Pet Mod Megas for All v8 - Start of Paldean Season! | Please read the first post!

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Megas for All v8 - Start of Paldean Season! | Please read the first post!
Manager of this thread: BlueRay



W E L C O M E
T O
M E G A S--F O R--A L L

banner_2-png.302358
banner by the incredible inkbug, the artistic soul of this project

Miscellaneous Information:
-
Megas for All v7, previously run by Hematite
-
Megas for All v6, previously run by ImperialGamer517
- concept by
acestriker19
- current thread, approved by Pet Mod staff
-
Discord / Spreadsheet
- more resources towards the end of this post!

Table of Contents (created by BlueRay)

1. Introduction
2. Submission Process
3. Voting Process
4. Resources
5. FAQ

1. Introduction (written by BlueRay)

"Make your wonderful dream a reality, it will become your truth. If anyone can, it's you". This quote comes from N, a character from the Black and White series, and perfectly summarizes how Megas for All v7 and v8 came to be and what it means to the creators and players of this community. Ever felt like being a witch and turn a Pokémon into Ariados, Butterfree or Seismitoad? What about blackmailing a Pokémon to keep you alive? Or are you rather someone who wants to make people despair with gifts from Santa Clause? If you had the chance to make a Pokémon viable, unique or just fun to use, what would you do?

Enter Megas for All, a project that aims to create unique Mega Evolutions for every fully evolved Pokémon. At the moment, this Pet Mod mainly focuses on a Paldean dex-based metagame but does feature other formats: [Gen 8] Megas for All: Kalos, [Gen 8] M4A Kalos VGC, [Gen 8] M4A OU NatDex, [Gen 8] M4A VGC, and [Gen 9] M4A NatDex. From time to time, there will be a special format with special rules and unique features, depending on the theme of a tournament. For more information on the aforementioned formats, consult our server Megas for All v8 on Discord.

As the title of this thread already implies, the Paldean season features Pokémon found in Pokémon Scarlet & Violet, the maingame so to say. It also includes Pokémon from the DLC and transfer.

2. Submission Process (written by Hematite, edited by BlueRay)

Usually, every second or third week, we’ll be running a new slate of anywhere from two to four Pokémon. You can submit Mega Evolutions for any of those Pokémon. When submitting a Mega Evolution, you can decide its type, Ability, stats and any movepool additions.

(You can also optionally suggest a name for its Mega Stone if you want! There is no official guarantee the name you suggest will be used even if your submission wins, but people have put forward some clever names in the past and it's always neat to see what ideas people have.)

Here are the basic rules and guidelines in these areas:
- Your submissions should have at least one type in common with their base forms! This one is admittedly more of a guideline? I can't really think of anything that would warrant an exception to this, but if for some reason you want to replace its type completely, you're welcome to explain why and ask if it's okay!

- Mega Evolutions can only have one Ability!
There are no hard limits or "Ability rankings" in this version of the mod - you can pick any Ability you want, or even make a custom one - but please try to have balance in mind with your submissions.
Our reviewers will try to help people judge them on a case-by-case basis and will respond with feedback if something seems overly strong!

- Custom Abilities are absolutely okay!
Our reviewers will let you know if our coders don’t think they can do something (you might need to change it unless you can provide code yourself), but never be afraid to ask, even if you can't provide code yourself!
That said, I recommend that you make your submissions requiring custom Abilities well in advance of the submission deadline! You might need to find potential alternatives if our coders can't fulfill what you want, so make sure to leave yourself time to do that before submissions close.
- That said, as a rule, we strongly prefer to avoid Abilities that straightforwardly combine two other Abilities in one, as well as Abilities that take an existing canon Ability and are strictly better than it (that is, there is no realistic situation in which you would rather have the canon equivalent than this).
- We also avoid making new Abilities that are just the same as an existing one with a new name. If you're not changing anything about the Ability's function and the existing one would work the same, please consider using the one that already exists unless you have a very convincing argument!
- Both of these can be enforced and exceptions to either of them are very rare.

- Your Mega Evolution’s base stat total must always be exactly 100 points higher than its base form. There are also some other specific requirements on stat spreads:
- HP cannot be changed.
- Attack and Special Attack cannot be lowered.
You may switch your Mega Evolution's Attack with its Special Attack if you are changing the Pokémon from a physical attacker to a special attacker, but you must still follow the other rules if you do (its new Special Attack cannot be lower than its original Attack, and its new Attack cannot be lower than its Special Attack).
- Defense, Special Defense and Speed may be lowered, but not to free up extra points to "spend" elsewhere. If you do lower one of these stats, please devote those points to the attacking stat that is lower on the base form (or the other attacking stat if you switched the two). Exceptions can be made for up to 10 points, but no more.
- Some slates may come with exceptions to these rules, primarily for Pokémon like Beedrill with abnormally low base stat totals. This will be clearly stated when the slate is announced.

- You should generally put serious consideration into what new moves are called for, although you're welcome to do more if you have changed your Mega Evolution's type and it needs basic STAB options for its new type. We've previously had a soft limit of two competitively viable moves, and though this has never been enforced, it's still a good rule of thumb - avoid adding excessive numbers of moves without good cause. You should always remember to consider the effect a move has on a Pokémon's base form, too, both in flavor and competitive use! If the base form shouldn't - or just realistically wouldn't - be able to use the move, it's not worth adding to the Mega.
That said, there are times when a Mega Evolution really seems like it should have a move for flavor reasons but wouldn’t run it viably. It’s totally okay if you want to include a small number of non-competitive moves for the fun of it! Just be sure to clarify why you don't think they're viable if it's not obvious. C:
- Since they were almost universally distributed prior to Generation VIII, the cut moves Hidden Power, Return and Frustration may be added to submissions for Generation VIII Pokémon for free, without counting towards the viable move limit. Please make sure to include them in your submission, however - they will still only be added when requested! (Edit: Note this only applies to our formats from gen 8! I'll leave this information for future reference.)

Note that unlike Abilities, there are no plans to allow custom moves - not even if they’re clones or if you can provide code yourself.
This is because custom moves can still be used without Mega Evolving; we would prefer to limit custom elements to the Mega Evolutions themselves, as it makes the mod more accessible if people only need to worry about one Pokémon per team having anything new and unfamiliar to learn.
- Moves that have no existing users in the format are also not allowed. That means :floette-eternal: Light of Ruin (as AZ's Floette was never released) and the moves exclusive to the Partner Pokémon in :pikachu-starter: Let's Go! Pikachu and :eevee-starter: Let's Go! Eevee (as partner Pikachu and partner Eevee can't be traded out of LGPE and don't exist in National Dex) cannot be added to submissions.
- On account of their unique characteristics, certain moves may no longer be added to Pokémon that don't have them in canon.
These moves are as follows:

:darkrai: Dark Void, :hoopa-unbound: Hyperspace Fury and :morpeko-hangry: Aura Wheel, which cannot be used by any Pokémon but their rightful owners even if they are learned by other means;
:chatot: Chatter, which is impossible to copy even by way of Smeargle's Sketch;
:zacian-crowned: Behemoth Blade and :zamazenta-crowned: Behemoth Bash, which replace Iron Head at the beginning of battle for their rightful users and cannot be known outside of battle by any Pokémon;
:zygarde: Thousand Arrows, Thousand Waves and Core Enforcer, which are learned only through the Zygarde Cube, an item that can only be used on Zygarde;
and :pikachu: Volt Tackle, :keldeo-resolute: Secret Sword, :meloetta-pirouette: Relic Song and :rayquaza-mega: Dragon Ascent, which are learned exclusively through special means, such as tutors dedicated to specific Pokémon, and cannot reasonably be distributed to other Pokémon in the same manner.
As a general point of advice:
Personally, I always find it useful to run damage calcs to compare them with similar Pokémon, especially with Abilities that boost damage.

For example, Huge Power is a much stronger Ability than Sheer Force in a vacuum, but Mega Mawile and Mega Camerupt actually hit for almost exactly the same amount of damage with their strongest moves, Play Rough and Fire Blast - Mega Camerupt actually hits very slightly harder!
Meanwhile, Mega Mewtwo Y has an incredibly high base 194 Special Attack, the highest of all Pokémon, but it relies on the move Psystrike, which has 100 base power. Would you believe that Mega Lopunny - with its base 136 Attack - hits about 99% as hard with its High Jump Kick, just because of the move's higher power alone?

The combination of stats, moves and Abilities means much more than any one of them alone. Very few stat spreads or Abilities are broken on their own, and you can almost certainly make a balanced submission out of anything you want if you’re careful - just remember to take this into account, and when in doubt, damage calcs are your friends!

That said, we can always nerf or buff submissions later if they turn out to be unhealthy or not strong enough, so don't be too afraid to take risks with Abilities!
The reviewers are still likely to veto a submission if it seems to have too much going for it in terms of raw stats (especially in terms of attack power), but if you have a new custom Ability or an unexplored combination of effects and aren’t sure how strong it will be in practice, don’t beat yourself up over not getting the balance right on the first try!
It’s not like it’s going to ruin the mod if your sub turns out to be stronger than we thought at first - we can fix it easily after testing. You should still exercise caution, of course, but we are okay with people taking risks in the name of creativity!
There's also a pretty thorough guide discussing how some of us approach coming up with ideas and the standards and popular preferences many of us uphold, written in part by the great DrPumpkinz and continued at length by me.
Apologies that it's smack in the middle of an announcement post and all - it's too long to fit in a single post because of the character limit, but we'll look into neater ways to host it in the future!

- One request: when you edit your submission, if someone on the council had already responded to it before the edit or if submissions are closing within 24 hours, please post in the Discord if possible (or the thread otherwise) to notify us of the change! We may, intentionally or not, use the outdated version of the submission if you don’t make this clear - sorry for the inconvenience, but please do make sure to keep us posted if you make changes like that!

The submission phase will generally last a week (168 hours) from the end of the previous voting phase, although this may vary occasionally depending on personal circumstances.

In case it helps, here's a form that you can copy and paste when making a submission:
Code:
 :pokemon: [b]Mega <Pokémon>
 New Ability[/b]:
 [b]Type[/b]:
 
 [b]New stats[/b]:
 HP:
 Attack:
 Defense:
 Special Attack:
 Special Defense:
 Speed:
 (BST)
 
 [b]New moves[/b]:
 [b]Description[/b]:
 Anything else you want to say can go here! Many people like to explain their submissions to show 
 how much thought they've put into them and make them more appealing to voters. You can also put 
 design ideas if you have any, but no pressure if not!

For reference, here is an example of how you might fill it out, based on a previous submission from this mod:

:jolteon: Mega Jolteon
New Ability
: Volt Absorb/Quick Feet -> Tempestuous
(When Mega Jolteon enters battle to replace a defeated ally, it immediately uses Charge. This has no effect when it
enters battle any other way.)

Type: Electric

New Stats:
HP: 65
Attack: 65 -> 95 (+30)
Defense: 60
Special Attack: 110 -> 139 (+29)
Special Defense: 95 -> 125 (+30)
Speed: 130 -> 141 (+11)
(625 BST)

New moves: Calm Mind
Description:
This was mainly inspired by Jolteon's Pokédex entries, which all talk about how prone it is to mood swings and the
interesting detail that changes in its mood also cause it to build up more electricity. I thought about what in-battle
conditions might make it sad or angry the way its entries describe but also be good times to charge its power, and I
settled for boosting its power for a single turn when it's aiming to revenge a Pokémon that defeated its ally.

Calm Mind was added as a way to capitalize on the free turns that an Ability like this is bound to generate - if it only
has five chances to hit at full power, and it telegraphs an Electric-type move every single time, it would be way too
easy to play around it just by switching out on those turns! I didn't want to go as far as Nasty Plot on something this
fast, but Calm Mind seemed like a good middle ground - making it thrive in the long term but giving it somewhat less
immediate damage than the Charge boost itself - while also pairing neatly with the +1 Special Defense that Charge
already grants it. It's also some very fun flavor - on that first turn in battle, Jolteon has the choice between attacking
out of anger for some instant-gratification breaking power or calming itself and becoming stronger in the long term.

Tempestuous makes Jolteon into a fantastic revenger and turns every knocked-out member of its team into a chance to
grab back momentum, swing the battle in its favor and potentially sweep.

3. Voting Process (written by Hematite, edited by BlueRay)

Once submissions close, we’ll have a voting period to choose the winners that will make it into the mod!

Currently, 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 the other submissions.

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.

Everyone is welcome to vote! You don't need to make a submission yourself to participate in choosing the winner.

The voting phase will generally last four to five days from the end of the submission phase, although this may vary occasionally depending on personal circumstances.

3.1 Voting Rule Reminders (written by inkbug, edited by BlueRay)

  • Each vote contributes one point to its first-place choice
  • The candidates are ordered based on both the number of first-place votes and the number of total votes, and eliminated from the bottom
  • Any vote whose first choice has been eliminated instead gives its point to its second choice, or whatever its next ranking is. (On the sheet, points that have moved in this manner are highlighted in yellow.)
  • The elimination and re-ranking process continues until there are two remaining, upon which the one with more points is the winner.
  • You can view the whole thing on this spreadsheet.

