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

Ever looked at Magmortar's design and wondered whether you could burn your opponents to the ground in a battle? Well, here's a submission that combines both fire power and strategic play as you would expect from a Pokémon with a shooter theme.
:Magmortar:
Mega Magmortar

New Ability
: Lava Torrent
The user's special offensive Fire moves will hit 3 times but after each individual hit, it will decrease its SpAtk by 2 stages. The ability does not work with Blast Burn, Shell Trap or Burn Up.
(Basically, you're guaranteed to have -6 SpAtk after using a special offensive Fire move. The ability is meant to mirror Overheat, a strong special Fire move that comes with a -2 SpAtk drop.)

Type: Fire

New stats:
HP: 75
Attack: 95
Defense: 67 → 87 (+20)
Special Attack: 125 → 155 (+30)
Special Defense: 95 → 125 (+30)
Speed: 83 → 103 (+20)
BST: 540 → 640

New moves:
Power Swap, Morning Sun, Burn Up, Purify, Sacred Fire

Description:
1) Concept
Magmortar's design is based on a karura, which are also known as garuda (the devourer) in Sanskrit, the sacred language of Hinduism. Karura are divine creatures with a human torso and a birdlike head. As such, they will not hesitate to purify people from their sins or to remove any suffering, like poison. What's more, karura are associated with fire and serve as a symbol of flame said to represent the purification of the mind by the burning away of all material desires.

Against this background, Mega Magmortar's custom ability Lava Torrent is a perfect means to illustrate a karura's punishing and purifying actions. For instance, if you view stat boosts from an opposing Pokémon as something bad for you and as something desirable for your opponent, then Mega Magmortar's Mystical Fire can ensure a -3 SpAtk drop thanks to its ability. If you are worried about Atk boosts, then, there's Lava Plume which is very likely to burn the target(s). A burned opponent means you can start purifying their souls with Purify and improve your health.

So, every time you use this Mega Magmortar, always imagine that, if you burn an opponent to the ground, it's an act of justice due to their insolence and wicked games; if the misguided creatures survive, you can get them on the right track. Lovely.


2) Competitive
Mega Magmortar is meant to be used as an offensive threat with defensive utility.

As you would expect of its design, Mega Magmortar is supposed to go brrrrr when using a Fire move. Its ability encourages you to run Lava Plume for a very high chance of Burn, Mystical Fire for lots of SpAtk drops or Flamethrower for more reliable power. While its special offensive Fire moves outdamages Mega Charizard-Y's sun boosted Fire moves by roughly 10%, they come with a -6 SpAtk drop.

This is where Power Swap comes into play; after all, Power Swap switches Mega Magmortar's Atk stat stages and SpAtk stat stages with the target's ones, thereby improving Mega Magmortar's ability to tank hits. This is further illustrated by the addition of Burn Up to turn Mega Magmortar into a typeless Pokémon, reducing any weaknesses as a result; Burn Up also has the advantage of not being affected by Lava Torrent. So, once Mega Magmortar is typeless, you basically still have a pseudo STAB Fire move left, assuming this move is not Blast Burn, Shell Trap or Burn Up. Depending on your preferences, Morning Sun or Purify ensure Mega Magmortar's longevity.

If you were wondering about Sacred Fire, well, while it alludes to a karura's divine role very well, this move also has good competitive value for base Magmortar. Now, base Magmortar no longer needs to rely on a weak Fire Punch or on Flare Blitz, which comes with recoil damage, if it wanted to pull off a Belly Drum set.

:Electivire:
Mega Electivire

New Ability
: Full Blitz
The user applies a Charge effect to itself and its partner if there's a terrain active.
(For clarification: The effect of this ability is triggered like a terrain seed!
As a reminder: The ability is based on a move called Charge which grants you a +1 SpD boost and doubles the power of an Electric move next turn but only for the next turn!)

Type: Electric

New stats
:
HP: 75
Attack: 123 → 158 (+35)
Defense: 67 → 102 (+35)
Special Attack: 95
Special Defense: 85 → 105 (+20)
Speed: 95 → 105 (+10)
BST: 540 → 640

New moves:
Parabolic Charge, Recover

Description:
1) Concept
If you look at Electivire, you will notice it has a tail made of two wires; furthermore, on the backsprite, there's a design that looks very similar to an electrical outlet. Per definitionem, an electrical outlet is a device that allows you to connect it to an electrical equipment, thereby providing it with electricity. This aspect goes hand in hand with Electivire's Pokédex entry where it's said to unleash incredibly powerful electricity; it's so much energy that a big city can rely on it for a year.

Since Electivire is all about providing energy and using it for defensive and offensive purposes, I wanted to create an ability that would reflect these aspects very well; in fact, Full Blitz capitalizes on the common terrain wars in the metagame, using it as a source of energy for Electivire and its partner. What's more, in the card game, Electric Pokémon are commonly used as attackers with immediate power. Meaning, there's always a condition that needs to be fulfilled in order to unleash a one-time powerful attack. That makes a lot of sense because, if you try storing energy and unleashing them at once, you will be out of energy then. Interestingly enough, M4A has some Electric Pokémon that reflect this aspect as well. For instance, Mega Jolteon relies on a previous Pokémon being fainted to get a Charge effect; Mega Luxray needs to move before the target does to land a crit; and Mega Boltund relies on defeating a target to receive a Laser Focus boost. So, my Mega Electivire would fit very well to this pecularity.

2) Competitive
Mega Electivire is meant to take advantage of terrain effects to unleash extremely powerful electric moves and have a lot of staying power.

This means Mega Electivire pairs extremely well with terrain setters like Tapu Koko, Tapu Fini or Rillaboom to threaten Pokémon that check the aforementioned Pokémon, like Galarian Slowking, Heatran, Zapdos or Corviknight, among others. As most of these threats are special attackers, Mega Electivire will receive less damage thanks to the Special Defense boost from its ability, therefore illustrating the synergy between the ability, Mega Electivire, and the terrain setters. This becomes more clear when you look at Tapu Fini and Rillaboom who take care of Pokémon that could cause Mega Electivire some trouble, like Hippowdon or Gastrodon.

Since terrains are very common in the metagame, Mega Electivire isn't necessarily reliant on its partner to get a Charge boost. If necessary, it can activate it with Electric Terrain. While it's super rare for a Pokémon to manually set up Electric Terrain, Mega Electivire can actually pull it off due to the Charge effect from its ability and due to its access to Recover to guarantee longevity. Since most Electric Pokémon are super fast and offensive, Mega Electivire thus stands out as a slower but tankier version that can match its power with its brothers and sisters.

The combination of Electric Terrain and Full Blitz is so potent that, if you wanted to go the special route, Parabolic Charge could potentially recover a lot of HP. For instance, Mega Electivire can almost OHKO defensive Buzzwole after Stealth Rock.

In VGC, Mega Electivire can punish opponents for aggressive terrain plays, and you can manipulate them with your own terrain setters to accumulate SpD boosts. Tapu Koko stands out as a partner for Mega Electivire in particular. Since Full Blitz supports the user's partner as well, Tapu Koko can unleash extremely powerful electric moves the first turn but that's balanced out by opposing Fake Out, the common Protect, and Regieleki's dominance in this format, requiring you to run Pokémon able to sponge its Electric moves very well.
 

Gravity Monkey

Que des barz comme si jtais au hebs
is a Top Artist
:magmortar:Magmortar-Mega
New Ability: Toxic Fumes – This pokemon's ballistic moves have an additional 30% chance to toxify the target.
Type:

Stats: 75 / 110 (+15) / 82 (+15) / 165 (+40) / 125 (+30) / 83 (BST: 640)
New Moves: Sludge Bomb
Description: A nightmare for defensive cores. It has the coverage and the raw power to dent big holes through walls and that ability is just a cherry on the sunday, scaring a lot of would be checks like Latias-Mega, TankChomp, Starmie-Mega, Ttar or even non-Heal Bell Blissey/Chansey which it can just stall out. Its massive problem though is that it has a lot of difficulty getting on the field with a handicaping SR weakness as well as being a dead weight against offense. Credits to Shrimp and Kero for the help on the ability's name.
 
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Mega Electivire
:bw/electivire:

Type:

Ability: Guts

Stats:
HP: 75
Atk: 138 (+15)
Def: 112 (+45)
SpA: 95
SpD: 112 (+27)
Spe: 108 (+13)

New Moves: Drain Punch, Bulk Up

Reasoning: "Scald >:("
Deterring and punishing Scald spam is this mons main specialty. Unlike any other Guts user, Mega Evolutions can't hold a Flame Orb to automatically proc their ability. As such, Mega Electivire would likely rely on the spammability of Scald, especially on defensive mons like Toxapex, from which it will not take as much damage. It could alternatively take advantage of switching into Will-o-Wisps, Toxic Spikes, or making use of abilities like Acid Rock or Volcanic Singe. As Guts users despise sustaining chip damage, Mega Electivire has some new tools to aid in this department. The first is an added Fighting typing, which reduces the damage from U-turn, Knock Off, and Stealth Rock, giving it 3 new resistances to common moves at the cost of Flying neutrality and weaknesses to Fairy and Psychic. The second is STAB Drain Punch, which is a form of recovery to mitigate some of the chip it takes, while generally not being enough to mitigate damage from stronger moves. Added bulk also reduces the amount of damage it takes, with boosted special defense in particular enabling it to take Scalds better. Its increased speed helps it stand out from Obstagoon, and the addition of Bulk Up gives users a bit more choice in set creation. All in all, bulkier approach to the Electric/Fighting type combination than Mega Raichu, which hopefully does enough to set it apart.


Mega Magmortar
:bw/magmortar:

Type:

Ability:
Big Shot (Ballistic moves that hit the target (not substitute) apply the Tar Shot effect)
Note: The ability only applies the Tar Shot volatile, not the speed drop from the move.

Stats:
HP: 75
Atk: 130 (+35)
Def: 75 (+10)
SpA: 150 (+25)
SpD: 115 (+20)
Spe: 93 (+10)

New Moves: Energy Ball, Sludge Bomb

Reasoning: Tar Shot is a unique effect which unfortunately does not see much general use due to its limited distribution and the cost of a moveslot. Mega Magmortar utilises a set of ballistic moves to enable its main STAB. This helps Mega Magmortar perform as a stallbreaker in particular, as it also has access to Taunt. Energy Ball and Focus Blast cover 2 of the Fire type's main resists, Sludge Bomb provides another coverage option to proc Big Shot, and Weather Ball could become an interesting choice on weather teams. Having these moves enable Mega Magmortar's STAB helps it break past bulkier teams, but it is still vulnerable to offensive checks due to its lower Spe and Def. Its 10 extra speed now allows it to outspeed mons like the Rotom appliances, Landorus-Therian, base Rillaboom and Excadrill, which would otherwise prevent it from getting much work done. It will still be limited by 4MSS though, as well as its weakness to Stealth Rock and its lack of special setup. Its reliance on properly using its coverage to enable its STAB also makes pivoting around it a little easier. For instance, walls with momentum like Blissey or Slowking could take a ballistic move and slow pivot out into an offensive threat, which would force Magmortar out.


Mega Jynx
:bw/jynx:

Type:

Ability:
Competitive

Stats:
HP: 65
Atk: 50
Def: 90 (+55)
SpA: 125 (+10)
SpD: 115 (+20)
Spe: 110 (+15)

New Moves: None

Reasoning: Jynx is a high-grade performer, and you do not want to mess with this lady when she gets competitive. With Competitive, Mega Jynx can deter opponents from switching in certain mons, or using certain moves, or heavily punish them for doing so regardless. Thanks to its typing, Jynx is able to beat a lot of common Defog users, meaning that it could use an opposing Defog to proc its ability and start tearing holes. Alternatively, Intimidate is another potential proc for Mega Jynx's Competitive. A staple mega in the format, Mega Corviknight, now wants to think twice before switching in to an otherwise wallable Jynx. The same goes for Incineroar, with its ubiquitous presence in VGC. Other stat-dropping moves which are more common in VGC may make Jynx a more compelling pick for the format as well. Jynx also gets Fake Out and Helping Hand, both of which are useful tools for a more supportive role in VGC too.
 
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:ss/Electivire:
Electivire-Mega
Electric/Grass
Ability:
Motor Drive/Vital Spirit-> High Voltage: User's Electric moves Disable the target if successful.
Stats
HP:
75
Atk: 153 (+30)
Def: 97 (+30)
SpA: 105 (+10)
SpD: 105 (+20)
Spe: 105 (+10)
New Moves: +Bulk Up, Drain Punch, Power Whip, Recover

Description: Upon Mega evolving, Electivire's static becomes so powerful that it draws in any nearby small objects, including vegetation, until Vire is adorned in vegetation like a weird form of armor, including gauntlets around its highly electrified fists. With already ridiculous voltage pre-Mega, the boost from Mega evolution makes it so powerful that even one blast of electricity is enough to partially disable the target (ala cartoon electrocution), with Disable packing a multitude of potential utility. Electivire carves itself a role as a Volt Switch pivots the can do hefty damage to would be Volt blockers that blank its ability (especially now that is doesn't auto-die to EQ), laying down a wallop with new STAB Power Whip and excellent coverage like Ice Punch, EQ, Cross Chop or Recover for sustain. This pivot set makes Vire effective at supporting its offensive teammates whether disabling a scary attack from the opponent or recovery option so said teammate(s) can break more easily. Alternatively, Vire's high attack lets it run a late-game Bulk Up sweeper set with a speed stat that sufficiently gets the jump on plenty of key targets.

Inspiration wise, the new typing is a spin on how oni (major inspiration for the line) are typically repelled by plants like holly and soybeans in traditional folklore, whereas Electivire ends up attracting these plants to itself, cause Vire is such a badass it don't care about such weaknesses. Additionally, the patterns on the Elekid line are specifically based on how oni are often depicted in tiger-skin loincloths, and tigers have that pattern specifically to blend in with vegetation.



