Pet Mod Megas for All v8 - Start of Paldean Season! | Please read the first post!

Dear community,

it's voting time. Below, you can find all the subs from the current slate. You have until Sunday, 18.5.2025, GMT+1, 23:59, to vote! If I forgot to include any sub, let me know as soon as possible. Cuddly's Maushold is excluded.

:sv/perrserker:
Perrserker-Mega
Type: Steel
Ability: Fluffy
HP: 70
Atk: 160 (+50)
Def: 130 (+30)
Sp. Atk: 50
Sp. Def: 90 (+30)
Spe: 40 (-10)
New Moves: N/A

Description: With its giant fluffy beard, Perrserker is now able to shrug off attacks from other Pokemon with ease. It functions as a very bulky pivot that can come in on physical attackers and force progress with moves like Knock Off and Stealth Rock, or generate momentum with slow U-Turns. You could also take advantage of that giant Attack stat and fire off powerful Iron Heads/Gyro Balls and Close Combats, especially if you use Swords Dance beforehand. Of course, you should keep it away from Fire types, but you would want to do that anyways.

In Doubles, Perrserker offers some strong utility options such as Fake Out and Helping Hand, while also being able to deal good damage itself. It notably matches up well into Tinkaton-Mega and Rillaboom, so I could see it getting usage, even if it'll be better in Singles.

Flavor: Gets a giant metal beard that can protect it in battle.
:sv/perrserker: :sv/beartic:
Mega Perrserker
Type:
Steel
Ability: Ice Face
Stats:
HP: 70​
Att: 190 (+80)
Def: 100​
SpA: 50​
SpD: 70 (+10)
Spe: 60 (+10)

Despite being based on Vikings (as depicted by Richard Wagner in his Ring Cycle; it should not surprise anyone that the modern view of Vikings as Germanic Aryans whose culture glorifies the destruction of those they deem weak was popularized by a literal Nazi; fuck Richard Wagner) Perrserker doesn't really have any mechanical ties to Ice or Water. Let's fix that.

While Eiscue wants to break its Ice Face so it can get a huge speed boost and sweep with Belly Drum, Mega Perrserker doesn't get anything extra out of blocking an attack with its frosty beard. This may sound like a downside, but it means that Mega Perrserker can focus more on using Ice Face as a shield against physical attacks as opposed to being part of its win condition.

Compounding this, Eiscue is rather mediocre if it doesn't get both its Belly Drum and Ice Face off, leading it to be easily abused by simply switching to a special attacker and threatening it out, wasting the opponent's time and Sitrus Berry. Mega Perrserker can use Ice Face to set up a Swords Dance, but with its 190 Attack stat, it's extremely threatening right out the gate. A special attacker recklessly switching into Mega Perrserker hoping to exploit Ice Face can very easily find itself on the receiving end of a powerful Iron Head, Close Combat, Knock Off, or U-turn. Thus, when faced with a physical attacker with its beard intact, no matter what the opponent does, Mega Perrserker is guaranteed to get one devastating hit off completely for free.

And all of this is assuming you've only got one Ice Face to work with. When faced with a special attacker that it can't strike first, Mega Perrserker is likely going to want to switch to a specially-defensive ally. An ally like, oh I don't know, Slowking. Mega Perrserker excels when paired with either form of the molasses monarch, as when the opponent switches to a physical attacker to deal with them, they can Chilly Reception right back out into Mega Perrserker, ready to refreeze its beard if it was thawed previously in the match.
:sv/perrserker:
Name: Perrserker
Type: Steel
Ability: Swift Swim

Hp: 70
Att: 110 -> 150 (+40)
Def: 100 -> 110 (+10)
SpA: 50
SpD: 60 -> 90 (+30)
Spe: 50 -> 70 (+20)
BST: 440 -> 540 (+100)

Movepool Additions: Meteor Mash, Waterfall

Description: Perrserker is a viking sailor that speeds up on the seas. Perrserker looses some offenses (I think) due to a lack of an item slot and loosing Tough Claws/Steely Spirit. However, it makes up for that by gaining a blitzing speed stat while still having a powerful attack. Perrserker benefits from Rain by turning its weakness to Fire into a neutrality. Perrserker also provides a big variety to rain teams, as while it may be one of the slower Swift Swim users, it makes it up by having setup and reducing type stacking. I gave it Waterfall so it has Rain boosted coverage and Meteor Mash because Perrserker is THE Steel-type bomb, so a more powerful STAB move just makes sense.

Perrserker @ Perrserkerite
Ability: Battle Armor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance / U-Turn
- Meteor Mash
- Waterfall
- Knock Off / Close Combat
Mega Perrserker:

:sm/Perrserker:
70/165(+55)/125(+25)/50/100(+20)/50
Type: Steel
Ability: Family Ties (All Normal and Dark moves become Steel type when this Pokémon is on the field)
Move Changes: +Sucker Punch
Flavor: Similar to Kangaskhan, instead of changing design both an Alolan and Kantonian Persian appear to fight alongside perrserker to represent their shared linage, hence the ability.
Reasoning: While you lose the power boost given by most ate abilities, note the word all in the ability description. Not only do you gain stronger STABs in Knock Off, Sucker Punch, and Double Edge, you also gain a resistance to Dark by proxy of converting all of their moves into Steel. This then allows you to 1v1 a Kingambit and a Weavile and set-up on a Darkrai. More niechely, Tera Normal Dragonite sets now lose STAB on extreme speed, allowing you to turn them into set-up opportunities provided they don't run Earthquake. Perrserker fits onto bulky offense teams looking for a solid win con who may not want to run Dragonite. In doubles you can boost your teammates both offensively and defensively. Dark weak mons like Girafarig, Lunala, and Calyrex Shadow Rider now no longer fear being STABed, while Dragonite Dragapult gain ways of hitting fairies super effectively, with priority in both cases. Other Steel types can also generally gain better STABs than the unreliable Heavy Slam and relatively weak Iron Head, although Perrserker can also have anti synergy with Dark type mons and Fairy type mons who lose STAB and a resist respectively.
Mega Perrserker
fezandipiti.png

FairyIC_PE.png

Ability - Battle Armor, Tough Claws; Steely Spirit ➝ Steely Spirit

HP - 70 ➝ 70
Atk - 110 ➝ 170 (+60)
Def - 100 ➝ 110 (+10)
SpA - 50 ➝ 50
SpD - 60 ➝ 70 (+10)
Spe - 50 ➝ 70 (+20)
BST - 440 ➝ 540 (+100)

Movepool Changes - n/a
Competitive Corner - To me, Perrserker doesn't feel whole without Steely Spirit, it's such an iconic ability, and I thought it of all Pokémon really could use a huge Attack boost to just make it a deadly wallbreaker in singles, and push up its viability on doubles so that the ability can actually see some use on the support side! Remember though that Iron Head only has 80 BP, and otherwise this thing struggles with dealing good coverage damage. I think this concept is very true to Perrserker's ethos. Maybe too on the nose but, so be it!
Flavor Corner - n/a
Mega Perrserker
0863Perrserker.png

Ability: Viking Fury*
*When the user is below 1/5th their Max HP or less, this Pokemon has double Speed and deals x2 damage on all moves.