4. Resources (written by Hematite, edited by BlueRay)

-
full list of Mega Evolutions

- Megas for All wiki, created and maintained by inkbug, which features more detailed information including sample sets and some replays! (Edit: The wiki is very outdated and unlikely to be updated but does come with the advantage of showcasing old replays, among others. More replays and better competitive representation can be found on discord.)

- Megas for All Sprite & Concept Art Gallery, which also comes with a reference sheet of general design process.

-
play on petmodsdh.com; it features this mod ([Gen 9] Megas for All: Paldea) and all of its formats ([Gen 9] Megas for All: Paldea VGC, [Gen 8] Megas for All: Kalos, [Gen 8] M4A Kalos VGC, [Gen 8] M4A OU NatDex, and [Gen 8] M4A VGC), includes all of our graphics and (sometimes) comes with client and teambuilder support!

- Edit: teambuilding, viability ranking, ban list, and metagame discussions, among other related aspects of competitive, can be found on discord. We'll update them here, in this thread, in the near future. Keep an eye on it!

- Edit: Here's a link to the previous thread,
Megas for All v7, in case you want to look up any information, such as submissions. If you are even more curious, here's a link to Megas for All v6. Though, do bear in mind that this mod's main community and design philosophy originate from v7!

-
Discord server link for Megas for All version 8! This link isn't supposed to expire, but it has a few times before, so just inform one of the council members (BlueRay, inkbug, or Paulluxx), and they'll fix it!
This is a convenient and instantaneous way to discuss the current slate and get feedback, so it’s definitely worth joining!
Whenever possible, please use that for short posts other than submissions and voting, or if you expect to have a back-and-forth exchange with one person that doesn’t concern everyone in the thread - it helps to keep the thread tidier.

Above all, be creative and have fun!!

5. FAQ (update: 19.02.2025)

1. Is Terastallization allowed in M4A OU Paldea?
- It is excluded.

Reason:
To my knowledge, Terastallization is allowed in every format on Smogon. But that doesn't mean we need to follow this gimmick; after all, we are our own community, with its own interests and philosophy. Besides, this PetMod is centred around Mega Pokémon, not around any other features, such as generational gimmicks. Adding Terastallization might "massively frustrate the creation process because when designing the Mega, you have to take into consideration how it fares against all of its matchups with the potential of tera without having its own and also being more useful than the base form of the mon which is able to tera in the game which can completely change matchups in a way the mega may be unable to", as competitive council member IsoCon explains.

So, in short, Terastallization could heavily interfere with the design process of Mega Pokémon, putting a lot of pressure on creators to ensure its competitive viability. Moreover, these Mega Pokémon also need to be able to compete with other (Mega) Pokémon, further putting strain on them. In the worst case scenario, there might not even be enough incentive to run a Mega Pokémon on a team if Terastallization were to remain as it dictates teambuilding and strongly turns a favorable situation into a disadvantageous one, and vice versa.

Since Terastallization is excluded from M4A Paldea Singles, this decision also affects M4A Paldea VGC. Meaning, there is no Terastallization in the Doubles format for the purpose of consistency and to avoid setting an unusual precedent. For instance, both M4A NatDex and M4A VGC have no Dynamax even though, technically, it is only balanced in the 4 vs 4 format.
2. Is there a ban list for the Paldean metagame?
- :Koraidon: :Miraidon: :Flutter Mane::Iron Bundle: :Palafin: :Annihilape: :Espathra: :Chi-Yu: :Chien-Pao: :gouging-fire: :ogerpon-hearthflame:
- in written form: Koraidon, Miraidon, Flutter Mane, Iron Bundle, Palafin, Annihilape, Espathra, Chi-Yu, Chien-Pao, Gouging Fire, and Ogerpon-Hearthflame
3. What about the Pokémon movepool additions from transfer? Will they be included for the Paldean season?
- They won't be allowed.
4. What are you going to do about sleep clause in M4A OU Paldea?
- Sleep moves won't be removed; since we're a PetMod, we do not necessarily have to follow what other "official" communities do.
5. Where can I ask questions?
- You have two options:
a) join our server Megas for All v8 on Discord and ask your questions there
b) send a message to BlueRay or Paulluxx by clicking our names
6. Can I suggest a Pokémon for a slate? If so, where?
- Yes, you can! The council will take your suggestion into consideration as long as it fits our current season: M4A OU Paldea.
- Just share your ideas with the community on the server Megas for All v8 on Discord.
7. Can I use more than one Mega Evolution in a battle?
- You can run multiple Pokémon with a Mega Stone on a team if you so desire; in fact, this is a valid strategy in VGC to adapt to your opponent. However, as in the official games, you can only use one Mega Evolution on one of your Pokémon on the team.

Members of the Community

Council:
- inkbug (mod leader)
- BlueRay
- Paulluxx

Competitive Council:
- BlueRay
- Exploziff
- IsoCon
- Mossy Sandwich
- Paulluxx

Coders:
- Lysion

Reviewers:
- BlueRay
- Paulluxx
 
Last edited:
Dear community,

it's voting time. Below, you can find all the subs from the current slate. You have until Sunday, 16.06.2024, GMT+1, 23:59, to vote! If I forgot to include any sub or made some error, please, let me know as soon as possible.

:sv/cetitan:
:sv/cetitan:
Mega Cetitan
Type
: Ice / Fighting
Ability: Scrappy
New Moves: Bulk Up, Rapid Spin, Swords Dance

Stats
HP: 170
Atk: 113 -> 163 (+50)
Def: 65 -> 85 (+20)
SpA: 45
SpD: 55 -> 90 (+35)
Spe: 73 -> 68 (-5)
BST: 521 -> 621 (+100)
-
Mega Cetitan sets itself apart from other Mega evolutions thanks to its notable natural bulk, near-unmatched Attack stat, unblockable Rapid Spin, and ability to naturally check and sometimes even counter a wide variety of relevant meta threats like Chien-Pao, Meowscarada, Great Tusk, Gholdengo, and Ting-Lu without being overbearing. Its natural affinity as a partner to Water-types like Alomomola, Toxapex, Rotom-W, and Slowking means it will not stack weaknesses unintentionally unlike Mega Quaquaval, nor will struggle to remove hazards effectively versus Gholdengo unlike Corviknight, certain Great Tusk variants, and the aforementioned Mega Quaquaval. It also manages to stay offensively potent, checking many of the tier's staples while removing hazards consistently, unlike Mega Arboliva who struggles to switch into Pokemon like Great Tusk and Clodsire safely. Its high HP stat means that it does not need to invest much defensively in order to survive a great deal of attacks, such as Choice Scarf Gholdengo's Make It Rain and offensive Great Tusk's Close Combat. It also has a wide movepool, making use of Icicle Crash, Superpower, Ice Shard, Knock Off, Earthquake, Rapid Spin, and Bulk Up effectively, hitting a majority of the tier for at least neutral damage.

Although its incredible Attack stat persuades otherwise, Mega Cetitan can fall short at times. Superpower gives Mega Cetitan a major drawback in the Attack drop every time the move is used, making Mega Cetitan struggle to clean games reliably if it does not use Bulk Up prior. On the wallbreaking side, Corviknight is able to avoid the 2HKO from Icicle Crash into Superpower after Stealth Rock if holding leftovers, Alomomola and Rotom-W stonewall it, and Toxapex only fears Earthquake which is hard to fit. Bulk Up can help reduce this issue, however, as Alomomola, Corviknight, and Rotom-W still dislike repeatedly taking attacks from Cetitan and these can exemplify this weakness to Cetitan. Mega Quaquavel can be a major threat to Mega Cetitan even without Intimidate dropping its Attack stat, since Mega Quaquaval really dissuades Superpower usage unless Bulk Up was used prior with high HP on the switch and even then it's a hefty trade. Its lack of reliable recovery also means that it enjoys Wish support from Alomomola to keep itself healthy, something that other hazard removers can solve with healing moves or Leftovers. It's also naturally slower than a large portion of the tier, relying on Ice Shard to revenge KO opposing targets. Nevertheless, I believe this Mega Cetitan fits well into the current M4A Paldea metagame, finding a balance between a strong Rapid Spin user, setup wallbreaker, and
View attachment 640100
:alomomola:
236+ Atk Cetitan Superpower vs. 252 HP / 252+ Def Alomomola: 211-249 (39.5 - 46.6%) -- guaranteed 3HKO
+1 236+ Atk Cetitan Superpower over 2 turns vs. 252 HP / 252+ Def Alomomola: 526-621 (98.5 - 116.2%) -- 87.5% chance to 2HKO
:amoonguss:
236+ Atk Cetitan Icicle Crash vs. 248 HP / 252+ Def Amoonguss: 324-384 (75.1 - 89%) -- guaranteed 2HKO
0 SpA Amoonguss Sludge Bomb vs. 0 HP / 64 SpD Cetitan: 87-103 (18 - 21.4%) -- possible 5HKO
:Arboliva:
236+ Atk Cetitan Superpower vs. 252 HP / 4 Def Arboliva: 416-492 (115.5 - 136.6%) -- guaranteed OHKO
236+ Atk Cetitan Superpower vs. 252 HP / 252+ Def Arboliva: 312-368 (86.6 - 102.2%) -- 18.8% chance to OHKO
252+ Atk Cetitan Superpower vs. 252 HP / 252+ Def Arboliva: 314-372 (87.2 - 103.3%) -- 25% chance to OHKO

252+ SpA Arboliva Energy Ball vs. 0 HP / 64 SpD Cetitan in Grassy Terrain: 228-268 (47.4 - 55.7%) -- 21.5% chance to 2HKO after Grassy Terrain recovery
8+ SpA Arboliva Giga Drain vs. 0 HP / 64 SpD Cetitan: 123-145 (25.5 - 30.1%) -- guaranteed 4HKO
:baxcalibur:
236+ Atk Cetitan Superpower vs. 0 HP / 0 Def Baxcalibur in Snow: 362-428 (97.5 - 115.3%) -- 87.5% chance to OHKO
236+ Atk Cetitan Superpower vs. 0 HP / 0 Def Baxcalibur: 542-642 (146 - 173%) -- guaranteed OHKO

252+ Atk Choice Band Baxcalibur Glaive Rush vs. 0 HP / 0 Def Cetitan: 400-472 (83.1 - 98.1%) -- guaranteed 2HKO
+2 252+ Atk Baxcalibur Scale Shot (4 hits) vs. 0 HP / 0 Def Cetitan: 448-532 (93.1 - 110.6%) -- approx. 56.3% chance to OHKO
+2 252+ Atk Baxcalibur Scale Shot (4 hits) vs. 0 HP / 92 Def Cetitan: 408-480 (84.8 - 99.7%) -- approx. 2HKO
:chien-pao:
236+ Atk Cetitan Superpower vs. 0 HP / 4 Def Chien-Pao: 1212-1428 (402.6 - 474.4%) -- guaranteed OHKO

252 Atk Choice Band Sword of Ruin Chien-Pao Sacred Sword vs. 0 HP / 0 Def Cetitan: 426-502 (88.5 - 104.3%) -- 25% chance to OHKO
252 Atk Choice Band Sword of Ruin Chien-Pao Sacred Sword vs. 0 HP / 92 Def Cetitan: 382-450 (79.4 - 93.5%) -- guaranteed 2HKO
:corviknight:
236+ Atk Cetitan Icicle Crash vs. 252 HP / 252+ Def Corviknight: 126-148 (31.5 - 37%) -- guaranteed 4HKO after Leftovers recovery //
252+ Atk Cetitan Superpower vs. 252 HP / 252+ Def Corviknight: 178-210 (44.5 - 52.5%) -- guaranteed 3HKO after Leftovers recovery // 19.9% chance to 2HKO
+1 236+ Atk Cetitan Icicle Crash vs. 252 HP / 252+ Def Corviknight: 187-222 (46.7 - 55.5%) -- 16% chance to 2HKO after Leftovers recovery
+1 236+ Atk Cetitan Superpower vs. 252 HP / 252+ Def Corviknight: 264-312 (66 - 78%) -- guaranteed 2HKO after Leftovers recovery
+1 236+ Atk Cetitan Superpower over 2 turns vs. 252 HP / 252+ Def Corviknight: 441-520 (110.2 - 130%) -- guaranteed KO in 2 turns after Leftovers recovery
+2 236+ Atk Cetitan Superpower vs. 252 HP / 252+ Def Corviknight: 352-415 (88 - 103.7%) -- 25% chance to OHKO