:ss/Magmortar:
Magmortar-Mega
Fire/Poison
Ability: Flame Body/Vital Spirit-> Merciless
Stats
HP: 75
Atk: 95
Def: 127 (+60)
SpA: 145 (+20)
SpD: 105 (+10)
Spe: 93 (+10)
New Moves: +Morning Sun, Sludge Bomb

Description: Real life volcanoes emit highly toxic gases; as the entire Magby line makes their home in volcanoes, Magmortar would be exposed to these gases a lot, with the power of Mega evolution causing these gases to bubble up to the surface, so to speak. Merciless turns Mega Mortar into a nuke against poisoned targets, and thanks to Sludge Bomb Mortar can fish for poisons itself since Fini does not want to switch into it, although it still loves Toxic or Toxic Spike support. Mortar makes a weirdly ideal Merciless user due to its Fire STAB, with options like Focus Blast and Scorching Sands for other Steel types; it also packs options like Tbolt for bulky Waters, Psychic for bulky Poisons, HP Ice or Grass for certain Grounds, Morning Sun for recovery or even Taunt to better wear down special walls. Mortar gets a huge boost to physDef to make better use of resistances, while the speed boost is just enough to naturally outpace targets like Lando and Fini. While Mortar won't get the Merciless boost against certain targets, it has all the tools it needs to play around or smash through these mons, although not all at once; this moveset flexibility creates an interesting dynamic with building Mortar, letting the player decide what checks they want Mortar to deal with and what they leave for teammates; the player has to think about how they tech their Mortar, which I frankly find more interesting than if it could poison everything. Still, when facing a poisoned target, Mortar will ironically ensure a mercifully quick end.
 
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ItzaDelta

formerly I-Deepblue-I
:bw/electivire:
Collab with Paulluxx
:electivire: Name: Mega-Electivire

Typing: Electric

Ability: Gorilla Tactics
Stats:

HP: 75
ATK: 133 (+10)
DEF: 88 (+21)
SPA: 145 (+50)
SPD: 88 (+3)
SPE: 111 (+16)
BST: 640 (+100)

New Moves:
Ice Beam

Electivire is one among many physical electric type attackers who lack STAB powerful enough to really function properly, even despite its amazing coverage.
This glaring issue is fixed by Mega-Electivire's new ability, Gorilla Tactics, which gives it what's basically a Choice Band in ability form. This makes Electivire more prediction reliant, but makes up for it by giving it a massive power boost, which coupled with its already great movepool and pivoting in Volt Switch allows it to act as an incredibly potent mixed attacker. Mega-Electivire would struggle against most defensive teams, as the most reliable counters to Electric types are ground types, and while Electivire already has Ice Punch as they are quad weak to Ice, it struggles to even land a 2HKO on many other Electric resistances or immunities, such as Hippowdon or Tangrowth, so that's where the addition of Ice Beam comes in.
Ice Beam can score 2HKOs on these Pokemon who would otherwise force Electivire out. While this means Electivire mostly lacks defensive checks, it's got plenty of offensive checks, as its frailty and choice-lock effect from Gorilla Tactics make it pretty easy to get forced out or revenge killed by offensive Pokemon.
 
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:ss/electivire:
Electivire.png

Mega Electivire @ Electivirite
Type:
Electricity.png
/
SussySteel.png

New Moves:
Physical.png
Bullet Punch
Special.png
Steel Beam
Status.png
(None)
Ability: Iron Fist; Iron Fist works well with Mega Electivire as it has many Punch Based Moves, and allows for it to be better at revenge killing thanks to STAB Bullet Punch boosted by Iron Fist.
Example:
Electivire @ Electivirite
Ability: Motor Drive
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bullet Punch
- Thunder Punch
- Earthquake
- Ice Punch​
Electivire benefits from Electric Terrain and Misty Terrain, Electric Terrain to boost its already powerful Thunder Punch & Misty Terrain to block status such as Will-o-Wisp which can easily cripple it.

Mega Stats:
HP: 75
Attack: 159 (+36)
Defense: 87 (+20)
Sp. Attack: 95
Sp. Defense: 115 (+30)
Speed: 119 (+14)
BST: 640 (+100)

:ss/magmortar:
Magmortar.png

Mega Magmortar @ Magmortite
Type:
Fire.png
/
Fighting111.png

New Moves:
Physical.png
Hammer Arm
Special.png
Vacuum Wave
Status.png
(None)
Ability: Sheer Force; Imagine STAB Focus Blast and Fire Blast Moves being even further boosted by its 135 Special Attack and Sheer Force, this is balanced out by its slow speed.

Example:
Magmortar @ Magmortite
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Fire Blast
- Vacuum Wave
- Focus Blast
- Earth Power​
Magmortar is also a great revenge killer thanks to STAB Vacuum Wave. It benefits greatly from Sun, allowing for its already powerful Fire Blast to be boosted to further levels.

Mega Stats:
HP: 75
Attack: 135 (+40)
Defense: 107 (+40)
Sp. Attack: 135 (+10)
Sp. Defense: 105 (+10)
Speed: 83

BST: 640 (+100)

:ss/jynx:
Jynx.png

Mega Jynx @ Jynxite
Type:
IcyDicey.png
/
Psysus.png

New Moves:
Physical.png
(None)
Special.png
Freeze-Dry & Terrain Pulse
Status.png
Gravity
Ability: Dancing Disaster; the Pokedex talks about how Jynx moves rhythmatically and dances, so upon Mega Evolving or switching in, all Pokemon on the opposing side are confused, this happens because the Pokemon continuously dance until they get dizzy.

Example:
Jynx @ Jynxite
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Gravity
- Lovely Kiss
- Freeze-Dry / Blizzard
- Psyshock​
Jynx's combination of Gravity and Lovely Kiss can guarantee putting the opponent to sleep if their evasion isn't increased or Jynx's accuracy is decreased. Thanks to Gravity, Jynx can also use Blizzard effectively. What's even better is that its ability immediately makes Fighting Type Moves immune, although Jynx is neutral to them, most Fighting Moves are Physical; and due to Jynx's terrible Defensive Stat, it would be utterly dominated by them.

Mega Stats:
HP: 65
Attack: 90
(+40)
Defense: 45 (+10)
Sp. Attack: 135 (+20)
Sp. Defense: 85 (-10)
Speed: 135 (+40)

BST: 555 (+100)
 
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:ss/jynx:
Mega Jynx
Type: Ice/Psychic
Ability: Siren Call (Sound-based moves used by this Pokemon prevent the target from switching out)
Stats:
  • HP: 65 (+0)
  • Attack: 50 (+0)
  • Defense: 105 (+70)
  • Special Attack: 125 (+10)
  • Special Defense: 105 (+10)
  • Speed: 105 (+10)
New Moves: Eerie Spell

Description: This Mega takes inspiration from sirens, a type of mythological monster from Ancient Greece who resembled young women and whose song could lure sailors into jumping off of their boats and subsequently k-wording themselves. Mega Jynx has siren-like powers, but instead of forcing other Pokemon to k-word themselves, it just traps them in battle so they can hear the song for a longer period of time. This lets Mega Jynx do some cool things, like setting up a Perish Song, boosting its stats with Nasty Plot for a subsequent sweep, or drain its opponent's PP with its newly acquired Eerie Spell.
 
:bw/electivire:
5n9aa2.gif

mega electivire

electric
stat
hp- 75
atk- 123(+25)>148
def- 67(+30)>97
spa- 95(+10)>105
spd- 85(+15)>105
spe- 95(+20)>115

ability: power surge- if the user's moves are blocked by an immunity the target is paralyzed

new moves: power whip


:bw/magmortar:
mega magmortar

fire
stat
hp- 75
atk- 95
def- 67(+35)>102
spa- 125(+20)>145
spd- 95(+30)>125
spe- 83(+20)>103

ability: pyromania- the user's moves that have a chance to burn do 1.2x damage against targets that can't be burned (this includes fire types, pokemon that are already statused, pokemon affected by misty terrain, and pokemon with water veil, heatproof, or water bubble)

new moves: scald


:bw/jynx:
mega jynx

ice/psychic
stats
hp- 65
atk- 50
def- 35(+30)>65
spa- 115(+15)>130
spd- 95(+35)>130
spe- 95(+20)>115

ability: bad actor- if the user is on the field the turn after an ally pokemon faints, it uses fake tears at the beginning of the turn

new moves: body press
 
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Paulluxx

[Regional Manager of Big Shifu]
is a Community Contributor
The 5th ( I think) Paullab, abismal and I are proud of this one, hope you guys like it, it was very fun to work on and discuss the implications of it in the meta.

:BW/Magmortar:
:magmortar: Mega Magmortar
New Ability
: Flame Body/Vital Spirit ---> Neutralizing Gas
Type
: Fire

New Stats:
HP: 75
Attack: 95
Defense: 67 -> 87 (+20)
SpAtk: 125 -> 170 (+45)
SpDef: 95 -> 110 (+15)
Speed: 83 -> 103 (+20)

New Moves: Scald, Recover
Competitive Concept, and How it relates to its function:

Neutralizing Gas Mega Magmortar is meant to approach both the defensive and the offensive uses of the ability, and use them throughout the game to break down defensive cores using its solid coverage and great stats.

How it works offensively:
Offensively Neutralizing Gas works best and most differently against Pokémon with regenerator, disabling their recovery, and allowing you to chip them to take them in the range of a 2hko, it does this to bulky waters such as Toxapex and the Slowtwins best, but it also chips Mega Spiritomb down into the 2hko range as well. But regenerator Pokémon aren’t the only Mons it allows it to beat, it can chip down magic guard Pokémon like Clefable and Mega Rapidash using toxic, or just repeated damage as well, and similarly to a Mold Breaker Mega it can Thunderbolt and Fire Blast 2 notorious special tanks in Mega Empoleon and Heatran, which otherwise would wall it. It also can use taunt and toxic to deal with the ever present Blissey. (Without worry of natural cure) It also has a niche in of itself as a fire type Pokemon that consistently beats Mega Dhelmise

How it works defensively:
Defensively it perseveres despite its rocks weakness. It can switch in and use its bulk and solid speed-tier to check offensive Pokemon. Both megas and base Pokemon, some of these abilities that it prevents include Mega Thievul's Sleight of Hand. Which incentivizes running all physical moves, meaning when its ability is removed it can do very little against Magmortar. It also prevents abilities that offensively help its opponent with chip damage such as the Mega Toxtricities Acid Rock, and Mega Delphox's Clairvoyance.

Weather and Terrain:
It also has great utility, in singles and VGC in dealing with weather teams, as it’s ability and typing, coupled with its coverage, allow it to deal with Sun, Sand and even the new influx of hail. It also can do the same thing to Terrain teams preventing both Hawlucha's Unburden as well as the surge's themselves.

Counterplay:
Up until now we've mentioned lots of the things Magmortar is able to do, but we haven't mentioned what it struggles with, as Mega Magmortar is massively threatened and forced out by fast water Pokemon that outspeed it, such as Ash-Greninja and Keldeo, it is also threatened by offensive grounds such as Scarf Landorus Therian, or Scale Shot Garchomp. And it still struggles to break past blissey and other dedicated special walls when its running the offensive set, but when running taunt toxic or defensive sets, and is still threatened by the bulky grounds.

The Future of Mega Magmortar:
As more Mega's get added to the metagame, they will gain powerful customs and base abilities, which will lead to a greater niche for Magmortar, this allows it to function as a solid antimeta glue, as it can deal with most things that'll be added in the future.


Herbs and Spices:
Abismal and I chose Neutralizing Gas for Mega Magmortar not only because of its competitive viability being a check to a wide variety of pokemon, but also because of its appearance and habitat. Magmortar's pokedex entries describe Magmortar to live primarily in volcanic craters, and its appearance depicts that. It is also said that Magmortar is biologically similar to a Volcano, because of its magma chamber where it stores magma. Volcanoes also emit harmful gasses which would be detrimental to the environment, which would be fitting for an ability that can disable the abilities of other pokemon.

Recover:
Because Magmortar lives around volcanic climates, we thought It would be fitting for magmortar to tend to its wounds using the flames surrounding it, therefore adding Recover as its method of healing. It would help Magmortar's longevity throughout a battle as it may want to consistently switch in and out being a Neutralizing Gas user, considering it is prone to Stealth Rock damage and chip damage from U-Turn and Volt switch.

Scald:
Volcanic Craters may fill up with water and create a lake, which often has a warm surface temperature, essentially like a Hot Spring. Scald is a perfect representation of this, and Magmortar's already been described to store a type of liquid within itself. Even Emboar is capable of learning Scald despite being a fire-type pokemon. Scald would benefit Mega Magmortar, allowing it to deal extra chip damage to bulky grounds and offensive fire types.



We decided BlueRay was on Thin Ice since BitBitio left, and we decided to make this little section, saying that Mega Starmie is beaten by our Mega Magmortar as Rotation is prevented, sorry Blue :blobwizard:
 

Magmajudis

Title pending
:swsh/Magmortar:
:magmortar: Mega-Magmortar
Type: Fire
Ability: Overflow (If the user is Fire type, boosts the power of it's fire type moves by 1.5. User then loses the Fire type for two turns)
Stats:
HP: 75
Atk: 95
Def: 112(+45)
SpA: 150(+25)
SpD: 135(+40)
Spe: 73(-10)
New Moves: Calm Mind, Eruption
Description: WIP
 
Making collab subs are really interesting experiences, you also might learn something new about how you should approach building a submission when trying to make it more appealing to to others.. I enjoyed making the Mega Magmortar submission with Paul a lot and I hope you liked it!

I've brought a sub i've made mostly by myself with heavy inspiration from Hematite. In their solomod they have a move called "Cooldown", which deals ice type damage when your health is brought below half...

:electivire: Mega Electivire
New Ability
: Motor Drive/Vital Spirit ---> Cooldown
("When Mega Electivire's HP reaches half or less, its physical electric type moves inflict Ice type damage instead, and still gain STAB.")
Type: Electric

New Stats
:
HP: 75
Attack: 123 -> 153 (+30)
Defense: 65 -> 95 (+30)
SpAtk: 95 -> 115 (+20)
SpDef: 85 -> 95 (+10)
Speed: 95 -> 105 (+10)

New Moves: Recover, Nuzzle, Reversal

Description:
tldr; Mega Electivire can use Cooldown in the form of really great coverage potential to break through Ground types and punish them.

