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Pet Mod Megas for All v6 (Slate 11 - Chandelure, Bisharp, Gothitelle, Conkeldurr)

Should we start metagame development?

  • Yes

    Votes: 12 100.0%
  • No

    Votes: 0 0.0%

  • Total voters
    12
  • Poll closed .
Resubbing these in a desperate attempt to win.


812.png


Mega Rillaboom
New Ability: Overgrowth / Grassy Surge ----> Adaptability
New Typing: Grass / Fighting

New Stats:

HP: 100 ----> 100
Attack: 125 ----> 150 (+25)
Defense: 90 ----> 130 (+40)
Special Attack: 60 ----> 60
Special Defense: 70 ----> 105 (+35)
Speed: 85 ----> 85
Base Stat Total: 530 ----> 630
New Moves: Close Combat, Stone Edge
Design: As Mega Rillaboom, it now has a grassy cape on its back, and there are now wooden gauntlets covering its fists. There is also a green mask covering its eyes.
Description: Gaining a new, more powerful offensive typing as well as some more attack and bulk, Rillaboom is basically a weaker Mega Heracross that has a better ability that makes its STABs even more powerful as well as significantly better bulk, not to mention slightly better speed. When used alongside the base form's Grassy Surge, it's "hasta la vista, baby" for the opposing team. It's held back by its average speed, somewhat lacking defensive typing, and a rather nasty case of 4MSS, having to pick between Earthquake / Knock Off for Gengar and Aegislash or Stone Edge for Mandibuzz and Pelipper.


815.png


Mega Cinderace
New Ability: Blaze / Libero ----> Adaptability
New Typing: Fire / Fighting

New Stats:

HP: 80 ----> 80
Attack: 116 ----> 141 (+25)
Defense: 75 ----> 90 (+15)
Special Attack: 65 ----> 90 (+25)
Special Defense: 75 ----> 85 (+10)
Speed: 119 ----> 144 (+25)
Base Stat Total: 530 ----> 630
New Moves: Knock Off, Stone Edge
Design: As Mega Cinderace, its hands have red and blue gloves, and its feet become flaming boots. Its overall outfit changes to resemble more of an American soccer player.
Description: It still retains Libero, so that's one thing. But anyways, Cinderace doesn't too bad of a job at what it does - being a physical Greninja on steroids. Thanks to keeping Libero, it now gains STAB on any move it uses, which lets it hit hard and makes it hard to check defensively, while also retaining good coverage as well. Those improved attacking stats as well give it a lot of power to its physical attacks, while a passable special attack stat lets it viably go mixed as well. Of course, that defensive typing of its isn't that good, which, despite giving it a neutrality to Stealth Rock, adds more weaknesses to pokemon such as Corviknight and Mega Espeon, while its bulk still isn't that impressive, leaving it easily KOed by strong neutral attacks.


818.png


Mega Inteleon
New Ability: Torrent / Sniper ----> No Guard
New Typing: Water / Dark

New Stats:

HP: 70 ----> 70
Attack: 85 ----> 125 (+40)
Defense: 65 ----> 70 (+5)
Special Attack: 125 ----> 150 (+25)
Special Defense: 65 ----> 70 (+5)
Speed: 120 ----> 145 (+25)
Base Stat Total: 530 ----> 630
New Moves: Knock Off, Focus Blast
Design: As Mega Inteleon, its overall body design remains the same, however, the membranes on its back become black, and the "finger guns" on each of its hands become slightly longer and thinner at the ends to look more like a sniper. The membrane on its head splits into two, smaller, membranes.
Description: Despite the fact it STILL doesn't get Protean, Inteleon at least gets a more beneficial ability in No Guard, which lets its Hydro Pumps and Focus Blasts always hit, allowing it to dish out constant damage to whatever's in front of it. In addition to this, it has a relatively high physical attacking movepool, which makes mixed variants possible as well. However, keep in mind that No Guard is a double-edged sword - while powerful offensively, it exacerbates its low defenses, meaning that all moves that are used against it will hit, leaving Inteleon easily KOed by more powerful offensive threats. Moreover, if it doesn't KO whatever's in front of it, you're pretty much good as dead, which can happen quite often against pokemon like Ferrothorn, forcing it to rely on prior damage to achieve KOes on more defensive pokemon.
 
