Pet Mod Megas for All v7 - please switch to the new thread for v8! (There's a link in the first and last posts!)

The Damned :Tsareena: Sorry mate, this thing is way too strong. HJK/TA/TK/BK would be nearly unwallable with the ability. I would just change the ability in general or remove fighting type, it makes this thing very hard to deal with defensively.

No need to apologize. I suspected that might be the case unfortunately despite Raichu-Mega existing just because of more bulk and more coverage. At present, I have changed its secondary typing from
Fighting.png
to
Steel.png
, with the latter ironically not benefitting its ability directly at all. Please let me know if that's still too much though so that I can probably lower its Attack or something since I would rather keep the ability if possible.

=====

In the meanwhile, now that I've thought of something for Lickilicky and now that my computer has stopped having more issues, I'll post these two too:

lickilicky.png

Lickilicky-Mega
Typing:
Normal.png
/
Poison.png

New Ability: Taste Test = This Pokémon's attacks restore 1/8 of the damage they do and ignore screens. If its attack successfully damages through one or more screens, those screens are destroyed and it restores an additional 25% of its Max HP from that attack.
{pre-Mega abilities were Own Tempo / Oblivious / Cloud Nine (hidden ability)}

STATS:
HP:
110
Atk: 085 → 125 (+40)
Def: 095 → 110 (+15)
SpA: 080 → 100 (+20)
SpD: 095 → 110 (+15)
Spe: 050 → 060 (+10)
(BST: 515 → 615)

Added Moves: Hyper Voice, Gunk Shot, Nasty Plot, Poison Jab, Sludge Wave

Pokémon Sword: "Mega Energy has an odd calming effect on Lickilicky in the sense that its saliva becoming less caustic has allowed it to play more with its food. In exchange, its saliva is now far more poisonous."
Pokémon Shield: "It spends most of it time puzzling out new ways to get to hard-to-reach food, enjoying getting through seemingly impossible barriers, especially if it only has to move its tongue to do so."

Description: Shell Bell is a crappy item unfortunately, but as an ability, it may have more merit...at least with additional effects. I chose to target Screens due to my antipathy towards them and because the bulk of this thing along with its relative lack of weaknesses helps naturally make it a nice anti-HO mon in theory. It also has utility beyond that, especially with Wish, Toxic Spike absorption, and usable SpA now. The usuable SpA part is nice with Nasty Plot to boost it, meaning it can attack from either side of the spectrum, gain back HP without having to spend a slot on recover either way if not a support Mega mon, and actually use its excellent special move pool. That it now cannot be poisoned by anything less than Corrosion, and that it can benefit from other status too via STAB Facade if physical also help its set-up chances and variability.

Still, it's balanced out by its still low Speed, which also helps it from just setting up Belly Drum and going to town, as well as the fact it is only guaranteed a substantial HP boost once and from destroying screens instead of terrain or hazards. Finally, both of its STABs not only have the least super effective coverage of anything in the game save for like Ghost/Dark but are also utterly resisted by Rock, Ghost, and Steel. So that means it isn't automatically an offensive terror if it gets one or more boosts off since it will only have coverage to hit one of those super effectively. (Also hilariously its ability backfires against Liquid Ooze despite it being Poison, at least the direct damaging bit, though if you want to do away with that particular weakness, then I wouldn't be opposed.)


grapploct.png

Grapploct-Mega
Typing:
Fighting.png
/
Ground.png

New Ability: Dry Skin
{pre-Mega abilities were Limber / Technician (hidden ability)}

STATS:
HP:
080
Atk: 118 → 150 (+32)
Def: 090 → 120 (+30)
SpA: 070 → 075 (+05)
SpD: 080 → 100 (+20)
Spe: 042 → 055 (+13)
(BST: 480 → 580)

Added Moves: Drill Run, Earthquake, Flip Turn, Hidden Power, Scorching Sands, Toxic

Pokémon Sword: "It lies in wait in the sands or, if farther in-land, the very earth, before lashing out to attack either prey or a worthy opponent. To its mind, there isn't a difference."
Pokémon Shield: "Mega Energy has made it so boisterous now that it almost never returns to the sea even after it has won a fight, resulting in its skin drying out. It rests underneath sand to avoid the sun."

Description: I'm still quite wary of Octolock becoming obnoxious, especially with access to Toxic now, so when picking an additional type and STAB out for Grapploct-Mega, I picked one that when combined with Fighting by default still has a lot of resists, e.g. the majority of every Flying type. My wariness of Octolock is also why it has a middling if still useful and flavorful ability and has no additional recovery beyond the Drain Punch it already gets. To be honest, this is more here for completeness's sake, so there's not much even I can say about it except this might be like the fourth time in a row I've used some variant of Dry Skin. I clearly need to step away from that for a while even if it does fit here.

EDIT: Whoops. Forgot to this Flip Turn as intended since while I'm being cautious about Octolock, I'm not being that cautious and doubt Flip Turn (at least on this version) is what would push it over the edge. [/famous last words]
 
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:ss/tsareena:
:tsareena: Mega Tsareena
New Ability
: Queenly Majesty
Type: Grass/Fairy

New stats: 72/120/118/50/138/112
HP: 72 (+0)
Attack: 120 (+0)
Defense: 98 --> 118 (+20)
Special Attack: 50 (+0)
Special Defense: 98 --> 138 (+40)
Speed: 72 --> 112 (+40)
(BST) 510 --> 610

New moves: Meh
Description: Don't feel like writing a long description, but the short of it is that Grass/Fairy with good bulk allows to deal with big meta threats, notably Greninja, Garchomp, Rillaboom, Tapu Koko, Keldeo, Mega-Raichu and more with enough speed to offensively threaten a good amount of stuff there. You can see it as a Tapu Bulu with higher speed, Ice coverage, Knock and Spin, but no passive recovery. It doesn't need its ability for Single play so Queenly Majesty is mostly there for VGC, no idea how it'll do there though.
 
XzvzX :Tsareena: Rivalry is incredibly unhealthy to the meta, as it will just make everything run male and completely defeat the purpose. Nobody wants that. Veto, change it (I would remove fleur cannon too while you're at it).
:Grapploct: I think this is just straight up uncodable? No custom moves.
:Lickilicky: Going to go ahead and veto the ability on this thing too, because that ability is actually insane. You made a pokemon with 110/105/105 bulk, recovery, and is exclusively weak to bug. I would change the ability, and perhaps remove soft-boiled as well.
Forgot to mention, I've fixed it.
 
Bloopyghost :Lickilicky: I want to say that your art is super sick! Nonetheless, for a similar reason to the aforementioned XzvzX. 110/120/120 bulk with recovery and one weakness is incredibly strong, and I will enforce toning it down in this instance. Vetoed. Innards out is also just a really anti-burst ability on something with such a great HP stat, so I would consider just reworking this one in general.
:Tsareena: Similar to lots of other grass/fighting submissions above, I'm vetoing this for being above 100 speed. Should be a simple fix, though.
To start off, thank you for the compliment! I've went ahead and lowered Lickilicky's bulk and poured it into offenses. Instead of Innards Out, I've went with a custom ability that lets it use Lick with lowered para chance after using a contact move. I hope that's fine! I've lowered Tsareena's Speed as well.

Also decided to clean up my descriptions. I struggle a lot with presenting information, so I hope it all reads better now.

I've also finally got around to my Mega Tsareena design! Though I may tweak it more if I have time.

kneel before your queen
 
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Hello, everyone!!
Sorry I wasn't here for a bit, and massive thanks to Hematemesis for picking up my slack and making the veto post this weekend!!
I did end up looking over all of the subs myself and tried to help a bit with the review, so I can confirm I totally approved of everything he said and that his post covered everything it should! I was not in a position to make a proper veto post at the time and his willingness to do it in my place was a gigantic help ;u;
and now I'm more available and have a sub compilation to do!! so let's get to it, shall we?

:sm/Lickilicky::sm/Tsareena::sm/Grapploct:

As always, I really appreciate everyone who took the time to respond to the feedback they were given!!
If I'm not mistaken, every single person who was asked took the opportunity to respond and make changes - I haven't seen that in ages, if it's ever even happened, and I think that's awesome!

There is ooone more sub that I think I should still address, although they did respond completely to the feedback and it's just a problem with the new direction, so this is totally understandable on their part not something they could have been expected to address any sooner (sorry xc), and also one more I think should still be vetoed even after the first pass at nerfing it, so I'll list those here and explain why in as much depth as I can:

:lickilicky: Bloopyghost Hi! Really sorry for the inconvenience, but this one feels maybe too threatening as a paralysis spreader.
Flavor aside, I would say this Ability mostly boils down to Poison Touch for paralysis (but 20% instead of 30%), right? or at least that's the main application it has.
What has me concerned here is the impression that there's not really much the other player can do to keep safe from it other than having a fully-immune Pokémon (like an Electric-type or Tapu Fini), and paralysis is one of the strongest status conditions/something that just about any Pokémon would struggle with equally, which is a bit different from other forms of crippling.

If it helps as a point of reference, there's an analysis of the role of RNG buried, uh, kinda deep in the submission handbook (it's towards the end of the last spoiler tab - first result if you Ctrl + F "RNG" if it helps!). For a tl;dr of sorts: Lickilicky is really good at using RNG-based effects reliably, because it's bulky and has recovery, which means it has plenty of chances to try - that's good, because it means an Ability like this or Poison Touch is not out of place on it! but that also means that the main way you'd want to balance an effect like this is not necessarily by making it rarer (more up to chance) but by making it more answerable. For one comparison, the move Scald counts on pressuring out physical attackers and preventing them from setting up safely on the user, but it can be answered on its own by special attackers because they have so little to fear from burns; for another, Poison Touch as an Ability is fairly safe because regular poison is one of the weakest status conditions and there are many Pokémon that can reasonably live with being poisoned, and an important type found on most teams (Steel) is completely immune.
When you think about what Pokémon you're willing to risk being burned, there's usually an easy answer because some Pokémon care less about the status than others, and when you think about what Pokémon you're willing to risk being poisoned, there's almost always something on your team that either doesn't have to take that risk or doesn't really mind it. Paralysis is in a pretty unique case, though, because there's almost nothing that can completely absorb a paralysis safely without worry; Speed is one of the most universally important stats in Pokémon, but even a willingly-slow Pokémon absolutely hates the substantial chance that any one of its moves could fail, and slow, bulky Pokémon that have the easiest time being slow are also usually the most susceptible to bad luck for the same reason they're the best at exploiting it ("because it has more opportunities to come up").

The other factor is that this can apply to moves of a wide variety of types, and maybe all of the moves that Lickilicky is running on a single set, even ones that are individually restrictive to switch in on like Knock Off.
Having one single move that has a chance to paralyze might encourage people to play around that one move - in the same way that not only Electric-types but also the universally common Ground-types are always safe to switch in on a Thunder, for example, or knowing only a Normal move like Body Slam can paralyze lets you avoid paralysis by playing to discourage using Normal-type moves. It's sort of the combination of the two things here - most teams don't have something that's completely okay with being paralyzed, but because that could potentially apply to almost every move one Lickilicky runs, you can't necessarily just play to keep it from trying or avoid taking the risk.
Bad luck becomes a lot more relevant when you can't really do much in the way of smart play to mitigate the risk, because almost no switch-ins avoid taking the risk but almost no switch-ins can safely accept taking the risk, you know?