Typing:
Steel.png
/
Fighting.png

HP: 70
Atk: 130 (+20)
Def: 120 (+20)
SpA: 70 (+20)
SpD: 80 (+20)
Spe: 70 (+20)
New Moves: N/A
Flavor: Mega Perrserker is equipped with a new layer of menacing looking armor. This armor is unique as while Perrserker wears it, the Perrserker completely ignores the pain from its injuries and causes the wear to go into a blood lust frenzy. (yes this is a Berserk reference and to real life Vikings)
Competitive Description:
Mega Perrserker like with the other low BST Megas needs to have something stand out especially with its ability. Additionally, there aren't that many abilities that make a Pokemon stronger when their health is in the Red (or 1/5th their HP), so here is a potentially strong ability to make up for its lower BST. Its a high risk high reward ability that's some what hard to activate reliably. Once it does activate, it makes Mega Perrserker a strong wincon. Double offenses and double speed makes it really good at finishing off games. Even up against bulky resists, a Mega Perrserker is still doing heavy damage.
(pretend Huge Power is Viking Fury)
252 Atk Huge Power Mega Perrserker Close Combat vs. 248 HP / 112+ Def Slowbro-Mega: 99-117 (25.1 - 29.7%) -- guaranteed 4HKO
+2 252 Atk Huge Power Mega Perrserker Close Combat vs. 248 HP / 112+ Def Slowbro-Mega: 198-234 (50.3 - 59.5%) -- guaranteed 2HKO
+2 252 Atk Huge Power Mega Perrserker Iron Head vs. 248 HP / 68+ Def Groudon-Primal: 150-177 (37.2 - 43.9%) -- guaranteed 3HKO
and non-resists:
+2 252 Atk Huge Power Mega Perrserker Iron Head vs. 252 HP / 4 Def Pecharunt: 346-408 (91 - 107.3%) -- 43.8% chance to OHKO
This seems like really overkill damage as even some of the physically bulkiest Pokemon are being 2HKO'd from +2 resisted hits, or outright being OHKO'd, but Mega Perrserker doesn't initially get this power like Mega Mawile does. It only gets such power when are really low health. Mega Perrserker is also still vulnerable to Burns as well, so its not like there is no defensive counterplay.
On the flip side, Mega Perrserker is a strong wincon, but it also isn't unstoppable after getting Viking Fury boost. Most priority moves will stop Mega Perrserker's sweep.
252+ Atk Supreme Overlord 1 ally fainted Kingambit Sucker Punch vs. 0 HP / 0 Def Mega Perrserker: 60-72 (21.3 - 25.6%) -- guaranteed OHKO
252 Atk Samurott-Hisui Aqua Jet vs. 0 HP / 0 Def Mega Perrserker: 51-60 (18.1 - 21.3%) -- 37.5% chance to OHKO
252+ SpA Raging Bolt Thunderclap vs. 0 HP / 0 SpD Mega Perrserker: 159-187 (56.5 - 66.5%) -- guaranteed OHKO
252+ Atk Choice Band Rillaboom Grassy Glide vs. 0 HP / 0 Def Mega Perrserker in Grassy Terrain: 80-95 (28.4 - 33.8%) -- guaranteed OHKO
Additionally, Mega Perrserker reaches 524 Speed at max after Viking Fury boost, which can still be outspeed by +1 Base 110s and most things with Double Speed abilities like Swift Swim
An even stat spread is the most balanced stat spread you could give Perrserker with such an ability. Its not too high in 1 stat, but isn't lacking in others. It is also still somewhat useable before Viking Fury as it still has Strong Bulk and offenses and typing too. You can pivot around with U-turn and tons of resistances, deal some damage, knock off items, etc. It won't be as strong or threatening before and not compared to other Megas, but when it manages to be at lower HP, it becomes a monster.
Also that typing is deliberate. Mega Perrserker coming in against Stealth Rock will only take 0.03% damage, which avoids letting Perrserker get to 1/5th their HP after 3 Substitutes and be at exactly 1/5th HP. It needs to use 4 Substitutes and be at 3 HP.
Also it does get Flail, but it's not STAB so while a strong option, it will only be somewhat stronger than Close Combat. It's also why I'm not giving it Reversal. That would be genuine overkill and potentially broken.
:sv/Perrserker:
Perrserker-Mega
Steel
Molten Forge: If user is targeted by a Fire type move, gains +1 Attack. User is immune to Fire.
70
150 (+40)
130 (+30)
50

75 (+15)
65 (+15)

+High Horsepower


Much like the berserkers of legend, Mega Perrserker fears not the inferno; in fact, the flame of Fire type moves only temper Perr's steel, making it even fiercer. Molten Forge allows Perrserker to power through many scary Fire types with its strong coverage moves like Close Combat, Knock Off, or newfound super-effective High Horsepower; you can alternatively sponge the attack and pivot with a hefty U-turn. Singles sets can serve Stealth Rock duty to further imperil Fires or use Swords Dance and decent physical bulk to clean late game. The amount of Fire moves scorching VGC also grant Perr a small niche as a Fake Out user/pivot, with just enough speed to creep Incineroar and enough SpD to avoid the 2HKO from Mega Armarogue Expanding Force.
:sv/maushold:
Maushold-Mega :maushold:
Type: Normal/Fairy
Ability: Prankster
HP: 74
Atk: 95 (+20)
Def: 120 (+50)
Sp. Atk: 65
Sp. Def: 110 (+40)
Spe: 101 (-10)
New Moves: Moonlight

Description: These silly little rats now engage in tomfoolery to confound and humiliate would-be predators. With Prankster, Maushold gets access to priority hazard removal and setup in Tidy Up, letting it reliably keep hazards and screens off the field. The boosts also let it act as a bulkier sweeper, however you likely wouldn't run Population Bomb because of the inconsistency without a Wide Lens. It also gets access to powerful status moves like Thunder Wave, Taunt, and especially Encore. Moonlight can be run to keep Maushold healthy throughout the match, which is important because of it takes hazard damage every time it switches in. The new Normal/Fairy type is also a good defensive type previously only on weaker Pokemon like Wigglytuff and Audino-Mega, giving it some useful resistances, as well as letting it be immune to both of Dragapult's STABs.

In Doubles, Maushold-Mega acts as more of a support Pokemon, with it's high bulk and access to Follow Me, Prankster Thunder Wave for speed control, and you can probably do some funny things with Prankster After You. The added Fairy type is both a blessing and a curse, however, as it makes you weak to both Make it Rain and Gigaton Hammer.

Flavor: It's a bunch of cartoon mice (think Jerry from Tom and Jerry)
:sv/maushold-four::kings-rock:
Mega Maushold
Type:
Normal
Ability: Compound Eyes
Stats:
HP: 75​
Att: 135 (+60)
Def: 100 (+30)
SpA: 65​
SpD: 95 (+20)
Spe: 111​

rat king body horror let's go

Mega Maushold's increased Attack makes its Population Bombs just as strong as Wide Lens Technician Maushold, but although this time it'll actually never miss instead of just mostly never miss. Its Dark coverage is a bit weaker, having to use Crunch instead of Technician Bite, but its Low Kick is much stronger against opponents too heavy to dip below 60 power. The main difference between the two is the increased bulk, which lets Mega Maushold more easily boost with Tidy Up. It can also lean into Tidy Up's hazard-removal by running a supportive set with never-miss Thunder Wave.
:sv/maushold:
Name: Maushold
Type: Normal/Ghost
Ability: Cursed Pin (At the end of every turn, if this Pokemon has less Hp percentage that the opposing Pokemon, the opposing Pokemon looses 1/8 of their max Hp and this is healed by the amount dealt.)

Hp: 74
Att: 75 -> 100 (+25)
Def: 70 -> 95 (+25)
SpA: 65
SpD: 75 -> 105 (+30)
Spe: 111 -> 131 (+20)
BST: 470 -> 570 (+100)

Movepool Additions: Recover

Description: Maushold shall be in immense pain. Stupid mouse. Nails through their heads. I don't like Maushold if you couldn't tell. Anyways, Maushold turns into a voodoo doll, causing their pain to drain the health of the opponent. Maushold gets to set up a Substitute and drain the opponent of their life. Perma leech seed is rather potent, but Maushold has few resistances and 74/95/105 bulk which isn't incredible. Maushold also gets access to the wonderful combo of recovery and recoil moves with an ability that cares about your Hp percentage. Love to see it.