This kind of ability allows Electivire to power its way through bulky ground type pokemon and save itself from taking a hit by them with Substitute. A move like Wild Charge may not hold great synergy with the ability, and that is why Electivire should gain recover, to create a mindgame with the opponent whether or not its attack will be Ice or Electric. Because being locked into Ice stab is detrimental for Electivire, by only effecting physical electric moves, it can still use Thunderbolt to hit a lot of the bulky water types such as Tapu Fini and Toxapex that are prevalent throughout the metagame, and since Mega Empoleon can still wall most of its attacks, it may run Reversal in conjunction with its low HP stat.

Nuzzle allows it to spread status to ground types if it is low enough.

The theme of this submission is Electivire's descriptive appearance of it being related to a Yeti, a large primate creature that lives in colder climates, and Electivire already gets Ice punch, so why not take the word Cooldown a little more literally? Electivire is shown to have a powerful electrical output, meaning that it surely has to take some time to collect itself, it has to cooldown. Additionally, when someone overworks or exhausts themselves, they might tend to get hot, just like some electrical devices do when they're being used for extended periods of time. Eventually they cooldown, and become cooler again.
 
resident penguin here with another sub :>
:magmortar: Mega Magmortar
Type: Fire/Ground
Ability: Heavy Artillery - special moves occur 2 turns later after being used (similar to future sight). If an attack is already going to occur 2 turns later, special moves are used as normal.
HP: 75
Atk: 95--> 138 (+43)
Def: 67--> 94 (+27)
Sp.Atk: 125--> 135 (+10)
Sp.Def: 95--> 125 (+30)
Spe: 83--> 73 (-10)
New Moves: Pain Split
Flavor
This mega's flavor is based both on the "mortar" part of Magmortar's name, as well as its volcanic origin. Mortars fire ballidtic shells in a higher trajectory to hit more distant targets with indirect fire. Historically, however, fire from older mortars could be completely avoided as watchmen could see their trajectories and warn their forces before the shells landed and exploded. Volcanic eruptions contribute a similar idea, where while they are obviously extremely dangerous and destructive, these days we can predict when an eruption will happen from various signs such as earthquakes or other ground movement. A Ground type is also added to contribute to the volcanic feel (somewhat similarly to Groudon/Camerupt).

Competitive
I'm sure many of us have experienced futureport in competitive play, but basically the idea is to enable various breakers by threatening out otherwise would-be checks due to an incoming Psychic type move (often stuff like Poison types or neutralities). Something I was fascinated about was Magmortar's access to Teleport, and wanted to see how the ability could be built around that. This Mega would work similarly to the aforementioned futureporters, using Magmortar's wide range of special coverage to enable a wide range of breakers depending on what you need. For example, it can use Scorching Sands to hit Pex/Heatran and enable mons like Ash-Gren or Kyurem (without needing to guess as heavily), or Flamethrower to hit Corviknight and Grasses to enable Rillaboom or Keldeo. Pain Split is added for additional longevity, albeit not an extremely consistent option, but you can also choose to forego Pain Split or Tport, to run non-STAB tbolt to threaten out waters. If you're a bit wilder, it also has Focus Blast for Ttar I guess. Now, this does in theory seem very strong compared to something like Future Sight, which only covers a single type (with a common immunity). However, most of the attacks you'd be running are significantly lower BP (unless you want to miss with Fire Blast or something). It also doesn't have the space to run all the coverage you want; while in theory, you don't need Pain Split or Teleport, I'd imagine they would contribute to making Magmortar a much more consistent pivot. Additionally, you're a lot more prone to chip as you can't run HDB and don't have Regenerator (although the additional Ground typing helps mitigate this to some degree). It also will likely drop to more common typing than the Slowtwins, such as Ground and Water (4x weakness) types.
Statwise, it gains some additional bulk to help it better accomplish the role of a pivot, but not so much that it would be completely unkillable. One relevant calc for the strange Defense stat is to ensure defensive (so no Atk investment) Lando-T can always OHKO it with EQ after rocks. The SpDef boost means it can live a scald from Pex (still usually 2hko'd) and return a hefty STAB Scorching Sands, but not from M!Empoleon (assuming 252 HP 0 Spdef on Magmortar). Attack is used as a dump stat, as the ability only affects special moves, and its physical coverage is much more reasonable as well. A lower speed tier is given to underspeed a few potential slow-ish mons that might want to take it out if its chipped, such as Nidoqueen or Buzzwole. Only a bit of special attack is added, as it will already hit quite hard anyway.

All that being said, this has the potential to be something quite overwhelming. As such, if we find out it's too strong for the meta, here are some potential ideas for nerfs/redesigns:
  • The ability only applies to moves that burn. This still allows for an interesting secondary option in scorching sands.
  • The ability only applies to Fire-type moves. This still gives it pretty good potential to break steel types for other mons, without having the same wide range.
  • If a move has already been launched, then any other special moves used after fail. While this wouldn't take away from the coverage, it does also prevent Magmortar from hitting hard outside of that, limiting it quite a bit. This might also be more interesting to use its newly buffed Atk stat.
A power reduction or statline change or even removal of Ground typing may also be possible, but I feel that they are much less interesting and appealing options than the other 2.
 

KeroseneZanchu

Banned deucer.
The long awaited...
Kero x Paul
collab!

Mega :swsh/jynx: Jynx
Type: Ice/Psychic
Mega Stone: Jynxite

Ability: Gyaru - This Pokemon's Fighting-type moves become Fire-type moves and have their power multiplied by 1.2.

Stats:
HP - 65 (+0)
ATK - 50 (+0)
DEF - 140 (Swapped +45)
SPA - 154 (+39)
SPD - 35 (Swapped +0)
SPE - 111 (+16)

New Moves: Body Press, Barrier

Description:
Dex Entry: Through Mega Evolution, Jynx has become an expert in using her body in addition to her mind. The energy of her Mega Evolution gives a resilience to her body and an intensity to her movements, creating a fiery fierceness much like the gyaru her new form so closely resembles.

Body Press
.

That is all.

One of Jynx's many inspirations is the ganguro, which is a subcliche of the much larger gyaru stereotype, and we chose to lean into that. Ganguro specifically like to tan very heavily, which is part of the fiery flavor, but we decided not to use that name due to it translating almost literally to "black face", which wasn't quite tasteful considering Jynx's history. However, gyaru also provides even more flavor for the ability, since as they're a cliche of "gals" and "hot chicks", they also have many stereotypical behavioral traits in addition to their physical/apparel, such as being fiesty, aggressive, and forward (much like the similar American stereotype of "mean girls"). There are also multiple ways of interpreting Jynx's increase in defense, such as the Japanese spirits with dresses made of bark which was also one of the many sources Jynx's design draws from.

As a small note, Gyaru also creates a theme between it and Vajra of the nontraditional -ate-like abilities to have foreign and exotic names, as a direct juxtaposition to the very standardized names of the -ate/-ize abilities.
"Very rarely does an entire Mega center around making it use one move, but that’s the direction we’ve gone with our Mega Jynx, and it’s not the one you’d expect. The move we’ve built this sub around is Body Press.

Typical mixed attackers fail because the Pokémon cannot afford to run either enough evs, or enough moves for a mixed set to be worth it. But Body Press bypasses that by instead allowing you to invest in defense, which is an important stat for any Pokemon, and get a physical offensive return out of it, while also having a high enough base special stat that it can hit hard without any investment. We immediately realized that we wanted a way for body press to be boosted (without STAB), and fit better with Jynx coverage wise, and that’s where the ability “Gyaru” came from, changing Fighting moves to Fire moves and thus changing its whole dynamic. Body press being Fire type allows it to deal with the many steel types in the tier, from Kartana, to Ferrothorn to Megas such as Corviknight and Bastiodon, but if you’re lame you can also just run Focus Blast to hit them, which is now fire type and no longer neutral on Corv.

It also despite having psyshock can break through Blissey using Body Press. It’s biggest issues are some other steels that resist or are immune to fire, some of these include, Mega Dhelmise (shut up Mossy), Heatran and Mega Empo, but overall it’s a strong special attacker.

That’s not to say Jynx is just an attacker, it surpasses it’s typing in many ways living a few strong supereffective hits with its Skarmory level bulk, while still providing much offensive pressure and sleep utility.

Jynx struggles in a couple of ways, swapping its Special defense with its defense isn’t the best for it, as it now has 65/35 special bulk, and is consumed fully by pretty much any special attack (insert gren calc here). It also has a weakness to rocks hindering it even further.

We think this is a cool concept that Kero and I had a lot of fun working on. I hoped you liked this sub. Despite being a bit weirder and wackier than our normal fare."

- Paulluxx

I (Kero) just wanted to note two quick things in addition -

Some good examples of physical threats this Jynx can reliably check are Rillaboom, Garchomp, Lando-T, Mega Raichu, an unboosted MLycandusk, and even Cinderace if Jynx is boosted (+2).

Since Jynx's physical coverage comes via Body Press and Psyshock, that makes it a reliable physical attacker that's completely immune to attack drops from stuff via Intimidate!
 
:ss/magmortar:
Magmortar-M @ Magmortite
Type: Fire/Rock
Ability: Sharp Striker
Stats: 75/160/100/130/100/75, 640

New Moves: Searing Shot, Rock Wrecker, Rock Blast, Aura Sphere

Competitive Description: High Attacking stats with moves boosted by its ability on both of its STAB. However, since they're not of the same category, you may need to chose between one or the other or use a mixed set.

:ss/electivire:
Electivire-M @ Electivirite
Type: Electric
Ability: Supercharged
Stats: 75/145/117/100/97/105

Supercharged: Moves with a recharging turn do not need to recharge. Affected moves:

New Moves: Bulk Up, Meteor Assault, Plasma Fists (cmon this needs some good physical Electric STAB and this move is perfect)

Competitive Description: An Electric/Fighting sub without the Fighting. It mostly works as a set-up sweeper with its newfound Electric STAB + Meteor Assault.
 
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Congrats to inkbug, Vipotis, and Rosario for winning last slate.

I'll be weirdly brief in my entries for once, in part because I'm unsure if I'll even do Jynx but mostly because this week has mostly sucked, tomorrow is going to personally suck even more, and I'm already (very) tired. You guys all get spared a (much larger) wall of text for once. Yay....

Have a good week if you can. Stay safe everyone.

Electivire-Mega
Typing:
/

New Ability: Burning Blackout - This Pokémon's first damaging Electric-type attack has a same-type attack bonus (STAB) of 2.25 and a 30% chance to burn, but replaces its Electric type with Dark type upon successful damage until it switches out.
{abilities were Motor Drive/ Vital Spirit (hidden ability)}

NEW STATS
HP:
075
Atk: 123 → 140 (+17)
Def: 067 → 100 (+33)
SpA: 095 → 100 (+05)
SpD: 085 → 105 (+20)
Spe: 095 → 120 (+25)
(BST: 540 → 640)

Movepool Additions: Drain Punch, Parting Shot, Pursuit, Zing Zap

Description: I figured I'd take my STAB at "Electric/Fighting Electivire-Mega" too despite originally planning for Electric/Dark Electivire-Mega even before the need to take Raichu-Mega(-Kantonian) into account of course. Since I am greedy, I'm trying to have it both ways while also making it clear from the get-go that my Electivire-Mega is more about "mind games" and tanking attacks instead "just" doing a bunch of damage since Raichu-Mega-K already does that and should do it better, at least if it's going to be far frailer physically and almost always kill itself while murdering the competition while having no recourse to heal itself unlike this mon, which now has STAB Drain Punch. Between access to Drain Punch, this also now having access to what is unfortunately the currently strongest, generically available physical Electric type without recoil in the form of Zing Zap--sad, isn't it?--as well as Parting Shot, and this being able to intentionally change part of its typing whenever it wants to unlike Morpeko and semi-permanently at that, this Electrivire-Mega at least attempts to maintain momentum in a slightly different way than Raichu-Mega-K more aggressively does.

Just keep this away from Fairies if you're going to throw out Electric attacks with no reservation though. That's what Raichu-Mega-K is for anyway (unless you really want a burning Discharge in Doubles, which writes itself).



Magmortar-Mega
Typing:
/

New Ability: Burn It Down - Whenever this Pokémon removes hazards, screens, and/or terrain from the field, this Pokémon burns every Pokémon on the field.
{abilities were Flame Body / Vital Spirit (hidden ability)}

On switch-in (or Mega-evolution), this Pokémon ignores all hazards and terrains on the field and then removes them. If one or more hazards or terrains are removed this way, then this Pokémon burns every Pokémon on the field.


NEW STATS
HP:
075
Atk: 095 → 095 (+00) {previously 100}
Def: 067 → 100 (+33)
SpA: 125 → 150 (+25) {previously 155}
SpD: 095 → 120 (+25) {previously 125}
Spe: 083 → 100 (+17) {previously 085}
(BST: 540 → 640)

Movepool Additions: Acid Spray, Corrosive Gas, Defog, Sludge Bomb, Sludge Wave

Description: This idea ultimately came from both the poisonous aspects of volcanoes, which I see that some other submissions have also put to good work already, and what seemed the natural extension of Magmortar's arguably pyromaniacal tendencies; in a way, it's also a natural extension of what happens when a grounded Poison mon interacts with Toxic Spikes and "absorbs" them. Despite the size of its Special Attack stat, this Magmortar-Mega is thus meant more of a supportive Megas to its team, if an aggressive one, rather than a wallbreaker by way of having a fiery, burning Defog stapled onto it that also gets rid of its own weakness to hazards other than Toxic Spikes.