I hope all of this makes sense! I'm not sure if it's the best explanation, but what I'm trying to get at here is that adding a chance to paralyze to every one of the Pokémon's contact moves is a lot harder to play around than adding a chance to poison to them like Poison Touch or limiting to only one of its moves like Body Slam.
Usually, I would recommend toning down the effect instead of the chance - so, for example, making it only a 10% chance might not solve the problem so much, just make it feel even more out of the player's hands, but it would be fine to give Lickilicky Poison Touch because Poison Touch is less crippling than a stray paralysis. (This is just an example, though - there is actually another Poison Touch Lickilicky already, so please don't do exactly that! sorry;;)
Alternatively, you could do something that puts taking the chance more in the players' hands! One other example would be to give Lickilicky Static instead of an offensive version - even though Static is still a 30% chance to be paralyzed, and it's a really good Ability on the right Pokémon, it's a much more controlled risk that the opponent only has to worry about if they use certain moves knowing that they can be punished. Moves that can activate Static are often some of the most rewarding, like Knock Off and U-turn, so having a Pokémon (especially a Mega in the case of Knock) that can confidently switch in on those moves and threaten the opponent for using them can give you the upper hand indirectly and discourage using those important moves in the first place, which has a lot of strategic applications that don't actually revolve around pure luck at all no matter how it looks on the surface.
That's not to say these are the only options you could take, though! You might also feel better doing something completely different that meshes with your design concept; I just wanted to give some examples of similar RNG effects and why I feel they work so you would have something to go on :'D
also, I'm sorry again that this is coming so last-minute, since I know it only cropped up incidentally while you were responding to the other feedback we gave;;

---

The other sub that's still concerning to me even though it was nerfed is :tsareena: Z-nogyroP's Mega Tsareena with Subjugate, the Ability that gives Sucker Punch-style priority (and a Sucker Punch-style drawback) to moves below 70 BP. I'm still pretty torn on this and I might be wrong to feel this way about it, so I apologize if this is uncalled for as a veto, but I think Tsareena just seems primed to abuse this too well, with some of its affected moves actually being among the strongest of their types in practice (Knock Off and Triple Axel are both within range because they're considered moves of less than 70 BP, but they're much better than just a 70 BP hit in practice - Triple Axel in particular becoming a 120 BP Ice Sucker Punch is really scary, for instance!) and its unaffected moves in Power Whip and High Jump Kick being more than strong enough to prevent just endlessly switching to avoid a strong hit. Even if you do something like switch to a Flying-type that resists those two moves on paper, it's just going to be forced right back out by the threat of priority Triple Axel, so it doesn't really seem convincing as a balancing factor that it can't use Triple Axel on the turn they switch in - it just gets to do it immediately anyway, you know?
Edit @ 15:29 GMT: I have also removed ViZar's subs, but only because they just asked me to - they weren't vetoed or anything! Let me know if you change your mind and want them to be added back!

(As is the usual policy, it's not too late to update your sub - if you need to make any changes to a vetoed sub before the voting phase closes, just let us know by DM or in the Discord, and I'll add it back right away if it's fixed!
As long as there are still people voting, you have time to win their votes, haha.)

These two are the only ones I think we're better off excluding for now! Every other submission (unless I missed anything but definitely please yell at me if I did) is included - thank you guys so much for your cooperation and your fantastic ideas! C:

Slate 41 Voting

Reminder on Voting Rules

For a reminder, Megas for All uses a variation on instant runoff voting, meaning that it uses a systematic process of elimination to find the submission that's supported by the most people. This system takes into account both the total number of people who voted for the submission at all and how those people ranked it in relation to any other submissions that have not been eliminated.

Your votes should consist of however many submissions you like.​
Including a submission in your post at all is "voting for it," but you can vote for as many (or as few) as you want! It doesn't have to be exactly three.​
Your votes should also be ranked from most preferred to least preferred, just like they were in the previous system.​

It's also now acceptable to self-vote in first!​
One of the benefits of the new system is that you get less extreme an advantage from this and there's not as much room for one individual to swing the results dramatically in their own favor, so we can afford to loosen up the rules in that area.​
That said, I would still ask you to include at least two other people in your vote if one of your votes is for yourself (this was already in the rules before).​

Please make sure you tell inkbug if you edit your vote! He generally adds them to his list as soon as they're posted, so edits may go unnoticed. You can contact him on his profile here or on the Discord. C:​

Accepted Submissions

:lickilicky: Mega Lickilicky
:ss/lickilicky:

I don't have much experience with Lickilicky so that might seem unbalanced or just not well off. But let's see what happens!
Mega Lickilicky @ Lickilite​
Type: Normal / Psychic

New Moves: Expanding Force

Ability: Dense Solid; moves used against this Pokemon are 'amplified': 2x effective moves used against this Pokemon are changed to 4x, whilst resistances are also amplified, with 0.5x resistances changed to 0.25x.

Stats
HP: 110
Attack: 115 (+30)
Defense: 105 (+10)
Sp. Attack: 110 (+30)
Sp. Defense: 105 (+10)
Speed: 70 (+20)
BST: 615
Hi everyone, I think everyone already knows what is going to be my sub, so im going to put here ;)

:ss/lickilicky:

Mega Lickilicky
New Ability : Corrosion
Type: Normal/Poison
New stats:
Hp: 110
Atc: 85-105 (+20)
Def: 95-105(+10)
SpA: 80-105 (+25)
SpD: 95-105 (+10)
Spe: 50-85 (+35)
(BST) : 615 (+100)
Description: Y dex entries : "Their saliva contains lots of components that can dissolve anything. The numbness caused by their lick does not dissipate."Mega Lickilicky

Competitive description: With his threatening bulk, it can survive a lot of damage from the both sides, doing it very durable in battle, having a good ability to punish almost any mon that actually wants to stay in the field. Mons like gliscor or breelom arent a big deal, because this mon naturally can learn ice beam, and with his great bulk he can survive 3 hits from a eq of gliscor, having the oportunity to recover itslef with wish protect. I almost forget that this mon appart of giving support poissoning the opponent mons, it can help too as a wish passer, with his great hp ammount, can heal very quickly any mon of your team

I hope you like this idea
alright
:bw/lickilicky:

Lickilicky-Mega @ Lickilickite
Ability: Thick Fat
Type: Normal / Fairy
Stats:
HP:
110
Atk: 115 (+30)
Def: 100 (+5)
SpA: 115 (+35)
SpD: 100 (+5)
Spe: 75 (+25)
New Moves: Play Rough, Draining Kiss

Overview: Just a really fat tank that checks important mons. It gains fairy STAB and it already has great coverage on both attacking sides of the spectrum (Earthquake, Fire Blast/Flamethrower, Tbolt, etc.) With it's type combo + ability it can check Kyurem, Weavile, Greninja (With enough spdef investment it can live 2 hydro pumps even with no defense boost), Heatran (lacking steel stab), Blacephalon and the like. It can heal itself and it's teammates with wish, cripple opponents with toxic or knock off and scout moves with the somewhat mandatory protect when using wish. All in all a very useful addition to stall, balance and maybe BO teams. (I am aware that this is still really good despite the countermeasures I've taken, so I have a backup idea in case this is still too overcentralizing)
:lickilicky:
Mega Lickilicky
Type:
Normal
Ability: Unaware
New Moves: Healing Wish
Stats:

HP:
110
ATK: 110 (+15)
DEF:
95(-)
SpA:
130 (+45)
SpD:
115 (+20)
Spe:
60 (+10)

So, Lickilicky abilities were all about it beeing just careless (Oblivious, Own Tempo and Cloud Nine). What about the ultimate "i don't care, please stop" ability? Unaware is an amazing ability, specially on a pink blob like this mega. Also, no custom or regular mega uses unaware as an ability.

There are lots of offensive subs but this one is just purely defensive.

Yes, I kwnow... 110/95/115 bulk with Unaware can be overwhelming, but not in a pink blob that has no recovery outside of Wish, has a type that resists nothing and is weak to one of the most offensive types ever.

This mega can keep it's role as a cleric (but better) with Wish, Heal Bell and the new Healing Wish; can play as a setup sweeper with amazing options like Swords Dance, Curse and Belly Drum, supported by Wish/Protect/Substitute/Refresh; can run mixed sets with it's colorful gen 1 movepool to counter specific beasts (mostly ghosts); can spread status with Toxic and Body Slam... It is just versatile!
Mega Lickilicky

:bw/lickilicky:


NormalIC_Big.png


Ability: Poison Touch

Stats:
HP: 110
Atk: 115 (+30)
Def: 110 (+15)
SpAtk: 105 (+25)
SpDef: 110 (+15)
Spe: 65 (+15)

New Moves: Stealth Rock

Explanation:

I believe Poison Touch to be an immensely cool ability that is fairly underutilized in the main series, and I believe it would especially shine on a Pokemon that actively generates empty turns through Protect spam and is essentially a passive damage demon. Considering Lickilicky's emphasis on licking and tongue-use in general alongside it being a famous user of the WishProt combo with great coverage, I figured Lickilicky would make for a fantastic candidate.

So, let's talk about the intended spreading methods and ultimately what makes Lickilicky different from other Wish Blobs, primarily being Return, Body Slam, Seismic Toss, and Knock Off. Body Slam is incredibly interesting and very likely to be its most powerful damage-dealing option, as it has effectively a 51% chance to inflict either Paralysis or Poison, especially considering it is a STAB move and comes off its natural base 115 Attack, making it a powerful option in its own right. Knock Off trades power for utility in disarming the opponent alongside a chance to poison, and Seismic Toss is a consistent damage-dealer that makes contact and can also have a shot at Poisoning. You can also combo these moves together with your last moveslot to play into a more offensive tank, or, you can use the newly added Stealth Rock (thanks Clef/Blissey) to exploit forced switches with even more passive damage spam. I wanted Spikes a bit more but I cannot for the life of me figure out a way to justify it flavor- and precedent-wise, so Stealth Rock was a bit safer of a choice. Either way, you play more into the power of Poison chip while also compounding synergy with Knock Off by removing Heavy-Duty Boots and even getting more opportunities to spread Poison. Essentially designed to be a balance juggernaut that can reliably pass and throw off Wish while not becoming immobile due to its access to easy residual damage.
1641590080255-png.397150

Mega-Lickilicky (Normal) :lickilicky:
Ability : Color Change
Hp : 110
Atk : 115 (+20)
Def : 120 (+25)
SpA : 110 (+20)
SpD : 120 (+25)
Spe : 40 (-10)

Move : Sludge Bomb , Soak

Lyckilicky is known to be a pink big round blob that like to lick everything around, and for some reason that make me think of kurby , a pink big round blob eating everything around.
I wanted to reflect that by making licklicky "eat" his opponent attack to transform itself accordingly , hence the use of color change. Combined with licky great defense and huge movepool, as well as wish access it make for an interesting wall , able to take it from mon such as rilaboom , weavile or any commonly used choice user.
Sludge Bomb is a little adition to reflect the acidic aspect of licki tongue , while soak is mainly here for flavor but also a tool for potential toxic trap set with wrap ^^
:ss/Lickilicky:
Lickilicky-Mega
Normal/Poison
Ability
: Cloud Nine/Oblivious/Own Tempo-> Gourmand (If user's attack is resisted by the target, the target is poisoned. Fails if target is immune to poison or already has a non-volatile status).
Stats

HP: 110
Atk: 130 (+45)
Def: 105 (+10)
SpA: 115 (+35)
SpD: 105 (+10)
Spe: 50
New Moves: +Poison Jab, Sludge Bomb

Mega Lickilicky is a mon of rather particular taste; if its target is not to its liking (by resisting its attack), Licki will coat it with a substance to make it more appetizing, which may be an issue given its newfound Poison typing. This allows Licki to cripple would be switch-ins, giving its normally mediocre STAB combo a little extra bite, on top of a great array of physical options like EQ, Knock Off, Power Whip and elemental Punches. This allows Licki to serve as either a tanky sweeper/wallbreaker with SD or a general tank with Wish, using Gourmand to help break through certain obstacles easier or spread status more reliably; more defensive sets can even make some use of Licki's respectable special movepool with options like Flamethrower or Ice Beam off the decent SpA buff. Between a connoisseur's collection of coverage to throw out and its ability to punish most mons that can tank whatever coverage it has to offer, Mega Licki has just the amount of power it needs to be an effective, unpredictable offensive option.
01-09-22a-png.397495

Mega Lickilicky
Ability: Tongue-tied
Type:
normal-gif.397469

This Pokémon uses Lick with a 20% chance to paralyze instead of 30 when the opposing Pokemon uses a contact move on it.
Stats: 110 HP / 125 Atk (+40) / 105 Def (+10) / 120 SpA (+40) / 105 SpD (+10) / 50 Spe / 615 BST

New moves: Defog, Hyper Voice, Slack Off
Description: Mega Lickilicky is a tank with hefty mixed bulk and great mixed offenses. M-Lickilicky packs several support options in Defog, Dragon Tail, Heal Bell, Toxic, TWave, and Wish; and the addition of Slack Off allows M-Lickilicky to keep itself healthy and better check offensive threats. Tongue-tied helps to punish foes using contact moves. Swords Dance can turn M-Lickilicky into a surprisingly hard-hitting breaker against slower defensive teams and the addition of Hyper Voice makes specially offensive sets much more feasible. This all gives M-Lickilicky a ton of flexibility that keeps the opponent guessing.