Resub time!

Mega Cinderace
Type: Fire => Fire/Electric
Ability: Adaptability

HP: 80
Atk: 116 => 140 (+34)
Def: 75 => 80 (+5)
SpA: 65 => 101 (+36)
SpD: 75
Spe: 119 => 144 (+25)
New Moves: Wild Charge, Thunder Punch
Description: Fast Physical Mega Loppuny-esque attacker that gets an incredible Adaptability-boosted STAB combo thanks to its shiny new Electric typing. Cinderace can also try and run a mixed set as well with its buffed SPA.

Mega Rillaboom
Type: Grass => Grass/Rock
Ability: Rock Head

HP: 100
Atk: 125 => 155 (+30)
Def: 90 => 110 (+30)
SpA: 60
SpD: 70 => 100 (+30)
Spe: 85 => 95 (+10)
New Moves: Stone Edge, Head Smash
Description: Incredibly bulky Physical Attacker that can fire off powerful recoil-less STAB moves in Wood Hammer and Head Smash. Wood Hammer can be even more devastating if Grassy Terrain is the gorilla's pre-mega ability. (Yes, a new Rock typing is a terrible pun on how Rillaboom's a drummer for a Rock band.)

Mega Intelleon
Type: Water => Water/Ghost
Ability: Sleuth
(Trace clone)
HP: 70
Atk: 85 => 130 (+ 45)
Def: 65 => 75 (+10)
SpA: 125 => 145 (+20)
SpD: 65 => 75 (+10)
Spe: 120 => 135 (+15)
New Moves: Shadow Sneak, Energy Ball, Nasty Plot
Description: Water/ghost Mega Alakazam that's a mixed attacker.
 
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As Megamax showed, trying to out-Cinderace Cinderace without Libero is a fool's errand. So here's something completely different.

cinderace.gif

Mega Cinderace
Type:
Fire
Ability: Rebound - an ability from CAP which bounces back status moves upon switching in like a crappy version of Magic Bounce
Moves: Energy Ball
HP: 80​
Att: 86 (-30)​
Def: 85 (+10)​
SpA: 135 (+70)​
SpD: 85 (+10)​
Spe: 159 (+40)​

This may go against the constraints Hematite outlined, but just like Mega Diancie goes against those constraints for the sake of role reversal, so does this (also, if you swap the attack and special attack, the boosts do follow the constraints). Anyway, this Mega Cinderace is obscenely fast (only one point slower than Ninjask) and it's fairly strong (135 is kinda low for a Mega without a boosting ability, but Fire Blast's high power makes up for it) but its special movepool is effective but kinda small, with its only good options being Fire Blast, Focus Blast, Scorching Sand, Electro Ball, and now Energy Ball, and its only boosting move is Work Up. Electro Ball was actually the primary reason I made this thing so fast. Against max speed base 100's, it hits a meaty... 60 base power.

Oh wait, I don't have any flavor text. Uhhh, it switches from playing soccer to basketball, like Space Jam. Instead of kicks, it uses its powerful legs for mad hops. That's also why it has Rebound. Yeah, let's go with that.

Also, a word of caution: remember that any moves you give Megas will also be learned by the base form. Two of these Pokemon (Rillaboom and Cinderace) have abilities that are extremely valuable, making using their Mega a hard sell. For example, Demon Dragon, you probably gave Mega Rillaboom Stealth Rock so it could capitalize on its better defenses with team support, but it would also have to contend with regular Stealth Rock Rillaboom, which, as Megamax has shown, is incredible even without mega evolving.