Given how ubiquitous such things are, however, even after Rillaboom-Mega has rightfully been banished to Hel...er Ubers, I tried to make the ability as fair as possible, especially in light of the initial obnoxious versions of Toxtricity-Megas. As such, its ability ignores Screens, also forces you to get rid of your own hazards even if you would to keep them up and doesn't prevent terrains from being put while it's in since I didn't want to obviate Down-to-Earth an ability; it also backfires hilariously against at least Guts. So there's nothing stopping, say, Tapu Lele (at least with Choice Scarf) or any other terrain abuser from revenging this even before its rather slow still middling Speed. Finally, this Magmortar-Mega intentionally lacks recovery beyond Rest, still generally gets walled by Blissey and Chansey unless it spends a slots on combination of Acid Spray, Corrosive Gas, and Focus Blast, burns its own teammates in Doubles (though that can be of course taken advantage of), and still gets obliterated by Ground attacks, meaning it has to wary about switching in "freely", especially if the rest of its team forewent actual hazard removal.

Ultimately it's of course up to Hematite and the rest of the "Megas for All" Council whether this (or any) ability is actually fair, but I think it is. If it isn't, then I guess I'll have to try to think of something else (that wasn't my original, completely different ability that most likely would be overpowered--stupid spread Fire moves) or just a lesser version. Shrug. I will do as the Pet Mod gods command.

EDIT #1: As the gods have understandably commanded, Burn It Down has been changed to be forced to actively, well, activated, though Magmortar-Mega at least gained some Speed and access to Defog because of it. (Please excuse all the lazy redactions because of it. Just so tired right now.)
 
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->
1632144746123.png

:Magmortar: Mega Magmortar (Or, potentially, Swagmortar):
Typing:

Ability: Swagmortar - This pokemon is incredibly dope, and does a 360 no scope with every stab attack. Stab attacks have a higher chance for a critical hit (by 2 stages, equivalent to the move focus energy).
HP: 75
Atk: 120 (+25)
Def: 95 (+28)
Spatk: 140 (+15)
Spdef: 115 (+20)
Speed: 95 (+12)
New Moves: Knock Off, Dark Pulse
Description: Swagmortar is a pun I have been making forever. I'm glad I can sub this. I decided I did want Swagmortar to be purely memesensical, so I decided to give it a legitimate ability and set of attacks. 140 special attack is very strong, and the critical hit chance on stab is also very nice. With that being said, the ability does not apply to its coverage moves, so pokemon such as Tapu Fini do not have to significantly worry about the coverage this thing has. The speed tier being below 100 is another way to keep this thing balanced. In simple terms, SWAGMORTAR BABYYYYY!! Enjoy!

1632145094047.png

:Electivire: Mega Electivire:
Typing:

Ability:
BZZZT - Truant clone
HP: 75
Atk: 188 (+65)
Def: 77 (+10)
Spatk: 95
Spdef: 95 (+10)
Speed: 110 (+15)
New Moves: None!
Description: Hi! When it mega evolves, Electivire's newfound strength and electrical charge is too much to handle, which requires it to take a break every turn. I've always wanted an egregiously strong pokemon with a drawback as a mega, and I thought this ability was perfect for Electivire (I've always found it similar-looking to Slaking). Pretty simple, but notably, the giga impact cooldown time is negated by truant, so maybe we can see huge giga impacts be important. I gave it the normal type, to further endorse giga impact. Anyway, I hope you guys enjoy this sub as well! Should be pretty fun!
 
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Finally came up with something for Jynx. It's time for Ragnarok.

:ss/Jynx:
Jynx-Mega
Ice/Psychic
Ability: Forewarn/Oblivious/Dry Skin-> Spirit Guide (The user draws Ghost moves to itself to receive +1 SpA. User is immune to Ghost moves.)
Stats
HP: 65
Atk: 55 (+5)
Def: 75 (+40)
SpA: 125 (+10)
SpD: 125 (+30)
Spe: 110 (+15)
New Moves: +Hex

Description: More attuned with the spirit world with the energy of Mega evolution, Jynx uses its singing and dancing to help guide the restless spirits of Pokemon to the next world much like the Valkyrie of Norse mythology (or Hel. Or yuki-onna. Or frostbite. Jynx's potential origins have a weird amount of connections to death)- while also channeling their power to boost itself. Having an immunity to a former weakness is obviously a huge benefit, and powering it up to boot is a bonus to Mega Jynx's role as a NP sweeper, utilizing STABs and FB to clean up late-game. Its (still) low physical bulk and remaining weaknesses mean you do still need to be careful getting it in, but once faster threats are taken care Jynx is gonna be showing the opposing team to Valhalla.
 

inkbug

Maybe the real mega pokemon were the friends we ma
is a Community Contributor
Magmortar is by far my favorite of these three but I don't have any coherent ideas for her ):

:electivire:
Mega Electivire
New Ability: Motor Drive/Vital Spirit --> Guard Break (This Pokemon's contact moves lower the target's Special Defense by 1 stage.)
New Typing
: Electric (unchanged)

New Stats:
HP: 75
ATK: 123 --> 143 (+20)
DEF
: 67 --> 112 (+45)
SPA
: 95 --> 118 (+23)
SPD
: 85 (-)
SPE
: 95 --> 107 (+12)

New Moves
: Parabolic Charge, Grass Knot, Knock Off, Giga Drain, Wrap

Desc: Electivire's powerful punches break the target's concentration, leaving them vulnerable to Special moves from itself or its allies!

Physical Electric-types are always in an interesting position for mixed potential, I think; all their highest-powered moves are on the Special side, and their generally ubiquitous pivoting move, Volt Switch, is also a Special move. This leads to a cool sort of rhythm where a switch-in that Electivire doesn't want to stay in on is going to get hurt much more than usual by it pivoting out.

After much debating I also decided to give this Grass Knot. As mentioned above, Grass Knot is one of only four Special contact moves, and it helps Electivire in handling more kinds of threats: the main issue with this kind of Ability on an Electric-type is that the main resists to it are also immune, so Grass Knot helps soften Ground-type resistance while generally being a very unspammable move that won't be able to break very many threats on its own. Electivire has a wide movepool, but not a whole lot of variety in the realm of "special coverage", so this should help with that. In addition to that, it also (obviously) has the whole Hidden Power suite to choose from as far as special coverage goes, which lets it pick its battles in what exactly it wants to target with boosted coverage.

Physical Defense bias gives it decent ranges against Scarf Lando's EQ, but only if it invests in bulk. The SpDef drops give it some more leeway in whether or not it actually needs to invest in Special Attack in order to function as a mixed attacker, as it actually deals roughly appreciable damage to targets at -1 with no SpA investment whatsoever:
  • 252+ Atk Electivire Wild Charge vs. 252 HP / 0 Def Mew: 174-205 (43 - 50.7%) -- 2.3% chance to 2HKO
  • 0- SpA Electivire Thunderbolt vs. -1 252 HP / 0 SpD Mew: 151-178 (37.3 - 44%) -- guaranteed 3HKO

Parabolic Charge and Giga Drain synergize with the ability in a similar manner as Volt Switch, its harder-hitting Physical moves softening foes up so it can get some health back. This specifically is really interesting in combination with its best Phys STAB being Wild Charge; using a Wild Charge softens up a foe to heal more from Parabolic Charge, which helps you Wild Charge again, and so on.

More decidedly useless tech options: It has Dual Chop access which sounds hilarious, and I could see Quick Attack being used in doubles formats in theory. Wrap is a trapping move that is contact, locking a switch-in and lowering their SpD at the same time.
 
Aaaa sorry I'm a bit late with this </3
It's been a heck of a week on my end and I'm hoping things will be more normal soon, but also I just have terrible focus and can by no means place the blame entirely on external circumstances
Ahem uh


Hello again, everyone!
As per usual, this post will be an end-of-submission-phase feedback post and a roughly 24-hour warning for the current submission phase, in order to give time to respond to the feedback in question. C:

:jynx::electivire::magmortar:

If I don't mention your sub in this post, it's probably fine balance-wise and you're not required to make any changes! It doesn't mean I forgot!

Also, an update on :jynx: Jynx:​
Jynx has rather a lot in common with :parasect: Mega Parasect (both have high Speed, accurate sleep and +2 offensive setup while being weak to Stealth Rock and U-turn, and they are very much on the frail side); on the other hand, it can also risk becoming more similar to :butterfree: Mega Butterfree, a much worse-balanced and unpopular Mega with similar characteristics but much higher Speed (and less accurate moves, among other things).
These kinds of fast sleep Pokémon exist in a reeeally delicate balance, and Mega Butterfree is kind of a crucial example of one that has gone badly wrong, so I really want everyone to be extremely careful with Jynx's Speed and have Lovely Kiss in mind!
I think leaning as close as possible to Mega Parasect's Speed is well advised; there are some incredibly relevant Pokémon above base 115, including ones that should be able to respond to Parasect and Jynx (some examples being Cinderace, which should realistically be an outright losing matchup for Jynx, and Tornadus-T, which can hit it hard with a U-turn and switch out rather than just being put to sleep or forced to hard-switch without making progress).
With that in mind, I will be imposing a soft limit of base 115 Speed following the precedent of Parasect and individually notifying people who exceed it!
I don't think there are that many important Pokémon between 115 and 118, so as long as you're below 119, I think it's probably fine
Thank you for understanding!

Also, always consider having as few movepool additions as possible! We don't have hard rules on these but if you have even five or six you're probably doing something wrong


:jynx: This is only about the note above, but is there any chance you could lower its Speed by like 2 points just to ease my mind?


:electivire: Hi! As noted in the slate opening post, we're pretty concerned about Electric/Fighting Electivire overlapping too much with Mega Raichu. While I'm aware you took note of this and made the choice to focus on punching moves instead of kicking moves, I... will be honest I do not think that is enough :'D
The difference between punching moves and kicking moves is flavorful; it doesn't inherently change how the two Pokémon function (although it's true in this case that Raichu hits harder and suffers recoil, that's about it).
Moreover, you've given the two of them exactly the same Speed tier, which is something I'm not comfortable with.
Uh, in general, I feel I should highlight that there is a pretty high bar to make an Electivire with Electric/Fighting and Iron Fist work effectively at all, given both its existing competition in this meta and the fact that its Ability does nothing to set it apart except pure breaking power (which Raichu will always have over it in spades).
I am sure the idea will see a lot of support almost by default (a ton of people independently planned on it up front), and that makes it especially important to handle with care rather than just accepting the person who got to it first, because letting this by without scrutinizing it could be negatively impactful in the long run. With that in mind, I do not feel this sub should be accepted; I'm given to understand there are multiple other Iron Fist Electivire which I will come to cover shortly, so I am sorry to say that ~ there can only be one ~ and it really should not be this one, I'm afraid.

:magmortar: u H yeah this is broken
Contrary is an incredibly strong Ability that needs to be respected, and Magmortar here combines it with immediate breaking power, high Speed and excellent coverage which very much should not go together.
For an example of how to balance this Ability effectively, I would encourage you to look to the difference between Serperior and Lurantis: Serperior has the same base Speed as Magmortar, but its viable offensive movepool is limited to basically just Leaf Storm and Hidden Power, forcing it to rely on utility moves to sustain itself and leaving it very completely hard-walled by prominent double-resistances even at +6; Lurantis has the same attacking type and the same Contrary Leaf Storm, but it comes with better coverage (still little of note on the special side, but it adds Superpower and Knock by proxy of a usable Attack stat; though Serperior also has the move, it uses it for utility, not for coverage to its repertoire for better mixed snowballing) in exchange for a massive 68 points less Speed; and Lurantis's Special Attack is 80, Serperior's is 75, and Leaf Storm is by far the worst and most wallable attacking type of any of the five moves that lower the user's Special Attack (to put it in perspective, remember that I noted multiple prominent double-resists in OU - like Corviknight and Heatran - not just single-resists). Serperior is still pretty delicately balanced and unpopular among some singles players as it is, and Lurantis is definitely better balanced but it's also actually stronger than Serperior in doubles; they're both so carefully balanced for a reason, and the bar for a strong Contrary user is by no means much higher than where they set it.
But uh, to save you some time trying to work out a suitable nerf: Magmortar is not the Pokémon for Contrary and realistically I will not accept this no matter how you shape its stats. Its movepool alone carries it much too far and its BST simply does not leave room for sufficient nerfs to Speed and Special Attack.

:jynx: I am pretty sure I vetoed this exact thing on Primarina last slate, specifically because of the Perish Song interaction; we were generally in agreement on the Discord that this would not be healthy and I don't think I can ever allow it on a Pokémon with Perish Song, sorry x:


:jynx: On the same note as the beginning of the post, I think after some deliberation that I would rather you lowered Jynx's Speed a bit in Masked Forme, probably similarly to the 115 range. As previously noted on Discord, I'm kinda scared of Ice Face on something with its movepool and would certainly rather play it safe statwise if that's agreeable :'D
on that note, at least aesthetically, I would encourage putting those 5 back into Special Attack!
we tend to be looser with the specific stat rules for form-changing Megas, and it's also unusual in that it's the higher attacking stat that you're lowering and it's really not minmaxing at all, so it's obviously nothing worth disallowing! but if nothing else, I think it would look nicer to avoid a random -5 if there's not a specific reason for it



:jynx: Speaking purely by instinct, I am pretty uncomfortable with Imprison on entry, so I'm tentatively afraid of allowing this even if I don't think I would outright veto it...
but I will actually get to some positives in a bit! I do think this could potentially work as you've set it up, and mostly I'm just sharing all my thoughts in the hopes of prompting some discussion on the Discord or something, I dunno! This is not a veto it's just an attempted breakdown of the pros and cons of a concept I find a little bit scary

Uh, my main thought process here is that this might need to be banned from VGC, because barring the entire opposing team from using crucial moves like Protect and Trick Room could potentially lead to some very unfair matchups and invalidate both team archetypes and crucial defensive counterplay to its allies.
With that being said, being potentially broken in VGC is not grounds for a veto as long as it's fine in singles - my stance is sort of... uh, the most important thing here is just making sure that this sub is worthwhile and can still thrive in a singles environment despite that, and I want to emphasize that this mostly just makes me want its Ability to be fundamentally important to it and used to the fullest in a singles context!
After all, banning Jynx in the only format where its Ability is worthwhile is much different from banning it in one while still leaving it in a great position in the other. If that... makes any sense at all.
All of this is to say that the absolute worst-case scenario (for me) would be feeling like this Ability only mattered in VGC, where it is as likely to have unhealthy applications as interesting ones, and I think the priority should definitely be on getting this to a point where it could still thrive and be valuable and interesting even if it weren't allowed in VGC.