M-Lickilicky's biggest flaw however is its poor Speed, which especially puts a damper on more offensive sets. 4MSS is also an issue, as different M-Lickilicky sets will falter against different matchups.
"It grew two additional tongues as a result of Mega Evolution. Its three tongues entangle and squeeze the life out of its foes."
"It can launch any of its three tongues with enough force to smash through concrete. Mega Evolution has heightened its saliva's acidity."
Mega :swsh/lickilicky: Lickilicky
Type:
Normal
Mega Stone: Lickilickyte

Ability: Hunger Switch

Stats:

Full Belly Mode

HP - 110 (+0)
ATK - 85 (+0)
DEF - 115 (+20)
SPA - 120 (+40)
SPD - 115 (+20)
SPE - 70 (+20)

Hangry Mode
HP - 110 (+0)
ATK - 120 (+35)
DEF - 95 (+0)
SPA - 80 (+0)
SPD - 95 (+0)
SPE - 115 (+65)

New Moves: None

Description:
Dex Entry: Mega Lickilicky's tastes become fine-tuned and hard to please - which reacts dangerous with its heightened appetite. When dissatisfied, Mega Lickilicky's immense, powerful tongue lashes out in anger, demolishing that which stands between it and its next meal.
Mega Lickilicky takes Morpeko's appropriately-flavored form-changing gimmick and gives it a new spin - rather than changing the type of its Aura Wheel between forms every turn, why not change its stat distribution? Mega Lickilicky creates a certain tempo with these changes - offensive turns and defensive turns, as well as physical turns and special turns. This split can make Mega Lickilicky hard to wall, as it can hit decently hard on both defenses, but makes it easy to predict what it will try to do each turn. And, since it starts in Full Belly Mode, it can often get a safer entry before committing to the attack.

In addition, there are several unique patterns Mega Lickilicky can use this for - primarily, its interactions with Wish and Belly Drum. Mega Lickilicky can use Wish on its fast turn so that on its next, slower and tankier turn, it can use Belly Drum and immediately receive the heal and be prepared to blow holes in teams on its next offensive turn. In addition, this pattern enables Giga Impact as a viable option - 120 attack STAB Giga Impact leaves a mark no matter who you are after a Belly Drum, and then you get to spend your recharge turn with the extra fortification that comes with Full Belly Mode.
mega Lickilicky

normal
stats
hp- 110
atk- 85(+20)>105
def- 95(+20)>115
spa- 80(+20)>100
spd- 95(+20)>115
spe- 50(+20)>70

ability: sticky saliva- when the user makes contact with a pokemon they are soaked in saliva, turning them into a pure water type
lickilicky.png

Lickilicky-Mega
Typing:
Normal.png
/
Poison.png

New Ability: Taste Test = This Pokémon's attacks restore 1/8 of the damage they do and ignore screens. If its attack successfully damages through one or more screens, those screens are destroyed and it restores an additional 25% of its Max HP from that attack.
{pre-Mega abilities were Own Tempo / Oblivious / Cloud Nine (hidden ability)}

STATS:
HP:
110
Atk: 085 → 125 (+40)
Def: 095 → 110 (+15)
SpA: 080 → 100 (+20)
SpD: 095 → 110 (+15)
Spe: 050 → 060 (+10)
(BST: 515 → 615)

Added Moves: Hyper Voice, Gunk Shot, Nasty Plot, Poison Jab, Sludge Wave

Pokémon Sword: "Mega Energy has an odd calming effect on Lickilicky in the sense that its saliva becoming less caustic has allowed it to play more with its food. In exchange, its saliva is now far more poisonous."
Pokémon Shield: "It spends most of it time puzzling out new ways to get to hard-to-reach food, enjoying getting through seemingly impossible barriers, especially if it only has to move its tongue to do so."

Description: Shell Bell is a crappy item unfortunately, but as an ability, it may have more merit...at least with additional effects. I chose to target Screens due to my antipathy towards them and because the bulk of this thing along with its relative lack of weaknesses helps naturally make it a nice anti-HO mon in theory. It also has utility beyond that, especially with Wish, Toxic Spike absorption, and usable SpA now. The usuable SpA part is nice with Nasty Plot to boost it, meaning it can attack from either side of the spectrum, gain back HP without having to spend a slot on recover either way if not a support Mega mon, and actually use its excellent special move pool. That it now cannot be poisoned by anything less than Corrosion, and that it can benefit from other status too via STAB Facade if physical also help its set-up chances and variability.

Still, it's balanced out by its still low Speed, which also helps it from just setting up Belly Drum and going to town, as well as the fact it is only guaranteed a substantial HP boost once and from destroying screens instead of terrain or hazards. Finally, both of its STABs not only have the least super effective coverage of anything in the game save for like Ghost/Dark but are also utterly resisted by Rock, Ghost, and Steel. So that means it isn't automatically an offensive terror if it gets one or more boosts off since it will only have coverage to hit one of those super effectively. (Also hilariously its ability backfires against Liquid Ooze despite it being Poison, at least the direct damaging bit, though if you want to do away with that particular weakness, then I wouldn't be opposed.)

:tsareena:Mega Tsareena
:ss/tsareena:
Mega Tsareena
------------------------------------------------------------------------------------------------------------------------------------------------------------------
Ability: Procession
- User and its ally receive x 0.75 damage until they move that turn.
------------------------------------------------------------------------------------------------------------------------------------------------------------------
Stats:
HP:
72
Atk: 160 (+40)
Def: 108 (+10)
Spa: 70 (+20)
Spd: 108 (+10)
Spe: 92 (+20)
------------------------------------------------------------------------------------------------------------------------------------------------------------------
New Moves: None
------------------------------------------------------------------------------------------------------------------------------------------------------------------
This ability is pretty simple. If you can't outspeed to deal with them, tank them better first. This is somewhat similar to Ausma's Sirfetch'd's Parry but more supportive. Queenly Majesty, its signature ability is a supportive ability too. This ability can be a tradeoff from fully blocking priority to taking less damage from priority moves + any faster opponent. About Mega Tsareena by itself, well it doesn't have any way to boost its attack stat on its own, nor damage boosting ability. It does have an excellent high bp movepool tho. About the uses of it:
+) Single: Not as good as double, but certainly not bad. I have some bad sample set here:

Code:
 Sweeper?
Tsareena (F) @ Tsareenite
Ability: Procession
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Power Whip
- Triple Axel
- U-turn


Code:
 Utility
Tsareena (F) @ Tsareenite
Ability: Procession
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Rapid Spin/Knock Off
- Power Whip
- Synthesis
- U-turn

+) Ok so here comes its double uses. Base Tsareena on its own is a great pokemon, providing a passive quick guard for itself and its ally with Queenly Majesty. Procession and Queenly Majesty can somehow work together if you know when is the best time for you to mega. If they hit you with a weak (most of the time) priority move while you aren't mega yet, you would block them. And if they decide to hit you as strong as possible with non-prioritized moves, you would tank them better. If they lower your speed, you'd tank them better. Tsareena can work well as an offensive role and a supportive role.

Code:
Offensive Role:
Tsareena (F) @ Tsareenite
Ability: Procession
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Impish Nature
- High Jump Kick
- Power Whip
- Triple Axel
- Protect/Taunt

Code:
 Supportive Role
Tsareena @ Tsareenite
Ability: Procession
Level: 50
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Helping Hand
- Synthesis
- Power Whip
- Protect


Code:
 EXTREMELY COOL TR SWEEPER
Tsareena @ Tsareenite
Ability: Procession
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Protect
- Triple Axel
- Power Whip
- High Jump Kick
- About the TR Sweeper specifically, it synergizes so damn well. On the first turn it can do whatever it wants, or just use protect, while its ally, who would be using Trick Room (a move with -7 priority, will most likely go last all the time) would tank even better. Its ability will less likely to activate when the TR is still on the field, but it's helpful at tanking some slower mon like Stakataka, or priority moves like Rillaboom's Grassy Glide.
1641832258806-png.397885
tsareena.gif


Mega Tsareena
Grass/Poison
Ability
: Merciless

Stats:
Hp
: 72
Atk: 140 (+20)
Def: 120 (+22)
SpA: 62 (+12)
SpD: 115 (+17)
Speed: 101 (+29)

New moves: Blaze Kick, Stomping Tantrum, Poison Jab, Cross Poison

Dex Entry: Due to Tsareena's constant toxic personality whenever it wins, the energy from its Mega Stone causes it to become one with the poison. Though, it doesn't seem to mind as long as it continues dominating its opponents.

Since this is my first time doing an entry after stalking the forum for a few weeks, I didn't really have a good grasp of the metagame nor how to make actual good entries besides looking through the resources (and I am still lazy to do so like cmon im not a competitive player my competitiveness lasts like, a week or less. The resources were definitely helpful though.). Still, I got tempted and wanted to try! And knowing myself, I'll definitely do the future slates too because creating is fun :]

Now onto Tsareena. The reason why it has a Poison type added in is mainly because of this quote in Bulbapedia.

"Every time it lands a hit, it cackles at its opponent. It will even continue kicking or stepping on a downed opponent, laughing boisterously."

Yeah its terrifying. Anyway, Grass/Poison is also quite a good typing with Tsareena already having a solid movepool already. A physical Grass/Poison attacker seemed interesting too since the rest are special attackers. With the added Poison Jab and Cross Poison, it can take advantage of STAB poison if it wanted to. Blaze Kick and Stomping Tantrum are also up there for preference.

For the ability, it was originally either Moxie or Adrenaline from Mega Boltund. But I found out that they both seem so situational due to needing to knock out the opposing Pokemon. Sure they seem perfect flavorwise, but ehh. And so before I decide to make a custom ability (which no, i am not capable of yet), I went to check the whole list of abilities.

Merciless, attacks used by the Pokémon with this ability will always become critical hits against poisoned targets.

Haha, funky sadist pokemon mercilessly beating you up.

Yes, it still limits team building. You’d need to bring a Toxic Spikes setter for guaranteed poison on the opposing team. But if the tide is on Tsareena's side, then it could easily sweep teams or at least punch big holes for the rest of its team to clean up. And going against steel types? Boom, High Jump Kick or Blaze Kick. I've said it before and I'll say it again, Tsareena's movepool is great. Perhaps it could be partnered up with a Pokemon with Corrosion for more poisoning. And even without the critical hits, it can still do big damage with its stats, especially its buffed up speed.
:ss/tsareena:

When I saw Tsareena was in the next slate, I literally jumped in excitement. Tsareena is one of my favorite Pokemon, so I really thought hard about this one.