Maushold @ Mausholdite
Ability: Technician
EVs: 252 Hp / 4 Atk / 252 SpD
Careful Nature
- Substitute / Recover
- Tidy Up / Recover
- Population Bomb / Double-Edge
- Shadow Claw / Encore
Mega Maushold:

:sm/Maushold:
74/115(+35)/135(+55)/65/85(+10)/111
Type: Normal/Ground
Ability: Gravitron (Sets gravity upon switch-in for 5 turns)
Move Changes: +Earthquake
Flavor: Their family becomes so big it gains its own center of mass. Bit crude but also a reference to “your mom” jokes since the line is family themed. Truthfully I'm imagining some kind of Maus Orb here made out of all the mice, which ties into the ground typing for similar reasons to Torterra, putting the earth in the earth type.
Reasoning: Gravity also increases accuracy alleviating the risks of population bomb, and while you lose strong dark and grass coverage you gain an Earthquake which can break through bulky flying types, notably including Corviknight and Skarmory who resist your PB. You also gain physical bulk allowing you to more easily set-up. In doubles, your gravity can boost sleep users with their innacurate powder moves and also buff ground types, who while they may refrain from using EQ can still bash flying types who think they are immune. Also, your rock type allies can more safely rely on their Rock Slides and Stone Edges. In exchange for this added utility, your EQ becomes far less usable due to gravity making flying type partners still vulnerable.
Maushold
Type:
Normal / Dark
Ability: Gnawing - This Pokemon's moves of 60 Power or less attack twice. Each hit's damage is 75% of its original output; does not affect multi-hit moves and moves that don't have a set Base Power.
New Moves: Power-Up Punch

Some people think that Parental Bond was initially coded into Scarlet and Violet so it could be used as Maushold's HA, until it was scrapped last second, so why not combine it with Technician? At first you might think, Gnawing would be disadvantageous because it would mean Population Bomb would do slightly more damage but would have way have more chances to miss, fortunately, Gnawing only affects attacks that attack once, so Population Bomb is left untouched. You're probably wondering then, how does Maushold benefit from Gnawing?

First off, let's talk about the minor uses, due to being a Dark-Type, it now has access to STAB Crunch and Bite, both of which have devastating secondary effects that can bolster Maushold's longevity and damage output (Defense drop and Flinching respectively). Then, we can discuss two moves that Maushold gets, one, which it already has, is Trailblaze; this allows Maushold to deal damage while raising its speed by 2 stages in a single turn. Furthermore, its second move is its new addition in Power-Up Punch, effectively acting as an attacking Swords Dance. All of this together allows Maushold to clean up low HP opponents whilst boosting his own stats simultaneously to threaten any future Pokemon that switch in against it. Top that with a STAB Crunch/Bite and Maushold suddenly becomes a threatening sweeper. You can even run a fun Echoed Voice set!

With Gnawing, Maushold also has a supporting role in VGC, with access to moves like Chilling Water to lower the opponent's attack by 2 stages, as well as Low Sweep/Mud Shot to lower speed by 2 stages. It also gets Mud Slap which lowers accuracy by 2 stages. Couple that with Maushold's base ability, Friend Guard, allowing it to switch in to help reduce damage for its allies, makes Mega Maushold a key threat in VGC.

Stats
HP: 74
Attack: 105 (+30)
Defense: 84 (+14)
Sp. Attack: 95 (+30)
Sp. Defense: 89 (+14)
Speed: 123 (+12)
BST: 570

Mega Maushold Sweeping Set
Move 1: Population Bomb
Move 2: Bite
Move 3: Trailblaze / Encore
Move 4: Power-Up Punch / Encore

Offensive Calcs:
252 Atk Gnawing Maushold Bite vs. 0 HP / 0 Def Gholdengo: 266-314 (84.4 - 99.6%) -- guaranteed 2HKO
252 Atk Maushold-Mega Population Bomb (10 hits) vs. 252 HP / 4 Def Wo-Chien-Mega: 220-270 (58.8 - 72.1%) -- guaranteed 2HKO
252 Atk Gnawing Maushold Bite vs. 0 HP / 0 Def Golurk-Mega: 218-258 (68.3 - 80.8%) -- guaranteed 2HKO
252 Atk Maushold-Mega Population Bomb (10 hits) vs. 0 HP / 4 Def Ogerpon-Mega: 240-280 (79.7 - 93%) -- guaranteed 2HKO
252 Atk Gnawing Maushold-Mega Power-Up Punch vs. 252 HP / 0 Def Probopass-Mega: 124-152 (38.2 - 46.9%) -- guaranteed 2HKO
Guaranteed 2HKO due to Power-Up Punch giving +2 Attack for next turn
252 Atk Gnawing Maushold-Mega Power-Up Punch vs. 252 HP / 252+ Def Coalossal-Mega: 56-68 (13.2 - 16%) -- possible 7HKO

Defensive Calcs:
252+ Atk Golurk-Mega Earthquake vs. 0 HP / 0 Def Maushold-Mega: 225-265 (77.8 - 91.6%) -- guaranteed 2HKO
252 Atk Kleavor X-Scissor vs. 0 HP / 0 Def Maushold: 362-428 (125.2 - 148%) -- guaranteed OHKO

Despite having clear threat offensively, Mega Maushold clearly lacks the defenses to even take non-super effective attacks.
:sv/Maushold:
Maushold-Mega
Normal
As One (Maushold): Combination of Unnerve and Mind's Eye.
74
110 (+35)
90 (+20)
69 (+4)
100 (+25)
127 (+16)


"Where do the little ones come from, these children that appear without breeding, exclusively when the Trainer is not looking? If they appear only when our attention is diverted, what method have we of discerning their origin? I strove to uncover the secret, and so crafted a way to witness the evolution of Maushold. In retrospect, it was obvious. The question as to why Maushold qualified as a single Pokemon... all this time there was only ever one. Three to four bodies, yet only one mind. No, not one mind; not a whole mind. It can always make more- infinite little ones to throw at their opponent. How beautiful they are! We see but a fraction of the true Pokemon, the true Maus, for the Maus never ends. It will always make more. And it will embrace... all of us."

So anyways, this new version of As One means Maushold no longer has to worry about Ghost types stifling its Normal STAB, allowing it to serve as a nifty Singles sweeper with Tidy Up, while VGC sets get a new avenue for support with Super Fang and Feint. Combined with the secondary Unnerve effect, Mega Maushold can quickly whittle bulkier Sitrus-holding threats while letting offensive bypass resist berries, granting it a wholly unique avenue of support compared to base Maushold. That said, its existing options like Follow Me, Encore and After You are still greatly appreciated.
:sv/meowscarada:
:sv/meowscarada:
Mega Meowscarada
Type:
Grass / Dark
Ability: Chlorophyll
Moves: Weather Ball
Stats:
HP: 76​
Att: 155 (+45)
Def: 80 (+10)
SpA: 101 (+20)
SpD: 80 (+10)
Spe: 138 (+15)

Meowscarada is a cat destined for the spotlight, what is the shining sun if not the greatest spotlight of them all?

Also, it's a cat. Cats famously love resting in the sun.

Mega Meowscarada takes the Barraskewda approach to weather speed, where it's so damn fast that basically nothing is ever outspeeding it. From there, it does normal Meowscarada things like hitting stuff hard and fast with Flower Trick and Knock Off, though I also threw in Weather Ball to try to reclaim some of its mixed attacking potential it used to have before Triple Axel firmly solidified it as a physical attacker. It's probably not gonna be a move that every Mega Meow runs, but threatening it as an option will make stuff like Skarmory a little less eager to switch in.
:meowscarada:
Mega Meowscarada
New Ability
: Tricky Surge (On switch-in, set Magic Room for 5 turns.)
Type: Grass/Dark

New stats:
HP: 76
Attack: 130 (+20)
Defense: 100 (+30)
Special Attack: 91 (+10)
Special Defense: 95 (+25)
Speed: 138 (+15)
(630 BST)

New moves: Fake Out
Description:
Choice Scarfers? you got no choice!
Leftovers? their time's done & over!
Heavy-Duty Boots? Heavy-Duty POOFed!

With Mega Evolution, Meowscarada becomes a master manipulator, its sleight of hand capabilities taken all the way to 11 with a deceiving personality and a willingness to fight dirty to boot. In addition to its trusty flower bombs, it now uses its sleight of hand to set the stage in its favor, all the while stealthily disabling and disarming opponents at will before finishing them off, putting on a good show in the process. It even likes to use its sleight of hand capabilities to prank its trainer and allies as well by disappearing and reappearing items!

Magic Room is a theoretically EXTREMELY powerful field condition - items are [almost] everything in competitive pokemon, from the various Choice items, to Heavy-Duty Boots, to Leftovers, to even Assault Vests and Life Orbs galore - these can and often do have a large impact on the pokemon that hold them, and in turn the battlefield at large. In Doubles, this variety extends even further, with Sitrus Berries, Clear Amulets, Safety Goggles, and Covert Cloaks, exemplifying just how impactful they can be. Disabling them, of course, takes away that impact, which radically changes things (if Knock Off is to be any indication of this) - suddenly, a wallbreaker may find themselves missing out on KOes their Choice Band and Life Orbs would have netted them, previously hazard-protected pokemon find themselves being eaten alive by the very hazards their Boots were supposed to shield them against, bulkier pokemon now find themselves without the passive recovery that they so relied on, so on so forth. Magic Room does exactly this, but it's ultimately never seen because, well, it takes up a moveslot just to set up a field condition. In general, most of these "manual" field conditions suck because you waste a turn having to set them up, at which point the opponent can just take advantage of that free turn and win the game from there.