With all of that said, I will say I think you've done a pretty impressive job of making this feel plausibly relevant in singles, since blocking (and monopolizing!) Knock and Recover is definitely a valid niche that should come up pretty often.
Blocking Knock in particular helps Jynx a whole lot defensively since it's one of the most prevalent Dark moves at all, and having to run those moves to block them shouldn't interfere with Jynx's ability to make progress of its own because they're... like... good moves most Pokémon would probably be happy to run anyway, even if they mean running relatively different sets from base Jynx. I think this is actually pretty legitimate as a foundation and I can see it working out for the sub, which is a lot better than I feared when I just saw the Ability and it makes me think I should allow this!
On that note, maybe it would be wise to lean further into that and make this physically offensive? Running Triple Axel and Knock sounds workable, and there's no way it fits all of Recover, Knock and Plot on the same set, so getting more use out of Knock and less out of Plot might encourage people to make better use of its Ability.

One small heads-up: I think it's worth noting the unfortunate fact that Imprison disables Cancel Mod (the thing that lets you hit "cancel" and pick a new move if your opponent hasn't made their selection yet) to avoid information leaks,
which maaay occasionally come up more often than its other applications in singles, and that sounds really frustrating as a player; there's an extent to which the way Imprison works makes me kind of not want this in the mod anyway, but that is very much a personal opinion and does not reflect how the Ability would work in a real game anyway, so it's hardly grounds for a serious objection .w.


Rcook:​

:magmortar: Aaaaa I don't know if I feel safe with this
Uh, the thing is that base 145 Sheer Force Fire Blast hits hard as heck (compare Mega Camerupt, which has a similarly good defensive type and a Rock neutrality and good coverage, plus the same Ability and Special Attack... but it only gets base 20 Speed and it mostly functions as an offensive pivot or Trick Room abuser, while this just naturally outspeeds a massive chunk of the metagame with its incredible base 113 Speed), and Magmortar has strong coverage of multiple types that can abuse its Ability; on top of that, Fire/Steel is amazing defensively
My instinct is that you should probably pick at least one of these things to drop? I've overestimated offensive Fire-types in the past (esp. considering Pokémon like Darmanitan and Charizard Y are just fine) and I think its offensive presence is probably more reasonable than it looks, but not if it's also Fire/Steel to give it amazing defenses and circumvent its Rock weakness; conversely, you can definitely get a cool sub out of Fire/Steel Sheer Force, but maybe it should have a sub-100 Speed tier to make up for its excellent offensive and defensive presence; or you could compromise and keep both the stats and type the same, but then maybe you shouldn't have a raw power-boosting Ability to go with it?
Two out of the three are probably fine and can be cool, but I am not really comfortable allowing all three at once

lydian:​

:jynx: I think this one is also a bit too fast, and seeing it is actually what made me think to put the note at the top of the post :') but uh, I think this one actually has probably more in common with Mega Parasect than the others (what with Lovely Kiss having perfect accuracy) and it's probably one of the most important to keep at a similar Speed tier accordingly - I feel bad because I like your aesthetic reasoning behind 127 Speed, but I do think that's a bit much for unblockable/unavoidable sleep and would definitely encourage you to go lower OTL
That aside, I am interested to know how you feel about No Guard for the Ability instead? I notice Jynx has a wide movepool of low-accuracy moves that could benefit (like Blizzard and Focus Blast), and I think it would be cool to include them in the effect, especially in exchange for the lower Speed; I think allowing it that kind of consistency would be super valuable, and... well, it goes without saying that sleep is intuitively the most frightening thing that you could pair with No Guard, but this already has that as its main point and is balanced for it! so the cause for concern is much lower
It feels a little wasteful to me to boost just three moves (of which Sweet Kiss should never be run competitively and Draining Kiss already has perfect accuracy, so really just Lovely Kiss), so I think using a non-custom Ability that achieves the same effect and more might be a good call O:
That is just my opinion though! You're welcome to do as you please on this front C:

:electivire: I am just putting down for the record that this is a much better handled version of Electric/Fighting Iron Fist and I am more willing to accept this one - I strongly appreciate that it differentiates itself from Raichu with a much lower Speed tier and much better bulk while having both priority and draining to justify its Ability

:magmortar: This one is actually really interesting to me and I think Magmortar is a good Pokémon for it!! I like that you've set it up so that it affects the weaker one of its STABs but not the stronger, so it's really encouraged to play around both of its two Speed tiers, and I'm really glad that this is on something without special setup so the higher Speed tier is easily kept in check - on the whole, I feel very comfortable allowing this and I respect it!!
That said, I just thought I should give a minor heads-up because I think you are operating on some small misconceptions:

- You might want to specify aura and pulse moves (from Mega Launcher), not ballistic/ball and bomb moves (from Bulletproof)!​
Aura Sphere happens to be considered both, but otherwise they are two distinct categories; judging from STAB Dark Pulse and your movepool additions in general, I am pretty sure you meant aura and pulse moves C:​
- With respect to the Speed tier: I'm not positive if you were working with different numbers before or if you were calculating the modifier incorrectly, but I think you're actually underselling it!​
Max Speed for base 113 is 357, so that with a 1.25x modifier would be 446; that creeps Pokémon of base 153 by one point, which is well past Mega Lopunny or Mega Manectric​
Personally, I'm actually pretty okay with this! Based on how hard it appears to hit and on its aforementioned lack of setup, I think it could be okay and I don't think it necessitates a nerf before due testing​
Even so, I wanted to make sure you knew that in case you had a different intention for the stats or modifier or if you would simply lke to amend your description accordingly C:​
- also I think the slight Special Defense reduction is actually really neat. I cannot place why it appeals to me aesthetically but it does. I like that

In any case, I actually quite like this sub : D


:jynx: ... I
I don't know what to say :'D
but I will try to give coherent feedback nonetheless!! uh
I do think this is a bit too, uh, elaborate an effect to pass as a realistic Ability, so some streamlining would probably be a good idea
That said, I am genuinely reeling at the flavor and I cannot help but admire how much fun you had with this (that's a bit contagious, actually!) so I am happy to try to work with it!

The thing that sort of stands out to me is... this effectively introduces not one but two new Abilities (Eleganza and Slaying), and it also creates a new volatile status with some unusual interactions beyond its basic effect (one thing I would just keep in mind going forward actually: Magic Coat and Magic Bounce don't work on Abilities in general - like, you can bounce back Growl, but you can't bounce back Intimidate - so I would actually suggest dropping that part! but even then, "doesn't work on Dark-types" is oddly specific and has only happened in canon as a balance patch to an already-widespread Ability, so I'm not sure it's needed here even as a limiting factor and it sorta just makes the Ability take more explanation)

I think rather than introducing a new volatile, you could accomplish a similar effect just by lowering the targets' evasion, and rather than making two separate Abilities or making it replace its effect after the first use, you could perhaps prioritize just one of the two defenses instead of both and justify making the Ability both more safely spammable and more practical/effective in the process!
With that in mind, my recommendation to streamline it would be something like
"Dance moves harshly lower the evasion of adjacent foes and also raise Jynx's (pick one defense) by one stage"​
or similar
... and
I'm not going to lie, I actually think the flavor text you've attached to the volatile is hilarious so I will happily make it display in-battle whenever the Ability activates even if there's not a new volatile to go with it P:

:electivire: This might be a weird suggestion to make, since it is actually a buff and not a nerf, but: could I recommend making it so Ground-types are still hit neutrally rather than resisting Electric-type moves? This is less because I think there's any balance issue and more just for consistency with similar effects! Since other canon effects (like Scrappy, Thousand Arrows and the Ring Target) all turn immunities into neutralities, it feels strange for just this one to be only half as good, you know?
That said, I think the stats you chose are really well balanced for the effect O:
I'm normally pretty concerned by Electric Scrappy, but I think this Electivire is mild enough to make it work!

And I see nothing wrong with your Magmortar! C:

ArhamA:​

I was hesitant on your Electivire and Magmortar on account of sharing Abilities with two other people's subs, but I think the fact that both of these are generic power-boosting Abilities means the difference in STABs and stats is all I could ask for within reason; these Abilities are really not role-defining concepts that could belong to one person or another the way a more unique one might be
Uh, I am actually very unsure as to whether I should allow your :magmortar: Magmortar specifically, though - Sheer Force Focus Blast hits for pretty ridiculous damage, and Earth Power and Thunderbolt are both crazy coverage options with this Ability
I would encourage you to have much lower Special Attack than this (like, 130 range at most?) if you want Fighting to be your secondary STAB of choice, and Earth Power might just be better off removed altogether, although I guess we could allow that and see if it needs nerfing later; I have voiced my concerns with Rcook's sub already, but Steel is at least a much worse secondary STAB with much lower BP, so I think it is a bigger issue here

:jynx: Nope
I have vetoed this before and will do it again every time until this concept stops coming up
Confusion on entry is wildly uncompetitive and has zero skill-based applications, and it's even worse if you would have it apply to all adjacent opponents like Intimidate in doubles but no it is not even close to fine in singles with or without that


- I love these
- your Jynx is actually freaking hilarious and also really mechanically interesting and I badly want it
- the only concern I have is the aforementioned note about Speed on Jynx (from the top of this post); I think you may be better off giving this lower Speed in the vicinity of 115 like the others if that's okay, sorry;;


:electivire:/:magmortar: ... I don't... actually know if I want to allow this
and admittedly I am a little hesitant specifically because of the obvious "it's likely that even if one wins, the other will not, and then it would make too little sense"
so I'm afraid I would lean towards no and you should probably switch to your backup subs, yeah :')
This is a really cute idea, though! If you have a solomod or anything where you can have these as a pair, I think it's a good one to use there C:


Aaah I'm really sorry to hear about your week;;;
I hope you're doing better D: and please get some rest!!!

:electivire: Super minor feedback on this one while I have the opportunity: it's entirely your choice, but you are welcome to follow the precedent of Poison Touch and simply add a 30% burn chance in addition to whatever secondary effect may already have been on the move! I think this might be more intuitive than replacing the secondary effect, if only because it's been done before in canon, but it's totally up to you! C:
(This also sounds like a really functionally unusual one and has definitely piqued my interest!!)

:magmortar: This one is admittedly a little scary to me and I'm not totally sure I should allow it, but actually, this is less because of competition with Lycanroc and more because of competition with Garbodor (which has an arguably much weaker effect on its Ability, but that Ability is very much its main selling point and is actually incredibly strong on its own in a vacuum, so overshadowing it like this is probably not a good call); that aside, I think this is probably just too easy a way to secure burns on entry, since terrain setters are pretty ubiquitous and you can just run your own Rillaboom or tapu as a teammate if you want to guarantee the Ability can activate
If you're looking for ideas of how to make it weaker, though! I think you could always give Magmortar natural access to Defog, then make its Ability simply burn all Pokémon when Magmortar successfully clears hazards or terrains on its own? (rather than the Ability doing the clearing)
I think effectively compressing Wisp + Defog in singles, and being able to spend a turn to burn the whole field in doubles, could be a really cool niche in its own right without being as overwhelming, which might be useful to you if you're attached to the effect!


:electivire: This is hilarious but I do think it is probably quite a lot weaker than you had in mind :'D
Uh, if you do want to give it the Normal type for Giga Impact, I don't think any reasonable person would stop you



:xerneas:

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

edit: aaaa I'm so sorry I pinged the wrong person for one of these - reaching out on Discord now to correct the mistake! thank you Paulluxx for noticing ;-;
 
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:jynx: I think this one is also a bit too fast, and seeing it is actually what made me think to put the note at the top of the post :') but uh, I think this one actually has probably more in common with Mega Parasect than the others (what with Lovely Kiss having perfect accuracy) and it's probably one of the most important to keep at a similar Speed tier accordingly - I feel bad because I like your aesthetic reasoning behind 127 Speed, but I do think that's a bit much for unblockable/unavoidable sleep and would definitely encourage you to go lower OTL
That aside, I am interested to know how you feel about No Guard for the Ability instead? I notice Jynx has a wide movepool of low-accuracy moves that could benefit (like Blizzard and Focus Blast), and I think it would be cool to include them in the effect, especially in exchange for the lower Speed; I think allowing it that kind of consistency would be super valuable, and... well, it goes without saying that sleep is intuitively the most frightening thing that you could pair with No Guard, but this already has that as its main point and is balanced for it! so the cause for concern is much lower
It feels a little wasteful to me to boost just three moves (of which Sweet Kiss should never be run competitively and Draining Kiss already has perfect accuracy, so really just Lovely Kiss), so I think using a non-custom Ability that achieves the same effect and more might be a good call O:
That is just my opinion though! You're welcome to do as you please on this front C:
You're right, No Guard does fit like a glove here! I ended up changing the ability to that, thank you very much for the suggestion, and lowering the speed tier down to 105, does that seem reasonable?
:electivire: I am just putting down for the record that this is a much better handled version of Electric/Fighting Iron Fist and I am more willing to accept this one - I strongly appreciate that it differentiates itself from Raichu with a much lower Speed tier and much better bulk while having both priority and draining to justify its Ability
Well thank you :)
:magmortar: This one is actually really interesting to me and I think Magmortar is a good Pokémon for it!! I like that you've set it up so that it affects the weaker one of its STABs but not the stronger, so it's really encouraged to play around both of its two Speed tiers, and I'm really glad that this is on something without special setup so the higher Speed tier is easily kept in check - on the whole, I feel very comfortable allowing this and I respect it!!
That said, I just thought I should give a minor heads-up because I think you are operating on some small misconceptions:

- You might want to specify aura and pulse moves (from Mega Launcher), not ballistic/ball and bomb moves (from Bulletproof)!Aura Sphere happens to be considered both, but otherwise they are two distinct categories; judging from STAB Dark Pulse and your movepool additions in general, I am pretty sure you meant aura and pulse moves C:- With respect to the Speed tier: I'm not positive if you were working with different numbers before or if you were calculating the modifier incorrectly, but I think you're actually underselling it!Max Speed for base 113 is 357, so that with a 1.25x modifier would be 446; that creeps Pokémon of base 153 by one point, which is well past Mega Lopunny or Mega ManectricPersonally, I'm actually pretty okay with this! Based on how hard it appears to hit and on its aforementioned lack of setup, I think it could be okay and I don't think it necessitates a nerf before due testingEven so, I wanted to make sure you knew that in case you had a different intention for the stats or modifier or if you would simply lke to amend your description accordingly C:- also I think the slight Special Defense reduction is actually really neat. I cannot place why it appeals to me aesthetically but it does. I like that
In any case, I actually quite like this sub : D
Yes, I did make a maths mistake and also a writing mistake, woops! Fixed both of those, now saying "aura and pulse moves", and adjusted the math correctly on the speed tiers! I've changed the multiplier to 1.2x also to be more in line with Iron Fist, now that Jynx doesn't have a special custom ability anymore. Also glad you liked the Special Defense reduction haha :)

Thanks for the feedback and pointing out my mistakes I appreciate it ^^
 

Aaah I'm really sorry to hear about your week;;;
I hope you're doing better D: and please get some rest!!!