Also also, the next slate better be Ice Cream Garbage Gear or I'll riot.
 
Some feedback:
superstrike66, your Cinderace sub isn't legal - Libero was stated to be forbidden in the slate this time around.
I also think Megamax has taught us that a Mega Rillaboom in this direction is not viable; what we have there is essentially your exact sub but more minmaxed and stronger, and it's basically never used because regular Rillaboom is too much better.

In general, guys, I think it's important to remember that base Rillaboom uses Grassy Surge more than just once in a match - and your Mega can't hold a Terrain Extender, either. That means that if your Mega foregoes Grassy Surge, you lose Grassy Terrain entirely after five turns, whether you were even using Rillaboom during those turns or not - a Mega that either ever switches out or doesn't completely finish its job in five turns cannot be reliant on Grassy Terrain to perform well. This is a case similar to Libero where it's best to...
- do something the base form can't with or without its Ability,
- compensate directly for the loss of Grassy Surge, or simply
- keep its access to Grassy Terrain intact.
I think it can be hard to balance both for the five turns with Grassy Surge and the rest of the battle without it, so I would be wary of trying to "out-Rillaboom Rillaboom" while changing its Ability in much the same way that DrPumpkinz rightly advised against trying to "out-Cinderace Cinderace."

(Also, I'm not stats leader, but in case anyone cares about my input - since I did suggest those guidelines in the first place - I will confirm that I think DrPumpkinz's Cinderace is fine, by the way!
Those guidelines are there for a reason, but DrPumpkinz obviously understands that reason and has taken it into account, and this is honestly one of the tamer spreads here as it is. He's not abusing the stat limits at all - he's just doing something different with his stat spread.)
 
rillaboom.gif.m.1578614926

Mega Rillaboom
New Ability: Overgrow / Grassy Surge ----> Pressure
New Typing: Grass/Fighting

New Stats:

HP: 100 ----> 100
Attack: 125 ----> 135 (+10)
Defense: 90 ----> 140 (+50)
Special Attack: 60 ----> 70 (+10)
Special Defense: 70 ----> 100 (+30)
Speed: 85 ----> 85
Base Stat Total: 530 ----> 630
New Moves: Synthesis
Description: A defensive mega. It can choose between Leech Seed, Synthesis, or STAB Drain Punch to keep itself healthy while draining the opponents' PP faster thanks to Pressure. Its typing, while has unfortunate weaknesses, gets resistance to commonly used moves such as EdgeQuake combo, Knock Off, and Stealth Rock.

cinderace.gif.m.1578614926

Mega Cinderace
New Ability: Blaze / Libero ----> Technician
New Typing: Fire

New Stats:

HP: 80 ----> 80
Attack: 116 ----> 106 (-10)
Defense: 75 ----> 85 (+10)
Special Attack: 65 ----> 135 (+70)
Special Defense: 75 ----> 85 (+10)
Speed: 119 ----> 139 (+20)
Base Stat Total: 530 ----> 630
New Moves: Energy Ball
Description: Physical Cinderace already has an incredible set in Libero so I wanted to try out a special attacker Cinderace, despite its shallow special movepool. 139 Speed powers up Electro Ball, which deals loads of damage against bulky Water Pokemon such as Toxapex and Slowbro. Energy Ball provides coverage against Pokemon like Quagsire and Rotom-Wash. Technician boosts the power of certain coverage moves such as Mud Shot for hitting Heatran while also lowering the speed of incoming scarfers; it also makes sure Electro Ball hits decently hard on faster opponents.

inteleon.gif.m.1578614926

Mega Inteleon
New Ability: Torrent / Sniper ----> Competitive
New Typing: Water

New Stats:

HP: 70 ----> 70
Attack: 85 ----> 95 (+10)
Defense: 65 ----> 90 (+25)
Special Attack: 125 ----> 155 (+30)
Special Defense: 65 ----> 90 (+25)
Speed: 120 ----> 130 (+10)
Base Stat Total: 530 ----> 630
New Moves: Nasty Plot
Description: Buffed up its stats to be similar to Mewtwo, the original Uber. Competitive allows it to punish defoggers such as Landorus-T, Gliscor, and Mandibuzz, as well as Sticky Web Teams. It can be a good fit for hazard-stacking teams thanks to that. Its increased bulk allows it to comfortably set up a Nasty Plot to boost its Special Attack even further.
 