0 Atk Corviknight Brave Bird vs. 0 HP / 0 Def Cetitan: 264-312 (54.8 - 64.8%) -- guaranteed 2HKO
0 Atk Corviknight Brave Bird vs. 0 HP / 92 Def Cetitan: 236-282 (49 - 58.6%) -- 97.7% chance to 2HKO
0 Atk Corviknight Brave Bird vs. +1 0 HP / 0 Def Cetitan: 176-210 (36.5 - 43.6%) -- guaranteed 3HKO
252+ Def Corviknight Body Press vs. 0 HP / 0 Def Cetitan: 190-224 (39.5 - 46.5%) -- guaranteed 3HKO
252+ Def Corviknight Body Press vs. 0 HP / 92 Def Cetitan: 170-202 (35.3 - 41.9%) -- guaranteed 3HKO
:Dragapult:
236+ Atk burned Cetitan Icicle Crash vs. 0 HP / 0 Def Dragapult: 228-268 (71.9 - 84.5%) -- guaranteed 2HKO
236+ Atk burned Cetitan Ice Shard vs. 0 HP / 0 Def Dragapult: 108-127 (34 - 40%) -- guaranteed 3HKO
236+ Atk Cetitan Icicle Crash vs. 0 HP / 0 Def Dragapult: 456-536 (143.8 - 169%) -- guaranteed OHKO
236+ Atk Cetitan Superpower vs. 0 HP / 0 Def Dragapult: 321-378 (101.2 - 119.2%) -- guaranteed OHKO
236+ Atk Cetitan Ice Shard vs. 0 HP / 0 Def Dragapult: 216-254 (68.1 - 80.1%) -- guaranteed 2HKO

252 SpA Choice Specs Dragapult Draco Meteor over 2 turns vs. 0 HP / 64 SpD Cetitan: 405-477 (84.1 - 99.1%) -- not a KO
252 SpA Choice Specs Dragapult Flamethrower vs. 0 HP / 64 SpD Cetitan: 248-294 (51.5 - 61.1%) -- guaranteed 2HKO
252 SpA Dragapult Hex (130 BP) vs. 0 HP / 64 SpD Cetitan: 180-213 (37.4 - 44.2%) -- guaranteed 3HKO after burn damage
:garchomp:
236+ Atk Cetitan Ice Shard vs. 0 HP / 0 Def Garchomp: 352-420 (98.5 - 117.6%) -- 93.8% chance to OHKO
236+ Atk Cetitan Ice Shard vs. 252 HP / 216+ Def Garchomp: 264-312 (62.8 - 74.2%) -- guaranteed 2HKO

0 Atk Garchomp Earthquake vs. 0 HP / 0 Def Cetitan: 154-183 (32 - 38%) -- 95% chance to 3HKO
252 Atk Garchomp Earthquake vs. 0 HP / 0 Def Cetitan: 187-222 (38.8 - 46.1%) -- guaranteed 3HKO
252+ SpA Life Orb Garchomp Fire Blast vs. 0 HP / 64 SpD Cetitan: 252-299 (52.3 - 62.1%) -- guaranteed 2HKO
:garganacl:
:great tusk:
:gholdengo:
:kingambit:
:lokix:
:meowscarada:
:quaquaval:
:roaring moon:
:skeledirge:
:ting-lu:
:sv/cetitan:
Mega Cetitan
Type:
Ice
Ability: Mold Breaker
Stats:
HP: 170
Att: 163 (+50)
Def: 100 (+35)
SpA: 45
SpD: 55
Spe: 88 (+15)

BEEP BEEP BIG WHALE COMING THROUGH

Levitate? AIN'T DOING GREAT
+6 252 Atk Mold Breaker Cetitan Earthquake vs. 252 HP / 252+ Def Rotom-Wash: 708-834 (232.8 - 274.3%) -- guaranteed OHKO

Unaware? DOESN'T COMPARE
+6 252 Atk Mold Breaker Cetitan-Mega Earthquake vs. 252 HP / 252+ Def Dondozo: 337-397 (66.8 - 78.7%) -- guaranteed 2HKO

Multiscale? NOT FOR THIS WHALE
252 Atk Mold Breaker Cetitan Ice Shard vs. 0 HP / 0 Def Dragonite: 328-388 (101.5 - 120.1%) -- guaranteed OHKO

Earth Eater? THROWN IN THE BEATER
+6 252 Atk Mold Breaker Cetitan Earthquake vs. 252 HP / 252+ Def Orthworm: 570-672 (165.6 - 195.3%) -- guaranteed OHKO
Mega Cetitan
:sv/cetitan:
Ice/Dark
stats
HP- 170
ATK- 130(+17)
DEF- 100(+35)
SPA- 45
SPD- 85(+30)
SPE- 91(+18)
BST- 621
Weak Armor

New Moves: Flip Turn, Spiky Shield, Wish

As a bulky ice type, Cetitan can be a bit difficult to make work, but with its new mega it is now the ice type with the third best physical and special bulk, beaten by both Avaluggs and Regice and Ice Calyrex on either side respectively. But this mega has much more going on than that, with its ability its able to switch into a physical attack and start sweeping with your +2 speed and great attack stat or you can take a risk and set up a belly drum making this nigh impossible to endure unless you're a bulky steel type
Mega Cetitan.png


New Ability: Thick Fat / Slush Rush / Sheer Force => Swift Swim
Type: Ice/ Water
Mega Stone: Cetitanite
New stats:
  • HP: 170 (+0)
  • Attack: 143 (+30)
  • Defense: 75 (+10)
  • Special Attack: 75 (+40)
  • Special Defense: 65 (+10)
  • Speed: 83 (+10)
  • (BST) 621
New moves: Aqua Jet, Flip Turn
Description: Once again another submission involving mega evolution awakening ancient dormant genes. Cetitan's whole thing is that it went through the reversed evolution processes of real life cetaceans (whales), being one that now walks on land, instead of a land animal that came back to the seas. With this flavor in mind, Mega Cetitan turns into a Mega Swampert-esk type of mon, with an added Water type and the Swift Swim ability. Distributing the stats was tricky, thanks to Cetitan's massive hp stat, but eventually I stettled on wasting a lot of stat points in its SpA to avoid this risk. That being said tho, this thing will be a TERROR under rain, with Stab Ice Spinner and rain boosted Liqidation, two powerful priorty moves, good coverage moves, and even a strong pivoting option. The real kicker here, however, is BELLY DRUM, a move absolutely terrifying for any Swift Swim Pokémon, especially one as bulky as Cetitan, who also has Stab priorty moves might I remind you. It wouldn't be tottaly free to setup, as its is highly vunerable to entry hazards and has a poor defensive typing, but it still has a lot of potential.
Dex Entry: Mega Evolution awakened dormant genes within Cetitan, giving it the abiltity to swim as fast as 75 knots ( or roughly 140 km/h). Even on land, Mega Cetitan is able to swim by melting the ice energy stored in its stomach, creating a small whirlpool surrounding its body.
Mega Cetitan
cetitan.png


IceIC_PE.png


Ability - Thick Fat, Slush Rush; Sheer Force ➝ Slush Rush

HP
- 170 ➝ 170
Atk
- 113 ➝ 153 (+40)
Def - 65 ➝ 73 (+8)
SpA - 45 ➝ 59 (+14)
SpD - 55 ➝ 83 (+28)
Spe - 73 ➝ 83 (+10)
BST - 521 ➝ 621 (+100)

Movepool Changes - n/a
Competitive Corner - I planned for this to be Snow's Mega Swampert. The idea here is pretty simple: give snow a very powerful attacker that would incentivize it to run double Ice-type for the Snow Warning + Slush Rush combo. It's a lot harder to pull off than rain, but due to Cetitan's humongous bulk - especially when considering the defense boost of snow, very high attack stat and great coverage with Earthquake, and high-speed under snow, it might just be the Slush Rusher needed to make snow worth using. We did have Arctozolt pushing that playstyle forward in SS, but it always felt a bit disconnected with Hail in my eyes, it didn't really play off its Ice-type and its relation to hail very much, it just used its ability as an enabler for Bolt Beak and that was all. Meanwhile Cetitan does make use of the snow in more interesting ways, getting a defense boost, and without having an OHKO and playing around with Belly Drum! I think it could be an interesting addition to the playstyle, especially with the Galarian fossils not present - and, as much as it pains me to say it, Alolan Sandslash sucks, let's be honest :(
Flavor Corner - Didn't change much flavorwise here, no new moves or ability, just Cetitan but MOAR!
:sv/Cetitan:
Cetitan-Mega
Ice
Ability: Thick Fat/Slush Rush/Sheer Force-> Gravitational Pull (This Pokemon is immune to all entry hazards and incorporates them into its body. Pokemon making contact with this Pokemon are affected by all hazards on both sides of the field, in the same way as if they had switched in).
170
153 (+40)
100 (+35)
45
75 (+20)
78 (+5)
+Recover


In honor of its roots, I designed Mega Cetitan to be the anti-Mega Wailord, so I wanted to play with the concept of weight and gravity. Gravitational Pull fit that idea and its natural girth, while having interesting implications with Cetitan's Ice typing between its natural hazard weakness and STAB that hits most non-grounded Pokemon super-effectively (since they would normally only take Rocks); GP provides extra chip to either ensure Cetitan's Belly Drum sweep or guarantee damage against contact abusing revenge killers. Cetitan can leverage its buffed Defense and new Recover to repeatedly abuse this ability, allowing Cetitan to occasionally swap to Curse as its boosting option if you want your sweeper to stick around longer. Ice Shard priority is useful for either option, alongside its great coverage with Earthquake, Superpower and Liquidation, plus stronger STAB in Ice Spinner for faster paced teams.
Mega Cetitan

Ability: Ice Body

Type: Ice | Fairy

New Stats:

HP: 170
Attack: 113 → 143 (+31)
Defense: 65 → 85 (+21)
Special Attack: 45
Special Defense: 55 → 75 (+21)
Speed: 73 → 100 (+27)
BST: 521 → 621 (+100)

New moves:
- Rapid Spin, Spirit Break

Description:
1) Concept

- Cetitan use their thick fat to protect themselves from the cold. Ice Body further underlines this aspect by making them less susceptible to it; in fact, they benefit from it since their bodies will regenerate.
- If you want to, you could view the fairy type as a reference to cryptids (notably ningen in Japanese culture) and their filter feeding.

2) Competitive

- Ice Body allows M Cetitan to switch in more often throughout a game and set-up with Belly Drum or Curse more easily and reliably. M Cetitan's excellent bulk can be greatly improved with a Snow setter, such as Slowking, Abomasnow, and, should they return, Galarian Slowking or Alolan Ninetales. After all, as long as Snow is active, Ice Pokémon have their Def increased by 1.5!
- What's more, Ice/Fairy allows M Cetitan to comfortably switch into the many Dark Pokémon that Slowking and Galarian Slowking naturally invite; in fact, it has no problem dealing with Chien-Pao, Weavile, Roaring Moon, M Lokix, Meowscarada, and many others. While not a Dark type, Baxcalibur--a notoriously difficult Pokémon to check--also struggles against Cetitan.
- As some of the Dark Pokémon tend to set hazards, such as Meowscarada, H Samurott or Ting-Lu, Rapid Spin ensures M Cetitan can always try to make some progress against the opponent even if they call back their (Dark) Pokémon. Moreover, Rapid Spin increases M Cetitan's Spe, making sure it doesn't have to rely too much on a Snow setter if it wants to exert offensive pressure immediately.
- Spirit Break synergizes with Cetitan's bulk; Snow already covers Def, Spirit Break covers SpD. I thank abismal and LordThemberchaud for suggesting this move!
:sv/grafaiai:
:sv/grafaiai:
Mega Grafaiai
Type:
Poison / Normal
Ability: Gorilla Tactics
Stats:
HP: 63
Att: 125 (+30)
Def: 75 (+10)
SpA: 100 (+20)
SpD: 102 (+30)
Spe: 120 (+10)

The energy from mega evolution has made Grafaiai much more aggressive. It hollows out the berries it eats and fills them with its toxic spit. This causes the berry's insides to quickly ferment and build up gas, which in turn transforms them into makeshift poison grenades.

Basically, Grafaiai has gone from a punk grafiti artist to a full-on rioter.