Mega Tsareena @ Tsareenite​
Type: Grass / Fairy

New Moves: Leaf Blade, Rock Slide

Ability: Effect Spore

Stats
HP: 72
Attack: 134 (+14)
Defense: 108 (+10)
Sp. Attack: 80 (+30)
Sp. Defense: 108 (+10)
Speed: 108 (+36)
BST: 610
:tsareena:Tsareena-Mega
New Ability: Natural Cure
Type:
grass.gif
fighting.gif

Stats: 72 / 130 (+20) / 108 (+10) / 70 (+20) / 108 (+10) / 122 (+50) (BST: 610)
New Moves: –
Description: This is basically normal Tsareena but with a few tweaks to make it more relevant in higher tiers. It now has a much more competitve speed tier of 122, outspeeding the likes of Torn-T and Kartana while still leaving room to be revenge killed by a Koko. It also gets a stronger attack to make up for the loss of its item slot and an update to its bulk. Its new ability, Natural Cure, lends itself perfectly to it's pivot role, allowing Tsareena to come in on some mons like Landorus or Ferrothorn without too great a fear of a stray Toxic or Thunder Wave. Finally, its new dual-typing allows it to gain STAB on one of its usual coverage options, aka High Jump Kick. It also grants it a resistance to Stealth Rock, which is favorable for a mon supposed to come in multiple times on the field. To sum everything up, this sub is nothing too flashy, just small tweaks to help Tsareena achieve its role at a higher bracket of viability.
:Tsareena: Mega Tsareena
New Ability
: Athenian (This pokemon's moves that can miss have 1.2x power.)
Type: Grass

New stats:
HP: 72
Attack: 130
Defense: 108
Special Attack: 90
Special Defense: 118
Speed: 92
(610 BST)

New moves: none
Description: mon is quite scary, having a 234 BP Power Whip, wich sure is still 85% accurate, but its still quite scary. + coverage in Play Rough, High Jump Kick and Triple Axel. can somehow function as a sweeper with Rapid Spin boosting its speed.
:tsareena:
Mega Tsareena
Type:
Grass
Ability: Iron Lady
While this pokemon is active, all other pokemon on field, including it's partner, have their type immunity to moves ignored. This ability can't be ignored. Immune to Intimidate.

New Moves: False Surrender, Gunk Shot

Stats:
72
HP
130 ATK (+10)
118
DEF (+20)
80
SpA (+30)
118
SpD (+20)
92
Spe (+20)

Flavor:

The idea is that Mega Tsareena is such an opressive force that her enemies have no ways to evade her moves, unless she misses on purpose.

Mega Tsareena has not only an agressive personality but also an agressive behaviour. It is so well known in the Alola region that natives gave her the title of "iron lady", and everyone is afraid of it's temperament.

It is said that Tsareena is the one who decides when and where to mega evolve, and if her trainer says something she considers dumb, she simply kicks him unconscious and fights alone.

This arrogant and strong lady becomes sadic, but it is not evil. She knows that when victory is achieved, is time to stop. And when the enemy is considered worthy, she even might show a smile before knocking him out.

So the new moves? False Surrender is about it's queenly and arrogant attitude. Gunk Shot because the queen loves to use all of her toxicity and throw it all away into it's enemies (lol this was meh, I just want it to spam Gunk Shot and hit steel types lmao)

Competitive:

The ability acts like every other pokemon on field is holding a Ring Target and can be hit by almost everything. Almost because Ring Target, as long as I know, does not work on abilities like Levitate, Lightning Rod, etc. It also won't work against other type of immunities, like Grass-type beeing immune to spore and powder moves, Electric-types beeing immune to paralysis, etc.

It is a complement to Tsareena's already good movepool:
- Used HJK and the opponent switched to a ghost? Never mind, it will land anyway :) (unless it misses lol)
- Spin-blocked? Never more!
- Toxic against a Steel-type? Why not?
- It is fun to see a Gunk Shot beeing super-effective against a Ferrothorn or a Magearna? Yes it is! HJK is just better

This mega is a bulky grass type that is not innofensive. It can pivot around, spam high base power moves almost always with 0 consequences or just spread toxic.

Also, in doubles format it helps partners to break through immunities. Grass-type resists Discharge and Earthquake (and Surf, but there is no water immunity besides some abilities so...) and with Mega Tsareena's ability, those attacks will always land on Ground- and Flying- types. And let's not talk about her access to Helping Hand. Just be aware that your other pokemon will also "hold a ring target".
tsareena.png

Tsareena-Mega
New Typing:
Grass.png
/
Steel.png
{there was a Fighting type here; it's gone now}
New Ability: Iron Sole = This Pokémon's kick-based attacks have 1.2x power.
Blaze Kick**, Double Kick**, High Jump Kick*, Jump Kick, Low Kick*, Low Sweep*, Mega Kick*, Rolling Kick, Stomp*, Thunderous Kick, Triple Axel*, Triple Kick, Trop Kick*. [13]

*Kick moves that Tsareena has access to already.
**Kick moves this Tsareena has access to now.

P.S. It's probably better to not count High Horsepower or Stomping Tantrum as kick-based moves despite the animation for the former being a horseshoe and despite the name for a latter having the word "Stomp" in it. Both moves' descriptions say they involve full body attacks anyway. (Same goes for not counting Earthquake.)
{pre-Mega abilities were Leaf Guard / Queenly Majesty / Sweet Veil (hidden ability)}

STATS:
HP:
072
Atk: 120 → 144 (+24)
Def: 098 → 112 (+14)
SpA: 050
SpD: 098 → 112 (+14)
Spe: 072 → 120 (+48)
(BST: 510 → 610)

Added Moves: Blaze Kick, Double Kick, Stun Spore

Pokémon Sword: "The strength of its legs is now such that its steps can crack concrete and its kicks can shatter steel with ease. It will sometimes hold back this strength to humiliate a foe."
Pokémon Shield: "Its cruel nature has increased even more against enemies, which it will now try to paralyze with powder before grinding them under its heel to demonstrate their inferiority."

Description: I decided to use the K.I.S.S. method by using the K.I.C.K. method that surprisingly no one has used so far, perhaps because it's a bit boring and/or perhaps because of the moderate overlap with Raichu-(Kantonian-)Mega. The latter aspect shows how effective such a focus with Fighting type added to it is, however, which is a large part of why the (obvious & pun-named) ability is as simple as it is and why this Tsareena-Mega is slower than Raichu-Mega since it hits even harder and has more bulk, pesky worse type weaknesses aside. Trop Kick only helps its bulk, as does access to Synthesis, and its 4th move spot becomes rather free now given how much access to Blaze Kick meshes rather well with its STAB(s), which solves the issue of Grass/Fighting being weirdly mediocre coverage. Finally, being "only" base 120 Speed keeps it in check while still being a great, non-unique Speed tier. And all while not having anything to do with any of non-Mega Tsareena's abilities, which helps the regular form keep its presumed niche in Doubles.

(P.S. Tsareena's stat boosts and Mega stats are based around the number 12 almost solely due to Queen cards being the twelfth card in their suits if you start with the Ace as 01. Not that this mon has a card motif, but it helped me decide things.)
:ss/Tsareena:
Tsareena-Mega
Grass
Ability: Leaf Guard/Queenly Majesty/Sweet Veil-> Moxie
Stats

HP: 72
Atk: 145 (+25)
Def:
103 (+5)
SpA: 60 (+10)
SpD:
133 (+35)
Spe: 97 (+25)
New Moves: +Refresh

Tsareena's pleasure in defeating foes makes it a perfect fit for Moxie, benefitting from fulfilling its "cruel nature". Compared to a certain other Moxie Mega, Tsareena's strong STAB and powerful coverage options like HJK and Triple Axel give it the power it needs to get a sweep started more reliably; you can also pack Rapid Spin to boost your Speed, Knock Off to soften checks, Refresh as Scald insurance or even Synthesis to make use of natural bulk.
:tsareena:

:ss/tsareena: Mega Tsareena
New Ability
: Infiltrator
Type: Grass/Steel

New stats:
HP: 72
Attack: 120 -> 150 (+30)
Defense: 98 -> 108 (+10)
Special Attack: 50 -> 70 (+20)
Special Defense: 98 -> 118 (+20)
Speed: 72 -> 92 (+20)
(BST) 510 -> 610 (+100)

New moves: Smart Strike, Flash Cannon
Description: When I was reading the Wikipedia page for the Mangosteen (what Tsareena is based on) for ideas, I came across this quote

So I decided at that moment, that my Mega Tsareena was going to be based on spears, and it gains the Steel type. It also gets Infiltrator to reference spears main usage of piercing armor, allowing it to damage opponents regardless of their extra precautions. It has advantages over Kartana through its higher bulk and Infiltrator ignoring screens and Protect.
01-09-22d-png.399014

Mega Tsareena
Ability
: Queen's Gambit
Type:
grass-gif.397945
fighting-gif.397471

If this Pokemon is switched-in on an opposing Pokemon’s priority move that’s targeted towards it or its allies, that move will fail. Afterwards, this Pokemon will gain +1 priority. (The message "<name> is ready to strike back!" is displayed after Queen's Gambit activates.)
Stats: 72 HP / 140 Atk (+20) / 120 Def (+22) / 60 SpA (+10) / 120 SpD (+22) / 98 Spe (+26) / 610 BST

New moves: First Impression
Description: Queen's Gambit takes Queenly Majesty and turns it into something much more strategic, rewarding aggressive and risky play. Being able to earn +1 priority on any of its attacks when switched-in on opposing priority moves makes Tsareena a strong revenge-killer and anti-offense threat.

A respectable 140 Atk combined with high-Base Power STAB moves lets M-Tsareena terrorize slower attackers and fulfill its capability of reverse revenge-killing. M-Tsareena’s bulk isn’t to scoff at either, as it can tank a hit from opponents who decide to click a priority move again after Queen's Gambit activates. Fighting type not only adds STAB on HJK, but also provides resistance to Sucker Punch, a useful asset for any revenge-killer. Fighting type also lets it take less damage from Stealth Rock, giving it an easier time switching-in to activate Queen's Gambit or pivoting with U-turn. The addition of First Impression ensures that M-Tsareena will not be outprioritied by even Extreme Speed, though it offers poor coverage otherwise.

Queen’s Gambit can create some tense mindgames since opponents will try to play around Queen’s Gambit’s effect. Be wary, getting predicted and sending M-Tsareena into a powerful attack or status condition instead of a priority move will result in a weakened or KO-ed M-Tsareena.
"Mega Evolution enhances both its fighting prowess and its cruelty. It crushes its foes beneath its heels, cackling haughtily as they beg for mercy."
“A single kick from Mega Tsareena will send a car to the scrapyard. It dislikes taking orders, but will serve a caring and skilled trainer with loyalty.”
:swsh/tsareena:
Mega Tsareena
Grass / Steel
Ability:
Pinwheel (After being hit by a Flying-type Move, This Pokémon raises its Speed by 2.)
Stats: 72 / 135 / 113 / 85 / 113 / 92 (+0, +15, +15, +35, +15, +20)
New Moves: Iron Head, Smart Strike, Flash Cannon, Mirror Shot, Metal Burst

Description: Tsareena's area above the legs (waist?) looks pretty circular, so what if we incorporate pinwheels in there and make this new sub around it! Tsareena gains armor upon Mega Evolution, what makes it a pretty strong adversary to face. However, her legs are also way more deadly with the addition of steel pieces, so its also stronger offensively after the evolution.