818.png

Inteleon
Water Electric
Water absorb
70 85 80 185 80 120
- +15 +60 +15 -
Dragon pulse, Thunderbolt, Aura sphere, Nasty plot, Volt switch
815.png

Cinderace
Fire Ground
Flash fire
80 116 125 65 125 119
- +50 - +50 -
Shore up, Toxic, Knock off, High horsepower, Hypnosis
812.png

Rillaboom
Grass Poison
Sap sipper
100 105 145 105 90 85
-20 +55 +45 +20 -
Sludge bomb, Gunk shot, Iron head, Flash cannon, Nasty plot
 
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In a world of gun-wielding reptiles, drum-beating gorillas, and bunnies that shoot fire out of their legs, I welcome you to the peaks of Galar.

Since it's Pet Mods and Imperial is hosting this I probably won't get any likes on my post LOL please like this post, my efforts weren't for nothing!! :>

:ss/inteleon:
Typing:
1597161289146.png
/
1597161303424.png

Ability: Torrent; Sniper → Adaptability
HP:
70
Atk: 85 → 105 (+20)
Def: 65 → 95 (+30)
SpA: 125
SpD: 65 → 95 (+30)
Spe: 120 → 140 (+20)
BST: 630
New Moves: Taunt, Psyshock, Zen Headbutt, Psychic, Recover

I turned Inteleon into a decently fast stallbreaker with an amazing Speed stat that outpaces most of the metagame. With a neat STAB combination boosted by Adaptability, this can be a nuisance to deal with. I didn't want to make Inteleon an insane special attacker so I left the SpA where it was since it's good enough (it's also a clean 2HKO on Mega Sableye). The Psychic typing is encouraged because reptiles are actually pretty smart, as stated by scientists. Of course, any stallbreaker needs to have passable bulk or it's going to die out pretty easily. 95 Defense also lets you prevent a 2HKO from Gliscor's Earthquake, which can be pretty common on stall. Psyshock bashes on Chansey and Toxapex, which otherwise try to wall you to oblivion. Of course, Taunt lets you outdamage these threats much easier, while Recover is spammable on anything that tries to touch you.
Inteleon @ Inteleonite
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Psyshock
- Hydro Pump
- Recover

Standard set, good against offense, good against stall, Inteleon will sure have a comfortable fit on your team. If you're that dedicated, you could run a Swords Dance set (or perhaps a mixed set with U-Turn) since Toxapex can't really do much against you anyways. Having no physical Psychic STAB kind of blows, though.

:ss/rillaboom:
Typing:
1597201969589.png
/
1597201982919.png

Ability: Overgrow; Grassy Surge → Solid Rock
HP: 100
Atk: 125 → 150 (+25)
Def:
90 → 100 (+10)
SpA: 60 → 95 (+35)
SpD: 70 → 100 (+30)
Spe: 85
BST: 630
New Moves: Rock Slide, Stone Edge, Synthesis

I turned Rillaboom into a great bulky attacker thanks to arguably one of the better defensive typings, Grass/Rock, when paired with Solid Rock. It also benefits from Base Rillaboom as Grassy Terrain helps increase its longevity and boost the power of grass STAB. The rock typing is also beneficial because it checks Mandibuzz and Corviknight, which are one of the best threats to Base Rillaboom (until now). Synthesis is your main recovery option, and is mainly used without Grassy Terrain. It also has a great Attack stat, while also being notably weaker than Choice Band and Life Orb variants of the original form.
Rillaboom @ Rillaboomite
Ability: Solid Rock
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Bulk Up
- Drum Beating / Rock Slide
- Rest
- Sleep Talk

This is a more defensive take on Mega Rillaboom, taking advantage of its great defensive presence to act as a solid bulky win-con. Drum Beating is the main STAB move of choice, making physical attackers easier to setup on thanks to the speed drop that it offers. Rock Slide is used to defeat Flying-types like Mandibuzz, which can give it trouble.

