, rounded down, at the end of each full turn if it uses an attacking move, but only if it was not hit by a damaging move in the same turn.) [Mega Golurk]
New stats -
HP - 223
Attack - 141 (+40)
Defense - 73 (+20)
Special Attack - 97 (+0)
Special Defense - 73 (+20)
Speed - 51 (+10)
(670 BST)

New moves - Dragon Hammer, Pursuit
Description - So, Guzzlord. It's big, it's bulky, it hits hard. This mega is intended to boost all of that, with a big attack boost and a smaller bulk boost. I was intending to give it an ability that was innate leftovers, but I saw buildup and thought it would be a bit irrelevant to have an ability so similar. This ability fits better to a statline like this in my opinion, as it means you can't just spam protect for free recovery, and with Pursuit it's a really scary trapper. Dragon Hammer is a stronger attack than Dragon Claw, and is less risky than Outrage locking yourself, and Pursuit is rather self explanatory for trapping. A very bad weakness to Fairy, and less so to Dragon, Ice, Fighting and Bug keep its stats in check, imo at least, along with the low speed and no actually reliable recovery.​
 
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