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 Tuesday, 01.07.2025, GMT+1, 23:59, to vote! If I forgot to include any sub, let me know as soon as possible.

:sv/rabsca:
: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 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.
: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 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
View attachment 745316
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.
: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.
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.
:sv/cloyster:
: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.
: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
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
: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.
: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/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.
:sv/minior:
: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
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
: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/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.
 
Below, my votes.
1) BlueRay & Lysion
2) okispokis
3) DrPumpkinz

4) jazzmat
5) PalpitoadChamp
6) T.I.A.
1) jazzmat
2) BlueRay
3) PalpitoadChamp

4) DrPumpkinz
5) Lysion
6) okispokis
7) Totally_Odette
1) DrPumpkinz
2) PalpitoadChamp
3) okispokis
4) jazzmat
 
:rabsca:Here Comes The Sun - The Beatles
jazzmat
Blueray/Lysion
okispokis
DrPumpkinz

:cloyster:Clams - The Wicked Good Band
DrPumpkinz
okispokis
Lysion

:minior-meteor:Lonely Rolling Star - Yoshihito Yano & Saki Kabata
DrPumpkinz
okispokis
jazzmat
 
vote doubters in shambles

:cloyster:Boisterous
1. BlueRay
2. okispokis
3. DrPumpkinz

:rabsca:Scoundrel
1. BlueRay & Lysion
2. DrPumpkinz
3. okispokis

:minior:Praetor
1. DrPumpkinz
2. PalpitoadChamp
3. okispokis
 
:rabsca:
1. BlueRay & Lysion
2. PalpitoadChamp (sv)

:cloyster:
1. BlueRay
2. DrPumpkinz
3. Lysion
4. PalpitoadChamp (sv)

:minior:
1. DrPumpkinz
2. PalpitoadChamp (sv)
 
Rabsca:
1. BlueRay & Lysion
2. okispokis
3. DrPumpkinz

Cloyster:
1. DrPumpkinz
2. BlueRay
3. PalpitoadChamp

Minior:
1. okispokis
2. DrPumpkinz
3. jazzmat
 
:Cloyster:
1. DrPumpkinz
2. okispokis
3. Lysion
4. Totally_Odette

:Minior:
1. okispokis
2. DrPumpkinz
3. jazzmat
4. PalpitoadChamp

:Rabsca:
1. Blue/Lys
2. okispokis
3. DrPumpkinz
 
:rabsca:
1. BlueRay & Lysion
2. okispokis
3. DrPumpkinz

:cloyster:
1. DrPumpkinz
2. Lysion
3. BlueRay
4. okispokis
5. Totally_Odette

:minior:
1. DrPumpkinz
2. okispokis
3. jazzmat
4. PalpitoadChamp
 
Hi! Wow! I am so sorry! I have nothing to say for myself!!!!

:cloyster: Mega Cloyster: DrPumpkinz !!
: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

:minior: Mega Minior: DrPumpkinz !!
: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.

:rabsca: Mega Rabsca: BlueRay & Lysion !!
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.
As always, the spreadsheet with full results is linked in the front post if you want to see it!
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next slate announcement section goes here​
BlueRay said:
Next slate will feature the "Weather" theme and include the following Pokémon: :sandaconda: Mega Sandaconda, :kingdra: Mega Kingdra, and :scream-tail: Mega Scream Tail.
You have two weeks from now, until August 10th at 23:50, GMT +1 to sub.​

:sv/kingdra::sv/sandaconda::sv/scream-tail:
So there you have it! Once again I am so goddamn sorry for the wait (a lot happened but nothing I’d consider a good excuse personally), and AS always, we look forward to seeing your submissions!!
:dustox::eevee::wo-chien::snorlax:
 
Headband_Jigglypuff_PM.png

Mega Hungrybox Scream Tail
Type:
Fairy / Psychic
Ability: Night Terror (instead of healing the user, Rest now deals physical Psychic-type damage to all other Pokémon on the field equal to the amount of HP it would have healed)
Stats:
HP: 115​
Att: 95 (+30)
Def: 119 (+20)
SpA: 75 (+10)
SpD: 135 (+20)
Spe: 131 (+20)

Upon mega evolution, Scream Tail's hair antenna thing becomes green.