Rillaboom @ Rillaboomite
Ability: Solid Rock
EVs: 252 Atk / 96 Def / 160 Spe
Adamant Nature
- Drum Beating
- Stone Edge
- Knock Off / Drain Punch
- Synthesis

Mega Rillaboom serves as an all-out attacker, capable of hitting most Pokemon decently hard while tanking hits. Drum Beating and Stone Edge are a powerful STAB combination. Knock Off lets you remove items from opposing Pokemon, making things much easier. Drain Punch can be used for some Steel-types such as Ferrothorn, which can otherwise actually wall you.

:ss/cinderace:
Typing:
1597261620809.png

Ability:
Blaze; Libero → Cheer On (CLONE of Victory Star; user and allies have accuracy increased by 1.1)
HP:
80
Atk: 116 → 146 (+30)
Def: 75 → 80 (+5)
SpA:
60 → 105 (+45)
SpD:
75 → 80 (+5)
Spe:
119 → 139 (+20)
BST:
630
New Moves: Magma Storm, Morning Sun

Flavor Description: Cinderace provides essential support to its teammates on the soccer field by cheering, giving everyone an increase in the accuracy of their moves.
Competitive Description: I turned Cinderace into a powerful mixed attacker, striking down the opponent with hard-hitting moves that would otherwise be inconsistent. Although it remains the pure Fire typing, Cinderace gets access to a new STAB move called Magma Storm, which allows it to be an effective trapper in the metagame along with Heatran and Magnezone. It now finally has access to a reliable recovery move in Morning Sun, meaning that it could have some sort of longevity. Cinderace doesn't even reach the 140 Speed mark but it's still fast as all heck.
Cinderace @ Cinderite
Ability: Cheer On
EVs: 252 Atk / 20 SpA / 236 Spe
Hasty Nature
- Work Up
- Pyro Ball
- Zen Headbutt / Gunk Shot
- Electro Ball

Cinderace can work as a late-game cleaner with Work Up, breaking through Water-types with Electro Ball. 20 SpA EVs lets you OHKO physdef Toxapex after a boost. Zen Headbutt and Gunk Shot are the main coverage moves for Cinderace because they hit any additional Pokemon hard, such as Clefable and Kommo-o. This set is pretty standard but it's effective.
Cinderace @ Cinderite
Ability: Cheer On

EVs: 252 Atk / 128 SpA / 128 Spe
Hasty Nature
- Magma Storm
- Gunk Shot
- Zen Headbutt
- U-turn

Cinderace is a decent trapper thanks to Magma Storm, which allows it to kill off weak Pokemon with its powerful attacks. 128 SpA EVs allow you to 2HKO Celesteela, and ensures that your Magma Storm pays off nicely. Gunk Shot allows you to deal with most Fairy-types such as Clefable and Tapu Fini, while Zen Headbutt is mainly there for Toxapex and Kommo-o. U-Turn is a neat pick on almost any set thanks to the ability to switch out into another teammate.
 
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812.png

Rillaboom
Grass Poison
Naturilate (-ate ability for grass types)
100 105 90 160 90 85
-20 - +100 +20 -
Sludge bomb, Overheat
I like your other subs well enough
but
please
don't do this.