:electivire: Super minor feedback on this one while I have the opportunity: it's entirely your choice, but you are welcome to follow the precedent of Poison Touch and simply add a 30% burn chance in addition to whatever secondary effect may already have been on the move! I think this might be more intuitive than replacing the secondary effect, if only because it's been done before in canon, but it's totally up to you! C:
(This also sounds like a really functionally unusual one and has definitely piqued my interest!!)

:magmortar: This one is admittedly a little scary to me and I'm not totally sure I should allow it, but actually, this is less because of competition with Lycanroc and more because of competition with Garbodor (which has an arguably much weaker effect on its Ability, but that Ability is very much its main selling point and is actually incredibly strong on its own in a vacuum, so overshadowing it like this is probably not a good call); that aside, I think this is probably just too easy a way to secure burns on entry, since terrain setters are pretty ubiquitous and you can just run your own Rillaboom or tapu as a teammate if you want to guarantee the Ability can activate
If you're looking for ideas of how to make it weaker, though! I think you could always give Magmortar natural access to Defog, then make its Ability simply burn all Pokémon when Magmortar successfully clears hazards or terrains on its own? (rather than the Ability doing the clearing)
I think effectively compressing Wisp + Defog in singles, and being able to spend a turn to burn the whole field in doubles, could be a really cool niche in its own right without being as overwhelming, which might be useful to you if you're attached to the effect!
Well, yesterday went even worse than I anticipated, so that was...fun. Still, thanks for caring, and as always, thanks for your patience and taking the time to do all this.


:electivire: Oh. I had added the replacement clause just because I thought it would be (far) easier to code for you in the unlikely case it won since I'm not sure what status would take precedence if both Burn and Paralysis were competing with each other, e.g. that Discharge joke. If you're fine with it overlapping, then I'll remove it. In Singles at least, it's not like anyone's really going to use Thunder Punch on my Electivire-Mega, so it would only really affect Zing Zap there, and 30% Burn with a 30% Flinch chance once per switch-in seems fair enough, unlike my current/initial Magmortar-Mega.


:magmortar: No, all these criticisms are more than fair; to be honest, they were expected. I figured at the time that it might be a bit much, especially due to the terrain part you pointed out, but it was unfortunately the only other thing I could do think of at the time given how overpowered I realized my initial ability, if only because of multi-targeting attacks in Doubles. I could reuse that one easily if I just added the word "single-targeting" I guess, but given that my initial Magmortar-Mega was Fire/Fighting, I'll forego that. since I just kinda want to be done this especially given how poorly yesterday went. That said, I'll post what that initially ability was for anyone morbidly curious and in case anyone can think to use it on anything competent in the future given it's not like I (can) use Discord at present (still):

Ashes to Ashes: This Pokémon's Fire-type attacks cause the Rock type to be added to the target, effectively making it have two or three types. Has no effect if the target is already a Rock type, and this Rock typing will be overridden by other type-altering effects.

REASONING FOR REMOVAL: Rock-type is too detrimental to be added due to adding five new weaknesses. At least this is true in Doubles, where Fire has a quite a few multi-targeting attacks, unlike Ghost, which doesn't have any, at least that are casually available like Fire does with, say, Heat Wave or Overheat. (Not that any of the multi-targeting Ghost attacks, e.g. Astral Barrage, are exactly fair moves anyway.)


But, yeah, since Garbodor-Mega exists, which I apologize for forgetting about, this definitely has/had to change. So I'll take/have taken your sensible suggestions, and just nerf(ed) Burn It Down to have to be more active and not ignore hazards while compromising by also giving Magmortar(-Mega) access to Defog and letting it now activate on Screens to be more consistent with Defog:

(OLD) Burn It Down - On switch-in (or Mega-evolution), this Pokémon ignores all hazards and terrains on the field and then removes them. If one or more hazards or terrains are removed this way, then this Pokémon burns every Pokémon on the field.

BECOMES

(NEW) Burn It Down - Whenever this Pokémon removes hazards, screens, and/or terrain from the field, this Pokémon burns every Pokémon on the field.

It still automatically activates when this Magmortar-Mega comes in on Toxic Spikes, but that is now the only instance of it automatically activating. So it should now be actually fair instead of Magic Guard lite plus fiery Acid Rock. Whether it's any more appealing though...shrug; it at least is more like the move that inspired its name though. Yay? (Also, hilariously this new wording means Magmortar-Mega now trigger its ability with Brick Break too, which it already gets.)

The final change I'll make is a slight stat adjustment given that now that this does take hazards damage and still otherwise lacks self-healing, it could stand to be slightly less bulky and a bit faster, with the slight power drop more speed necessitates:

OLD STATS: 075 HP / 100 Atk / 100 Def / 155 SpA / 125 SpD / 085 Spe

BECOME

NEW STATS: 075 HP / 095 Atk / 100 Def / 150 SpA / 120 SpD / 100 Spe


That should be it since I've decided that I'm not doing Jynx. I don't have the energy, especially after yesterday, and there are already more than enough good entries for Jynx that I think would be far more deserving to win than anything I could come up with last-minute anyway.
 
:bw/electivire:
Mega-Electivire
Type: Electric
Ability: Misty Surge

Stats:
HP: 75
ATK: 123 -> 143 (+20)
DEF: 67 -> 107 (+40)
SPA: 95 -> 105 (+10)
SPD: 85 -> 115 (+30)
SPE: 95 -> 95
New Moves: Play Rough, Bulk Up
Summary: A lot of physical attackers are heavily hindered by status conditions such as burn and Toxic. However, with the newfound ability to become a fog machine powered by its electricity, it has the ability Misty Terrain, which can protect it from all of those statuses. The main burn tool, Scald, is also a Water type move, which Electivire can hit for super effective damage. Currently, the main checks for fairy types are Pokémon like Corviknight and Heatran too, which it can hit with Earthquake and its Electric STABS.

:bw/magmortar:
Mega-Magmortar
Type: Fire
Ability: Dry Skin
Stats:
HP: 75
ATK: 95 ->
DEF: 67 -> 110 (+50)
SPA: 125 -> 145 (+20)
SPD: 95 -> 115 (+20)
SPE: 83 -> 93 (+10)
New Moves: Thunder, Rain Dance
Summary: Woah, a fire type rain mega?!?! Yep, based on how water can collect in volcanoes (and you would most likely get very dry skin from being around lava so much), Mega Magmortar is coming in hot! It resists one of rain’s biggest checks in Rillaboom’s Grassy Glide and can take advantage of Weather Ball and Thunder in the rain very nicely. Even though it’s fire STAB is weakened during rain, it can still use fire moves to burn, chip, or deal big damage outside of rain. And, it loses its weakness to water, which helps it greatly defensively.
 
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The following sub by Double Iron Bash is going to be excluded from the compilation as no (balance) changes has been made yet. Please, notify me if you did so that can I check the sub and include it later.
Magmortar-M @ Magmortite
Type: Fire/Electric
Ability: As One (Magmortar) (Flash Fire + Motor Drive)
Stats: 75/95/97/170/113/90, 640

New Moves: Fusion Flare, Thunder, Aura Sphere

Competitive Description: Very high SpA and decent STAB combination means it hits very hard but the lack of set up and only base 90 speed means that it needs to be used with caution.

- - -

Alternative sub but gets vetoed as well as it restrains the teambuilder too much.

Magmortar-M @ Magmortite
Type: Fire/Rock
Ability: Sharp Striker
Stats: 75/160/100/130/100/75, 640

New Moves: Searing Shot, Rock Wrecker, Rock Blast, Aura Sphere

Competitive Description: High Attacking stats with moves boosted by its ability on both of its STAB. However, since they're not of the same category, you may need to chose between one or the other or use a mixed set.

The following subs are all in accordance to the rules and thus eligible for voting. If I forgot to include any sub, please, let me know.
Mega Magmortar
New Ability: Flame Body(Vital Spirit) -> Mega Launcher
New Typing: Fire/Fighting

New Stats:
HP: 75
ATK: 95>110(+15)
DEF: 67>102(+35)
SPA: 125>135(+10)
SPD: 85>120(+35)
SPE: 83>88(+5)

Added Moves: Aura Sphere,Dragon Pulse,Dark Pulse,Terrain Pulse

Description: BLAST!I leaned fully into Magmortar's cannon here,giving it Mega Launcher and plenty of Pulse moves to abuse it.It gains a new Fighting typing which removes its weakness to SR(after it goes Mega at least)and gives it new spammable,consistent STAB in Mega Launcher Aura Sphere.Some meaty buffs to both defenses makes this a nice bulky attacker.Overall a nice Mega.

Haha Mega Launcher Mega Evolution get it?
Mega Magmortar
Type: Fire/Dark
Ability: Intimidate
Stats:
  • HP: 75 (+0)
  • Attack: 105 (+10)
  • Defense: 87 (+20)
  • Special Attack: 145 (+20)
  • Special Defense: 135 (+40)
  • Speed: 93 (+10)
New Moves: Fiery Wrath

Description:
Collab with IndigoRewrite a.k.a ARandomPerson
Name: Mega Magmortar

Typing: Fire

Ability: Booby Trap
-If this pokemon land on any hazard, use tar shot on opponents. This pokemon is immune to hazards
Stats:
HP: 75
Atk: 105(+10)
Def: 97(+30)
Spa: 165(+40)
Spd: 105(+10)
Spe: 93(+10)
New moves: Agility, Aura Sphere, Morning Sun (all notable)
So, what's the flavour for Booby Trap Magmortar? Well, if you didn't know, Magmotar is based on a booby, The Japanese name for Magmotar is "Booburn", while the name for its pre-evo is literally "Booby". Imagine that Magmotar that loads up any hazards present into it's cannons, and shooting the molten hazards onto its opponent. Pretty cool right? So how does magmortar fuction? It's an amazing wallbreaker and potential sweeper. It's ability works on any hazard, but does not clear them, so it can reactivate it's ability every time it switches in. It also gains a handy hazard immunity. With its great spatk stat and relatively good bulk, this can easily force switches due to it's ability, and it can utilize agility to outspeed the entire unboosted meta, using its high unboosted spatk and good movepool to potentially sweep. If the opponent chooses not to switch, it can fire off its stab fire moves which most likely results in an OHKO.
Mega Magmortar
Type: Fire
Ability: Evaporation
This Pokemon's Fire Type moves are Super Effective against Water Types.
Stats: 75/105 (+10)/87 (+20)/155 (+30)/115 (+20)/103 (+20)
New Moves: None
Description: Magmortar's Pokedex entries constantly state that, "It blasts fireballs of over 3,600 degrees F from the ends of its arms." That is WAY higher than the boiling point of water. Naturally, it should be hot enough to even melt water Pokemon! Competitively, Mega Magmortar is a great check to bulky Water Types, like Toxapex and Slowbro. It can't switch in on Scald easily, though. It will be a good Mega for Fire Monotype teams.
252 SpA Magmortar Fire Blast vs. 252 HP / 4 SpD Toxapex: 302-356 (99.3 - 117.1%) -- 93.8% chance to OHKO
252 SpA Magmortar Fire Blast vs. 252 HP / 252+ SpD Slowking: 276-326 (70 - 82.7%) -- guaranteed 2HKO
0 SpA Slowking Scald vs. 0 HP / 4 SpD Magmortar: 152-182 (52.2 - 62.5%) -- guaranteed 2HKO
Type: Fire/Steel
Ability: Sheer Force
New Moves: Flash Cannon, Heavy Slam
Hp: 75
Atk: 125 (+30)
Def: 87 (+20)
Spatk: 145 (+20)
Spdef: 115 (+20)
Spd: 93 (+10)
Wt: 500kg
Description: Magmortar is a fucking mortar and that is rad as hell. Now Magmortar is even cooler getting upgraded and appearing as a more modern artillery gun. This explains the steel type and the weight. Artillery shells also move fast so Magmortar gets more speed however with no way to increase special attack and belly drum taking away half of Magmortars health and not being able to hold a berry makes sheer force a powerful ability but Magmortar will only be hitting with it's base special attack
Mega Magmortar




Ability - Motor Drive; Vital Spirit ➝ Quick-Fire (Quick-Fire causes the user to move 1.2x faster when using aura and pulse moves.)