Mega Grafaiai plays somewhat similar to Banded Sneasler, just without the ability to blow past Steel-types with Fighting STAB, the ability to surprise checks with setup sets, or the ability to bullshit things with Dire Claw. In return, Mega Grafaiai has the option to drop the damage of U-turn with the more support-oriented Parting Shot.
Mega Grafaiai
:sv/grafaiai:
Normal/Poison
stats
HP- 63
ATK- 125(+30)
DEF- 75(+10)
SPA- 90(+10)
SPD- 102(+30)
SPE- 130(+20)
BST- 585
Color Spray: The first damaging move used against a target since it has switched in turns the target into that type

New Moves: Quick Attack, Shadow Sneak, Play Rough

Mega Grafaiai's new ability allows it to give other pokemon a type belonging to one of its offensive moves listed below, giving it great new defensive and offensive utility, with new priority moves in quick attack and shadow sneak as well as outspeeding almost every mon in the meta allowing it to change an opponent's type removing its STAB bonus, allowing it to live hits it otherwise wouldn't. This also allows Mega Grafaiai the ability to turn a mon into a type it has super effective coverage for, or even just being able to poison steel and poison types

Normal, Poison, Dark, Ground, Fighting, Ghost, Fairy, Bug, Grass, Flying
:grafaiai:
Mega Grafaiai
New Ability
: Toxic Attitude (This pokemon's Poison-type attacks apply Taunt to the opponent until the end of the next turn.)
Type: Poison/Normal

New stats:
HP: 63
Attack: 120 (+35)
Defense: 95 (+30)
Special Attack: 80
Special Defense: 82 (+10)
Speed: 135 (+25)
(585 BST)

New moves: Fake Out, Poison Gas
Description:
Grafaiai: it's a pokemon not well known for its good attitude, that's for sure. Surely, something that is literally based around graffiti, a very much "punk"-like activity, would have quite the mischievous and scheming attitude, right? Hell to the yes! After all, the word "toxic" has two definitions: "poisonous", and then "unpleasant (or outright harmful) in a pervasive or insidious way" - Grafaiai embodies both of those. It's got poison which it uses (both to paint symbols and trap Bug-type pokemon), and it's very much a scheming trickster, both in battle (Prankster? Parting Shot? Knock Off? Encore? mischief bound to ensue, no?) and outside of it.

With Mega Evolution, Grafaiai's mischievous and scheming nature gets played up to 11, and so do the capabilities of its poison. It now uses it as a tool for all sorts of... shenaniganery, some of which may or may not be deadly. It still retains its mischievous personality from before, but now you must watch your back when around it, for you never know when its shenanigans will catch up to you.

Anyways, Grafaiai is back to its usual offensive support shenanigans, with its existing tools like Encore, Knock Off, Fake Out, and Parting Shot (or U-turn) lending it well to serving its team. However, now it has a new way of supporting the team: its Poison-type moves (no, not Toxic, sadly). Toxic Attitude gives its Poison STABs some new oomph, because now instead of fearing just a 30% change to get Poisoned you now also have to contend with being struck with Taunt for a turn, delaying a potential setup opportunity (or some other annoying status move). Combined with its blisteringly fast speed tier and decent enough attack stat, this mega can prove to be an annoyance for the opponent if not handled correctly.

This mega also has plenty of applications in VGC, where in addition to tools like Fake Out and Parting Shot coming into play, it also has its ability too. It notably punishes the use of Follow Me/Rage Powder. Your redirector can bait the attack, sure, but now what? In addition to not being able to redirect attacks again, Amoonguss can't use Spore, Indeedee can't use Helping Hand, and even hitting a pokemon that isn't using Rage Powder disables their ability to use Protect, a move that can (quite legitimately) flip games on its head.
Mega Grafaiai
grafaiai.png


PoisonIC_PE.png


NormalIC_PE.png


Ability - Unburden, Poison Touch; Prankster ➝ Rascal Touch (upon succesfully landing a contact move on its target, the user attempts to use the move in its first moveslot against them if it is a status move that can target a single adjacent Pokémon)

HP - 63 ➝ 63
Atk
- 95 ➝ 105 (+10)
Def - 65 ➝ 72 (+7)
SpA - 80 ➝ 105 (+25)
SpD - 72 ➝ 105 (+33)
Spe - 110 ➝ 135 (+25)
BST - 485 ➝ 585 (+100)

Movepool Changes - Disable, Gastro Acid, Mean Look, Torment
Competitive Corner - I wanted an ability that would honor Grafaiai's Prankster, but also it's offenses and speed a bit, so I landed on this concept! It gives you so much customizability, there are thousands of options here and they all play very differently:
  • Leer: This makes Grafaiai an offensive threat! While 105 Attack isn't a lot for a Mega. It can add up with every move leading to a defense drop!
  • Taunt: Can turn Grafaiai into a dangerous stallbreaker, as well as shutting down a lot of options like hazards, or pivoting moves like Parting Shot and Chilly Reception.
  • Encore: This one is very dangerous, but it does thud into anything that is switching in. Making it a bit less scary
  • Toxic: This is like a guaranteed Toxic Chain, which can be pretty scary. However Grafaiai can't do much other than U-turn on Steel- and Poison-types, so there is counterplay!
  • Psych Up: This is like baby Marshadow except the target still keeps its boosts, and you can't run Choice Scarf. It should make for an interesting dynamic, and it still wouldn't stop Speed-boosting set up sweepers, as those will likely outspeed and KO Grafaiai still, especially if physically biased.
  • Parting Shot: This one is also pretty powerful, every move becomes a U-turn that also lowers the target's stats!
  • Disable: Has similar issues to Encore, but could maybe find a niche?
  • Gastro Acid: Nullifying abilities upon hitting anything is pretty nice! Especially useful for Regenerator Pokémon and Gliscor
  • Mean Look: There's probably nothing very scary you can be doing turning all your moves into Anchor Shot, but maybe you can catch an opponent unaware and manually Encore them into Stealth Rock after you trap them or something?
  • Torment: Unlike Encore and Disable, this one does work on switch-in, but it's not as useful. Maybe you could do something with a Substitute set?
Another option you could have with this, in Doubles, is to skill swap this ability to an ally with Roar, and spam Extreme Speed or another priority move. I don't know if this is relevant enough to blacklist Roar and Whirlwind from the pool of moves that can be pulled from the ability, but if this turns out to be a problem, maybe it could be considered? Unlike Roar cats though, it requires a lot more setup, and since it's only really possible in Doubles there's also a lot more options there to play around with, like Fake Out or double targeting! I don't think it would be an issue
Flavor Corner - With its paint being able to copy abilities, I also thought it could be flavorful for it to have properties of status moves as well, to tie in with Grafaiai's Prankster nature. Imagine it using a particularly poisonous ink when attacking you to Toxic you. Or painting something very rage inducing to Taunt any Pokémon that is hit by it's paint attacks, etc! I kept the name more general so it could be used for other Pokémon later
ShinyHunters - Guides


:grafaiai::venusaurite: Mega Grafaiai
New Ability
: Multicolor (This Pokemon's second type is determined by the type of its first moveslot.)
Type:
Poison


Normal



New stats:
HP: 63
Attack: 115 (+20)
Defense: 83 (+18)
Special Attack: 91 (+11)
Special Defense: 92 (+20)
Speed: 141 (+31)
(585 BST)

New moves: Spikes, Play Rough, Grass Knot
Description: camomons type beat. mega grafaiai is very fast for the metagame but unfortunately not fast enough to outspeed pult; the high speed stat is at the expense of prankster/unburden. the higher attack stat lets it run physical sets effectively and, while still frail, the slight defense buffs let it survive most neutral hits. besides the common poison/dark grafaiai, more niche typings like poison/fairy, poison/ground, and even poison/grass can be utilized; this makes grafaiai incredibly versatile as a mega evolution, as with its now widened move pool featuring spikes, p rough, and knot, one can change grafaiai's typing to whatever fits its team best.
Bug, Dark, Fairy, Fighting, Fire, Flying, Ghost, Grass, Ground, Normal, Poison, Psychic, Water
*bold = new, italics = irrelevant
Swords Dance
:grafaiai:

Poison
Dark
/
Poison
Fairy


Grafaiai @ Grafaiaite
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off / Play Rough
- Gunk Shot
- Swords Dance
- Encore

Spikes Support
:grafaiai:

Poison
Dark
/
Poison
Ground


Grafaiai @ Grafaiaite
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Poison Jab
- Knock Off / Spikes
- Encore
- Spikes / Knock Off

Nasty Plot (lol)
:grafaiai:

Poison
Grass


Grafaiai @ Grafaiaite
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Grass Knot
- Encore
- Nasty Plot
:sv/pawmot:
Dad rises again. We present to you:

Mega Pawmot

Ability: Cleric

Switching out heals the replacement for 1/8 of their max HP and also cures their status condition. (The effect of the ability takes place before the replacement takes damage from hazards.)

Type: Electric | Fighting

New Stats:

HP: 70
Attack: 115 → 145 (+30)
Defense: 70 → 105 (+35)
Special Attack: 70 → 80 (+10)
Special Defense: 60 → 70 (+10)
Speed: 105 → 120 (+15)
BST: 490 → 590 (+100)

New moves:
-

Description:
1) Concept

- Pawmot has a healing theme. Volt Absorb and Natural Cure can allude to it. But there's also Revival Blessing to consider because Pawmot's hands are designed in such a way that they can literally "revive" someone on the brink of death, like a defibrillator. So, to stay true to Pawmot's theme, we figured it wouldn't hurt to come up with an ability that would reflect this healing aspect.

2) Competitive

- Due to its dual Electric / Fighting type, Pawmot will naturally invite Poison and Ghost Pokémon who love nothing more than spreading status, such as Amoonguss, Dragalge, Clodsire, Dragapult, Brambleghast, etc. Therefore, the Pokémon that comes in to help out Pawmot will often get worn down from status effects and offensive attacks throughout the game. This is where Cleric comes in, greatly improving the target's longevity! In a metagame lacking status removal, outside of stuff like Blissey, the ability is a blessing and will likely carve a strong niche for Mega Pawmot. If you feel like it, you can combine the ability with Wish for more healing, somewhat making up for Pawmot's rather mediocre HP.

- With moves like Wish, Double Shock, Knock Off or Volt Switch, Mega Pawmot can be seen as more of a hit and run attacker with some utility. So, it's quite possible the team will often benefit from its constant switching and gradual healing effect! What's more, this switching is further encouraged by the fact that Pawmot's own Close Combat lowers both its Def and SpD, making it therefore more susceptible to attacks from opposing Pokémon.

- In VGC, removing status might be even more relevant due to Amoonguss's omnipresence in the metagame. Being able to remove sleep could mean the difference between a victory or a loss. There's also Glimmora's Toxic Debris and Mortal Spin to consider as far as status conditions are concerned.

- Speaking of survival, as the healing effect happens immediately, the recipient has a better chance of surving an attack. Have you ever had moments where you would have loved to pass Wish onto a Pokémon but you couldn't because the recipient's HP was too low to be able to switch in and take damage from an attack or from hazards? Well, Cleric lessens the burden on the recipient!
Mega Pawmot
:sv/pawmot:
Electric/Fighting
stats
HP- 70
ATK- 140(+25)
DEF- 95(+25)
SPA- 85(+15)
SPD- 80(+20)
SPE- 120(+15)
BST- 590
Battle Medic: When this pokemon knocks out another pokemon its entire team is healed of status conditions

New Moves: Drain Punch

Where Mega Pawmot lacks in defensive capabilities it more than makes up for it with its attack and speed stats, which gives it the ability to be one of the better clerics we have in the meta (i think just the Blissey line and Chimecho have access to heal bell and aromatherapy is just gone). With its new access to drain punch it's able to stay alive for much longer, though you might just want to go for the hardest hitting moves you can with close combat and double shock.
Mega Pawmot.png


New Ability: Volt Absorb / Natural Cure / Iron Fist => Overcharged
  • This Pokemon's becomes charged on switch-in (once per battle), or if hit by Electric type move. Gains the Electric type at the end of every turn in case it wasn't Electric type already.
Type: Electric/ Fighting
Mega Stone: Pawmotite
New stats:
  • HP: 70 (+0)
  • Attack: 125 (+10)
  • Defense: 80 (+10)
  • Special Attack: 105 (+35)
  • Special Defense: 80 (+20)
  • Speed: 130 (+25)
  • (BST) 590
New moves: Drain Punch
Description: Time for the uncontested best pikachu clone. A lot of people did the whole cleric concept already, so I wanted to do something a bit different. So as you might know, Pawmot has another signature move, other than revival blessing, that being Double Shock, an Electric type version of Burn Up. and I wanted to do something that explores this concept. My idea is that mega evoultion completely overcharges Pawmot's body with electricity, making it UNABLE to lose it. As how it would affect the meta... yeah prepare your Ground types, because that turn one Double Shock is going to be a NUKE, with 120 base power and zero drawback, thanks to Pawmot immediatly recharging its energy at the end of the turn. Its also a great punisher of opposing Electric moves, as hitting Mega Pawmot with one charges it... AGAIN. To avoid another Mega Jolteon fiasco, however, I didn't buff its stats too much, with the main draw being its 130 speed and 125 attack, which are massive (especially speed), but at the same time average for a mega evolution. I also avoided giving it a lot of moves, due to its already great movepool, but I felt that Drain Punch just fits it too well, which makes potential Bulk Up sets absoulutely terrifying.