252 SpA Rillaboom Boomburst vs. 252 HP / 0 SpD Mew in Grassy Terrain: 415-490 (102.7 - 121.2%) -- guaranteed OHKO
Possible damage amounts: (415, 421, 426, 430, 436, 441, 445, 450, 456, 460, 465, 469, 475, 480, 484, 490)

(And that's not even a positive nature!)
It gets to do this five times, and this does not require a single turn of setup.

We have one -ate Boomburst user in M4A already. It has 95 Special Attack. That's actually all it takes to be good at using the move. If you're going to use -ate Boomburst, especially with a type you passively boost on your own for five turns, please don't go this far with the raw breaking power.

Here is a potentially useful fact: if you left Rillaboom's Special Attack at 60 like its base form, it would still be hitting more than 98.5% as hard as our Mega Toucannon with its Boombursts for as long as Grassy Terrain was up. Grassy Surge is that much of a boost - and -ate Boomburst itself comes with so much raw power that that's enough for it to be the primary selling point of one of our other Megas.

This as you have it hits more than 88% harder than our Mega Toucannon. You might think it's balanced because Grass isn't as good an offensive type, but consider that even a resisted hit is roughly 94% as strong as Mega Toucannon's full-power Boombursts.
 
aaaaaaaa im new here i hope im doing this right! :S

:inteleon:
Mega Inteleon
New Ability: Torrent/Sniper ----> Illusion
New Typing: Water/Bug

New Stats: 70/145/102/85/102/126

HP: 70 ----> 70
Attack: 85 ----> 145 (+60)
Defense:
65 ----> 102 (+37)
Special Attack:
125 ----> 85 (-40)
Special Defense:
65 ----> 102 (+37)
Speed:
120 ----> 126 (+6)
Base Stat Total:
530 ----> 630

New Moves: Taunt, First Impression, (Encore*, Pursuit*)
*optional, but would suit its playstyles

(edited to add a) TL;DR description: Physical setup sweeper that can use Illusion and U-turn to catch opponents off guard and give it more chances to set up, and can also take advantage of Illusion to function as a fast disruptive support
i was thinking to myself. how on earth do i make my favorite useless pokemon move, fell stinger, useful to something? surely the answer isnt to take a pokemon i really dont like thats based on a spy/assassin archetype, give it illusion so no one will see it coming, and turn it into a bug-type physical attacker on flimsy pretenses?

... so yeah thats the vibe on this one.
now, i understand that i am basically the only person that really desperately wants a viable fell stinger user, so thats far from the only option this thing can run! its attack is preeeeetty average as far as mega pokemon are concerned, but illusion hypothetically gives it plenty of chances to set up with swords dance (which is in its existing movepool) or finish something off with fell stinger. like an assassin!!!!! and since it's like... a chameleon and also a spy and stuff... illusion at least feels appropriate?

inteleon also has a pretty formidable selection of priority to choose from between STAB aqua jet, sucker punch and ice shard to take advantage of once it's set up, and i've also added first impression just because... well it sounds fun doesnt it? illusion/first impression just sounds really fun and rude. and its like. you know, surprising and all that!

the addition of bug type unfortunately gives it a stealth rock weakness, which im not a huge fan of, but gives it STAB on fell stinger and also u-turn (and first impression of course), which is a good move for an illusion user to have i think.

aside from swapping its attack stats, its defenses have been the main focus of its stat bonuses. ideally, this should give it just enough survivability to be able to set up at least once.... OR!!!

it could enable the other idea i had in mind with this spread!!! was to potentially let it take advantage of illusion in a completely different way, more like a spy than an assassin, as my personal favorite kind of build, a fast bulky support. inteleon already gets haze, which is a really useful utility move for handling other setup types. ive added taunt and encore to its options here, since something with illusion can really take full advantage of the kind of disruption these moves can cause! and no matter what, not knowing what to expect from its set when you see it on a team does feel appropriate for a sneaky spy master archetype.
i cant believe i made the only pokemon i actively dislike into something i actually would really really like to use. this must be some kind of personal torment im compelled to subject myself to. it sounds so fun though?? why do i do this to myself
 