Scream Tail becoming part Psychic has always felt kinda weird, and while Mega Scream Tail doesn't get any particularly improved Psychic STAB, it does get new use out of a Psychic move, that being its Smash Bros signature Rest. Get Scream Tail down to low HP, and its Rest nukes everything around it like a reverse Final Gambit. Rest's fail conditions are still the same as usual, so you won't be able to use it when you're already asleep, prevented from falling asleep from something like Electric Terrain, or under the effect of Heal Block. Having its damage negated is not a fail condition, so using Rest when everything else on the field is either Protecting or a Dark-type will still put you to sleep. However, Mega Scream Tail can somewhat get around this with its decently strong Play Rough.

:sv/kingdra:
Mega Kingdra
Type:
Water / Dragon
Ability: Intimidate
Stats:
HP: 75​
Att: 105 (+10)
Def: 115 (+20)
SpA: 125 (+30)
SpD: 135 (+40)
Spe: 85​

Before it was known as the face of Swift Swim, Kingdra was known...

Screenshot 2025-07-12 030251.png

Screenshot 2025-07-12 030318.png

Screenshot 2025-07-12 030340.png


...as a fucking bastard.

With Flip Turn, Intimidate, and great special bulk, Mega Kingdra weaves in and out of combat, proving itself to be a right nuisance all the while. While it's at it, it can spread a number of nasty ailments: burn from Scald, paralysis from Dragon Breath, confusion from Water Pulse, accuracy drops from Muddy Water or Smokescreen, drowsiness from Yawn, Speed drops from Icy Wind, or further Attack drops from Breaking Swipe.

"But how does this differentiate itself from Mega Quaquaval, the other Intimidating Water mega in this format?"

I'm so glad you asked, Paul random concerned M4Aer. Mega Quaquaval can use Intimidate to protect itself as it boosts with Swords Dance or Bulk Up. Mega Kingdra can do the same with Dragon Dance, but its mediocre Attack means it won't really perform too well in that role. If Mega Quaquaval wants to run a more supportive set, its tools for doing so are Rapid Spin, Knock Off, Roost, Taunt, Coaching, Icy Wind, Flip Turn, and the new addition of Scald. Mega Kingdra shares Icy Wind and Flip Turn (and natively learns Scald), it has its own set of utility moves mentioned above, and its bulk is also much higher and optimized for Intimidate. It also has a slightly higher Special Attack, and a strong emergency offensive option in Draco Meteor, making it significantly less passive than support Quaquaval.


:sv/sandaconda:
Mega Sandaconda
Type:
Ground / Rock
Ability: Clear Body
Stats:
HP: 72​
Att: 167 (+60)
Def: 95 (-30)
SpA: 65​
SpD: 120 (+50)
Spe: 91 (+20)

The energy from mega evolution melts and fuses the sand in Sandaconda's sand sack, turning it into glass. This makes it frailer on the physical side, but it greatly boosts Special Defense and Attack, and slightly boosts Speed. The added Rock type can also boost Special Defense further when combined with the sandstorm set by Sand Spit.

Mega Sandaconda excels as a setup sweeper, with Coil boosting the accuracy of Stone Edge (and High Horsepower if you're worried about Grassy Terrain) and Glare complimenting its decent Speed. It can also opt to stay in base form when setting up for the better physical bulk and defensive typing, which also gives time for Sand Spit to activate.

Screenshot 2025-07-12 030908.png
 
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:sv/sandaconda:
Sandaconda-Mega
Ground
Wind Rider

HP:
72
Atk: 107 + 30 = 137
Def: 125 + 20 = 145
SpA: 65 + 10 = 75
SpD: 70 + 10 = 80
Spe: 71 + 30 = 101

New moves: Shore Up

Description: Taking inspiration from the Gmax form, this version of Sandaconda rides the wind. Yeah no literally. Sharknado looking ahh. Wind Rider is pretty cool because it gives it some cool immunities (Blizzard, Heat Wave, etc), while enabling it to be a cool Tailwind abuser in VGC.

