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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.
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.
As always, thanks everyone for your submissions! These are pretty dang neat, I think O:Maushold-Mega
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)
BlueRay said:Next slate will feature the "Valuable Containment" theme and include the following Pokémon:Mega Cloyster,
Mega Minior, and
Mega Rasbca.
You have until 23:59 [GMT+1] on Tuesday, June 10 to post your submissions!