HP - 75 ➝ 75
Atk
- 95 ➝ 115 (+20)
Def - 67 ➝ 97 (+30)
SpA - 125 ➝ 155 (+30)
SpD - 95 ➝ 85 (-10)
Spe - 83 ➝ 113 (+30)
BST - 540 ➝ 640 (+100)

Movepool Changes - Aura Sphere, Dark Pulse, Dragon Pulse, Terrain Pulse
Competitive Corner - With the boost from Quick-Fire, an Aura Sphere or Dark Pulse from a Timid (o-or Jolly? You do you!) Mega Magmortar just outpaces Mega Beedril and Mega Sceptile or anything slower! Whereas its regular 113 base Speed is nothing to scoff at either! This thing hits reasonably hard, has nice coverage with its new movepool additions, and is relatively fast, all things considered, and being able to modulate its speed stat on the once in a blue moon situation where that's actually relevant (people use Fly and Dive a lot, right?)!
Flavor Corner - Okay, I know what you might be thinking, that cheeky Special Defense drop is odd, yes, I agree. But listen, Mega Diancie and Mega Mewtwo X have dropped defenses compared to their base forms, and while a legendary isn't the best precedent, I feel like given how Electivire and Magmortar's Special Defense and Speed stats seem to be swapped (if you ignore the last digit), I think it maybe makes some sense? Plus I wanted to give Magmortar more of a glass-canony vibe, as opposed to Mega Electivire being more of a tank, and I think this choice helps sell that well. Please don't be too mad at me, thank you! Now, the other elephant in the room is why Fire / Dark? and that's mostly to complete the cute cycle with Jynx and Electivire, Magmortar itself doesn't really allude to Dark very much (aside from possibly being inspired by the japanese yōkai Kappa, but that's a stretch and not good reasoning at all), so we'd have to pull from outside inspirations, in this case, I think taking a bit of an "outlaw" theme for it would be fun! With its cannony arm representing, of course, a gun, and the ability reflecting that common trope of the sheriff and the outlaw facing off, western style, and the outlaw pulling a sneaky and shooting first, I think it makes sense right? I dunno. Oh also actually Magmar and Magmortar learn Feint Attack at like level 12 as per USM, we all know what happened to that unsuspecting move in Sword and Shield, but hey, if you really stretch it that's evidence for Dark-type enough to me! Last thing i want to address is, you might be asking yourself, "okay, but why particularly a 25% increase, why not 20% or 30%, or etc?" And that's for a simple reason, Iron Fist is already set as a 20% increase, aka 6/5. Kissing Spree was made 33.3%, aka, 4/3, so that Lovely Kiss and Sweet Kiss are 100% accurate. So, we can make this one 5/4, that way, we have a 6/5 boost, a 5/4 boost, and a 4/3 boost! And as a bonus this also gets a +Spe natured Mega Magmortar into a nice speed tier of just outspeeding base + Spe natured 135s by one point, which is cool, if I do say so myself Disregarding my maths mistake (I probably forgot to give Magmortar a nature or something), I've changed the multiplier to 1.2x to be more in line with Iron Fist, now that Mega Jynx has been tweaked, and now Mega Magmortar outpaces base 145s by one point exactly, nice!
Mega Magmortar
New Ability
: Lapili (This pokemons fire-type moves do extra damage to the target depending on how week they are to rock (Stealth Rock damage but halved))
Type:
Fire
New stats:
HP: 75
Attack: 95
Defense: 120 (+53)
Special Attack: 150(+25)
Special Defense: 97(+2)
Speed: 103(+20)
(640)

New moves: Eruption
Magmortar-Mega :magmortar:

Ability : Mold breaker

Hp : 75
Atk : 117 (+22)
Def : 77 (+10)
SpA : 158 (+33)
SpD : 110 (+15)
Spe : 103 (+20)

New move : Pyro Ball

The concept of this Mega Magmortar is based around the gun like aspect of magmortar arms. It is now able to launch powerfull bullet, able to pierce through armors and defenses. This mega have for goal to be able to beat usual fire counter and check (namely water and heatran), by using its increased fire power and its ability to tear their defense.

The stats were made so that Magmortar is able to 2HKO specialy defensive heatran after SR with Fire blast, while being able to 2HKO tapu fini with thunderbolt. Its speed was tailored to speedcreep Garchomp, which can be a threath to it. Therefore running hp ice in order to beat some of the mon that may threaten him can be a good option. Thank to its ability it can also freely spam thunderbolt against empoleon and nearly 2HKO without prior damage.

Utility set, such as WoW spreader ; toxic utility or taunt can also take adavantage of mold breaker by ignoring ability immunity and Magic Bounce. When combined with magmortar huge fire power, it stand out as a really good tool to fight against stall.

The increased attack allow for mixed set to beat blissey granted prior damage. It is also a way to open Magmortar to more wacky set, such as bellydrummer ; which take full adavantage of moldbreaker to ignore unaware and immunity.

I decided to keep its physical defense low so that it can be OHKO by aqua jet from band shifu after SR damage ; and other priority from strong attacker in general , to allow for more offensive counter play. I hope this mega can help pokemon such as latias/latios , or other bulky dragon type to rise in viability due to their strong ability to check Magmortar.
Type: Fire

Ability: Rock Melter
This pokemon is immune to rock type moves. In addition, this pokemon's fire type moves deals super effective damage agains rock type pokemon.
* Also applies to stealth rock. Affected by mold breaker.

Stats:
Hp: 75
Atk: 95 > 135 (+40)
Def: 67 > 87 (+20)
Spa: 125 > 155 (+30)
Spd: 95 > 115 (+20)
Spe: 83 > 73 (-10)

New moves: nope

WIP

" There are still quite a few factories that rely on the flames provided by Magmortar to process metals. "
Mega Magmortar is also used to proccess minerals. Fire shooted from him is so hot that can melt any known rock.

This ability removes magmortar biggest flaw as a relatively slow breaker: rock weakness. Allowing a beast like this safely switch-in against resisted (or no effect moves). Works well with sun teams, flying types and rock-weak teams in general.
Ever looked at Magmortar's design and wondered whether you could burn your opponents to the ground in a battle? Well, here's a submission that combines both fire power and strategic play as you would expect from a Pokémon with a shooter theme.

:Magmortar:

Mega Magmortar

New Ability
: Lava Torrent
The user's special offensive Fire moves will hit 3 times but after each individual hit, it will decrease its SpAtk by 2 stages. The ability does not work with Blast Burn, Shell Trap or Burn Up.
(Basically, you're guaranteed to have -6 SpAtk after using a special offensive Fire move. The ability is meant to mirror Overheat, a strong special Fire move that comes with a -2 SpAtk drop.)

Type: Fire

New stats:
HP: 75
Attack: 95
Defense: 67 → 87 (+20)
Special Attack: 125 → 155 (+30)
Special Defense: 95 → 125 (+30)
Speed: 83 → 103 (+20)
BST: 540 → 640

New moves:
Power Swap, Morning Sun, Burn Up, Purify, Sacred Fire

Description:
1) Concept
Magmortar's design is based on a karura, which are also known as garuda (the devourer) in Sanskrit, the sacred language of Hinduism. Karura are divine creatures with a human torso and a birdlike head. As such, they will not hesitate to purify people from their sins or to remove any suffering, like poison. What's more, karura are associated with fire and serve as a symbol of flame said to represent the purification of the mind by the burning away of all material desires.

Against this background, Mega Magmortar's custom ability Lava Torrent is a perfect means to illustrate a karura's punishing and purifying actions. For instance, if you view stat boosts from an opposing Pokémon as something bad for you and as something desirable for your opponent, then Mega Magmortar's Mystical Fire can ensure a -3 SpAtk drop thanks to its ability. If you are worried about Atk boosts, then, there's Lava Plume which is very likely to burn the target(s). A burned opponent means you can start purifying their souls with Purify and improve your health.

So, every time you use this Mega Magmortar, always imagine that, if you burn an opponent to the ground, it's an act of justice due to their insolence and wicked games; if the misguided creatures survive, you can get them on the right track. Lovely.


2) Competitive
Mega Magmortar is meant to be used as an offensive threat with defensive utility.

As you would expect of its design, Mega Magmortar is supposed to go brrrrr when using a Fire move. Its ability encourages you to run Lava Plume for a very high chance of Burn, Mystical Fire for lots of SpAtk drops or Flamethrower for more reliable power. While its special offensive Fire moves outdamages Mega Charizard-Y's sun boosted Fire moves by roughly 10%, they come with a -6 SpAtk drop.

This is where Power Swap comes into play; after all, Power Swap switches Mega Magmortar's Atk stat stages and SpAtk stat stages with the target's ones, thereby improving Mega Magmortar's ability to tank hits. This is further illustrated by the addition of Burn Up to turn Mega Magmortar into a typeless Pokémon, reducing any weaknesses as a result; Burn Up also has the advantage of not being affected by Lava Torrent. So, once Mega Magmortar is typeless, you basically still have a pseudo STAB Fire move left, assuming this move is not Blast Burn, Shell Trap or Burn Up. Depending on your preferences, Morning Sun or Purify ensure Mega Magmortar's longevity.

If you were wondering about Sacred Fire, well, while it alludes to a karura's divine role very well, this move also has good competitive value for base Magmortar. Now, base Magmortar no longer needs to rely on a weak Fire Punch or on Flare Blitz, which comes with recoil damage, if it wanted to pull off a Belly Drum set.
Magmortar-Mega
New Ability: Toxic Fumes – This pokemon's ballistic moves have an additional 30% chance to toxify the target.
Type:

Stats: 75 / 110 (+15) / 82 (+15) / 165 (+40) / 125 (+30) / 83 (BST: 640)
New Moves: Sludge Bomb
Description: A nightmare for defensive cores. It has the coverage and the raw power to dent big holes through walls and that ability is just a cherry on the sunday, scaring a lot of would be checks like Latias-Mega, TankChomp, Starmie-Mega, Ttar or even non-Heal Bell Blissey/Chansey which it can just stall out. Its massive problem though is that it has a lot of difficulty getting on the field with a handicaping SR weakness as well as being a dead weight against offense. Credits to Shrimp and Kero for the help on the ability's name.
Mega Magmortar
:bw/magmortar:

Type:


Ability:
Big Shot (Ballistic moves that hit the target (not substitute) apply the Tar Shot effect)
Note: The ability only applies the Tar Shot volatile, not the speed drop from the move.

Stats:
HP: 75
Atk: 130 (+35)
Def: 75 (+10)
SpA: 150 (+25)
SpD: 115 (+20)
Spe: 93 (+10)

New Moves: Energy Ball, Sludge Bomb

Reasoning: Tar Shot is a unique effect which unfortunately does not see much general use due to its limited distribution and the cost of a moveslot. Mega Magmortar utilises a set of ballistic moves to enable its main STAB. This helps Mega Magmortar perform as a stallbreaker in particular, as it also has access to Taunt. Energy Ball and Focus Blast cover 2 of the Fire type's main resists, Sludge Bomb provides another coverage option to proc Big Shot, and Weather Ball could become an interesting choice on weather teams. Having these moves enable Mega Magmortar's STAB helps it break past bulkier teams, but it is still vulnerable to offensive checks due to its lower Spe and Def. Its 10 extra speed now allows it to outspeed mons like the Rotom appliances, Landorus-Therian, base Rillaboom and Excadrill, which would otherwise prevent it from getting much work done. It will still be limited by 4MSS though, as well as its weakness to Stealth Rock and its lack of special setup. Its reliance on properly using its coverage to enable its STAB also makes pivoting around it a little easier.
Magmortar-Mega
Fire/Poison
Ability:
Flame Body/Vital Spirit-> Merciless
Stats

HP: 75
Atk: 95
Def: 127 (+60)
SpA: 145 (+20)
SpD: 105 (+10)
Spe: 93 (+10)
New Moves:
+Morning Sun, Sludge Bomb

Description: Real life volcanoes emit highly toxic gases; as the entire Magby line makes their home in volcanoes, Magmortar would be exposed to these gases a lot, with the power of Mega evolution causing these gases to bubble up to the surface, so to speak. Merciless turns Mega Mortar into a nuke against poisoned targets, and thanks to Sludge Bomb Mortar can fish for poisons itself since Fini does not want to switch into it, although it still loves Toxic or Toxic Spike support. Mortar makes a weirdly ideal Merciless user due to its Fire STAB, with options like Focus Blast and Scorching Sands for other Steel types; it also packs options like Tbolt for bulky Waters, Psychic for bulky Poisons, HP Ice or Grass for certain Grounds, Morning Sun for recovery or even Taunt to better wear down special walls. Mortar gets a huge boost to physDef to make better use of resistances, while the speed boost is just enough to naturally outpace targets like Lando and Fini. While Mortar won't get the Merciless boost against certain targets, it has all the tools it needs to play around or smash through these mons, although not all at once; this moveset flexibility creates an interesting dynamic with building Mortar, letting the player decide what checks they want Mortar to deal with and what they leave for teammates; the player has to think about how they tech their Mortar, which I frankly find more interesting than if it could poison everything. Still, when facing a poisoned target, Mortar will ironically ensure a mercifully quick end.
mega magmortar

fire
stat
hp- 75
atk- 95
def- 67(+35)>102
spa- 125(+20)>145
spd- 95(+30)>125
spe- 83(+20)>103

ability: pyromania- the user's moves that have a chance to burn do 1.2x damage against targets that can't be burned (this includes fire types, pokemon that are already statused, pokemon affected by misty terrain, and pokemon with water veil, heatproof, or water bubble)

new moves: scald
The 5th ( I think) Paullab, abismal and I are proud of this one, hope you guys like it, it was very fun to work on and discuss the implications of it in the meta.

:BW/Magmortar:
:magmortar: Mega Magmortar
New Ability
: Flame Body/Vital Spirit ---> Neutralizing Gas
Type
: Fire

New Stats:
HP: 75
Attack: 95
Defense: 67 -> 87 (+20)
SpAtk: 125 -> 170 (+45)
SpDef: 95 -> 110 (+15)
Speed: 83 -> 103 (+20)

New Moves: Scald, Recover

Competitive Concept, and How it relates to its function:

Neutralizing Gas Mega Magmortar is meant to approach both the defensive and the offensive uses of the ability, and use them throughout the game to break down defensive cores using its solid coverage and great stats.