:sv/scream tail:
Scream Tail-Mega
Fairy/Dragon
Mythologize
: Dragon -ate

HP: 115
Atk: 65 + 30 = 95
Def: 99 + 10 = 109
SpA: 65 + 20 = 85
SpD: 115 + 20 = 135
Spe: 111 + 20 = 131

New moves: none

Description: Look, I like Altaria-Mega and this is a reverse Altaria-Mega. I just miss Fairy/Dragon as a typing. Rabsca-Mega winning can really make Sun strong, so have a hard counter! Scream Tail can literally ruin Sun, and just hardwall a bunch of mons in general due to a generally strong typing (Dragon immunity, Dark, Fire, Water, Electric, Grass, Fighting, Bug resistances). It can be a pretty cool mon defensively while also be cool offensively. Draconize turns its Boomburst into a nightmare, but it should be fine with 85 SpA? It has a lot of moves for defensive sets, with stuff like Psychic Noise, Stealth Rock, Thunder Wave, Wish...

Lore wise... It doesn't have a strong bond with Dragon type but it looks more draconic than Psychic? idk it's off
 
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Mega Kingdra
Type: Water/Dragon
Ability: Regenerator
New Moves: Nasty Plot, Aqua Jet

Stats:
HP: 75
Atk: 95 → 120 (+25)
Def: 95 → 130 (+35)
Sp. Atk: 95 → 110 (+15)
Sp. Def: 95 → 115 (+20)
Speed: 85 → 90 (+5)

Kingdra has an amazing defensive typing that’s underutilized because of its lack of reliable recovery and pretty average defenses. Regenator + Flip Turn make it a great pivot, capable of unleashing powerful Draco Meteors and switching out. I also flirted with the idea of a Dragon Dance set leveraging its good attack and workable speed to act as a late game cleaner. Nasty Plot adds a bit of versatility and opens the possibility for more sets.

5affc30f8bb75e928612cc7544e543a9.jpg

Mega Sandaconda
Type: Ground
Ability: Sand Vault (If this Pokemon is on the field while sandstorm is active, its defense and special defense are raised sharply.)
  • If sandstorm subsides and is reactivated while Sandaconda is on the field, it gets an additional boost and so on.
New Moves: Rapid Spin

Stats:
HP: 72
Atk: 107 → 147 (+40)
Defense: 125 → 140 (+15)
Sp. Atk: 65 → 70 (+5)
Sp. Def: 70 → 90 (+20)
Speed: 71 → 91 (+20)

Sandaconda’s one of my favorite gen 8 pokemon. It gets a lot of fun tech like Glare, Stealth Rock, and newly added Rapid Spin along with a set-up option in Coil. Sand Vault synergizes well with Sand Spit, giving Sandaconda a massive defensive boost it can use both to check powerful sweepers and set-up itself.

2470ca7acabe04d6d7046dae9f8d1f19.jpg

Mega Scream Tail
Type: Fairy/Psychic
Ability: Perish Body
New Moves: U-turn

HP: 115
Atk: 65 → 85 (+20)
Defense: 99 → 129 (+30)
Sp. Atk: 65 → 85 (+20)
Sp. Def: 115 → 135 (+20)
Speed: 111 → 121 (+10)

If you think Perish Song is gimmicky, then honestly you’re real for that, but hear me out. I think it’s amazing on a Pokemon like Scream Tail. The main draw I think is that with parting shot, you get a Pokemon that can actively punish Knock Off on more passive pokemon, while using utility options like Stealth Rock, Thunder Wave, screens to actively support its teammates. It also maybe kinda solves Scream Tail’s passivity issue by putting a lot of pokemon that would try to set-up on it on a timer, if not just outright switching out using parting shot. Not to mention, Wish + Parting Shot makes it an amazing cleric.

EDIT: Gave Scream Tail U-turn instead of Parting Shot, gave Kingdra Aqua Jet, tweaked Sandaconda
 
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:SV/scream-tail:
Mega Scream Tail
Type: Fairy/Psychic95
Ability: Sheer Force
New Moves: Spirit Break, Moonblast,

Stats:
HP: 115
Atk: 65 -> 105 (+40)
Def: 99 -> 109 (+10)
Sp. Atk: 65 -> 105 (+40)
Sp. Def: 115 -> 125 (+10)
Speed: 111

Scream Tail makes use of its well-rounded stats and diverse movepool to become an unpredictable attacker, being able to set up with either Bulk Up or Calm Mind. However, it still has no recover methods other than Wish or Drain Punch, and no way to boosts it speed.

:SV/kingdra:
Mega Kingdra
Type: Flying/Dragon
Ability: Aerilate
New Moves: Hyper Voice, Tri Attack,

Stats:
HP: 75
Atk: 95 > 125 (+30)
Def: 95 > 100 (+5)
Sp. Atk: 95 > 135 (+40)
Sp. Def: 95 > 100 (+5)
Speed: 95 > 125 (+20)

Kingdra develops wings and takes to the skies. Think of it as a less bulky Mega Salamence that also lacks recovery, but is slightly faster and a bit stronger on the special side.