Anyways, Mega Meowscarada aims to take advantage of Magic Room to a variety of ends and benefits for itself. Firstly, with that gigantic speed tier of its, being able to disable Choice Scarves is HUGE since it makes revenge killing it that much harder. To compensate for this, 130 attack isn't especially strong, even with Triple Axel, Flower Trick, and STAB Knock Off in mind. However, what it (somewhat) lacks in power it more than makes up for with the sheer utility that Tricky Surge provides. Heavy-Duty Boots users wishing to switch in on Meowscarada, for instance, now have to fear the Spikes and Stealth Rocks that will chip them down and invariably put them in range for a KO, and pokemon that rely on Leftovers for its passive recovery don't have that to save them anymore, easily enabling Meowscarada (or its allies) to dispatch of them. Even outside of this, while 76/100/95 bulk isn't the greatest out there (ESPECIALLY with how bad of a defensive typing Grass/Dark is), the item-disabling ensures that Meowscarada can use these defenses to live a hit or two in a pinch by shutting off boosting items.

In Doubles, Mega Meowscarada can also use Magic Room to play to its allies' and its own benefit. Due to its nature as a field condition, your allies can also reap its benefits - Fake Out users can bypass Covert Cloak, Intimidate users don't need to worry about Clear Amulet, your allies being able to secure KOes that might otherwise be missed by disabling Sitrus Berries and Leftovers. Sure, this also comes with the drawback of disabling your teammates' items, which can also hurt them in a variety of ways, making it a double-edged sword of sorts, but with careful play and skillful management, you can mitigate those downsides and truly bring out its positives.
:sv/meowscarada:
Name: Meowscarada
Type: Grass/Dark
Ability: Mardi Grass (This Pokemon's Status moves have -1 priority but are used twice.)

Hp: 76
Att: 110 -> 130 (+20)
Def: 70 -> 110 (+40)
SpA: 81 -> 86 (+5)
SpD: 70 -> 105 (+35)
Spe: 123
BST: 530 -> 630 (+100)

Movepool Additions: Baby-Doll Eyes, Topsy-Turvy

Description: Meowscarada becomes a powerful magician excelling in trickery and deception. One of the first custom elements I made that I latched onto was Trickster. I renamed it to Mardi Grass as a reference to Mardi Gras, the final day of Carnival, the Christian festival before Lent. This is because Meowscarada takes some inspiration from the masks commonly seen during the festival. Meowscarada takes heavy inspiration from these masks and performers. Meowscarada is an excellent abuser of Trickster/Mardi Grass due to its access to powerful moves like NP, Hone Claws, Spikes, and TSpikes. Being able to get to +4 with Nasty Plot seems rather scary, but it only has 86/123 special offenses and mid STABs. Meowscarada becomes a very potent spikes setter, being able to set up two layers of Spikes and/or TSpikes at the same time.

Meowscarada @ Meowscaradanite
Ability: Protean
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Energy Ball
- Dark Pulse
- Shadow Ball / Power Gem / Aura Sphere / Spikes

Meowscarada @ Meowscaradanite
Ability: Protean
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Spikes / Toxic Spikes
- Knock Off
- Flower Trick
- U-turn / Sucker Punch

Meowscarada @ Meowscaradanite
Ability: Protean
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Hone Claws
- Knock Off / Sucker Punch
- Flower Trick
- Triple Axel
Mega Meowscarada:
:sm/Meowscarada:
76/125(+15)/90(+20)/91(+10)/105(+35)/148(+25)
Type: Grass/Dark
Ability: Midnight Delight (This Pokémon is immune to Dark and Bug moves as well as blocking all moves with the word Moon in them)
Move Changes: N/A
Flavor: Ironic for the type, the floating flower thing would shift to a sort of Disco Ball, and Meowscarada would gain fur resembling a long dress and some leaves which would mimic a fancy hand fan. Meowscarada's masquerade theme shifts into a reference to late night parties in general, although more akin to a shady royal gala then like a rave. The ability is immune to Bug as well as Dark due to many bugs being nocturnal and therefore night adjacent.
Reasoning: You sacrifice power in exchange for being able to use your strong pivoting abilities practically uncontestably with your speed tier and set spikes, not to mention the added defensive utility of losing your most prominent 4X weakness. In singles, your ability can allow you to come in on the Moonblasts that scare you and against Primarina specifically scare it out with Flower Trick. You also generally block U-turns and Knock Offs and can pivot out yourself while blocking their pivots/removal, specifically great for allowing Meowscarda to come in on a Wellspring trying to Knock or U-Turn and then pressure a switch or just kill it l. and can even hit the dark types like Kinggambit especially running knock off super effectively with U-turn. Blocking Moonlight also allows you to prevent Clefable from healing and even kill it if it's chipped down. In doubles, while blocking Moonblast and U-turn is less effective you trade that for protecting you and your partner pokemon from Ursaluna's Blood Moon's all while resisting Earth Power, and you also generally absorb dark STAB from Incineroar and Urshifu, although they can hit you back with super effective STAB you become an effective partner against 4x dark week mons like Lunala and Calyrex Shadow Rider.
Mega Meowscarada
fezandipiti.png

FairyIC_PE.png
DarkIC_PE.png

Ability - Overgrow; Protean ➝ Sniper

HP - 76 ➝ 76
Atk - 110 ➝ 125 (+15)
Def - 70 ➝ 90 (+20)
SpA - 81 ➝ 100 (+19)
SpD - 70 ➝ 90 (+20)
Spe - 123 ➝ 149 (+26)
BST - 530 ➝ 630 (+100)

Movepool Changes - n/a
Competitive Corner - Mega Meowscarada goes in the opposite direction of its hidden ability. While otherwise it's incentivized to go off-STAB with Triple Axel and U-turn, now it gets an absolutely nuclear Flower Trick, but its coverage can leave a bit to be desired otherwise, with Knock Off being the only other big hitter in its arsenal. I thought it would be fun to pivot to a Meowscarada more focused on its STABs, while this is obviously great in singles for the power and speed, it could also have a chance to shine in doubles as being a critical hit-based physical attacker gives it a strong edge as something that doesn't mind Intimidate at all on it's big damage move.
Flavor Corner - Fun with square numbers :) 125 and 100 to follow Meowscarada's base 81 SpA and 149 is the sequence of the first 3 square numbers 1, 2, and 3, which concatenate to make original Meowscarada's base speed!
Mega Meowscarada:
0908Meowscarada.png

(idk what is going on but there is supposed to be Meowscarada artwork here that keeps teleporting awa….)
Ability: Magic Guard
Typing:
Grass.png
/
Dark.png

HP: 76
Atk: 140 (+30)
Def: 70
SpA: 101 (+20)
SpD: 90 (+20)
Spe: 153 (+30)
New Moves: Sword Dance, Teleport
Flavor: Mega Meowscarada is a top performing magician using slight of hand and an aroma it produces to trick its audience. It often uses magic tricks to appear and disappear suddenly.
Competitive Description: The idea of Meowscarada being the "Magician Pokemon" is somewhat lacking in its gameplay. Besides Flower Trick and a few other moves, it hardly has anything to do with Magic. I always thought Meowscarada should have gotten Magic Guard as its Hidden Ability since, you know, it's a Magician. It would also be more interesting than making it Grass type Greninja too.
So that's what this Mega is for. To basically give Meowscarada a playstyle more fitting to its theme.
Magic Guard is my choice for Megascarada. Too many Megas already get Magic Bounce, and Magic Guard allows Meowscarada to be a better pivot and serves that Magician playstyle more (also Magician would be useless on a Mega too). With Magic Guard, you can completely avoid Stealth Rock and Spikes, can't be hurt by Salt Cure, can't be hurt by Poison which additionally blocks Burns and other Status, and won't take damage from Rocky Helmet. It can't use Life Orb and abuse that, however, which would have probably made it an OU staple.
Its stat bonuses are well balanced with more of a focus on Speed and Atk. +20 in SpA is mostly to prevent Meowscarada from getting too many useful stats. Its still pretty frail physically but is now a bit more specially bulky.
At 153 Spe, you reach 445 speed, putting you above base 150s and +1 85s. However you are still pretty vulnerable to priority and most Double Speed Pokemon, as well as decently fast Scarfers too.
I also gave it 2 new moves in Sword Dance and Teleport.
Sword Dance is a great option for Meowscarada in general, probably not on Protean sets since you'll turn yourself into a Normal type, but its fast and strong. Teleport is a secondary pivot option for those that want a slow pivot, but is mostly for flavor even if it can be useful if not risky.
:sv/meowscarada:
Mega Meowscarada