Dex Entry: Mega Pawmot's fur became overcharged with electricity, causing several parts of its body to glow intensely. Whenever this Pokémon releases that energy during battle, it causes nearby electrical devices to go haywire, and then it recharges almost instantly.
:pawmot:
Mega Pawmot
New Ability
: Accelerator (If this pokemon switches out after using an Electric-type move, the next time this pokemon switches in it will get a +1 Speed boost that expires after 3 turns (the turn this pokemon switches in does not count against the duration of this boost).)
Type: Electric/Fighting

New stats:
HP: 70
Attack: 135 (+20)
Defense: 120 (+50)
Special Attack: 85 (+15)
Special Defense: 75 (+15)
Speed: 105
(590 BST)

New moves:
Description:
"Although Pawmot's reaction speed is normally low, it is able to strike opponents with fast movements when battling."
If there's one thing electricity is often heavily associated with, it's speed (and energy, lots of it at that). Electric-type pokemon are often known for their speed, which stems from the electrical energy that is coursing through them.

Looking at Pawmot's toolbox, it's definitely a very hit-and-run sort of pokemon. Its main Electric STAB, Double Shock, incentivises it to switch out after using it since it consumes your Electric typing (and that's not talking about its access to Volt Switch by default), something I've always admittedly found quite interesting. To this extent, Accelerator takes advantage of this by rewarding it for using Double Shock with a hefty +1 speed boost the next time it switches in. With that boost, it can outspeed a lot and make the best use of its good attack stat. However, you must be mindful with how you use that boost, because it expires after 3 turns - it becomes impractical to waste turns because that's a turn of that speed boost gone down the drain. This encourages a bit more skillful play - while the reward of using Double Shock is great, it doesn't last long so you have to make the most out of it while you still can (high risk, high reward).
:sv/pawmot:
Mega Pawmot
Ability:
Power Plant (Whenever the user lands an electric type attack, all of the Pokémon in the user's team bar itself will gain 2pp to all their moves. Name credit goes to Hematite)
Stats:
HP
: 70
Att: 115 -->130 (+15)
Def: 70 --> 95 (+25)
SpA: 80
SpD: 60 -->120 (+60)
Spe: 105
New Moves: Recover.
Description: Reviving an ancient concept of mine. A large amount of pokémon were largely affected by the recovery nerfs, with them having to carefully conserve pp throughout a match. Pawmot here helps Pokémon like Skeledirge, Toxapex and Corviknight be able to use their recovery way more times, as well as helping Pokémon like Raging Bolt or Great Tusk not run out of pp on their strongest stabs. The large Spd buff was done in order to help Pawmot synergise with teammates like Clodsire or Garganacl by tanking hits from special threats like Dragapult, Gholdengo or Volcarona, and firing back with its strong stabs (knock off from Adamant is a guaranteed OHKO on Gholdengo).
:sv/Pawmot:
Pawmot- Mega
Electric/Fighting
Ability: Volt Absorb/Natural Cure/Iron Fist-> Fluffy
70
135 (+20)
110 (+40)
85 (+15)
70 (+10)
120 (+15)
+Heal Bell


Floofy boi. Pawmot's got some handy resistances and a bunch of utility options begging for a stronger defensive profile, with Fluffy letting it sponge a surprising deal of physical hits (252 Atk Protosynthesis Great Tusk Headlong Rush vs. 0 HP / 0 Def Fluffy Pawmot: 237-279 (84.3 - 99.2%) -- guaranteed 2HKO). This sturdiness lets it make use of recovery in Wish, allowing Mega Pawmot to serve as a fast utility/defensive mon, delving into its plentiful support options like Nuzzle, Knock Off, Encore, Super Fang or new Heal Bell for requisite cleric duties (or... that). Pawmot is no slouch offensively though, packing strong dual STAB in Close Combat and Double Shock (the latter of which lets it circumvent that Ground weakness- assuming you can get it off), alongside a revenge-killing option in Mach Punch and coverage like Ice Punch or Play Rough; you can even delve into its special movepool, circumventing Tusk with Grass Knot or using Volt Switch to pivot into your desired Wish recipient. Mega Pawmot is largely outclassed by Iron Hands in VGC, but it does hold some minor perks between its higher speed and access to Coaching without giving up Fake Out.
 
Woah new thread that's right! I forgot! Haha uhm, sorry for the big stupid wait guys!

Voting rules reminder:
  • Each vote contributes one point to its first-place choice
  • The candidates are ordered based on both the number of first-place votes and the number of total votes, and eliminated from the bottom
  • Any vote whose first choice has been eliminated instead gives its point to its second choice, or whatever its next ranking is. (On the sheet, points that have moved in this manner are highlighted in yellow.)
  • The elimination and re-ranking process continues until there are two remaining, upon which the one with more points is the winner.
  • You can view the whole thing on this spreadsheet.
So without further ado...

:pawmot: Mega Pawmot: okispokis !!
:sv/Pawmot:
Pawmot- Mega
Electric/Fighting
Ability: Volt Absorb/Natural Cure/Iron Fist-> Fluffy
70
135 (+20)
110 (+40)
85 (+15)
70 (+10)
120 (+15)
+Heal Bell


Floofy boi. Pawmot's got some handy resistances and a bunch of utility options begging for a stronger defensive profile, with Fluffy letting it sponge a surprising deal of physical hits (252 Atk Protosynthesis Great Tusk Headlong Rush vs. 0 HP / 0 Def Fluffy Pawmot: 237-279 (84.3 - 99.2%) -- guaranteed 2HKO). This sturdiness lets it make use of recovery in Wish, allowing Mega Pawmot to serve as a fast utility/defensive mon, delving into its plentiful support options like Nuzzle, Knock Off, Encore, Super Fang or new Heal Bell for requisite cleric duties (or... that). Pawmot is no slouch offensively though, packing strong dual STAB in Close Combat and Double Shock (the latter of which lets it circumvent that Ground weakness- assuming you can get it off), alongside a revenge-killing option in Mach Punch and coverage like Ice Punch or Play Rough; you can even delve into its special movepool, circumventing Tusk with Grass Knot or using Volt Switch to pivot into your desired Wish recipient. Mega Pawmot is largely outclassed by Iron Hands in VGC, but it does hold some minor perks between its higher speed and access to Coaching without giving up Fake Out.


:grafaiai: Mega Grafaiai: jazzmat !!
Mega Grafaiai
:sv/grafaiai:
Normal/Poison
stats
HP- 63
ATK- 125(+30)
DEF- 75(+10)
SPA- 90(+10)
SPD- 102(+30)
SPE- 130(+20)
BST- 585
Color Spray: The first damaging move used against a target since it has switched in turns the target into that type

New Moves: Quick Attack, Shadow Sneak, Play Rough

Mega Grafaiai's new ability allows it to give other pokemon a type belonging to one of its offensive moves listed below, giving it great new defensive and offensive utility, with new priority moves in quick attack and shadow sneak as well as outspeeding almost every mon in the meta allowing it to change an opponent's type removing its STAB bonus, allowing it to live hits it otherwise wouldn't. This also allows Mega Grafaiai the ability to turn a mon into a type it has super effective coverage for, or even just being able to poison steel and poison types

Normal, Poison, Dark, Ground, Fighting, Ghost, Fairy, Bug, Grass, Flying


:cetitan: Mega Cetitan: DrPumpkinz !!
:sv/cetitan:
Mega Cetitan
Type:
Ice
Ability: Mold Breaker
Stats:
HP: 170Att: 163 (+50)Def: 100 (+35)SpA: 45SpD: 55Spe: 88 (+15)
BEEP BEEP BIG WHALE COMING THROUGH

Levitate? AIN'T DOING GREAT
+6 252 Atk Mold Breaker Cetitan Earthquake vs. 252 HP / 252+ Def Rotom-Wash: 708-834 (232.8 - 274.3%) -- guaranteed OHKO
Unaware? DOESN'T COMPARE
+6 252 Atk Mold Breaker Cetitan-Mega Earthquake vs. 252 HP / 252+ Def Dondozo: 337-397 (66.8 - 78.7%) -- guaranteed 2HKO
Multiscale? NOT FOR THIS WHALE
252 Atk Mold Breaker Cetitan Ice Shard vs. 0 HP / 0 Def Dragonite: 328-388 (101.5 - 120.1%) -- guaranteed OHKO
Earth Eater? THROWN IN THE BEATER
+6 252 Atk Mold Breaker Cetitan Earthquake vs. 252 HP / 252+ Def Orthworm: 570-672 (165.6 - 195.3%) -- guaranteed OHKO

As always, a big thanks to everyone for your submissions!!
donovandead.png


Now, I've (finally, sorry) got the next slate announcement lined up for you:
:sv/ninetales: :sv/noctowl: :sv/hatterene:
BlueRay said:
Next slate will feature :ninetales: Ninetales (Kanto), :noctowl: Noctowl, and :hatterene: Hatterene, representing the "Bewitched" slate.
You have until Sunday, 30.06.2024, 23:59, GMT +1, to sub!
We look forward to seeing your submissions!
Sorry again for the wait/thanks for your patience, and I'll see yall next time! :duraludon:
 
:sv/hatterene:
Mega Hatterene
Type:
Psychic / Fairy
Ability: Berserk
Stats:
HP: 57​
Att: 100 (+10)
Def: 115 (+20)
SpA: 166 (+30)
SpD: 143 (+40)
Spe: 29​

Now you've done it. You damaged Hatterene to below 50% HP, and now she's at her fucking limit. Ready your vibes, for they are about to be checked.

Berserk has obvious synergy with Stored Power, though given its overlap with Calm Mind, I don't think it's actually as impactful as it seems. No, the big synergy here is with Draining Kiss. With Mega Hatterene's great bulk, it'll likely have time to set up a Calm Mind or two before getting knocked below half health, by which point Draining Kiss will be dealing decent damage and healing a TON, and the more times Draining Kiss brings Mega Hatterene back up above 50%, the stronger it'll be next time.

:sv/ninetales:
Mega Ninetales
Type:
Fire
Ability: Wandering Spirit
Stats:
HP: 73​
Att: 76​
Def: 105 (+30)
SpA: 101 (+20)
SpD: 130 (+30)
Spe: 120 (+20)

Wandering Spirit has some weird interactions. Switch into an Alomomola's Flip Turn to prevent it from healing with Regenerator, while also healing back the Flip Turn damage when you switch out. Predict well against Wellspring Ogerpon, and you can steal her Water Absorb. Cripple a last-mon Kingambit as you fold to its Sucker Punch. Screw over Gliscors that don't carry Earthquake. Dissuade Incineroar's Fake Out in doubles. Snag (Mega) Lokix's Tinted Lens. Get a Ground immunity from Mega Tinkaton. Wandering Spirit can even affect Protosynthesis and Quark Drive, though I'm pretty sure that's just because Runerigus never appeared in Gen 9, so we may want to patch that in this mod.
 
Mega Ninetales
ninetales.png

FireIC_PE.png

Ability - Flash Fire; Drought ➝ Ignis Fatuus (User's Ghost-type moves are increased in power by 50% if the user is a Fire-type, multiplicatively increased in power by another 50% if harsh sunlight is active, and cumulatively decreased by 50% if rain is active instead)

HP - 73 ➝ 73
Atk - 76 ➝ 81 (+5)
Def - 75 ➝ 99 (+24)
SpA - 81 ➝ 117 (+36)
SpD - 100 ➝ 126 (+26)
Spe - 100 ➝ 109 (+9)
BST - 505 ➝ 605 (+100)

Movepool Changes - n/a
Competitive Corner - Mega Ninetales has a very unique playstyle, with Ignis Fatuus boosted Hex it can hit very hard, but only has a few turns to spread burns and use its full power sun-boosted Pseudo-STAB Ghost-type moves. Alternatively, you can opt for Shadow Ball with more immediate damage but a lower ceiling than full-power Hex, perhaps alongside Nasty Plot so you boost your Fire-type moves as well! If it is ever forced out and can't come back within the 5 turns of sun, it's gonna have to contend with being 33% weaker on its STAB and "STAB". Mega Sharpedo has a similar playstyle in canon with Speed Boost, but the thought of using a pre-Mega ability on this way on a wallbreaker seemed very interesting to me! Solar Beam also plays into this dynamic, as despite being incredible coverage, it's usefulness is very short-timed if you click the Mega Evolution button (or have a secondary sun setter). Encore is also an effective disruption tool to help Ninetales wallbreak. To boot Ninetales also has Healing Wish to extend its role after fainting (something very flavorful).
Flavor Corner - Ninetales is inspired by the Kitsune of japanese mythology, hence it's association with Psychic- and Ghost-type moves especially, I decided to tie it with the Ignis Fatuus or Will-o'-the-Wisp phenomenom to make that connection with Ghost-type moves! The stats are all multiples of 9 - except for 109 Spe (which has a 9 in it and is a nice nod to its Alolan counterpart!) and the HP (because if all but the HP aren't multiples of 9 then the math doesn't add up). I found out that 81 can be read as "ash" 灰 (はい - "hai") in Goroawase (from "ha(chi)" 8 "i(chi)" 1) too, and while I don't know if that's intentional or not, I decided to keep that reference on its Attack stat rather than Special Attack, which I wanted to increase.