Talking competitively though, this gains a better typing for offensive and defensive purposes, paired with Tsareena's movepool, having Rapid Spin, Triple Axel and High Jump Kick for coverage. Mega Tsareena is more vulnerable to Fire-Type attacks, and with Cinderace running everywhere, this is going to have a not-so-good time before the ban, so yea. a mon that gets offensive flying types p good tho.
:tsareena: Mega Tsareena
New Ability
: Seedler (When this Pokemon is on the field, it applies Leech Seed to every Pokemon with stats changes. Pokemon that would be immune to Leech Seed (like Grass type Pokemon or Pokemon behind a Substitute) are not affected)
Type: Grass
New stats:
HP: 72
Attack: 150(+30)
Defense: 108(+10)
Special Attack: 50
Special Defense: 148(+50)
Speed: 82(+10)
(610 BST)
New moves: None
Description:
It's ability essentially turns Trop Kick into damaging Leech Seed, which is great, but also punish opponents that try to set-up, by wearing them down or forcing them out. It can run multiple sets (for example an utility set Trop Kick/Knock Off/U-Turn/Rapid Spin or a more offensive one with Trop Kick/HJK/Triple Axel/U-Turn). Offensive sets appreciate it's high Attack as well as the chip damage Trop Kick provides thanks to the ability, and more defensive/utility sets love it's huge Special bulk and appreciate Trop Kick's Attack drop and the healing it provides, as well as the fact it discourages opposing mons to try setting up to beat it.
Mega :swsh/tsareena: Tsareena
Type:
Grass/Fighting
Mega Stone: Tsarite

Ability: Thick Fat

Stats:
HP - 72 (+0)
ATK - 120 (+0)
DEF - 118 (+20)
SPA - 50 (+0)
SPD - 146 (+48)
SPE - 104 (+32)

New Moves: Thunderous Kick, Stomping Tantrum, Slack Off

Description:
Dex Entry: Tsareena's naturally powerful legs receive the most of its mega energy - capable of kicking holes through steel, their sheer strength and size raise Tsareena's body temperature with the force they exert, acclimating it to the heat and warding off the cold that used to bother it.
Grass is a great defensive type - primarily held back by their weakness to Fire and Ice, two great offensive types. Thick Fat circumvents this weakness - allowing Tsareena to check Ice types with its now-STAB Fighting coverage in Thunderous Kick and HJK. In addition, Stomping Tantrum also allows Tsareena to check Fire types now, as well as breaking past the Poison types that wall Grass/Fighting but rarely take the offensive Poison moves that would threaten it. Triple Axel also allows it to potentially break Flyings types it outspeeds, but this is a risky play, as the move is unreliable and whiffing at any point will often lead to being OHKO'd by Grass/Fighting's 4x weakness.

Speaking of Fighting, I swear I wasn't going to do it because it seemed cliche, but Fighting offered something very important to this sub - Rocks resistance. Mega Tsareena has a powerful spot as a fast, bulky, offensive utility mon: Trop Kick kicks physical attackers in the nads and makes up for its lower physical defense in relation to special defense; Thunderous Kick helps it break past walls of many kinds; Knock Off is, well, Knock Off - the poster child for offensive utility, but also helps it against its newfound Psychic weakness; U-Turn makes it a great pivot; and Rapid Spin is stellar utility on an offensive pivot that appreciates the speed boost in order to creep many of its offensive checks. However, having a utility attacker with a pivot-centric niche is hard to make a mega out of due to not having access to Heavy Booty Doots, so the Fighting typing was crucial in helping it resist rocks. In addition, while this sub has a quantifiable amount of 4mss helping it from being pushed over the edge, Fighting does give it a solid answer in bulky Fairy-types, as that's the only type that Tsareena doesn't have the coverage to potentially deal with (even though it can't deal with all of its other checks in one set).

I was hesitant about Slack Off here - while it's decent enough flavor (Queenly Majesty, sitting back on her throne, etc. etc.), and it seemed like the sub might struggle without some longevity, I'm not wholly sure if it's actually too much, so feel free to let me know.
mega tsareena

grass/ice
stats
hp- 72
atk- 120(+25)>145
def- 98
spa- 50(+19)>69
spd- 98(+25)>123
spe- 72(+31)>103

ability: dazzling
:sm/Tsareena:
Mega Tsareena
Type: Grass/Fighting
Ability: Intimidate

Stats:
Hp: 72 (+0)
Atk: 145 (+25)
Def: 128 (+30)
SpA: 75 (+25)
SpD: 118 (+20)
Speed: 72 (+0)

New moves: Thunderous Kick, Blaze Kick, Mean Look (flavor)
:ss/tsareena:
:tsareena: Mega Tsareena
New Ability
: Queenly Majesty
Type: Grass/Fairy

New stats: 72/120/118/50/138/112
HP: 72 (+0)
Attack: 120 (+0)
Defense: 98 --> 118 (+20)
Special Attack: 50 (+0)
Special Defense: 98 --> 138 (+40)
Speed: 72 --> 112 (+40)
(BST) 510 --> 610

New moves: Meh
Description: Don't feel like writing a long description, but the short of it is that Grass/Fairy with good bulk allows to deal with big meta threats, notably Greninja, Garchomp, Rillaboom, Tapu Koko, Keldeo, Mega-Raichu and more with enough speed to offensively threaten a good amount of stuff there. You can see it as a Tapu Bulu with higher speed, Ice coverage, Knock and Spin, but no passive recovery. It doesn't need its ability for Single play so Queenly Majesty is mostly there for VGC, no idea how it'll do there though.
wow, how long has it been since two Pokémon fit in one post?
Edit @ 5:06 GMT: added back Bloopyghost's edited Lickilicky!
 
Last edited:
:grapploct: Mega Grapploct
:ss/grapploct:
Mega Grapploct
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
Ability: Prankster
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
Stats:
Hp
: 80
Atk: 148 (+30)
Def: 120 (+30)
SpA: 70
SpD: 120 (+40)
Spe: 42
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
New Moves: Recover, Mat Block
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
Description: Grapploct, while having a sick design, it was a bad pokemon. Being too slow, not strong enough, is not so bulky, and the wack move pool. With Octolock trapping, the opponent's Defensive stat will be lowered over time, letting it to wears down the opponent and killing them. It has access to Taunt, which is perfect for stallbreaking. Bulk Up is a great move too, letting it take physical attack more easily. Prankster Coaching is something new, that can only be seen on Riolu, which is too weak. Topsy Turvy, would help it by a lot against set-up sweepers, and in VGC it would be hilarious since Incineroar is still roaming wild there. Mat Block is a bad move, in double because it has no priority, and well in double there are a shit ton of priority moves, so prankster would give it the chance to being at least somewhat not bad. Prankster Recover works similarly to Clefable's Prankster Soft Boiled. And this is a fighting type, meaning that it wouldn't be afraid of dark type blocking its moves. Flavorwise, this thing is based on octopus, one of the smartest creatures ever existing on earth, so Prankster perfectly fits it.
grapploct.gif


Mega Grapploct
Fighting/Steel
Ability
: Water Absorb

Stats:
Hp: 80
Atk: 118
Def: 130 (+40)
SpA: 70
SpD: 124 (+44)
Speed: 58 (+16)

New moves: Aqua Jet, Gyro Ball, Heavy Slam, Meteor Mash

Dex Entry: The energy from the Mega Stone hardens its muscle into pure steel, Raising its defenses drastically. With this though, it desires for more water due to Mega Evolution.

I have no flavor justification as to why it's muscles turned into steel, so aha— Fighting/Steel takes away all three of Fighting type's weaknesses at the expense of three others, to which Grapploct has the answer for with its Water moves in its movepool. New steel moves and Aqua Jet are now added too. Aqua Jet would probably be one of its main things going in its set.

Water Absorb is a nice ability for it to switch into Water moves for its teammates and to heal back HP. It also fits flavorwise since well, it goes back into the water after it fights. Lad needs to drink. Its defenses are raised so that it could take bigger hits, and can last in the field longer. It's a nice, tanky mon with an already solid attack stat from its original.

In short, haha metal octopus hydrate.
:ss/grapploct:

As much as I love Grapploct's design, and its attitude in the Anime; I cannot fathom how annoying this thing is to face in Random Battles.
Mega Grapploct @ Grapploctite​
Type: Fighting / Water

New Moves: Life Dew

Ability: Octospy - When the user's status moves are used, the next move used does not miss.

Stats
HP: 80
Attack: 133 (+15)
Defense: 110 (+20)
Sp. Attack: 110 (+40)
Sp. Defense: 105 (+25)
Speed: 42
BST: 580
:grapploct:Grapploct-Mega
New Ability: Oblivious
Type:
fighting.gif
water.gif

Stats: 80 / 118 / 130 (+40) / 80 (+10) / 110 (+30) / 62 (+20) (BST: 580)
New Moves: Life Dew, Scald, Bullet Punch, Aqua Jet
Description: This sub aims to help Grapploct in its use of its signature move, Octolock. This move with incredible stallbreaking potential is unfortunately held back by, well, a lot of things I've tried to correct. First of all, the ability Oblivious makes it immune to Taunt, letting it be used as a reliable Heatran or even Mega-Krookodile answer. Its new typing also grants it key resistances to Scald and fire STABS, letting it set up substitutes more reliably against the likes of Toxapex, Gastrodon, or again, Heatran. Life Dew makes those Substitutes set possible while still providing avenues of outplay. Finally, its new priority moves lets it have a chance against offensive pokemon that would try to switch on an octolock, possibly allowing Grapploct to win duels against the likes of Koko and Kartana as well as making it a Volcarona check.
:grapploct: Mega Grapploct
New Ability:
Water Bubble
Type: Fighting / Dark

New stats:
HP: 80
Attack: 138
Defense: 110
Special Attack: 70
Special Defense: 110
Speed: 72
(580 BST)

New moves: Flip Turn, Knock Off, Toxic, Recover, Aqua Jet
Flavor: to evolve into Grapploct, Clobbopus needs to learn Taunt, and taunt is a dark type status move thats all about taunting the opponent to make them angry so they focus only on attacking the target (because angry), atleast i think so. so thats why Prankster.
Description: mon is neat, beeing a ghost resist. also has prankster topsy-turvy to prevent sweeps, and prankster octolock, wich is real funny. has flip turn for pivoting, knock for dark STAB (it learns no dark moves normally), but also for utility. toxic is there because toxic is there and has neat functionality with prankster.
Small clarifying note: this sub was edited and some parts of the description seem to have been left behind
I left the description intact for clarity, but note that some parts are less applicable than others to the sub in its current state
:grapploct: Mega Grapploct
New Ability
: Grapple. If this Pokemon uses a throwing move (marked with an asterisk below) against a Pokemon that has used a protect move, it moves immediately after the protect move has been used, removes the protection, deals 1.5x damage with its move and raises this Pokemon's attack one stage after attacking. (Against protection moves that target both multiple Pokemon (such as Wide Guard), Grapple will always trigger as both targets are protected).
Type: Fighting

New stats:
HP: 80
Attack: 118 -> 168 (+50)
Defense: 90 -> 100 (+10)
Special Attack: 70 -> 90 (+20)
Special Defense: 80 -> 90 (+10)
Speed: 42 -> 52 (+10)
(580 BST)

New moves: Storm Throw*, Fling*, Seismic Toss*, Vital Throw*, Submission*, Toxic
Description:

As a Pokemon based on grappling, I drew on, of all Pokemon games, Pokken Tournament, for how they implement grapplers in a fighting game and tried to make it transfer over. In that game, there is an attack triangle: attacks beat grabs, grabs beat shields, shields beat attacks. This is shown here. Grapploct is already sort of designed as a stallbreaker with its access to Taunt natively (it's really bad at that role, but c'est la vie, can't win them all) as well as Tospy Turvey to deny deny existing defensive set up like Bulk Up. As a Pokemon based on grabbing, I decided to implement this as a Pokemon that breaks shields. You can't hide from Grapploct; you have to face it head on because attacks beat grabs.

Speaking of which, this notion of 'attacks beat grabs' shows up in its movepool because its moves are pretty weak on its own, especially on a Pokemon that gets Close Combat (even the always crit Storm Throw is still 90 BP after its crit). Pulling this out is incredibly high risk, because if you mispredict, your damage suffers greatly. But if you pull it off, you've pulled the matchup in your favor, dealing an immense amount of damage and giving you an attack drop. This further synergizes with Octolock as you force engagement. If they try to stall you out while they're trapped, you still get rewarded. Of course, you can also use it instead of Octolock to force them to attack you.