How it works offensively:
Offensively Neutralizing Gas works best and most differently against Pokémon with regenerator, disabling their recovery, and allowing you to chip them to take them in the range of a 2hko, it does this to bulky waters such as Toxapex and the Slowtwins best, but it also chips Mega Spiritomb down into the 2hko range as well. But regenerator Pokémon aren’t the only Mons it allows it to beat, it can chip down magic guard Pokémon like Clefable and Mega Rapidash using toxic, or just repeated damage as well, and similarly to a Mold Breaker Mega it can Thunderbolt and Fire Blast 2 notorious special tanks in Mega Empoleon and Heatran, which otherwise would wall it. It also can use taunt and toxic to deal with the ever present Blissey. (Without worry of natural cure) It also has a niche in of itself as a fire type Pokemon that consistently beats Mega Dhelmise

How it works defensively:
Defensively it perseveres despite its rocks weakness. It can switch in and use its bulk and solid speed-tier to check offensive Pokemon. Both megas and base Pokemon, some of these abilities that it prevents include Mega Thievul's Sleight of Hand. Which incentivizes running all physical moves, meaning when its ability is removed it can do very little against Magmortar. It also prevents abilities that offensively help its opponent with chip damage such as the Mega Toxtricities Acid Rock, and Mega Delphox's Clairvoyance.

Weather and Terrain:
It also has great utility, in singles and VGC in dealing with weather teams, as it’s ability and typing, coupled with its coverage, allow it to deal with Sun, Sand and even the new influx of hail. It also can do the same thing to Terrain teams preventing both Hawlucha's Unburden as well as the surge's themselves.

Counterplay:
Up until now we've mentioned lots of the things Magmortar is able to do, but we haven't mentioned what it struggles with, as Mega Magmortar is massively threatened and forced out by fast water Pokemon that outspeed it, such as Ash-Greninja and Keldeo, it is also threatened by offensive grounds such as Scarf Landorus Therian, or Scale Shot Garchomp. And it still struggles to break past blissey and other dedicated special walls when its running the offensive set, but when running taunt toxic or defensive sets, and is still threatened by the bulky grounds.

The Future of Mega Magmortar:
As more Mega's get added to the metagame, they will gain powerful customs and base abilities, which will lead to a greater niche for Magmortar, this allows it to function as a solid antimeta glue, as it can deal with most things that'll be added in the future.


Herbs and Spices:
Abismal and I chose Neutralizing Gas for Mega Magmortar not only because of its competitive viability being a check to a wide variety of pokemon, but also because of its appearance and habitat. Magmortar's pokedex entries describe Magmortar to live primarily in volcanic craters, and its appearance depicts that. It is also said that Magmortar is biologically similar to a Volcano, because of its magma chamber where it stores magma. Volcanoes also emit harmful gasses which would be detrimental to the environment, which would be fitting for an ability that can disable the abilities of other pokemon.

Recover:
Because Magmortar lives around volcanic climates, we thought It would be fitting for magmortar to tend to its wounds using the flames surrounding it, therefore adding Recover as its method of healing. It would help Magmortar's longevity throughout a battle as it may want to consistently switch in and out being a Neutralizing Gas user, considering it is prone to Stealth Rock damage and chip damage from U-Turn and Volt switch.

Scald:
Volcanic Craters may fill up with water and create a lake, which often has a warm surface temperature, essentially like a Hot Spring. Scald is a perfect representation of this, and Magmortar's already been described to store a type of liquid within itself. Even Emboar is capable of learning Scald despite being a fire-type pokemon. Scald would benefit Mega Magmortar, allowing it to deal extra chip damage to bulky grounds and offensive fire types.

We decided BlueRay was on Thin Ice since BitBitio left, and we decided to make this little section, saying that Mega Starmie is beaten by our Mega Magmortar as Rotation is prevented, sorry Blue :blobwizard:
:swsh/Magmortar:
:magmortar: Mega-Magmortar
Type
: Fire
Ability: Overflow (If the user is Fire type, boosts the power of it's fire type moves by 1.5. User then loses the Fire type for two turns)
Stats:
HP: 75
Atk: 95
Def: 112(+45)
SpA: 150(+25)
SpD: 135(+40)
Spe: 73(-10)
New Moves: Calm Mind, Eruption
Description: WIP
resident penguin here with another sub :>
:magmortar: Mega Magmortar
Type: Fire/Ground
Ability: Heavy Artillery - special moves occur 2 turns later after being used (similar to future sight). If an attack is already going to occur 2 turns later, special moves are used as normal.
HP: 75
Atk: 95--> 138 (+43)
Def: 67--> 94 (+27)
Sp.Atk: 125--> 135 (+10)
Sp.Def: 95--> 125 (+30)
Spe: 83--> 73 (-10)
New Moves: Pain Split
Flavor
This mega's flavor is based both on the "mortar" part of Magmortar's name, as well as its volcanic origin. Mortars fire ballidtic shells in a higher trajectory to hit more distant targets with indirect fire. Historically, however, fire from older mortars could be completely avoided as watchmen could see their trajectories and warn their forces before the shells landed and exploded. Volcanic eruptions contribute a similar idea, where while they are obviously extremely dangerous and destructive, these days we can predict when an eruption will happen from various signs such as earthquakes or other ground movement. A Ground type is also added to contribute to the volcanic feel (somewhat similarly to Groudon/Camerupt).

Competitive
I'm sure many of us have experienced futureport in competitive play, but basically the idea is to enable various breakers by threatening out otherwise would-be checks due to an incoming Psychic type move (often stuff like Poison types or neutralities). Something I was fascinated about was Magmortar's access to Teleport, and wanted to see how the ability could be built around that. This Mega would work similarly to the aforementioned futureporters, using Magmortar's wide range of special coverage to enable a wide range of breakers depending on what you need. For example, it can use Scorching Sands to hit Pex/Heatran and enable mons like Ash-Gren or Kyurem (without needing to guess as heavily), or Flamethrower to hit Corviknight and Grasses to enable Rillaboom or Keldeo. Pain Split is added for additional longevity, albeit not an extremely consistent option, but you can also choose to forego Pain Split or Tport, to run non-STAB tbolt to threaten out waters. If you're a bit wilder, it also has Focus Blast for Ttar I guess. Now, this does in theory seem very strong compared to something like Future Sight, which only covers a single type (with a common immunity). However, most of the attacks you'd be running are significantly lower BP (unless you want to miss with Fire Blast or something). It also doesn't have the space to run all the coverage you want; while in theory, you don't need Pain Split or Teleport, I'd imagine they would contribute to making Magmortar a much more consistent pivot. Additionally, you're a lot more prone to chip as you can't run HDB and don't have Regenerator (although the additional Ground typing helps mitigate this to some degree). It also will likely drop to more common typing than the Slowtwins, such as Ground and Water (4x weakness) types.
Statwise, it gains some additional bulk to help it better accomplish the role of a pivot, but not so much that it would be completely unkillable. One relevant calc for the strange Defense stat is to ensure defensive (so no Atk investment) Lando-T can always OHKO it with EQ after rocks. The SpDef boost means it can live a scald from Pex (still usually 2hko'd) and return a hefty STAB Scorching Sands, but not from M!Empoleon (assuming 252 HP 0 Spdef on Magmortar). Attack is used as a dump stat, as the ability only affects special moves, and its physical coverage is much more reasonable as well. A lower speed tier is given to underspeed a few potential slow-ish mons that might want to take it out if its chipped, such as Nidoqueen or Buzzwole. Only a bit of special attack is added, as it will already hit quite hard anyway.

All that being said, this has the potential to be something quite overwhelming. As such, if we find out it's too strong for the meta, here are some potential ideas for nerfs/redesigns:
  • The ability only applies to moves that burn. This still allows for an interesting secondary option in scorching sands.
  • The ability only applies to Fire-type moves. This still gives it pretty good potential to break steel types for other mons, without having the same wide range.
  • If a move has already been launched, then any other special moves used after fail. While this wouldn't take away from the coverage, it does also prevent Magmortar from hitting hard outside of that, limiting it quite a bit. This might also be more interesting to use its newly buffed Atk stat.
A power reduction or statline change or even removal of Ground typing may also be possible, but I feel that they are much less interesting and appealing options than the other 2.

Magmortar-Mega
Typing:

/

New Ability: Burn It Down - Whenever this Pokémon removes hazards, screens, and/or terrain from the field, this Pokémon burns every Pokémon on the field.
{abilities were Flame Body / Vital Spirit (hidden ability)}
On switch-in (or Mega-evolution), this Pokémon ignores all hazards and terrains on the field and then removes them. If one or more hazards or terrains are removed this way, then this Pokémon burns every Pokémon on the field.

NEW STATS
HP:
075
Atk: 095 → 095 (+00) {previously 100}
Def: 067 → 100 (+33)
SpA: 125 → 150 (+25) {previously 155}
SpD: 095 → 120 (+25) {previously 125}
Spe: 083 → 100 (+17) {previously 085}
(BST: 540 → 640)

Movepool Additions: Acid Spray, Corrosive Gas, Defog, Sludge Bomb, Sludge Wave

Description: This idea ultimately came from both the poisonous aspects of volcanoes, which I see that some other submissions have also put to good work already, and what seemed the natural extension of Magmortar's arguably pyromaniacal tendencies; in a way, it's also a natural extension of what happens when a grounded Poison mon interacts with Toxic Spikes and "absorbs" them. Despite the size of its Special Attack stat, this Magmortar-Mega is thus meant more of a supportive Megas to its team, if an aggressive one, rather than a wallbreaker by way of having a fiery, burning Defog stapled onto it that also gets rid of its own weakness to hazards other than Toxic Spikes.

Given how ubiquitous such things are, however, even after Rillaboom-Mega has rightfully been banished to Hel...er Ubers, I tried to make the ability as fair as possible, especially in light of the initial obnoxious versions of Toxtricity-Megas. As such, its ability ignores Screens, also forces you to get rid of your own hazards even if you would to keep them up and doesn't prevent terrains from being put while it's in since I didn't want to obviate Down-to-Earth an ability; it also backfires hilariously against at least Guts. So there's nothing stopping, say, Tapu Lele (at least with Choice Scarf) or any other terrain abuser from revenging this even before its rather slow still middling Speed. Finally, this Magmortar-Mega intentionally lacks recovery beyond Rest, still generally gets walled by Blissey and Chansey unless it spends a slots on combination of Acid Spray, Corrosive Gas, and Focus Blast, burns its own teammates in Doubles (though that can be of course taken advantage of), and still gets obliterated by Ground attacks, meaning it has to wary about switching in "freely", especially if the rest of its team forewent actual hazard removal.

Ultimately it's of course up to Hematite and the rest of the "Megas for All" Council whether this (or any) ability is actually fair, but I think it is. If it isn't, then I guess I'll have to try to think of something else (that wasn't my original, completely different ability that most likely would be overpowered--stupid spread Fire moves) or just a lesser version. Shrug. I will do as the Pet Mod gods command.

EDIT #1: As the gods have understandably commanded, Burn It Down has been changed to be forced to actively, well, activated, though Magmortar-Mega at least gained some Speed and access to Defog because of it. (Please excuse all the lazy redactions because of it. Just so tired right now.)

->

1632144746123.png


:Magmortar: Mega Magmortar (Or, potentially, Swagmortar):
Typing:

Ability: Swagmortar - This pokemon is incredibly dope, and does a 360 no scope with every stab attack. Stab attacks have a higher chance for a critical hit (by 2 stages, equivalent to the move focus energy).
HP: 75
Atk: 120 (+25)
Def: 95 (+28)
Spatk: 140 (+15)
Spdef: 115 (+20)
Speed: 95 (+12)
New Moves: Knock Off, Dark Pulse
Description: Swagmortar is a pun I have been making forever. I'm glad I can sub this. I decided I did want Swagmortar to be purely memesensical, so I decided to give it a legitimate ability and set of attacks. 140 special attack is very strong, and the critical hit chance on stab is also very nice. With that being said, the ability does not apply to its coverage moves, so pokemon such as Tapu Fini do not have to significantly worry about the coverage this thing has. The speed tier being below 100 is another way to keep this thing balanced. In simple terms, SWAGMORTAR BABYYYYY!! Enjoy!
Mega-Magmortar
Type: Fire
Ability: Dry Skin
Stats:
HP: 75
ATK: 95 ->
DEF: 67 -> 110 (+50)
SPA: 125 -> 145 (+20)
SPD: 95 -> 115 (+20)
SPE: 83 -> 93 (+10)
New Moves: Thunder, Rain Dance
Summary: Woah, a fire type rain mega?!?! Yep, based on how water can collect in volcanoes (and you would most likely get very dry skin from being around lava so much), Mega Magmortar is coming in hot! It resists one of rain’s biggest checks in Rillaboom’s Grassy Glide and can take advantage of Weather Ball and Thunder in the rain very nicely. Even though it’s fire STAB is weakened during rain, it can still use fire moves to burn, chip, or deal big damage outside of rain. And, it loses its weakness to water, which helps it greatly defensively.
Magmortar.png

Mega Magmortar @ Magmortite
Type:
Fire.png

New Moves:
Physical.png
Hammer Arm
Special.png
Vacuum Wave
Status.png
(None)
Ability: Sheer Force; Imagine STAB Focus Blast and Fire Blast Moves being even further boosted by its 135 Special Attack and Sheer Force, this is balanced out by its slow speed.


Example:
Magmortar @ Magmortite
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Fire Blast
- Vacuum Wave
- Focus Blast
- Thunderbolt​

Magmortar is also a great revenge killer thanks to STAB Vacuum Wave. It benefits greatly from Sun, allowing for its already powerful Fire Blast to be boosted to further levels.

Mega Stats:
HP: 75
Attack: 135 (+40)
Defense: 107 (+40)
Sp. Attack: 135 (+10)
Sp. Defense: 105 (+10)
Speed: 83
BST: 640 (+100)
 
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