Mega Hatterene
hatterene.png

PsychicIC_PE.png
FairyIC_PE.png

Ability - Healer, Anticipation; Magic Bounce ➝ Locked Away (Once activating this ability, the user gets +1 Defense, but cannot switch out, nor be forced to switch out)

HP - 57 ➝ 57
Atk - 90 ➝ 136 (+46)
Def - 95 ➝ 103 (+8)
SpA - 136 ➝ 169 (+33)
SpD - 103 ➝ 136 (+33)
Spe - 29 ➝ 9 (-20)
BST - 510 ➝ 610 (+100)

Movepool Changes - n/a
Competitive Corner - While this may seem very powerful at a first glance, it is meant to play similarly to Grassy Seed Hatterene and preserve its niche on a metagame without a viable grassy terrain setter, but without needing to have the terrain support, and on a more all-or-nothing basis, as if it turns out the Calm Mind sweep isn't possible, you're just gonna have to throw away your Hatterene, while the Grassy Seed set can switch it out and come back later in the few situations where it is advantageous to do so. The main tradeoff here is missing out on the Grassy Terrain recovery (although you can run Grassy Terrain support with this, you'd just have to be relying on Arboliva, which is not ideal), which means Hatterene can only gain HP back with Draining Kiss. With this in mind, it gets a boost of 21.42% (374/308) to its Special Attack, assuming no investment (and even less assuming investment), which should help with Draining Kiss recovery, Stored Power is already a very all-or nothing move, so this change should mostly impact Draining Kiss, although I supposed you could run a Psychic Noise set, but good luck stallbreaking with that speed stat. The defense gets a small boost of 9.77% (348/317) assuming maximum EV investment, with the Locked Away defense boost being matched by the +1 from Grassy Seed. And the Special Defense gets a 27.27% increase (308/242), although with Calm Mind on the table, it is likely not the direction you'd wanna attack a Hatterene through. However, the biggest difference of all is the loss of Magic Bounce, which means Toxic, Leech Seed, Encore, Taunt, Spore, Thunder Wave, etc are all back on the menu as a way to stop a sweep. The interesting thing to consider here is that you can't switch your non-Haze Toxapex or Closdire in right away, otherwise the Hatterene can stay in without Mega Evolving, and set up on your face, but once you've commited to a Mega, you are no longer immune to these status moves, nor can you switch out of them, which should make an interesting dynamic with the risk-reward aspect. Even outside of status, many Steel-types in the regional dex can beat it 1v1 or trade favorably against a powerful Mega. Assuming a Bold 252 HP 252 Def set from Mega Hatterene and that these Pokémon come in as it Calm Minds, Kingambit has a ~52% (51% that either Iron Head flinches, plus >1% that neither do AND Kingambit gets favorable rolls with Iron Head) chance of beating it 1v1, and the other ~48% of the time it's gonna be left with at most 16% HP. HP invested Gholdengo can tank a +1 Mystical Fire, allowing it to trade favorably with a +1 Make It Rain on the following turn, leaving Hatterene with at most 20% HP, and it can beat it 1v1 if its Covert Cloak. Choice Specs Gengar can also trade favorably, especially into Stored Power sets, as it's not threatened with an OHKO on switch-in. Encore Ogerpon-W and Iron Valiant could also come in (the latter only if on a prediction) and Encore it into Calm Mind. Meanwhile, defensive teams should have plenty of tools to stop it with Toxic Toxapex or Clodsire, or outlast it with Blissey. The general idea here is that offensive teams can trade with it, and defensive teams can cripple it. This might still be too strong, lmk if so, but the general idea here is a slightly stronger Grassy Seed Hatterene, that trades away Magic Bounce and passive recovery for a little bit more direct bulk.
Flavor Corner - Mega Hatterene becomes one with the tower that makes up its body. Hence the ability tying it more to its Rapunzel inspiration, which is also seen in the Gigantamax form.

more coming soon, hopefully ^^
 
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:sv/hatterene:
Mega Hatterene

Ability: Stakeout

Type: Psychic | Fairy

New Stats:

HP: 57
Attack: 90 → 110 (+20)
Defense: 95 → 115 (+20)
Special Attack: 136 → 156 (+20)
Special Defense: 103 → 123 (+20)
Speed: 29 → 49 (+20)
BST: 510 → 610 (+100)

New moves:

Description:

1) Concept

- Hatterene doesn't take kindly to intruders, especially if they're hostile. If you're ever in a forest with seemingly no sign of life, you better get out of it real fast. Otherwise, you'll be torn to pieces. For such an unassuming Pokémon, Hatterene can be quite brutal. Against this background, Mega Hatterene's new ability Stakeout further capitalizes on this image. As the "Silent Pokémon", it will naturally remain quiet and wait for the right moment to strike, effectively getting rid of even strong intruders.

2) Competitive

- One of Hatterene's main advantage as a potential Stakeout user is that it forces out a switch very well, between its Magic Bounce pre-Mega, Mystical Fire to lower the target's SpA, and Nuzzle. This allows it to recover a good chunk of HP if it chooses to click Draining Kiss, thereby making up for not having Leftovers in its Mega form and allowing it to stay healthier throughout the game. Why is that important? Stakeout users will naturally want to switch in and out to force a switch. So, that extra resilience I spoke of would super helpful here, especially if you want to mitigate chip damage from hazards, among other stuff. FWIW, Hatterene can keep hazards away from your team pre-Mega. So, that makes its Mega form an even more efficient and potent Stakeout user; you are less likely to worry about taking damage from hazards if they're not present on your side of the field!
- What's more, Hatterene has access to Future Sight, which not only takes advantage of a forced switch but also deals incredible damage if you manage to position yourself well enough to trigger Stakeout! This turns Mega Hatterene into a very unique and dynamic Stakeout user.
- There's another benefit to having Hatterene as a Stakeout user. Its base form is known as a lead Pokémon that keeps hazards away from you and that sets up Trick Room. One of Trick Room's flaws in Singles is that Trick Room has very limited turns. Moreover, the opponent can reasonably try to waste these turns with their own slow, defensive Pokémon, with moves like Substitute or with priority moves to force a switch. As Mega Hatterene can deal devastating damage to new Pokémon switching in, it can likely discourage opponents from switching out their Pokémon too often. So, Mega Hatterene can put a target in a catch-22 if you play your cards right!
 
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:noctowl:

Noctowl-Mega
Psychic/Flying
Endless Dream: All Pokemon are under Comatose effect. (Their ability do not change, they just get the effect of the Comatose ability. Like Comatose, this ability does not heal inflicted status, so already statused mons will still get affected.)

Stats:
HP: 100
Atk: 50
Def: 50 + 20 = 70
SpA: 86 + 40 = 126
SpD: 96 + 20 = 116
Spe: 70 + 20 = 90
New moves: Focus Blast, U-turn

Description: Gotta give proper credit to the creator, Mushroom-Flower! He allowed me to sub his mega, and is glad to see it subbed here!

With its typing and stats, it doesn't seem that impressive at first. But here comes Endless Dream, with its brand new STAB: Dream Eater. It's a 100 BP Psychic move that heals 50% of damages dealt to opponent, but only if the opponent is sleeping. You get what I mean? Exactly! Dream Eater STAB + Roost + 100/70/116 bulk is from experience surprisingly resilient, and Dream Eater ensures it hits hard enough. Noctowl naturally gets great moves like Hurricane, Roost, Nasty Plot, Calm Mind or Heat Wave, and stuff like U-turn or Focus Blast only makes it better offensively.

Endless Dream is also interesting because considering the opponent to be asleep means you deny it Rest, which is definitively annoying for walls like Dondozo (and it quad resists its Body Press as well, as well as just hitting it hard with Dream Eater/Hurricane). Nice tech as well: Endless Dream means the opponent cannot get statused. So it means no Poison Heal (annoying for Breloom and eventually Gliscor) and no Guts (annoying if Conkeldurr or Ursaluna or someone comes back).

Note: Noctowl-Mega exists and has been tested in A Golden Experience.

:ninetales:

Ninetales-Mega
Fire/Ghost
Yokai Spite: When this Pokemon is damaged by an attack, its own attacks become 1.1x stronger, up to a maximum of 1.5x.

Stats:
HP: 73
Atk: 76
Def: 75 + 20 = 95
SpA: 81 + 40 = 121
SpD: 100 + 30 = 130
Spe: 100 + 10 = 110
New moves: None

Description: Remember this moment in the manga where Flannery's Vulpix used Grudge (yeah thank you DrPumpkinz on this one lol) on a Ludicolo to remove all its PP? Well, I took inspiration from that but only the name remained.

Ninetales-Mega wants to take hits, as its ability is basically Emperor's Clothes from FE. What's funny is that it's Rage Fist as an ability, compared to Supreme Overlord aka Last Respects as an ability. Fire/Ghost willing to take hits isn't something done at all, as most if not all Fire/Ghost are either frail attackers (Chandelure, Blacephalon, Typhlosion-Hisui), scary setup sweepers (Ceruledge, Chandelure) or walls (Skeledirge). Fire/Ghost still offers a lot of perks as a typing on a mega, not minding Knock Off that much, quad resisting U-turn, resisting Grass such as Meowscarada... You can easily get chipped away from weaker moves, and retaliate later with powerful moves. Unlike Annihilape, you get no way of healing beside Rest, but you get WoW so you can weaken a lot of physical attackers so they don't hit as hard.

Lore: Yokais can get pretty spiteful, and the idea of the Vulpix turning the tides upon being KO'd led me to try this approach for a mega. Ghost type is linked to the spirit nature of the yokais, kitsunes included.
 
:sv/noctowl:
Mega Noctowl
Type:
Ghost / Flying
Ability: Soundproof
Moves: Hex
Stats:
HP: 100​
Att: 50​
Def: 90 (+40)
SpA: 116 (+30)
SpD: 126 (+30)
Spe: 70​

Mega Noctowl exudes an aura of silence. Not only are you unable to hear its approach, but if you try to scream for help after it catches you, no sound will escape your lips. The aura strengthens when Mega Noctowl is deep in thought, perhaps to tune out potential distractions.

Soundproof has a few niche applications, but in conjunction with its new Ghost typing, it can do some cool stuff. You can set up Calm Minds or Nasty Plots without fear of Roar, heal with Roost without getting stuffed by Psychic Noise, block Parting Shot, and force Ursaluna to burn its Blood Moon. In doubles, you also enjoy an immunity to Snarl, can't be put to sleep by Clefairy, and can set up Tailwind without getting Faked Out.
 
:ninetales:
Mega Ninetales
New Ability
: Wicked Flame (Any burned pokemon on the field has their items disabled. This persists even if the pokemon with this ability switches out.)
Type: Fire

New stats:
HP: 73
Attack: 76
Defense: 105 (+30)
Special Attack: 121 (+40)
Special Defense: 110 (+10)
Speed: 120 (+20)
(605 BST)

New moves: No
Description:
Ninetales is known to be quite the vengeful pokemon. After all, it's got supernatural powers (if its pokedex entries are any indicator) and it's not afraid to use them, especially against those who wrong it. To that extent, Ninetales' signature ability Wicked Flame enables it to become a massively dangerous attacker, as now you're one Will-o-Wisp away from not only having your attack halved but also whatever item you have disabled (if you didn't have a cleric in the back). Choice Scarfers and Leftovers mons now actively fear having to switch into Ninetales, lest they be Will-o-Wisped on the switch and permanently crippled, and being able to potentially disable Heavy Duty Boots for mons that need it the most is also neat as well. All of these advantages come with having a very solid speed tier, outspeeding vast portions of the meta, and while its power or coverage aren't exactly the greatest they work just well enough, especially with its pre-Mega ability of Drought letting its Fire STAB hit even harder. In addition, for an offensive mon, it's got good defenses, which is further backed up with Will-o-Wisp's ability to cripple physical attackers, letting it survive a hit or two in a pinch if it needs to.
 
Mega Ninetales
Fire
stats
HP- 73
ATK- 76
DEF- 85(+10)
SPA- 119(+38)
SPD- 138(+38)
SPE- 114(+14)
BST- 605(+100)
Kindling When hit by a grass type attack this pokemon's speed is raised by 1, and when hit with a fire type move this pokemon's special attack is raised by 1

New Moves: Destiny Bond, Mystical Fire

Kindling is a bit of a sidegrade/upgrade to flash fire that trades fire immunity for a direct spa boost instead of only boosting fire moves, as well as now also boosting speed when hit by a grass move. This gives it a very interesting role as a fire type sweeper, having great special defense and resisting both types that boost its stats it can easily switch in to most fire or grass types and revenge kill them with fire stab or scorching sands. I thought this was fitting for Ninetales since it's one of the fire types most known for its grass coverage and its tail reminds me of a bundle of sticks meant for kindling.