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inteleon.gif

Mega Inteleon

Ability:
Torrent/Sniper -> Hydraulic Force (Solar Power but for Rain)
Typing: Water

Stats:
HP: 70
Atk: 85 -> 115 (+30)
Def: 65 -> 71 (+6)
SpA: 125 -> 155 (+30)
SpD: 65 -> 85 (+20)
Spe: 120 -> 134 (+14)
BST: 530 -> 630 (+100)

New Moves: Flip Turn

Competitive: An extremely potent threat on Rain, Mega Inteleon's huge firepower allows it to break through a majority of the metagame (when under Rain) by spamming Hydro Pump. It also has decent coverage moves in Dark Pulse and Ice Beam. I have also given it Flip Turn to function as a stronger U-Turn to help pivot and avoid taking damage from Hydraulic Force. Its eh bulk makes it destroyed by things such as Rillaboom's Grassy Glide along with other Pokémon who outspeed and OHKO such as Mega Lopunny, when Rain is up Scarf Vish, and Zeraora among others. Outside of Rain it is a lot easier to deal with as it hits no way near as hard which allows it to be walled quite easily. It can also struggle to switch in because of its aforementioned poor bulk.


rillaboom.gif

Mega Rillaboom

Ability:
Overgrow/Grassy Surge -> Berserk
Typing:
Grass/Normal

Stats:
HP:
100
Atk: 125
Def: 90 -> 115 (+25)
SpA: 60 -> 125 (+65)
SpD: 70 -> 95 (+25)
Spe: 85 -> 70 (-15)
BST: 530 -> 630 (+100)

New Moves: None

Competitive: Mega Rillaboom has gone the special route, losing speed in favour of more bulk and a nice 125 SpA stat, along with Berserk and the Normal typing. Its now STAB Boomburst deals extreme damage to a lot of the tier, 2HKOing even the bulkiest of mons that aren't resists. Its lost speed hurts but it means it will often be running a very bulky set which is hard to get rid of. It does lack good recovery options, having to rely on either Rest, Leech Seed or Giga Drain. Its new ability Berserk means that it can take a hit and then destroy whatever's in front of it and can sometimes begin to heal HP back up against a bulkier mon. However, its breaking power only goes so far as its Boombursts can't hit anything super-effectively and many ghost types absolutely destroy it. There are also a fare few Pokémon who are faster, can live a Boomburst, and cleanly 2HKO it.

cinderace.gif

Mega Cinderace

Ability:
Blaze/Libero -> Moxie
Typing:
Fire

Stats:
HP: 80
Atk: 116 -> 166 (+50)
Def: 75 -> 90 (+15)
SpA: 65 -> 85 (+20)
SpD: 75 -> 90 (+15)

Spe: 119
BST: 530 -> 630 (+100)

New Moves: None

Flavour: Although I'm unsure on design, the idea of this Cinderace is meant to be akin to the role a poacher plays in football (soccer). That is, a striker who is great at scoring and very dangerous in the box, and always seems to ready to score at the right time. Which means the idea of this Cinderace is something that often requires support but is good at picking up KOs, Moxie continues the idea with it being more of a way to outright win the game, letting Cinderace pounce and finish off the weakened team.

Competitive: Mega Cinderace is a very powerful Pokémon, boasting a very high Atk stat, great Speed, and good bulk for an offensive mon. However, it does have pretty big weaknesses, namely Stealth Rock, which leave it needing support to function as well as it can. Mega Cinderace can't destroy a team on its own but the idea is that with the support it needs (mainly removal, letting it come in safely, and often weakening a foe to let it pick up a KO and keep the momentum with U-Turn, or get a Moxie boost and put a huge hole in the opposing team), it is extremely powerful. This is also a lot different to regular Cinderace, who's Heavy-Duty-Boots set is very versatile. Its unboosted speed does leave it open at times to the faster Pokémon in the metagame, and a lack of an item quite often leaves it not doing enough damage which is a problem for it.
 