Ability: Illusion

Type: Grass
| Dark

New Stats:

HP: 76
Attack: 110 → 140 (+30)
Defense: 70 → 90 (+20)
Special Attack: 81
Special Defense: 70 → 90 (+20)
Speed: 123 → 153 (+30)
BST: 530 → 630 (+100)

New moves:
- Fake Out, Hone Claws

Description:
1) Concept

View attachment 735010
You see Joker's gloves in Persona 5? You see Haru's hat? Gloves are purple, hat is the same.
Meowscarada-Mega is the same as it always was: a magician cat, versed into illusions. What changed is its motivations, and how it fights. It is way more of a trickster, hiding behind illusions, and messing with opponents with countless tricks. It also has a huge sense of justice, refusing to fight for someone it believes not worthy of his powers. However, he likes children a lot, and won't hesitate using its powers to play with them. There is even the legend of some kind of a "phantom thief cat", but ain't no way to know if it's real or not.

2) Competitive
  • As an Illusion user, M Meowscarada can make unique use of hazards and Leech Seed to punish the opponent for mispredicting. For instance, you could fool them into thinking M Meowscarada is a Ghost Pokémon, greatly discouraging Rapid Spin.
  • Alternatively, M Meowscarada can try setting up with Hone Claws if it gets an advantage with Illusion.
  • Thanks to its superb speed, it should have no troubles generating momentum with U-turn and Knock Off or pressuring weakened targets.
  • Fake Out allows M Meowscarada to chip damage, especially against set-up Pokémon. With U-turn, hazards or Leech Seed, you can accumulate quite a bit of damage over time.
:sv/Meowscarada:
Meowscarada-Mega
Grass/Dark
Dazzling
76
140 (+30)
80 (+10)
101 (+20)

90 (+20)
143 (+20)

+Fake Out


Meowscarada dazzles the opponent with its magical skills (and sparkly cape), shoring up its weakness-laden typing against the plethora of priority options, plus generally strong stuff like Gambit Sucker Punch. Mega Meowscarada uses this to freely revenge kill unboosted threats, turn offensive pressure into momentum with U-turn and occasionally throw out Spikes. Priority blocking lets Meowscarada blank Fake Outs in VGC, firing off its own brand-new Fake Out and fast Pollen Puff to heal allies alongside its array of strong attacks.
 
:meowscarada:
Now for my next trick... *vanishes* *continuous sequence of explosions*
1. War Incarnate
2. okispokis
3. Blueray & Lysio
4. lydian
5. PalpitoadChamp
6. DrPumpkinz

:perrserker:
Scratch the funny lines, shoot a battle scene now.
1. DrPumpkinz
2. PalpitoadChamp
3. lydian
4. okispokis
5. LordThemberchaud

:maushold:
(3x+4)!
1. PalpitoadChamp
2. LordThemberchaud
3. ErrorMon
4. DrPumpkinz
 
:perrserker:
  1. DrPumpkinz
  2. PalpitoadChamp (sv)
  3. LordThemberchaud
  4. okispokis
  5. lydian

:maushold:
  1. DrPumpkinz
  2. PalpitoadChamp (sv)
  3. ErrorMon
  4. okispokis

:meowscarada:
  1. PalpitoadChamp (sv)
  2. BlueRay & Lysio
  3. War Incarnate
  4. okispokis
 
Perrserker:
Dr Pumpkins
Errormon (SV)
Metal Cat

Maushold:
Errormon (SV)
ArhamA
Dr Pumpkins
Lydian

Meowscarada:
Errormon (SV)
Lydian
War Incarnate
 
Below, my votes:
1) DrPumpkinz
2) PalpitoadChamp
3) ErrorMon

4) okispokis
5) lydian
6) LordThemberchaud
7) Cuddly
1) DrPumpkinz
2) PalpitoadChamp
3) okispokis

4) ArhamA
5) LordThemberchaud
6) ErrorMon
1) BlueRy & Lysio
2) War Incarnate
3) DrPumpkinz
4) lydian

5) okispokis
6) PalpitoadChamp
7) Cuddly
8) ErrorMon
 
My Votes:
Meowscarada
Errormon
BlueRay & Lysio

Maushold
ArhamA
LordThemberchaud

Perrserrrrrrrrrrrrrrker
DrPumpkinz
PalpitoadChamp
 
Hi folks! I Am So Sorry Again For The Wait! there's a lot going on for me right now, and i just havent had the mental/emotional bandwidth to get to this in anything resembling a timely manner ;_;
As always, check the first post for a breakdown on how the tallying works and a link to the spreadsheet where you can view the raw numbers. With that out of the way, let's get to the results:

:perrserker: Mega Perrserker: DrPumpkinz !!

:sv/perrserker: :sv/beartic:
Mega Perrserker
Type:
Steel
Ability: Ice Face
Stats:
HP: 70Att: 190 (+80)Def: 100SpA: 50SpD: 70 (+10)Spe: 60 (+10)
Despite being based on Vikings (as depicted by Richard Wagner in his Ring Cycle; it should not surprise anyone that the modern view of Vikings as Germanic Aryans whose culture glorifies the destruction of those they deem weak was popularized by a literal Nazi; fuck Richard Wagner) Perrserker doesn't really have any mechanical ties to Ice or Water. Let's fix that.

While Eiscue wants to break its Ice Face so it can get a huge speed boost and sweep with Belly Drum, Mega Perrserker doesn't get anything extra out of blocking an attack with its frosty beard. This may sound like a downside, but it means that Mega Perrserker can focus more on using Ice Face as a shield against physical attacks as opposed to being part of its win condition.

Compounding this, Eiscue is rather mediocre if it doesn't get both its Belly Drum and Ice Face off, leading it to be easily abused by simply switching to a special attacker and threatening it out, wasting the opponent's time and Sitrus Berry. Mega Perrserker can use Ice Face to set up a Swords Dance, but with its 190 Attack stat, it's extremely threatening right out the gate. A special attacker recklessly switching into Mega Perrserker hoping to exploit Ice Face can very easily find itself on the receiving end of a powerful Iron Head, Close Combat, Knock Off, or U-turn. Thus, when faced with a physical attacker with its beard intact, no matter what the opponent does, Mega Perrserker is guaranteed to get one devastating hit off completely for free.

And all of this is assuming you've only got one Ice Face to work with. When faced with a special attacker that it can't strike first, Mega Perrserker is likely going to want to switch to a specially-defensive ally. An ally like, oh I don't know, Slowking. Mega Perrserker excels when paired with either form of the molasses monarch, as when the opponent switches to a physical attacker to deal with them, they can Chilly Reception right back out into Mega Perrserker, ready to refreeze its beard if it was thawed previously in the match.
:meowscarada:Mega Meowscarada: War Incarnate !!
:meowscarada:
Mega Meowscarada
New Ability
: Tricky Surge (On switch-in, set Magic Room for 5 turns.)
Type: Grass/Dark

New stats:
HP: 76
Attack: 130 (+20)
Defense: 100 (+30)
Special Attack: 91 (+10)
Special Defense: 95 (+25)
Speed: 138 (+15)
(630 BST)

New moves: Fake Out
Description:
Choice Scarfers? you got no choice!
Leftovers? their time's done & over!
Heavy-Duty Boots? Heavy-Duty POOFed!

With Mega Evolution, Meowscarada becomes a master manipulator, its sleight of hand capabilities taken all the way to 11 with a deceiving personality and a willingness to fight dirty to boot. In addition to its trusty flower bombs, it now uses its sleight of hand to set the stage in its favor, all the while stealthily disabling and disarming opponents at will before finishing them off, putting on a good show in the process. It even likes to use its sleight of hand capabilities to prank its trainer and allies as well by disappearing and reappearing items!