Mega Hatterene
Psychic/Fairy
stats
HP- 57
ATK- 90
DEF- 115(+20)
SPA- 136
SPD- 123(+20)
SPE- 89(+60)
BST- 510
Long Reach

New Moves: Grass Knot

Long Reach may seem like an unusual ability for a special attacker, but with one of its two best fairy moves being Draining Kiss, plus its tendency to run Nuzzle i thought this was fitting enough especially since it's based on a princess/which in a tower.


Mega Noctowl
Psychic/Flying
stats
hp- 100
atk- 50
def- 80(+30)
spa- 131(+45)
spd- 96
spe- 95(+25)
Night Vision The user's psychic moves are neutral against dark types and all of its moves gain 1.2x accuracy

New Moves: Expanding Force, Heal Pulse, Psyshock, Teleport


Noctowl being based on an owl, know for their great vision and nocturnal lifestyle, plus originating from the games that first introduced the dark type this felt like the only direction i COULD go with this. basically miracle eye as an ability
 
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:Ninetales:
Ninetales-Mega
Fire
Ability: Flash Fire/Drought-> Perish Body
73

76
95 (+20)
121 (+40)
115 (+15)

125 (+25)

Ninetales' vengeful nature manifests through Perish Body, allowing it to punish physical attackers who try to prey on its lower Defense stat and priority users that try to circumvent its high speed. Ninetales can leverage this to force switches and punish incoming foes with Fire STAB or coverage like Energy Ball or Scorching Sands; Perish Body naturally suits a hit and run playstyle, allowing Tales to opt for powerful Overheat and use Healing Wish or Memento to further force momentum once it's too low to survive hazards. Alternatively, MegaTales can use Fire Spin to implement perish trapping alongside further disruption in Encore. MegaTales might struggle in VGC given Coalossal's dominance, but its support options in Encore, Imprison and Snarl, as well as the ability to force switches allows it a unique niche; also pre-Mega Drought in Flutter Meta will always be handy.

:Noctowl:
Noctowl-Mega
Normal/Flying
Ability: Insomnia/Keen Eye/Tinted Lens-> Delta Stream
100
50
90 (+40)

126 (+40)
96

90 (+20)


Using its 252 IQ, Mega Noctowl has learned how to manipulate wind, disappearing into the air as it silently goes for its opponent. After the recent tour, it was remarked that Tailwind isn't currently that popular in VGC; wanting Noctowl to tap into this role, I opted for Delta Stream so it didn't get one-shot by dominant options like Iron Hands and Mega Coal. Noctowl's Tailwind can combo with Imprison to shut down opposing Tailwind, which is especially useful with Delta Stream screwing with Pelipper and sun teams; its Normal typing shuts down the Ghost STAB of FM and Gholdengo, meaning Owl pairs well with Fire or Steel types that can shrug off the secondary STAB of those Ghosts. Offensively, Owl can throw off strong STAB Hurricanes alongside spread Heat Wave or Hyper Voice, or use Shadow Ball to more directly threaten Flutter Mane. In Singles, DS allows Noctowl to function as solid defensive Mega with Defog, keeping healthy with Roost, or gives it the survivability to set up with Nasty Plot or Calm Mind.

:Hatterene:
Hatterene-Mega
Psychic/Fairy
Ability: Healer/Anticipation/Magic Bounce-> Hair Trigger (The user moves first in their priority bracket on the first turn after switch-in.)
57
105 (+15)

115 (+20)

156 (+20)
138 (+35)
39 (+10)


Consumed by its temper, Mega Hatterene will rush towards any Pokemon that so much as looks at it the wrong way, allowing it to bypass its normally low speed. This allows Hatt to hit its foe with a fierce attack (namely its STABs or Mystical Fire), letting Hatt serve as an effective revenge killer, or inconvenience them with moves like Nuzzle, Psychic Noise, Pain Split or Skill Swap. It's not as attuned to Calm Mind sweeps as base Hatt, but a sweeping set can make use of temporary-status block with fast Substitute or leverage the aforementioned disruption options to turn foes into set-up fodder. In VGC, Mega Hatt sports a unique speed control option in After You, granting its ally a one-time jump on foes; Hair Trigger also allows funny tech with Imprison, or emergency healing with Life Dew or Heal Pulse. Alternatively, you can use the ability to throw off powerful spread Dazzling Gleam or Expanding Force (not actually gaining priority means it isn't shut down by Psychic Terrain, making it useable on or against Psychic Terrain teams).
 
Dear community,

I just wanted to let you know the slate is now closed. Please, do not post anything while we're working on feedbacks.
 
Dear community,

it's voting time. Below, you can find all the subs from the current slate. You have until Sunday, 07.07.2024, GMT+1, 23:59, to vote! If I forgot to include any sub or made some error, please, let me know as soon as possible.

:sv/hatterene:
:sv/hatterene:
Mega Hatterene
Type:
Psychic / Fairy
Ability: Berserk
Stats:
HP: 57
Att: 100 (+10)
Def: 115 (+20)
SpA: 166 (+30)
SpD: 143 (+40)
Spe: 29

Now you've done it. You damaged Hatterene to below 50% HP, and now she's at her fucking limit. Ready your vibes, for they are about to be checked.

Berserk has obvious synergy with Stored Power, though given its overlap with Calm Mind, I don't think it's actually as impactful as it seems. No, the big synergy here is with Draining Kiss. With Mega Hatterene's great bulk, it'll likely have time to set up a Calm Mind or two before getting knocked below half health, by which point Draining Kiss will be dealing decent damage and healing a TON, and the more times Draining Kiss brings Mega Hatterene back up above 50%, the stronger it'll be next time.
Mega Hatterene
hatterene.png


PsychicIC_PE.png
FairyIC_PE.png


Ability - Healer, Anticipation; Magic Bounce ➝ Locked Away (Once activating this ability, the user gets +1 Defense, but cannot switch out, nor be forced to switch out)

HP - 57 ➝ 57
Atk
- 90 ➝ 136 (+46)
Def - 95 ➝ 103 (+8)
SpA - 136 ➝ 169 (+33)
SpD - 103 ➝ 136 (+33)
Spe - 29 ➝ 9 (-20)
BST - 510 ➝ 610 (+100)

Movepool Changes - n/a
Competitive Corner - While this may seem very powerful at a first glance, it is meant to play similarly to Grassy Seed Hatterene and preserve its niche on a metagame without a viable grassy terrain setter, but without needing to have the terrain support, and on a more all-or-nothing basis, as if it turns out the Calm Mind sweep isn't possible, you're just gonna have to throw away your Hatterene, while the Grassy Seed set can switch it out and come back later in the few situations where it is advantageous to do so. The main tradeoff here is missing out on the Grassy Terrain recovery (although you can run Grassy Terrain support with this, you'd just have to be relying on Arboliva, which is not ideal), which means Hatterene can only gain HP back with Draining Kiss. With this in mind, it gets a boost of 21.42% (374/308) to its Special Attack, assuming no investment (and even less assuming investment), which should help with Draining Kiss recovery, Stored Power is already a very all-or nothing move, so this change should mostly impact Draining Kiss, although I supposed you could run a Psychic Noise set, but good luck stallbreaking with that speed stat. The defense gets a small boost of 9.77% (348/317) assuming maximum EV investment, with the Locked Away defense boost being matched by the +1 from Grassy Seed. And the Special Defense gets a 27.27% increase (308/242), although with Calm Mind on the table, it is likely not the direction you'd wanna attack a Hatterene through. However, the biggest difference of all is the loss of Magic Bounce, which means Toxic, Leech Seed, Encore, Taunt, Spore, Thunder Wave, etc are all back on the menu as a way to stop a sweep. The interesting thing to consider here is that you can't switch your non-Haze Toxapex or Closdire in right away, otherwise the Hatterene can stay in without Mega Evolving, and set up on your face, but once you've commited to a Mega, you are no longer immune to these status moves, nor can you switch out of them, which should make an interesting dynamic with the risk-reward aspect. Even outside of status, many Steel-types in the regional dex can beat it 1v1 or trade favorably against a powerful Mega. Assuming a Bold 252 HP 252 Def set from Mega Hatterene and that these Pokémon come in as it Calm Minds, Kingambit has a ~52% (51% that either Iron Head flinches, plus >1% that neither do AND Kingambit gets favorable rolls with Iron Head) chance of beating it 1v1, and the other ~48% of the time it's gonna be left with at most 16% HP. HP invested Gholdengo can tank a +1 Mystical Fire, allowing it to trade favorably with a +1 Make It Rain on the following turn, leaving Hatterene with at most 20% HP, and it can beat it 1v1 if its Covert Cloak. Choice Specs Gengar can also trade favorably, especially into Stored Power sets, as it's not threatened with an OHKO on switch-in. Encore Ogerpon-W and Iron Valiant could also come in (the latter only if on a prediction) and Encore it into Calm Mind. Meanwhile, defensive teams should have plenty of tools to stop it with Toxic Toxapex or Clodsire, or outlast it with Blissey. The general idea here is that offensive teams can trade with it, and defensive teams can cripple it. This might still be too strong, lmk if so, but the general idea here is a slightly stronger Grassy Seed Hatterene, that trades away Magic Bounce and passive recovery for a little bit more direct bulk.
Flavor Corner - Mega Hatterene becomes one with the tower that makes up its body. Hence the ability tying it more to its Rapunzel inspiration, which is also seen in the Gigantamax form.
Mega Hatterene

Ability: Stakeout

Type: Psychic | Fairy

New Stats:

HP: 57
Attack: 90 → 110 (+20)
Defense: 95 → 115 (+20)
Special Attack: 136 → 156 (+20)
Special Defense: 103 → 123 (+20)
Speed: 29 → 49 (+20)
BST: 510 → 610 (+100)

New moves:

Description:

1) Concept

- Hatterene doesn't take kindly to intruders, especially if they're hostile. If you're ever in a forest with seemingly no sign of life, you better get out of it real fast. Otherwise, you'll be torn to pieces. For such an unassuming Pokémon, Hatterene can be quite brutal. Against this background, Mega Hatterene's new ability Stakeout further capitalizes on this image. As the "Silent Pokémon", it will naturally remain quiet and wait for the right moment to strike, effectively getting rid of even strong intruders.

2) Competitive

- One of Hatterene's main advantage as a potential Stakeout user is that it forces out a switch very well, between its Magic Bounce pre-Mega, Mystical Fire to lower the target's SpA, and Nuzzle. This allows it to recover a good chunk of HP if it chooses to click Draining Kiss, thereby making up for not having Leftovers in its Mega form and allowing it to stay healthier throughout the game. Why is that important? Stakeout users will naturally want to switch in and out to force a switch. So, that extra resilience I spoke of would super helpful here, especially if you want to mitigate chip damage from hazards, among other stuff. FWIW, Hatterene can keep hazards away from your team pre-Mega. So, that makes its Mega form an even more efficient and potent Stakeout user; you are less likely to worry about taking damage from hazards if they're not present on your side of the field!
- What's more, Hatterene has access to Future Sight, which not only takes advantage of a forced switch but also deals incredible damage if you manage to position yourself well enough to trigger Stakeout! This turns Mega Hatterene into a very unique and dynamic Stakeout user.
- There's another benefit to having Hatterene as a Stakeout user. Its base form is known as a lead Pokémon that keeps hazards away from you and that sets up Trick Room. One of Trick Room's flaws in Singles is that Trick Room has very limited turns. Moreover, the opponent can reasonably try to waste these turns with their own slow, defensive Pokémon, with moves like Substitute or with priority moves to force a switch. As Mega Hatterene can deal devastating damage to new Pokémon switching in, it can likely discourage opponents from switching out their Pokémon too often. So, Mega Hatterene can put a target in a catch-22 if you play your cards right!
Mega Hatterene
Psychic/Fairy
stats
HP- 57
ATK- 90
DEF- 115(+20)
SPA- 136
SPD- 123(+20)
SPE- 89(+60)
BST- 510
Long Reach

New Moves: Grass Knot

Long Reach may seem like an unusual ability for a special attacker, but with one of its two best fairy moves being Draining Kiss, plus its tendency to run Nuzzle i thought this was fitting enough especially since it's based on a princess/which in a tower.
:Hatterene:
Hatterene-Mega
Psychic/Fairy
Ability: Healer/Anticipation/Magic Bounce-> Hair Trigger (The user moves first in their priority bracket on the first turn after switch-in.)
57
105 (+15)
115 (+20)
156 (+20)
138 (+35)
39 (+10)