:SV/Sandaconda:
Mega Sandaconda
Type: Ground/Dragon
Ability: Rocky Payload
New Moves: Accelerock, Shore Up, Ancient Power, Dragon Dance, Dragon Hammer, Dragon Pulse

Stats:
HP: 72
Atk: 107 > 127 (+20)
Def: 145 (+20)
Sp. Atk: 105 (+40)
Sp. Def: 70
Speed: 71 -> 91 (+20)

Sandaconda becomes a dragon, and Rocky Payload also grants it Rock STAB. Can set up with either Coil or Dragon Dance.
 
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:sandaconda::sandaconda-gmax:
Mega Sandaconda
New Ability
: Dust Devil (This pokemon's damaging Ground-type moves damage all affected pokemon for 1/10th of their max HP at the end of each turn and heal the user for that much damage. Does not affect Ground-type pokemon.)
Type: Ground

New stats:
HP: 72
Attack: 142 (+35)
Defense: 160 (+35)
Special Attack: 65
Special Defense: 100 (+30)
Speed: 71
(610 BST)

New moves: Wide Guard
Description:
Upon Mega Evolution, Sandaconda goes the same route as its Gigantamax form, with the sand in its pouch overflowing and swirling around its neck. It uses this sand to whip up powerful dust storms that pose a grave danger to all that cross it as well as giving it a barrier with which it can use to sponge opposing attacks.

Despite being a primarily defensive pokemon, this Sandaconda uses its STAB Earthquakes to not only wear down the opponent over time, but also provide a form of passive healing for itself with the loss of Shed Skin + Rest and Leftovers. Notably, 142 attack is no slouch, even without investment, giving its initial Ground STAB some serious punch by itself and making the passive chip damage it provides that much more potent. That also means Ground resists aren't quite safe either, since they get hit with the same chip damage as other pokemon and in turn provide Sandaconda with even more useful passive healing. Furthermore, with massively improved hit-taking capability across the board, you have an easier time taking hits left and right, which helps make the most out of Dust Devil's passive recovery. Combined with Stealth Rock and Glare to provide useful utility and infuriating speed control, Sandaconda can prove itself a bulky, hard-to-wear down juggernaut of a Pokemon. Alternatively, it can even run bulky Coil builds, turning it into a dangerous late-game threat that can also sustain itself with its hard-hitting Ground STAB.

In Doubles, Sandaconda can prove a decently potent threat in its own right as well. Earthquake being a spread move lets Sandaconda spread Dust Devil's chip damage even more effectively, in turn also letting it stick on the field longer. Sure, Earthquake affecting your ally is a bit of a double-edged sword (giving Sandaconda even more passive recovery, but also wearing down your ally to be put in range of a KO), but with the right tools, it's one that can be managed. Beyond that, it has Glare to aid with infuriating speed control and Rock Slide for excellent spread coverage. Wide Guard lets it aid its teammates even more, protecting them from any spread moves that would derail their gameplan.
 
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sandaconda-gmax.gif

Mega Sandaconda
Typing: Ground/Flying
Ability: Desert Storm (wind moves become 100% accurate under Sandstorm)
New Moves: Hurricane, Sandsear Storm, Heat Wave, Tailwind

Stats:
HP:
72
Attack: 87 (-20)
Defense: 125
Special Attack: 145 (+80)
Special Defense: 80 (+10)
Speed: 101 (+30)
(610 BST)

GMax Sandaconda is a living dust storm, why not take it to the next level? Giving it a complete makeover as it embraces the storm so much that it can fly around the deserts, bringing terror to everything in its wake. It sacrifices some physical attack as with its new stormy body, attacking from a distance is preferred. Its new ability, Desert Storm, is both powerful and somewhat self-sufficient if you run Sand Spit on Sandaconda before Mega evolving it. It has enough bulk to generally live most physical hits, so you can take one (preferably resisted), summon Sandstorm, Mega evolve, and start firing off 100% accurate STABs off of this mon's massively increased Special Attack. Even when Sand isn't up, this Mega is still terrifying to switch into without a dedicated special wall, just a bit more unreliable.
 
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