Magic Room is a theoretically EXTREMELY powerful field condition - items are [almost] everything in competitive pokemon, from the various Choice items, to Heavy-Duty Boots, to Leftovers, to even Assault Vests and Life Orbs galore - these can and often do have a large impact on the pokemon that hold them, and in turn the battlefield at large. In Doubles, this variety extends even further, with Sitrus Berries, Clear Amulets, Safety Goggles, and Covert Cloaks, exemplifying just how impactful they can be. Disabling them, of course, takes away that impact, which radically changes things (if Knock Off is to be any indication of this) - suddenly, a wallbreaker may find themselves missing out on KOes their Choice Band and Life Orbs would have netted them, previously hazard-protected pokemon find themselves being eaten alive by the very hazards their Boots were supposed to shield them against, bulkier pokemon now find themselves without the passive recovery that they so relied on, so on so forth. Magic Room does exactly this, but it's ultimately never seen because, well, it takes up a moveslot just to set up a field condition. In general, most of these "manual" field conditions suck because you waste a turn having to set them up, at which point the opponent can just take advantage of that free turn and win the game from there.

Anyways, Mega Meowscarada aims to take advantage of Magic Room to a variety of ends and benefits for itself. Firstly, with that gigantic speed tier of its, being able to disable Choice Scarves is HUGE since it makes revenge killing it that much harder. To compensate for this, 130 attack isn't especially strong, even with Triple Axel, Flower Trick, and STAB Knock Off in mind. However, what it (somewhat) lacks in power it more than makes up for with the sheer utility that Tricky Surge provides. Heavy-Duty Boots users wishing to switch in on Meowscarada, for instance, now have to fear the Spikes and Stealth Rocks that will chip them down and invariably put them in range for a KO, and pokemon that rely on Leftovers for its passive recovery don't have that to save them anymore, easily enabling Meowscarada (or its allies) to dispatch of them. Even outside of this, while 76/100/95 bulk isn't the greatest out there (ESPECIALLY with how bad of a defensive typing Grass/Dark is), the item-disabling ensures that Meowscarada can use these defenses to live a hit or two in a pinch by shutting off boosting items.

In Doubles, Mega Meowscarada can also use Magic Room to play to its allies' and its own benefit. Due to its nature as a field condition, your allies can also reap its benefits - Fake Out users can bypass Covert Cloak, Intimidate users don't need to worry about Clear Amulet, your allies being able to secure KOes that might otherwise be missed by disabling Sitrus Berries and Leftovers. Sure, this also comes with the drawback of disabling your teammates' items, which can also hurt them in a variety of ways, making it a double-edged sword of sorts, but with careful play and skillful management, you can mitigate those downsides and truly bring out its positives.
:maushold:Mega Maushold: LordThemberchaud !!
Maushold-Mega :maushold:
Type: Normal/Fairy
Ability: Prankster
HP: 74
Atk: 95 (+20)
Def: 120 (+50)
Sp. Atk: 65
Sp. Def: 110 (+40)
Spe: 101 (-10)
New Moves: Moonlight

Description: These silly little rats now engage in tomfoolery to confound and humiliate would-be predators. With Prankster, Maushold gets access to priority hazard removal and setup in Tidy Up, letting it reliably keep hazards and screens off the field. The boosts also let it act as a bulkier sweeper, however you likely wouldn't run Population Bomb because of the inconsistency without a Wide Lens. It also gets access to powerful status moves like Thunder Wave, Taunt, and especially Encore. Moonlight can be run to keep Maushold healthy throughout the match, which is important because of it takes hazard damage every time it switches in. The new Normal/Fairy type is also a good defensive type previously only on weaker Pokemon like Wigglytuff and Audino-Mega, giving it some useful resistances, as well as letting it be immune to both of Dragapult's STABs.

In Doubles, Maushold-Mega acts as more of a support Pokemon, with it's high bulk and access to Follow Me, Prankster Thunder Wave for speed control, and you can probably do some funny things with Prankster After You. The added Fairy type is both a blessing and a curse, however, as it makes you weak to both Make it Rain and Gigaton Hammer.

Flavor: It's a bunch of cartoon mice (think Jerry from Tom and Jerry)
As always, thanks everyone for your submissions! These are pretty dang neat, I think O:
chunky_jolteon_icon.png
chunky_flareon_icon.png
chunky_vaporeon_icon.png

With that out of the way, I also (finally, sorry) have the next slate lined up for you, courtesy of BlueRay:​
BlueRay said:
Next slate will feature the "Valuable Containment" theme and include the following Pokémon: :cloyster: Mega Cloyster, :minior-meteor: Mega Minior, and :rabsca: Mega Rasbca.
You have until 23:59 [GMT+1] on Tuesday, June 10 to post your submissions!


:sv/cloyster: :sv/minior-meteor: :sv/rabsca:
And there you have it! I'll see you next time, and as always, we look forward to seeing your submissions!
:bibarel::kyogre::basculegion::bibarel:
 
A collaboration between Lysio and me.
:sv/rabsca:
Mega Rabsca

Ability: Drought

Type: Bug / Ground

New Stats:

HP: 75
Attack: 50
Defense: 85 → 105 (+20)
Special Attack: 115 → 155 (+40)
Special Defense: 100 → 140 (+40)
Speed: 45
BST: 470 → 570 (+100)

New moves:
- Teleport

Description:
1) Concept

- Legends say that a life of rolling got it to finally ascend to godhood. The disk it holds is hot, a temperature that rivals even the likes of Magcargo. The inspiration for this mega is Egyptian mythology, Rabsca itself is inspired from the sacred scarab, a beetle said to be holding the Sun.

2) Competitive

- unique Sun setter with a valuable Ground, which is good against Gliscor, Great Tusk, Landorus-T, and Ting-Lu
- offers Teleport to safely bring in a Sun abuser
- can function as a lategame Trick Room cleaner, like Reuniclus
- secondary Ground-type mitigates Stealth Rock damage, giving Mega Rabsca more opportunities to switch in and out, while also increasing its offensive potency, like pressuring Fire, Rock, and Steel Pokémon on the switch or threatening Raging Bolt, the latter being an annoyance to deal with for Sun teams
- in VGC, Mega Rabsca functions as an offensive support Pokémon, provding speed control in Trick Room and Speed Swap, the latter enabling fast allies like Flutter Mane if Trick Room is up or turning the Bug Pokémon into a fast threat itself. Mega Rabsca also has damage control options (like Struggle Bug, screens, etc.) and can resort to Gravity or Revival Blessing if you desire more teambuilding flexibility and creativity. Great Tusk, for instance, would love to hit airborne Pokémon in Gravity and doesn't have to worry about hurting its ally with Earthquake due to Rabsca's Ground resistance.
- Speaking of VGC, Mega Rabsca's dual Bug/Ground type can be useful to hit Ting-Lu and Archaludon for super effective damage while taking little or nor damage from Stomping Tantrum and Electro Shot respectively. This is important to note because Rain can give Sun oriented teams a lot of troubles. Ting-Lu, on the other hand, is a major annoyance to Psy Spam teams; due to Drought and the typing, Mega Rabsca can greatly fit on Psy Spam teams and ensure that the archetype's biggest nemesis can't auto-win that easily.

:sv/cloyster:
Mega Cloyster

Ability: Mother of Pearl (At or below 50% HP, user takes half direct and indirect damage)

Type: Water / Ice

New Stats:

HP: 50
Attack: 95
Defense: 180 → 230 (+50)
Special Attack: 85 → 115 (+30)
Special Defense: 45 → 65 (+20)
Speed: 70
BST: 520 → 620 (+100)

New moves:
- Body Press, Pain Split, Rapid Spin, Toxic

Description:
1) Concept

- Mother of Pearl is "an organic–inorganic composite material produced by some molluscs as an inner shell layer. It is also the material of which pearls are composed. It is strong, resilient, and iridescent". In this context, Mega Cloyster will simply bolster its defense once its at risk of fainting.