Consumed by its temper, Mega Hatterene will rush towards any Pokemon that so much as looks at it the wrong way, allowing it to bypass its normally low speed. This allows Hatt to hit its foe with a fierce attack (namely its STABs or Mystical Fire), letting Hatt serve as an effective revenge killer, or inconvenience them with moves like Nuzzle, Psychic Noise, Pain Split or Skill Swap. It's not as attuned to Calm Mind sweeps as base Hatt, but a sweeping set can make use of temporary-status block with fast Substitute or leverage the aforementioned disruption options to turn foes into set-up fodder. In VGC, Mega Hatt sports a unique speed control option in After You, granting its ally a one-time jump on foes; Hair Trigger also allows funny tech with Imprison, or emergency healing with Life Dew or Heal Pulse. Alternatively, you can use the ability to throw off powerful spread Dazzling Gleam or Expanding Force (not actually gaining priority means it isn't shut down by Psychic Terrain, making it useable on or against Psychic Terrain teams).
:sv/ninetales:
:sv/ninetales:
Mega Ninetales
Type:
Fire
Ability: Wandering Spirit
Stats:
HP: 73
Att: 76
Def: 105 (+30)
SpA: 101 (+20)
SpD: 130 (+30)
Spe: 120 (+20)

Wandering Spirit has some weird interactions. Switch into an Alomomola's Flip Turn to prevent it from healing with Regenerator, while also healing back the Flip Turn damage when you switch out. Predict well against Wellspring Ogerpon, and you can steal her Water Absorb. Cripple a last-mon Kingambit as you fold to its Sucker Punch. Screw over Gliscors that don't carry Earthquake. Dissuade Incineroar's Fake Out in doubles. Snag (Mega) Lokix's Tinted Lens. Get a Ground immunity from Mega Tinkaton. Wandering Spirit can even affect Protosynthesis and Quark Drive, though I'm pretty sure that's just because Runerigus never appeared in Gen 9, so we may want to patch that in this mod.
Mega Ninetales
ninetales.png


FireIC_PE.png


Ability - Flash Fire; Drought ➝ Ignis Fatuus (User's Ghost-type moves are increased in power by 50% if the user is a Fire-type, multiplicatively increased in power by another 50% if harsh sunlight is active, and cumulatively decreased by 50% if rain is active instead)

HP - 73 ➝ 73
Atk
- 76 ➝ 81 (+5)
Def - 75 ➝ 99 (+24)
SpA - 81 ➝ 117 (+36)
SpD - 100 ➝ 126 (+26)
Spe - 100 ➝ 109 (+9)
BST - 505 ➝ 605 (+100)

Movepool Changes - n/a
Competitive Corner - Mega Ninetales has a very unique playstyle, with Ignis Fatuus boosted Hex it can hit very hard, but only has a few turns to spread burns and use its full power sun-boosted Pseudo-STAB Ghost-type moves. Alternatively, you can opt for Shadow Ball with more immediate damage but a lower ceiling than full-power Hex, perhaps alongside Nasty Plot so you boost your Fire-type moves as well! If it is ever forced out and can't come back within the 5 turns of sun, it's gonna have to contend with being 33% weaker on its STAB and "STAB". Mega Sharpedo has a similar playstyle in canon with Speed Boost, but the thought of using a pre-Mega ability on this way on a wallbreaker seemed very interesting to me! Solar Beam also plays into this dynamic, as despite being incredible coverage, it's usefulness is very short-timed if you click the Mega Evolution button (or have a secondary sun setter). Encore is also an effective disruption tool to help Ninetales wallbreak. To boot Ninetales also has Healing Wish to extend its role after fainting (something very flavorful).
Flavor Corner - Ninetales is inspired by the Kitsune of japanese mythology, hence it's association with Psychic- and Ghost-type moves especially, I decided to tie it with the Ignis Fatuus or Will-o'-the-Wisp phenomenom to make that connection with Ghost-type moves! The stats are all multiples of 9 - except for 109 Spe (which has a 9 in it and is a nice nod to its Alolan counterpart!) and the HP (because if all but the HP aren't multiples of 9 then the math doesn't add up). I found out that 81 can be read as "ash" 灰 (はい - "hai") in Goroawase (from "ha(chi)" 8 "i(chi)" 1) too, and while I don't know if that's intentional or not, I decided to keep that reference on its Attack stat rather than Special Attack, which I wanted to increase.
:ninetales:

Ninetales-Mega
Fire/Ghost
Yokai Spite: When this Pokemon is damaged by an attack, its own attacks become 1.1x stronger, up to a maximum of 1.5x.

Stats:
HP: 73
Atk: 76
Def: 75 + 20 = 95
SpA: 81 + 40 = 121
SpD: 100 + 30 = 130
Spe: 100 + 10 = 110
New moves: None

Description: Remember this moment in the manga where Flannery's Vulpix used Grudge (yeah thank you DrPumpkinz on this one lol) on a Ludicolo to remove all its PP? Well, I took inspiration from that but only the name remained.

Ninetales-Mega wants to take hits, as its ability is basically Emperor's Clothes from FE. What's funny is that it's Rage Fist as an ability, compared to Supreme Overlord aka Last Respects as an ability. Fire/Ghost willing to take hits isn't something done at all, as most if not all Fire/Ghost are either frail attackers (Chandelure, Blacephalon, Typhlosion-Hisui), scary setup sweepers (Ceruledge, Chandelure) or walls (Skeledirge). Fire/Ghost still offers a lot of perks as a typing on a mega, not minding Knock Off that much, quad resisting U-turn, resisting Grass such as Meowscarada... You can easily get chipped away from weaker moves, and retaliate later with powerful moves. Unlike Annihilape, you get no way of healing beside Rest, but you get WoW so you can weaken a lot of physical attackers so they don't hit as hard.

Lore: Yokais can get pretty spiteful, and the idea of the Vulpix turning the tides upon being KO'd led me to try this approach for a mega. Ghost type is linked to the spirit nature of the yokais, kitsunes included.
:ninetales:
Mega Ninetales
New Ability
: Wicked Flame (Any burned pokemon on the field has their items disabled. This persists even if the pokemon with this ability switches out.)
Type: Fire

New stats:
HP: 73
Attack: 76
Defense: 105 (+30)
Special Attack: 121 (+40)
Special Defense: 110 (+10)
Speed: 120 (+20)
(605 BST)

New moves: No
Description:
Ninetales is known to be quite the vengeful pokemon. After all, it's got supernatural powers (if its pokedex entries are any indicator) and it's not afraid to use them, especially against those who wrong it. To that extent, Ninetales' signature ability Wicked Flame enables it to become a massively dangerous attacker, as now you're one Will-o-Wisp away from not only having your attack halved but also whatever item you have disabled (if you didn't have a cleric in the back). Choice Scarfers and Leftovers mons now actively fear having to switch into Ninetales, lest they be Will-o-Wisped on the switch and permanently crippled, and being able to potentially disable Heavy Duty Boots for mons that need it the most is also neat as well. All of these advantages come with having a very solid speed tier, outspeeding vast portions of the meta, and while its power or coverage aren't exactly the greatest they work just well enough, especially with its pre-Mega ability of Drought letting its Fire STAB hit even harder. In addition, for an offensive mon, it's got good defenses, which is further backed up with Will-o-Wisp's ability to cripple physical attackers, letting it survive a hit or two in a pinch if it needs to.
Mega Ninetales
Fire
stats
HP- 73
ATK- 76
DEF- 85(+10)
SPA- 119(+38)
SPD- 138(+38)
SPE- 114(+14)
BST- 605(+100)
Kindling When hit by a grass type attack this pokemon's speed is raised by 1, and when hit with a fire type move this pokemon's special attack is raised by 1

New Moves: Destiny Bond, Mystical Fire

Kindling is a bit of a sidegrade/upgrade to flash fire that trades fire immunity for a direct spa boost instead of only boosting fire moves, as well as now also boosting speed when hit by a grass move. This gives it a very interesting role as a fire type sweeper, having great special defense and resisting both types that boost its stats it can easily switch in to most fire or grass types and revenge kill them with fire stab or scorching sands. I thought this was fitting for Ninetales since it's one of the fire types most known for its grass coverage and its tail reminds me of a bundle of sticks meant for kindling.
:Ninetales:
Ninetales-Mega
Fire
Ability: Flash Fire/Drought-> Perish Body
73
76
95 (+20)
121 (+40)
115 (+15)
125 (+25)


Ninetales' vengeful nature manifests through Perish Body, allowing it to punish physical attackers who try to prey on its lower Defense stat and priority users that try to circumvent its high speed. Ninetales can leverage this to force switches and punish incoming foes with Fire STAB or coverage like Energy Ball or Scorching Sands; Perish Body naturally suits a hit and run playstyle, allowing Tales to opt for powerful Overheat and use Healing Wish or Memento to further force momentum once it's too low to survive hazards. Alternatively, MegaTales can use Fire Spin to implement perish trapping alongside further disruption in Encore. MegaTales might struggle in VGC given Coalossal's dominance, but its support options in Encore, Imprison and Snarl, as well as the ability to force switches allows it a unique niche; also pre-Mega Drought in Flutter Meta will always be handy.
:sv/noctowl:
:noctowl:

Noctowl-Mega
Psychic/Flying
Endless Dream: All Pokemon are under Comatose effect. (Their ability do not change, they just get the effect of the Comatose ability. Like Comatose, this ability does not heal inflicted status, so already statused mons will still get affected.)

Stats:
HP: 100
Atk: 50
Def: 50 + 20 = 70
SpA: 86 + 40 = 126
SpD: 96 + 20 = 116
Spe: 70 + 20 = 90
New moves: Focus Blast, U-turn

Description: Gotta give proper credit to the creator, Mushroom-Flower! He allowed me to sub his mega, and is glad to see it subbed here!

With its typing and stats, it doesn't seem that impressive at first. But here comes Endless Dream, with its brand new STAB: Dream Eater. It's a 100 BP Psychic move that heals 50% of damages dealt to opponent, but only if the opponent is sleeping. You get what I mean? Exactly! Dream Eater STAB + Roost + 100/70/116 bulk is from experience surprisingly resilient, and Dream Eater ensures it hits hard enough. Noctowl naturally gets great moves like Hurricane, Roost, Nasty Plot, Calm Mind or Heat Wave, and stuff like U-turn or Focus Blast only makes it better offensively.

Endless Dream is also interesting because considering the opponent to be asleep means you deny it Rest, which is definitively annoying for walls like Dondozo (and it quad resists its Body Press as well, as well as just hitting it hard with Dream Eater/Hurricane). Nice tech as well: Endless Dream means the opponent cannot get statused. So it means no Poison Heal (annoying for Breloom and eventually Gliscor) and no Guts (annoying if Conkeldurr or Ursaluna or someone comes back).

Note: Noctowl-Mega exists and has been tested in A Golden Experience.
:sv/noctowl:
Mega Noctowl
Type:
Ghost / Flying
Ability: Soundproof
Moves: Hex
Stats:
HP: 100
Att: 50
Def: 90 (+40)
SpA: 116 (+30)
SpD: 126 (+30)
Spe: 70

Mega Noctowl exudes an aura of silence. Not only are you unable to hear its approach, but if you try to scream for help after it catches you, no sound will escape your lips. The aura strengthens when Mega Noctowl is deep in thought, perhaps to tune out potential distractions.

Soundproof has a few niche applications, but in conjunction with its new Ghost typing, it can do some cool stuff. You can set up Calm Minds or Nasty Plots without fear of Roar, heal with Roost without getting stuffed by Psychic Noise, block Parting Shot, and force Ursaluna to burn its Blood Moon. In doubles, you also enjoy an immunity to Snarl, can't be put to sleep by Clefairy, and can set up Tailwind without getting Faked Out.
Mega Noctowl
Psychic/Flying
stats
hp- 100
atk- 50
def- 80(+30)
spa- 131(+45)
spd- 96
spe- 95(+25)
Night Vision The user's psychic moves are neutral against dark types and all of its moves gain 1.2x accuracy

New Moves: Expanding Force, Heal Pulse, Psyshock, Teleport


Noctowl being based on an owl, know for their great vision and nocturnal lifestyle, plus originating from the games that first introduced the dark type this felt like the only direction i COULD go with this. basically miracle eye as an ability
:Noctowl:
Noctowl-Mega
Normal
/Flying
Ability: Insomnia/Keen Eye/Tinted Lens-> Delta Stream
100
50
90 (+40)
126 (+40)
96
90 (+20)


Using its 252 IQ, Mega Noctowl has learned how to manipulate wind, disappearing into the air as it silently goes for its opponent. After the recent tour, it was remarked that Tailwind isn't currently that popular in VGC; wanting Noctowl to tap into this role, I opted for Delta Stream so it didn't get one-shot by dominant options like Iron Hands and Mega Coal. Noctowl's Tailwind can combo with Imprison to shut down opposing Tailwind, which is especially useful with Delta Stream screwing with Pelipper and sun teams; its Normal typing shuts down the Ghost STAB of FM and Gholdengo, meaning Owl pairs well with Fire or Steel types that can shrug off the secondary STAB of those Ghosts. Offensively, Owl can throw off strong STAB Hurricanes alongside spread Heat Wave or Hyper Voice, or use Shadow Ball to more directly threaten Flutter Mane. In Singles, DS allows Noctowl to function as solid defensive Mega with Defog, keeping healthy with Roost, or gives it the survivability to set up with Nasty Plot or Calm Mind.
 
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