That's in singles. In VGC, things get nutty because everything runs Protect. In this format, Grapploct, with the right prediction, can ensure your ally can hit its mark by moving ahead of it in the priority bracket and removing any attempted protection. Again, it forces engagements and is perfect for the already aggressive VGC meta. However, we come back again to that attack triangle. With average bulk, no recovery, no item and an awful speed tier, Mega Grapploct struggles in head-on enagements unless it has the support of an ally that can help it keep up with the tempo.
Mega Grapploct

:ss/grapploct:


FightingIC_Big.png
/
WaterIC_Big.png


Ability: Regenerator

Stats:
HP: 80
Atk: 138 (+20)
Def: 130 (+40)
SpAtk: 90 (+20)
SpDef: 100 (+20)
Spe: 42

New Moves: Toxic

Explanation:

Making use of a highly underutilized defensive typing alongside a gigantic boost in bulk, this submission by nature emphasizes the interaction that Octolock + Drain Punch have with one another and, overall, optimize Octolock as a stallbreaking tool while still keeping Grapploct's core weaknesses intact. Water/Fighting, defensively, is incredibly potent, armed with incredibly efficient resistances in Water-, Ice-, Fire-, Dark-, and Rock-type attacks which gives it many switch-in opportunities with 80/130/100 defenses; especially considering how many Knock Off users tend to be exploitable with Grapplocts' other options or are defensively inclined in of themselves, this typing in general has a lot of practical applications considering Grapploct's core role.

There are some very strange balance choices that can be made with this in mind, alongside the fact that Grapploct by nature needs longevity in order to pull off an effective trap, much less do it consistently. However, I do see some issues with giving it manual longevity, mainly being the notable difficulty in KOing it before it successfully traps you while still having the ability to do it numerous times over, and not to mention you demolish the unique interaction Octolock + Drain Punch have together. In other words, if you lack status or immediate power, a Mega evolution of this design with longevity would be undeniably overpowered and egregious to play against without pivoting. So, I opted to meet a middle-ground in the form of Regenerator, which augments the above combo while also letting it play to its defensive merits consistently and not being impossible to break past while it sets up the Octolock, considering it needs to halt the trap to heal automatically through Regenerator. While seeming anti-synergy on paper, it utilizes Regenerator in tandem with Mega Grapploct's unique typing in a fairly distinct way that gives Octolock trapping throughout the game a more practical niche, while keeping it from being unbreakable. Regenerator, also, pairs well with it from a purely offensive standpoint, as it can let Grapploct dip into a bulky wallbreaker-esque role with staying power, which its healthy coverage and solid dual STAB combo can let it pull off.

Lastly, I chose to give it Toxic to let it pierce past Fighting-type resistances/answers with Octolock, namely behemoths like Buzzwole and also a way to pressure Ghost-types in a way that doesn't immediately invalidate them. This can also see use on a more dedicated defensive variant alongside options like STAB Scald and Circle Throw.
:grapploct: Mega Grapploct
New Ability: Limber / Technician -> Mimicry
Type: Fighting/Water

New Stats:
HP: 80
Attack: 118 -> 148 (+30)
Defense: 90 -> 100 (+10)
Special Attack: 70
Special Defense: 80 -> 130 (+50)
Speed: 42 -> 52 (+10)
(580 BST)

New moves: Bullet Punch, Flip Turn, Gunk Shot, Storm Throw

WE'RE FINALLY DOING THIS!!
This is an idea the two of us came up with together ages ago literally April of last year I can't believe it's been that long during a conversation about Mimicry, and we've been waiting for the longest time to have the chance to share it P:

The initial line of thinking was a question of "what type combination gets the most mileage out of Mimicry?" - we wanted a type combination that was pretty good on its own but really needed help against the dominant terrain setters and could use Mimicry to gain a defensive advantage.
Fighting/Water was our favorite candidate by far - it's weak to all four of Grass, Electric, Fairy and Psychic, but Mimicry changes these to resistances to Grass under Grassy Terrain, Electric under Electric Terrain and Psychic under Psychic Terrain, effectively quartering their damage, while Fairy goes from a weakness to a neutrality but also isn't boosted by Terrain.
When I brought up that type combination's unusually major benefits from Mimicry, Kero pounced on it with the brilliant suggestion of :grapploct: Grapploct, a Fighting-type Pokémon that lives in the water and is a goshdarned octopus, which makes it easily the most flavorfully perfect candidate to combine Mimicry of all Abilities with Fighting/Water.

:tapu-koko::incineroar:

The next step was giving Grapploct the tools it needed do justice to its concept - to capitalize on both defensive Mimicry shenanigans and the most unique characteristics base Grapploct itself had to offer.

First of all, we had to make sure it could actually beat the terrain setters Mimicry was meant to help it with, and that's what Gunk Shot is for - we knew Grapploct couldn't rely on its STAB moves regardless, because it would never have STAB on them when facing the Pokémon Mimicry helps it to handle, so we wanted a strong move of a single type that wasn't harmed by Grapploct's loss of STAB and could hit as many relevant terrain setters as possible super effectively.
Enter Gunk Shot, a 120 BP move (plenty to make up for the lack of STAB!) that hits Rillaboom and all four of the tapu for super effective damage. As Grapploct is, once again, a goshdarned octupus, this is a super fitting move flavorfully and one it totally deserves, so it's pretty fun to make it into one of the most relevant tools for its role!

Next up, Bullet Punch helps Grapploct to deal with faster (and often physically frailer) Fairy-types that pose a threat while it's still Fighting/Water and pairs excellently with Bulk Up sets.
Normally, you'd think Bullet Punch isn't useful as coverage for Fairy-types in a meta where Tapu Koko and Tapu Fini see so much use and Tapu Lele, for that matter, if it drops - after all, Tapu Koko and Tapu Fini aren't weak to Steel and Tapu Lele is outright immune to Bullet Punch. That's what makes Mega Grapploct so unique as a user of the move: the Fairy-types that have the least to fear from Bullet Punch are the ones that don't have a type advantage on Grapploct, while the Fairy-types that Mimicry doesn't help Grapploct to resist are the ones that have a weakness to Bullet Punch.
Flip Turn is a generally cool option on similar grounds - it's not meant to be directly anti-terrain by any means, but it's always an excellent option on a Water-type and suits Grapploct's character to a tee (have you seen that thing move on Route 9--).
More importantly, though, both of these are really cool moves to combine with Grapploct's signature Octolock!
Bullet Punch lets Grapploct pick off a trapped opponent whose defenses have been lowered before it has the chance to pivot out unscathed, and the combination of priority, anti-Fairy coverage for everything but the tapu (Grapploct isn't weak to the tapu's Fairy moves) and Octolock's Defense reductions to plenty to counteract its lack of raw power.
Meanwhile, Octolock + Flip Turn is a unique combination that capitalizes on Grapploct's new type and low Speed with its most exclusive tool - Octolock is hard to use supportively because Grapploct can only hard-switch out of a trapped opponent, which undermines its main benefit of forcing out a wall and easing ally setup, but introducing Flip Turn means pairing the move with slow pivoting and allows an ally to come in safely on an opponent with reduced defenses, an incredibly unusual and dynamic spin on Parting Shot or Memento that puts a ton of immediate pressure on your opponent.

Lastly, Storm Throw is a rare and interesting move that we added in the hopes that Mega Grapploct could have more of a niche in VGC! It may not have much to do with Mimicry or Octolock, but when it comes to a Water/Fighting-type...

-1 0+ Atk Grapploct Storm Throw vs. 248 HP / 0 Def Incineroar on a critical hit: 174-206 (86.5 - 102.4%) -- 12.5% chance to OHKO​

... it's pretty nice to be able to take down VGC overlord :incineroar: Incineroar so effortlessly!
but wait, what about Mimicry? Surely it's unreliable to try to carve a niche out of an often-non-STAB move and a type combination you won't always have--

-1 252+ Atk Grapploct Storm Throw vs. 248 HP / 0 Def Incineroar on a critical hit: 138-164 (68.6 - 81.5%) -- guaranteed 2HKO​

Haha nope! That's pretty great damage even without STAB!
Basically, Storm Throw is a way to preserve the offensive advantages of the Fighting type in the format where that's most valued, even when Grapploct may not always have the type - because critical hits ignore Intimidate, which is always relevant on Fighting-types in VGC, this very effectively compensates for the loss of STAB and makes Storm Throw easily its strongest move to target Incineroar regardless of the state of the field.

We have absolutely no ulterior motives relating to non-Mega Technician when we suggest adding any of the last three moves... none at all...

:tapu-fini::clefable::rillaboom:

The next thing we considered was the stats, and we decided on a bias towards Special Defense for a few reasons.
A large increase to Special Defense makes it easier for Grapploct to deal with Tapu Koko and Tapu Fini, the terrain setters against which it has the best matchup; it's especially useful since Fairy is the only terrain type that doesn't still resist itself, so Grapploct appreciates all of the help it can get against Tapu Fini... and this totally pays off! Even completely uninvested, Fairy-type Grapploct handily avoids the 2HKO from 252 SpA Tapu Fini's Hydro Pump (its most damaging move), which frees it up to KO back with a Gunk Shot easily.

Speaking of Fairy-types, the Attack and Special Defense bias means Grapploct also 1v1s Clefable quite handily - no matter how you invest, and even without a terrain up, Grapploct always does more with Gunk Shot than it takes from Moonblast, and it can very quickly get into OHKO territory if you get to +1, it's easy to Speed creep Clefable, and somewhat defensively-invested Grapploct even avoids the 2HKO from Moonblast while Fighting-type.
For one example, 252 HP / 40+ Attack / 20 SpD / 68 Speed Grapploct is the most efficient spread I could find that can reliably 1v1 both Magic Guard and Unaware Clefable, either by clicking Gunk Shot twice or by clicking Bulk Up once and then Gunk Shot once as long as you know Clefable isn't Unaware.
And here's the thing... that's only 380 of its EVs! It has 132 left to put wherever you want and ease whatever other matchups you want - we had customizability at the forefront of our minds with this spread, and it can tech for so many cool interactions!

Defense is slightly less valued here because Rillaboom, the most prominent physical terrain setter and Grassy Terrain user, still has U-turn to hit a Grass-type Grapploct super effectively if it needs and also hits way freaking harder with Wood Hammer than it has ANY right to hit and barely recognizes single-resistances as a concept; Grapploct isn't going to want to switch in on Rillaboom's moves to counter it anyway, and Mimicry is more useful to remove Rillaboom as a Grapploct answer than to make Grapploct a Rillaboom answer.
But that's not to say it doesn't have a surprisingly awesome edge against Rillaboom, and that edge once again comes from Bulk Up.
Put it this way:
if you get in your specially bulky Water/Fighting-type tank,
and your opponent immediately tries to switch to their best physically offensive answer to Water/Fighting as you click Bulk Up once,
and their monkey-brained Rillaboom cannot answer it offensively after a Bulk Up,
Mimicry is doing its job... and check this out:

252+ Atk Choice Band Rillaboom Wood Hammer vs. +1 8 HP / 0 Def Grapploct in Grassy Terrain: 135-160 (44.5 - 52.8%) -- guaranteed 3HKO after Grassy Terrain recovery​
+1 0 Atk Grapploct Gunk Shot vs. 0 HP / 4 Def Rillaboom: 372-438 (109 - 128.4%) -- guaranteed OHKO​

Notice the 8 HP as the bare minimum investment for this interaction. That's only 8 of your EVs. 8 of them!!!!
Heheh... so yeah! Mimicry does its job. C:
The two of us are decidedly not fans of Rillaboom so we think that's pretty cool P:

In general, a specially bulky stat spread is highly effective to complement Grapploct's Bulk Up, which can naturally shore up any shortcomings in physical Defense. While some comically high amount of physical bulk might help Grapploct switch in on Rillaboom, it's pretty extraneous and not really worth it; it's much more valuable to lean into Bulk Up's defensive utility and allow it to cover both sides at once.

:grapploct:

As a closing note, remember that Grapploct isn't using Mimicry to function as a terrain abuser but to remain safe from opposing terrain setters that would otherwise interfere with its role. You're not meant to pair Grapploct with a tapu and somehow sweep - you're meant to use Grapploct for the utility and wallbreaking potential it has to offer on its own, and Mimicry is a unique way to improve its matchups against the Pokémon that would threaten it the most.
This is also why we avoided adding moves like Terrain Pulse and Nature Power, which have no relevant benefits for Grapploct - not only is Mega Grapploct a physical attacker, but for all of the same reasons that Mimicry helps it against opposing terrain (read: most terrain types are resistant to themselves), "against opposing terrain" is when these two type-changing moves are at their least effective.

