Dear community,
it's voting time. Below, you can find all the subs from the current slate. You have until Tuesday, 01.07.2025, GMT+1, 23:59, to vote! If I forgot to include any sub, let me know as soon as possible.


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 resistance, 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.

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-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.


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.

Mega Cloyster
Type: Water / Ice
Ability: Snow Warning
Moves: Rapid Spin (why tf did they take away Rapid Spin)
Stats:
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

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-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.

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.

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.


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.

Mega Minior (Meteor Form)
Type: Steel / Flying
Ability: Shields Down
Stats:

Mega Minior (Core Form)
Type: Rock / Fairy
Ability: Shields Down
Stats:
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.

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)

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.
it's voting time. Below, you can find all the subs from the current slate. You have until Tuesday, 01.07.2025, GMT+1, 23:59, to vote! If I forgot to include any sub, let me know as soon as possible.


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 resistance, 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.

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
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 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
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
View attachment 745316
Mega Rabsca
Type: Bug / Psychic
Ability: Pure Power
Stats:
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.
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.

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.
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.
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.


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.

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

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
Ability: Shell Armor / Overcoat
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Icicle Spear
- Drill Run
- Liquidation / Flip Turn
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
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

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.

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.

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.


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
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
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
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 Minior (Meteor Form)
Type: Steel / Flying
Ability: Shields Down
Stats:
HP: 60
Att: 60
Def: 150 (+50)
SpA: 60
SpD: 150 (+50)
Spe: 60

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.

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)

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.