2) Competitive

- Mega Cloyster can rely on Mother of Pearl to better tank damage even at relatively low HP. This also extends to indirect damage, such as Toxic or Stealth Rock. For instance, +1 Def Zamazenta cannot 2HKO max HP Cloyster with Body Press.
- This resilience allows Mega Cloyster to support the team in the longterm with stuff like Rapid Spin, Spikes or Toxic--sth. that its base form used to do in old generations. Furthermore, Mega Cloyster can also click Shell Smash or Iron Defense even when it's already damaged or basically ignore the defensive stat drops at or below 50% HP. Which could be useful if you fear priority moves.
- Rapid Spin and Toxic are moves that Cloyster knew in previous generations. Body Press and Pain Split are new additions to improve its playstyle. Pain Split deserves special mention for its synergy and anti-synergy with Mother of Pearl since you have to be careful with HP management.
 
Last edited:
:sv/cloyster:
Mega Cloyster
Type:
Water / Ice
Ability: Snow Warning
Moves: Rapid Spin (why tf did they take away Rapid Spin)
Stats:
HP: 50​
Att: 105 (+10)
Def: 230 (+50)
SpA: 115 (+30)
SpD: 65 (+20)
Spe: 60 (-10)

Snow got changed in Gen 9 to boost the physical Defense of Ice-types, so who better to exploit that than the OG physically-defensive Ice-type? I don't have a specific visual in mind, but whatever this thing looks like, it would probably have more to do with Ice than Cloyster's current design, which has fuck all to do with Ice.

A huge boost to its Defense on top of the boost from the snow means that Mega Cloyster can tank physical hits for days, and a modest boost to its Special Attack means it can deal decent damage with perfectly accurate Blizzards.

252+ Atk Great Tusk Close Combat vs. 252 HP / 252+ Def Cloyster-Mega in Snow: 114-134 (37.5 - 44%) -- guaranteed 3HKO
0 SpA Cloyster-Mega Blizzard vs. 252 HP / 0 SpD Great Tusk: 444-524 (102.3 - 120.7%) -- guaranteed OHKO
 
:sv/cloyster:
Name: Cloyster
Type: Water/Ice
Ability: Glass Cannon (Upon switch in, raises your Speed by 1 and lowers your Defense by 1.)

Hp: 50
Att: 95 -> 135 (+40)
Def: 180 -> 110 (-50)
SpA: 85 -> 125 (+40)
SpD: 45 -> 75 (+30)
Spe: 70 -> 110 (+40)
BST: 525 -> 625 (+100)

Movepool Additions: Flip Turn

Description: Cloyster drops behind its shell and becomes just the head/center part of the Pokemon. Mega Cloyster is an incredible scary Shell Smash sweeper that trades base form's physical bulk in exchange for 135/110 offenses, better special bulk, and a free +1 in speed. Cloyster suffers from a rock weak mega, but after a Shell Smash, its hard to survive a hit from this monster.
Cloyster @ Cloysterite
Ability: Shell Armor / Overcoat
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Icicle Spear
- Drill Run
- Liquidation / Flip Turn

:sv/minior:
Name: Minior
Type: Rock/Flying
Ability: Base/Core: Energy Escape: Shields Down + At the end of every turn, all active Pokemon lose 1/16 of their max Hp.
Meteor: Energy Horizon: Shields Down + At the end of every turn, all active Pokemon are healed by 1/16 of their max Hp.

Base/Core
Hp: 60
Att: 100 -> 130 (+30)
Def: 60
SpA: 100 -> 130 (+30)
SpD: 60
Spe: 120 - 160 (+40)
BST: 500 -> 600 (+100)

Meteor
Hp: 60
Att: 60
Def: 100 -> 150 (+50)
SpA: 60
SpD: 100 -> 150 (+50)
Spe: 60
BST: 440 -> 540 (+100)

Movepool Additions: Air Slash, Head Smash, Mystical Fire, Recover

Description: Mega Minior switches between its two forms, a 60/150/150 mon with Recovery and Grassy Terrain healing for everyone, and its other form, a 130/130/160 offense mon with a perma-Sand level chip on itself + opponent. Minior has several ways of manipulating its Hp in order to reach one version or another. Roost can be useful in order to keep Core form healthy since it constantly chipping itself can lead to an early demise, especially as a Rock weak mega. If you want to get lower to activate Core form, Head Smash or Substitute can be useful in lowering your Hp into the danger zone. Even though the Core form clips you down, if you can get into your Meteor form, you'll start recovering back to a livable state. You can also ignore this dynamic and just run Shell Smash ungaboonga.
Minior @ Miniorite
Ability: Shields Down
EVs: 252 SpA / 4 SpD / 252 Spe
Mild / Modest Nature
- Substitute / Head Smash / Mystical Fire
- Air Slash
- Power Gem
- Recover

Minior @ Miniorite
Ability: Shields Down
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Shell Smash
- Air Slash
- Power Gem
- Mystical Fire / Earth Power

:sv/rabsca:
Name: Rabsca
Type: Bug/Psychic
Ability: Eternal Cycle (Upon switch out, this Pokemon uses all moves it used since it last switched in. The moves are used in the order they were orignally used and targeting the slot they originally targeted.)

Hp: 75
Att: 50 -> 80 (+30)
Def: 85 -> 105 (+20)
SpA: 115 -> 125 (+10)
SpD: 100 -> 130 (+30)
Spe: 45 -> 55 (+10)
BST: 470 -> 570 (+100)

Movepool Additions: Pollen Puff

Description: Rabsca symbolizes the cycle of Ra and rebirth. Rabsca's ability is insanely strong, allowing insane variety in what you do with it. Bug/Psychic is a terrible typing but 125 offense and being able to stack moves is insane. Just stacking attacks is already really strong, but you can also choose to stack Recover to keep Rabsca healthy, Revival Blessing to get a second use from it (free Leppa Berry), or a set up move in order to make Stored Power shenanigans extra strong.
Rabsca @ Rabscanite
Ability: Synchronize
EVs: 252 Def / 252 SpA / 4 SpD
Modest Nature
- Stored Power
- Bug Buzz / Pollen Puff
- Revival Blessing / Iron Defense / Earth Power
- Calm Mind

Rabsca @ Rabscanite
Ability: Synchronize
EVs: 252 Def / 252 SpA / 4 SpD
Modest Nature
- Psychic / Psychic Noise
- Bug Buzz / Pollen Puff
- Revival Blessing
- Earth Power / Shadow Ball
 
Mega Minior
Rock/Ice
stats
HP- 60
ATK- 145(+45)
DEF- 60
SPA- 135(+35)
SPD- 60
SPE- 140(+20)
BST- 600
Dazzling


Mega Minior Meteor
Rock/Steel
stats
HP- 60
ATK- 80(+20)
DEF- 145(+45)
SPA- 70(+10)
SPD- 145(+45)
SPE- 40(-20)
BST- 540
Levitate

New Moves: Aurora Beam, Ice Spinner


Mega Rabsca
Bug/Psychic
stats
HP- 75
ATK- 50
DEF- 110(+25)
SPA- 135(+20)
SPD- 125(+25)
SPE- 75(+30)
BST- 570
Parental Bond

New Moves: Charge Beam


Mega Cloyster
Steel/Ice
stats
HP- 50
ATK- 115(+20)
DEF- 230(+50)
SPA- 95(+10)
SPD- 75(+30)
SPE- 60(-10)
BST- 625
Body Of Water
 
Last edited:
:sv/minior-meteor:
Mega Minior (Meteor Form)
Type: Steel / Flying
Ability: Shields Down
Stats:
HP: 60​
Att: 60​
Def: 150 (+50)​
SpA: 60​
SpD: 150 (+50)​
Spe: 60​

:sv/minior:
Mega Minior (Core Form)
Type: Rock / Fairy
Ability: Shields Down
Stats:
HP: 60​
Att: 140 (+40)​
Def: 60​
SpA: 140 (+40)​
SpD: 60​
Spe: 140 (+20)​

The energy from mega evolution causes Minior's outer shell to harden and become as tough as steel, while its inner core grows glittering crystals and twinkles ever brighter.

Mega evolution gives an opportunity to patch one of Minior's biggest shortcomings, which is that its defensive form is pretty bad at its job. 60/100/100 bulk isn't particularly impressive when uninvested, and Rock/Flying is a rather poor defensive typing. A big boost to both defenses and a new Steel/Flying typing makes Meteor form much better at tanking hits while Minior sets up.