In general, a Mega Grapploct set shouldn't be completely filled with anti-terrain techs - this is a Pokémon with a ton of cool move options like Bulk Up, Taunt, Drain Punch, priority coverage, and the incredibly cool combination of Octolock and Flip Turn, and we wanted to keep it free to make use of all of these options... so most importantly, just have fun with this!
Mimicry, Gunk Shot and its stat spread are all it needs to be fearless of teams that rely on common terrain setters to deal with Fighting- and Water-types - the rest is up to you and how you want to use it, and it has three flexible slots with some super neat options to mix and match!
In short, this is the coolest tech Mega with a crazy amount of customizability, and it relies on Mimicry for its defensive potential in a way that hasn't been properly explored because freaking Galarian Stunfisk already resists Psychic and Fairy and is immune to Electric why does Mimicry make it actively worse at half of the terrains-- to create some really interesting matchups as a setup tank.




also: consider running Octolock + STAB Dive if you're not a coward <3
1641573840369-png.397088

Mega Grapploct @ Grapplite

Type: Fighting

Ability: Chokehold
If another Pokémon on the field is prevented from switching out, this Pokémon takes 3/4 damage from them.

Stat (changes):
80/133(+15)/115(+25)/85(+15)/100(+20)/67(+25)

New moves: Aqua Jet, Flip Turn, Toxic

Um so basically wrestling. Also Aqua Jet and Flip Turn because its an octopus (also base grapp needs some love)

The ability synergizes pretty well with Octolock, reducing the opponent's defenses every turn while also reducing the damage Grapploct takes from them. Grapploct doesn't have much in the way of healing, its most reliable recovery being Drain Punch. Grapploct's low speed and the requirement to use a turn for Octolock guarantees the Ability isn't too strong, but I added quite a bit of bulk to make sure Grapploct has the longevity to be able to utilize it's ability.
While this is most intended for singles, the ability could also have some niche application in doubles paired with things like Shadow Tag Gothitelle or Thousand Waves Zygarded-Complete. (new snap trap meta !?!?!?)
:ss/Grapploct:
Grapploct- Mega
Fighting/Poison
Ability: Limber/Technician-> Infiltrator
Stats

HP: 80
Atk: 148 (+30)
Def: 110 (+20)
SpA: 70
SpD: 110 (+30)
Spe: 62 (+20)
New Moves: +Poison Jab

Grapploct is always seeking out strong opponents, so naturally it would seek a worthy opponent on fast paced HO teams. Infiltrator is a natural fit for a fighter seeking to take on HO, also referencing the insane flexibility of real-life octopi (even the 6- foot Giant Octopus could potentially fit under your door), backed with a new Poison typing to offer resistances to Grass and Fighting and remove that Fairy weakness, while also adding punch to newfound Poison Jab. Grapploct has a fairly solid kit for taking on HO, between Drain Punch for recovery, Sucker to pick off weakened foes, Circle Throw or Topsy-Turvy to directly punish set-up, signature Octolock to weaken sweepers for revenge-killing teammates and Bulk Up to boost alongside would be physical sweepers. Mega Grapploct has a naturally favorable match-up against screen setters Koko, Alolatales, and Grimmsnarl, also strangling key threats like Bisharp, Kartana, Rillaboom and Deoxys S and ensuring Meowstic-F can't safely set up in front of it. Also funny thing: without Psychic, offensive Volcarona needs +3 to possibly OHKO against 252 HP/0 SpD. Meanwhile:
84+ Atk Grapploct Poison Jab vs. 0 HP / 4 Def Volcarona: 201-237 (64.6 - 76.2%) -- guaranteed 2HKO
84+ Atk Grapploct Sucker Punch vs. 0 HP / 4 Def Volcarona: 117-138 (37.6 - 44.3%) -- guaranteed 3HKO

Grapploct also packs several useful qualities defensively, sponging Knock Off, absorbing Toxic and TSpikes and resisting Rocks. That said, its lack of recovery outside of Drain Punch and Ground weakness mean it can be stretched thin (heh) in certain matchups, plus it dislikes burn a lot. But between its solid defensive typing and variety of options for dismantling sweepers, Grapploct is ready for any challenge and is something any HO team must take into consideration.
1641662168634-png.397323

Grapploct-Mega (Fight/Water) :grapploct:
Ability : Poison Heal
Hp : 80
Atk : 136 (+18)
Def : 110 (+20)
SpA : 70
SpD : 122 (+42)
Spe : 62 (+20)

New move : Flip Turn

Mega Grapploct was designed as a toxic absorber thank to Poison Heal (Octopus are animal usually having poisonous gland, hence the idea for the ability). Its new typing allow to check common toxic user such as Gliscor , Heatran or punish a poison point Nidoqueen from predicting you using a Fighting move to get some cheap damahe with Rocky Helmet. It also punish the opponent for attempting to use toxic spike with pokemon like Toxapex that would then be unable to do anything to Grapploct. Activating the ability can prove tricky in some situation , but reward heavely good prediction and intellegent teambuilding (By using mon that would be usual toxic magnet for exemple).
Thank to an activated Poison Heal , grapploct can use with more efficiency the combination of Octolock and Protect. Is dual typing help it check Greninja (As the increase in SpD allow to not be able to be 2HKO by Ash-Gren Hpump even without investment)
The Speed was designed for grapploct to outspeed Ttar as well as slower bulky mon to more efficiently abuse Octolock.
Mega Grapploct
:ss/grapploct:
Fighting | Poison
Ability: Poison Touch
The user's moves that make contact have a 30% chance to leave the target poisoned.

80 / 148 (+30) / 115 (+25) / 75 (+5) / 100 (+20) / 62 (+20)
New moves: Flip Turn, Pursuit, Poison Jab

We've got a treat for you on this slate. Our Mega Grapploct brings power and versatility, being able to work as a pivot, a set-up sweeper, or a stallbreaker. With bulk enough to take many a hit, and a typing with a whole 6 resistances, switching in on attacks can be a breeze! With semi-reliable recovery in Drain Punch, Grapploct is ready to punch holes with chokeholds. Being able to pivot out, trap opponents, and/or recover while poisoning the enemy is a major asset, enough to justify a teamslot in its own right. A great defensive typing with a Toxic immunity leads to a very threatening Bulk Up sweeper. With such versatility, I've taken the liberty of making a short list of all of Grapploct's moves that innately synergize with Poison Touch or each other.
- Drain Punch and Poison Touch: As mentioned before, the ability to recover while also dealing damage and having a chance to gradually chip is a great benefit.
- Pursuit and Poison Touch: Being able to poison enemies while again, doing chip damage and potentially killing them first, is a really unique quality. It's one of the reasons why Muk-A sees so much success in Gen 7 UU.
- Flip Turn and Poison Touch: Pivoting out while adding status to the enemy is a niche, allowing mons like Blace or Pult to go wild with Hex as opposed to just Shadow Ball. Not only that, but you have the bulk to pivot!
- Skitter Smack + Bulk Up and Poison Touch: You all aren't ready for this giga brain play. This fusion destroys the offense of enemies while you grow stronger and become capable of poisoning them on every hit. Pair with Drain Punch, Octolock, Flip Turn, or Sucker Punch for additional havoc.
- Octolock + Pursuit and Poison Touch: The ultimate game of chicken. Let them stay and be worn down by an onslaught of gradually strengthening attacks, or have them switch out and be chipped away at later.
- Taunt + Octolock + Drain Punch: This is a very potent stallbreaker set that matches up positively against non-Poison immune walls, like Hippowdon or Mew, being able to shut them down and force them out. Especially potent with Wish support allowing it to be used more times.
- Circle Throw and Poison Touch: I shouldn't have to explain how simultaneous phazing + status is great.
- Pursuit + Topsy-Turvy: Topsy-Turvy by nature is great at forcing switches, and Pursuit is the move to capitalize most on it, especially if the opponent is a Bulk Up user.
- Soak + Pursuit: Soak, by nature, forces switches due to removing STAB. While nearly all of Grapploct's moves aren't super-effective on pure Water-types, very few of them are resisted, giving some cheap (albeit gimmicky) chip.
- Octolock + Flip Turn: Being able to prevent enemies from switching followed by lowering their defenses, then switching to an ally to take advantage of that or force out the trapped mon is a very strong order that shouldn't be underestimated.
Do keep in mind that all of these can be mixed and matched on different kits, and this is just a very basic run-down of the available mixes. There's a bunch more that I'd love to talk about.
On top of all of these synergies, you hit like an absolute truck with 148 Atk, especially when using moves like Close Combat. With coverage in the punching moves, Liquidation, and the added Poison Jab, such a diverse range of enemies shall be felled by your hands.
As for the stats, we were in agreement that an absolutely chonky Atk of 148 was necessary, and the rest was mostly a back-and-forth of calcs and theorycrafting, except for Spe. This tier was specifically chosen to outpace 0 Spe Clefable (which can be 2HKOd by Poison Jab, even without buffs) and to beat Blissey definitively, but still lose to mons like M-Gothitelle and Pelipper as a balancing factor.
Thank you all for reading this far, and we're really excited to see who wins!
:ss/grapploct: Mega Grapploct
New Ability
: Showdown (While this Pokémon is present, all Pokémon are prevented from restoring any HP. During the effect, healing and draining moves are unusable, and Abilities and items that grant healing will not heal the user. Regenerator is also suppressed.) (Made by IsoCon)
Type: Fighting

New stats:
HP: 80
Attack: 118 -> 138 (+20)
Defense: 90 -> 100 (+10)
Special Attack: 70 -> 95 (+25)
Special Defense: 80 -> 92 (+12)
Speed: 42 -> 75 (+33)
(BST) 480 -> 580 (+100)

New moves: Mach Punch
Description: Showdown for a wrestling Pokemon is such a cool idea and with some help from the Discord, I think I managed to make it a useful Pokemon! It has disadvantages and advantages against Staraptor. It has higher defenses, allowing it to tank some more hits, and it hits back the same mons that Staraptor could with Ice Punch. You could also run a Bulk Up set with moves such as Mach Punch and Liquidation to bash the opponent with +1 Attack and tank hits better with +1 Defense. However, it has a lower attack than Staraptor, as well as lower speed. It also loses to common threats such as Starmie-M, Tapu Fini, and Tornadus-T, with its lower Special Defense.
01-09-22c-png.398014

Mega Grapploct
Ability
: Intimidate
Type:
fighting-gif.397471
water-gif.397472


Stats: 80 HP / 118 Atk / 128 Def (+38) / 70 SpA / 90 SpD (+10) / 94 Spe (+52) / 580 BST

New moves: Body Press
Description: Fast tank designed to use its signature move to the fullest. While Octolock is a really cool move, base Grapploct's poor Speed makes it an inefficient user of its own signature move. With the power of Mega Evolution however, M-Grapploct's new Speed tier allows it to outpace Heatran, Landorus-T, and M-Midnight Lycanroc while still leaving it outsped by its potential checks/counters in M-Rillaboom and M-Toxtricity-A.

M-Grapploct's main strength lies in using its Speed to trap and weaken opponents with Octolock before eliminating them to facilitate a sweep for a teammate or setting up with Bulk Up so it can sweep itself. It's also an effective user of Taunt, denying recovery and status inflictions for defensive Pokémon and shutting down slower set-up sweepers. Intimidate bolsters its already solid physical bulk and makes it tougher for Octolocked victims to fight back. Body Press is a fun move, though it's purely a damage option compared to Drain Punch's more useful healing.