However, mega evolution poses an issue for the offensive form. Without the ability to hold a White Herb, Minior's only means of Flying STAB is completely gutted. A shift to Rock/Fairy means Mega Minior is now primarily a special attacker with Power Gem, Dazzling Gleam, and Earth Power, though it still has the option to tech Stone Edge to snipe physically frail targets. It can also potentially swap out Shell Smash for Calm Mind, but like, it's fuckin' Shell Smash. You're gonna run Shell Smash. Finally, because the Core form's typing has no overlap with that of the Meteor form's, it won't have any STAB moves while in Meteor form (unless you run Iron Head for some reason) further cementing its role in defense.
 
:sv/cloyster:
Cloyster-Mega
Water
Filter

HP:
50
Atk: 95
Def: 180 + 40 = 220
SpA: 85 + 20 = 105
SpD: 45 + 40 = 85
Spe: 70

New moves: Rapid Spin (why the hell did it lose Rapid Spin come on GF)

Description: Going the Aggron route, Cloyster has a really high Def stat, and a cool movepool, with Rapid Spin (except in SV for some reason because SV is wtf), Spikes, and even Toxic Spikes. It can Spike using its high Def stat, but also setup through Shell Smash, although it loses a lot of firepower with the loss of Skill Link in particular.
 
mega rabsca.png

Mega Rabsca
Type:
Bug / Psychic
Ability: Pure Power
Stats:
HP: 75​
Att: 140 (+90)
Def: 105 (+20)
SpA: 95 (-20)
SpD: 110 (+10)
Spe: 45​

Khepri, the sacred scarab in ancient Egyptian religion who represents the morning sun and revives/becomes(?) Ra, is often depicted as a human person with a scarab beetle for a face. Mega Rabsca is similar, except it remains upside down, held up not by its psychic power, but by one of its jacked arms.

Rabsca's physical movepool is rather poor (its only options for hitting Steel-types are Poltergeist and Dig) but it makes up for this with raw power. Leech Life dealing such high damage also means it'll be healing a ton, which complements its decent bulk.
 
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:sv/Cloyster:
Cloyster-Mega
Water/Ice
Ability: Diamond Dust (On switch in, user summons Diamond Dust for 5 turns. While active, all Pokemon are immune to Rock moves and Stealth Rock, and all moves and Abilities behave as they do under Snow).
50

110 (+15)
210 (+30)
110 (+25)

75 (+30)
70
+Rapid Spin

"For protection, it uses its harder-than-diamonds shell. It also shoots spikes from the shell."

Between that Dex entry and the famous value of an oyster's pearl, Cloyster seemed a fun candidate for Diamond Dust. An extra immunity and Stealth Rock nullification are obviously great for Cloyster, allowing it to either play hazard control or giving more leeway for a Shell Smash. Mega Cloyster holds an advantage in hazards wars thanks to its STAB combo and regaining Rapid Spin (which was removed in SV for no reason), while its Spikes or Toxic Spikes are still plenty effective even with DD up.

:sv/Minior:
Minior-Mega
Core
Rock/Fire
Ability: Ignite (User's Normal moves become Fire type and deal 1.2x damage).
60
130 (+30)
65 (+5)
130 (+30)
65 (+5)
150 (+30)

:sv/Minior-Meteor:
Meteor
Steel/Flying
Ability: Rotation (On switch-in, this Pokémon's Defense or Special Defense is raised by 1 stage based on the weaker combined attacking stat of all opposing Pokémon. Special Defense is raised if their Special Attack is higher, and Defense is raised if their Attack is the same or higher.)
60
100 (+40)
130 (+30)
60
130 (+30)
60

+Follow Me, Tailwind

Core

Mega evolution causes Minior to be engulfed in flames. Given Singles Minior will never do anything besides Shell Smash and that Minior must sacrifice half its health to Mega evolve in Core form, Ignite boosts Mega Minior's all-or-nothing approach with STAB Double-Edges or Tera Blasts, depending on whether you want physical or special. Also Fire-type Explosion for those that like living dangerously.

Meteor
In Singles, Mega Minior-Meteor leverages a newly improved defensive typing and temporary buffer of a Def or SpD boost to set up Shell Smash. VGC, meanwhile, grants a more in-depth role by leveraging that defensive profile for new additions in Follow Me and Tailwind. The Atk boost prevents Triple M from being overly passive, letting it chip away at problematic Fire and Electric types with Rock Slide and Earthquake.

:sv/Rabsca:
Rabsca-Mega
Bug/Ground
Ability: Flash Fire
75
60 (+10)

135 (+50)
145 (+30)

110 (+10)
45


Rabsca is based off of a sun deity, which would probably be immune to fire. Combined with a new Ground typing, Flash Fire gives Rabsca a useful defensive profile, leveraging its natural resistances to Ground and Fighting while no longer being weak to Rock. This also gives it more freedom to throw off powerful STAB Earth Power to guarantee an OHKO on stuff like Gholdengo and Gambit, as Bug Buzz already hits Grass types with coverage like Power Gem for Flying types and more specific options like Dazzling Gleam. Recover lets you keep yourself healthy- or maybe you use the new defensive profile to run a dumb gimmick with Revival Blessing. In VGC, Rabsca can be a valuable support now that it's no longer weak to common spread moves Heat Wave and Rock Slide, mainly setting Trick Room or disrupting with Imprison with the help of Bug STAB to take on opposing TR setters.
 
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Mega Rabsca
Type:
Bug / Fire
Ability: Circle of Life (Once per battle, when the wielder is KO'd and its replacement switches in, revives with 1/2 max HP. Does not occur if the wielder is the last Pokemon active in the party. Upon activation, announces "The sun egg revived Rabsca!")
New Moves: Mystical Fire, Will-O-Wisp, Fire Blast
New Stats:
HP: 75
Att: 50
Def: 100 (+15)
SpA: 140 (+25)
SpD: 120 (+20)
Spe: 85 (+40)

Its basically a sun god beetle so why not turn the egg into a literal sun? Oh, and it also can revive itself with said egg if the time comes.
The idea here is that "Hey, it learns Revival Blessing and the thing over it is an egg, why not make it use Revival Blessing on itself?" and hey, here we are. The stats help lean it towards a more standardized bulky attacker that isn't as molasses slow as before, and also allows it to more effectively run Calm Mind sets without Trick Room. However, its ability is unique in that, upon KO, it'll revive itself and grants a second chance, and with Recover, it can easily keep itself healthy in both iterations. This pairs really well with Memento, too, as the self-KO can activate the ability and gives you the chance to debilitate any attackers twice. The presence of a more effective Fire STAB also makes it more threatening on Calm Mind sets, as well as useful support in Psychic Noise, Will-O-Wisp, Dual Screens, Revival Blessing, and even Speed Swap and Skill Swap for doubles. The latter especially as it can allow a potential wallbreaker or defensive mon more survivability. However, Mega Rabsca's new typing, while decent defensively, comes at the massive cost: a 4x Stealth Rock weakness. Without Boots, its effectively a death sentence thanks to Circle of Life's mechanics, and its lack of Speed boosting moves outside of Speed Swap (if you can call it a Speed boosting move) does make it more manageable to defeat in its weakened state.
 
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:sv/cloyster:
Cloyster
Ice /
Water
Ability: Sniper
New Moves: Frost Breath, Snipe Shot
New Stats:
HP: 50
ATK: 115 (+20)
DEF: 215 (+35)
SPA: 100 (+15)
SPD: 75 (+30)
SPE: 70
Description: This form change serves to more or less turn Cloyster into the complete opposite of how it normally is. Whereas normal Cloyster cares about multi-attacking moves with its Skill Link ability, this version of Cloyster wants huge, one-and-done attacks, particularly in the form of post-Shell Smash Frost Breaths or Snipe Shots, depending on what fits best. Frost Breath in particular, due to its consistency, serves as a very scary attack to be facing down at +2.

Of course, this is still Cloyster, and has the downsides associated with that- Special frailty, relatively low speed, and reliance on setup. But this version has a special downside, that being an inability to use White Herb to keep its defense at high levels. Any decently fast special Scarf user (or priority) can easily shuck this clam.

Flavor: Imagine Cloyster, but like, with a giant barrel instead of a horn. Mega Blastoise core.
 
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