However, M-Grapploct's only forms of recovery are Drain Punch and Rest, leaving it prone to being worn down without team support. M-Grapploct also has to deal with 4MSS; as it can't fit Octolock, Taunt, Bulk Up, Drain Punch, Rest, and additional attacking options (such as Sucker and Ice Punch) on one moveset.
"Mega Evolution has awakened the flow of the sea within Grapploct. It glides like an ocean current and is as malleable as water itself."
"Its body is packed with dense muscle, feeling little pain. It sponges its opponent’s blows, finishing them off once they’re exhausted."
mega grapploct

fighting
stats
hp- 80
atk- 118(+20)>138
def- 90(+20)>110
spa- 70
spd- 80(+15)>95
spe- 42(+45)>87

ability: active camouflage (wip)- the user's trapping moves remove the target's type

new moves- aqua jet, flip turn
grapploct.png

Grapploct-Mega
Typing:
Fighting.png
/
Ground.png

New Ability: Dry Skin
{pre-Mega abilities were Limber / Technician (hidden ability)}

STATS:
HP:
080
Atk: 118 → 150 (+32)
Def: 090 → 120 (+30)
SpA: 070 → 075 (+05)
SpD: 080 → 100 (+20)
Spe: 042 → 055 (+13)
(BST: 480 → 580)

Added Moves: Drill Run, Earthquake, Flip Turn, Hidden Power, Scorching Sands, Toxic

Pokémon Sword: "It lies in wait in the sands or, if farther in-land, the very earth, before lashing out to attack either prey or a worthy opponent. To its mind, there isn't a difference."
Pokémon Shield: "Mega Energy has made it so boisterous now that it almost never returns to the sea even after it has won a fight, resulting in its skin drying out. It rests underneath sand to avoid the sun."

Description: I'm still quite wary of Octolock becoming obnoxious, especially with access to Toxic now, so when picking an additional type and STAB out for Grapploct-Mega, I picked one that when combined with Fighting by default still has a lot of resists, e.g. the majority of every Flying type. My wariness of Octolock is also why it has a middling if still useful and flavorful ability and has no additional recovery beyond the Drain Punch it already gets. To be honest, this is more here for completeness's sake, so there's not much even I can say about it except this might be like the fourth time in a row I've used some variant of Dry Skin. I clearly need to step away from that for a while even if it does fit here.

EDIT: Whoops. Forgot to this Flip Turn as intended since while I'm being cautious about Octolock, I'm not being that cautious and doubt Flip Turn (at least on this version) is what would push it over the edge. [/famous last words]
Please yell at me if I messed anything up or missed anything!
Edit: removed ViZar's sub by their own request!


Voting for slate 41 is planned to end in about 52 hours (two days and four hours), and we might take a short break of a few days after deciding the winners or might just jump right into slate 42!
Finally, the poll to decide slate 42 can be found here - we'll announce slate 42 at the same time as the winners! C:​
 
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Ahem, F u c k S t e e l T y p e s
:lickilicky: Mega Lickilicky
  1. Lord Pxperto (Ţ̸̡̯͉̹̹̻̝̟̲̠̭̾̄̑̀̀̓̃̐͋̔̚͘̕h̷̢̧̦̳͉̪̘͈̠̠̜̰̺̜̊̌̎͗̅̑͋͆͂̿̀̎͐̎͝e̵̢̨̹͇̠̓͑̐ͅ ̵̹͍̫͍̳̠̄̿̆͌͑̾̅̉̑͑̃c̶̲̣̳͓͎̙̯͆̍̿́͘͘h̶͈͙̟̹̼̞̟̜̀́̃̽͆́͋̅̽̈́̈́̕͜͝o̷̢̥͔̮̲̥̩̝̙̙̝̻͈̲͖̩̐͊̏͐͐̈͑͂͘͘͜s̷̨̢̢̛̼̠̯͖̱̩̩̽̈́̀̄̈͋̋͆̊̚͝ȩ̴̢̛̯͚͇̻̲̣͈̰̔̾́̿̉̉̊́̋͜͝n̶̢͕͇̭̼͓͉̤̭̭͈͗͋͆̈́̃͆̏̐̕͠ ̶̣͓͕̤͓̤̹̓ǫ̷̛̐̓̑̍ń̴̨̧͎͓̠͈͖͔͈̠̠̒͜ê̴̦̭̰̩̈́̂̅̐̈́͐͌̀̓̈́̀̿̿͘͝)
  2. Arandomperson
  3. Exploziff
  4. Okispokis
:tsareena: Mega Tsareena
  1. SimpyShrimp and Bolivia
  2. KeroseneZanchu
  3. Magmajudis
  4. Mossy Sandwich
  5. Jazzmat
  6. Regic Boat
  7. Moretto
:grapploct: Mega Grapploct
  1. Hema + Kero
  2. Simpyshrimp
  3. Ausma
  4. Exploziff
  5. Porygon + Darkfairy
  6. Theultrafinder
  7. Gravity monkey
  8. Jazzmat
 
:lickilicky: Pink Floyd

ARandomPerson not so randomly gets first here - Normal/Fairy with Thick Fat is such an interesting and incredibly unique defensive profile, and it really works to counteract so many popular threats. It's also a great wish passer, with high hp and its only reliable self-recovery, so it can apply a good amount of both utility and pressure. It may not get the love it deserves because it's not necessarily a very exciting submission, but it's definitely a solid one with great mechanics and flavor alike!

Second place is ausma - primarily, ausma's Lickilicky has much of the benefits of the popular Lord Pxperto's sub, but I believe in practice it will be a lot less frustrating and toxic to play against. It also makes good use of its longevity to minimize the impact of Poison Touch's RNG element, making the question of activating it less if, and more when, which Hematite conveniently just wrote a piece on in Bloopyghost's Lickilicky veto!

:tsareena: Queen

First is Sticky Fingaa - again, Intimidate may not be the flashiest idea here, but it's very useful for a Mega Evolution who wants to be a pivot. In addition, it synergizes well with Trop Kick in getting the attack drops on opponents when coming in and being outsped, which is when it wouldn't be able to activate Trop Kick's attack drop. It's great at forcing switches, and, in doing so, opens up the incoming Pokemon to a Trop Kick for a drop regardless of speed tier - as well as great opportunities to Rapid Spin and get the speed required to Trop Kick first or to simply U-Turn out for momentum.

Second is Bloopyghost. I would be a liar if I didn't say my vote was at least a little biased because of the stellar art and design, but I think this is a really cool sub and deserves a high spot regardless! Blocking priority only on switch-in is a lot more limited than Dazzling or Queenly Majesty, but it has a huge payoff for pulling it off and it's very fitting flavor for Tsareena specifically. It sounds fun to use, and I'd like to see it in action.

:grapploct: Five Finger Death Punch

Hematite and KeroseneZanchu stole the show here! Making something to counter specific concepts such as weather or terrain is extremely hard to do - you can't always guarantee that you'll see those things on the opponent's team, so bringing a mon just to counter it is rarely worth it when it's dead weight against everything else. This is especially true for Mega Evolutions, where competition on which to bring is tighter because there's only one spot. This is a great example of anti-terrain done perfectly! Between the typing, stats, and tools, Grapploct has more than enough going for it to stand on its own two feet (eight tentacles?) and be a formidable force. The role Mimicry serves here is not to make Grapploct a Terrain counter, but to specifically prevent Terrain users from countering Grapploct. I think its matchup against Rillaboom here is perfectly respectable in that context, and appreciate you two not going out of your way to try and make it win unilaterally, potentially at the expense of something else. Winning against Rillaboom when it comes in to try and kill it, but losing if it were to attempt to come in on Rillaboom and try to kill it, is a perfect interaction that really sells the design philosophy behind it.

Exploziff! Status-reliant abilities are always tricky to make work on megas who can't hold status orbs, but this is a great attempt. Grapploct wanting to trap bulky opponents with Octolock and wear them down means it will greatly appreciate not being susceptible to the Toxic many will likely be running. Plus, this adds one more Corrosion Lickilicky counter to our pool!
 
:tsareena:
Bloppyghost (really like the mindgame aspect of the ability)
Lavarina (I always felt merciless to be an underused ability and i like the take on it)
Shrimpy and Bolivia ( The interaction for double seem pretty neat especially when considering TR , in solo it can also lead to some pretty nice mindgame on the stat spread)

:grapploct:
Shrimpy (Prankster was the first ability that came to my mind but you beat me to it ^^ , i would have aprreciated if it didn't got recover as recovery move tho , but that just my personal preference)
Hema and Kero (Very neat use of mimicry , i like how it help the mon deal with usual rk , a well though sub all around)
Lavarina ( a pretty neat ash gren check , water absorb on a non water mon is something we are currently lacking and it allow grapptolock to check some very specific but yet key mon in the meta and i like that)
UltraFinder (I love how you made the ability synergize with octolock , very fitting of the mon , and increasing its wallbreaking power by giving up on the option of recovery seem to go against what other did and i like that)
Exploziff (Hey It's me !)

:Lickilicky:
Kero (Pretty fun take on an ability i don't think anyone used for any sub till now , i find that interesting that it can exploit both the good bulk of licky and the impressive offensive toolbox of the mon)
Exploziff (Its me again)
Ausma (A simple yet effective mega , i like the fact that you kept it pure Normal type as it give more variety to the poison touch user that way)
 
:grapploct:
Is the plural form of octopus "octopi" or "octopuses"? He doesn't know, and surely doesn't care. The sounds of fighting are music to him.
1. Bloopyghost
2. Hema + Kero
3. ausma
4. Gravity Monkey
5. SimpyShrimp
6. Ema Skye
7. okispokis
8. DarkFairy + Z-nogyroP
9. UltraFinder
10. jazzmat

:tsareena:
Carries the charm, delivers the harm.
1. Magmajudis
2. SimpyShrimp + Bolivia
3. Bloopyghost
4. Mossy Sandwich
5. Gravity Monkey
6. depressed lion
7. okispokis
8. The Damned
9. jazzmat

:lickilicky:
nothing quirky here
1. ausma
2. KeroseneZanchu
3. The Damned
4. Exploziff
5. Lord Pxperto
6. depressed lion
7. okispokis
8. jazzmat
 
:lickilicky:
1: jazzmat
2: ausma
3: Exploziff
4: Lord Pxperto
5: ARandomPerson
6: okispokis
7: depressed lion

:tsareena:
1: XzvzX
2: Magmajudis
3: KeroseneZanchu
4: SimpyShrimp & Bolivia
5: depressed lion
6: jazzmat
7: Bloopyghost
8: lavarina

:grapploct:
1: Hematite & KeroseneZanchu
2: TheUltraFinder
3: Exploziff
4: ausma
5: BloopyGhost
6: Ema Skye
7: Gravity Monkey
8: Regic Boat
 
Holy heck I've been unusually hype for this slate and you guys did not disappoint
There are some really cool ones here : D I'm so excited to see the winners already!!!
:lickilicky: Mega Lickilicky
1) Lord Pxperto
2) ausma
3) Exploziff
4) okispokis
5) KeroseneZanchu
6) ARandomPerson
7) depressed lion
8) jazzmat
9) BloopyGhost

:tsareena: Mega Tsareena
1) okispokis
2) jazzmat
3) SimpyShrimp and Bolivia
4) Magmajudis
5) Gravity Monkey
6) depressed lion
7) KeroseneZanchu
8) Mossy Sandwich
9) Bloopyghost
10) lavarina

:grapploct: Mega Grapploct
1) KeroseneZanchu and Hematite
2) ry4242
3) The Damned
4) okispokis
5) Regic Boat
6) ausma
7) Bloopyghost
8) Gravity Monkey
9) lavarina
10) jazzmat
11) Exploziff
12) DarkFairy and Z-nogyroP
13) SimpyShrimp
 
Alright!

Lickilicky:
1. ARandomPerson (Self)
2. Ausma
3. KeroseneZanchu
4. Lord Pxperto
5. Jazzmat

Tsareena:
1. Shrimp + Bolivia
2. Gravity Monkey
3. Okispokis
4. Magmajudis
5. Bloopyghost
6. Sticky Fingaaa
7. Mossy Sandwich
8. XzvzX
9. Moretto

Grapploct:
1. TheUltraFinder
2. Gravity Monkey
3. SimpyShrimp
4. Hema + Kero
5. Okispokis
6. Ausma
7. DarkFairy + Z-nogyroP
8. BloopyGhost
9. The Damned
 
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