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aaaaaaaa im new here i hope im doing this right! :S

:inteleon:
Mega Inteleon
New Ability: Torrent/Sniper ----> Illusion
New Typing: Water/Bug

New Stats: 70/145/102/85/102/126

HP: 70 ----> 70
Attack: 85 ----> 145
Defense: 65 ----> 102
Special Attack: 125 ----> 85
Special Defense: 65 ----> 102
Speed: 120 ----> 126
Base Stat Total: 530 ----> 630

New Moves: Taunt, Encore, First Impression, Pursuit*
*very optional, just could be fun!
(edit: if only two new moves are allowed, First Impression + your choice of Encore or Taunt. or i guess just encore and taunt)
i was thinking to myself. how on earth do i make my favorite useless pokemon move, fell stinger, useful to something? surely the answer isnt to take a pokemon i really dont like thats based on a spy/assassin archetype, give it illusion so no one will see it coming, and turn it into a bug-type physical attacker on flimsy pretenses?

... so yeah thats the vibe on this one.
now, i understand that i am basically the only person that really desperately wants a viable fell stinger user, so thats far from the only option this thing can run! its attack is preeeeetty average as far as mega pokemon are concerned, but illusion hypothetically gives it plenty of chances to set up with swords dance (which is in its existing movepool) or finish something off with fell stinger. like an assassin!!!!! and since it's like... a chameleon and also a spy and stuff... illusion at least feels appropriate?

inteleon also has a pretty formidable selection of priority to choose from between STAB aqua jet, sucker punch and ice shard to take advantage of once it's set up, and i've also added first impression just because... well it sounds fun doesnt it? illusion/first impression just sounds really fun and rude. and its like. you know, surprising and all that!

the addition of bug type unfortunately gives it a stealth rock weakness, which im not a huge fan of, but gives it STAB on fell stinger and also u-turn (and first impression of course), which is a good move for an illusion user to have i think.

aside from swapping its attack stats, its defenses have been the main focus of its stat bonuses. ideally, this should give it just enough survivability to be able to set up at least once.... OR!!!

it could enable the other idea i had in mind with this spread!!! was to potentially let it take advantage of illusion in a completely different way, more like a spy than an assassin, as my personal favorite kind of build, a fast bulky support. inteleon already gets haze, which is a really useful utility move for handling other setup types. ive added taunt and encore to its options here, since something with illusion can really take full advantage of the kind of disruption these moves can cause! and no matter what, not knowing what to expect from its set when you see it on a team does feel appropriate for a sneaky spy master archetype.
i cant believe i made the only pokemon i actively dislike into something i actually would really really like to use. this must be some kind of personal torment im compelled to subject myself to. it sounds so fun though?? why do i do this to myself
Sorry have to veto this, since you can’t have a Mega lose stats in Attack or Special Attack.
 
Sorry have to veto this, since you can’t have a Mega lose stats in Attack or Special Attack.
(Also, I'm not stats leader, but in case anyone cares about my input - since I did suggest those guidelines in the first place - I will confirm that I think DrPumpkinz's Cinderace is fine, by the way!
Those guidelines are there for a reason, but DrPumpkinz obviously understands that reason and has taken it into account, and this is honestly one of the tamer spreads here as it is. He's not abusing the stat limits at all - he's just doing something different with his stat spread.)
Inkbug's submission is fine for the same reason this is (as is MegaFlareon's, for whenever you notice that it's almost exactly the same stat spread as the one DrPumpkinz made). Its reduced Special Attack is still no lower than its base form's Attack, which is to say that it's not being used to abuse the BST limit in any way, just to give Inteleon a different set of options that it wouldn't otherwise be inclined to use.
It's really not worth enforcing this when there's nothing problematic about the submission in itself - I know I'm the one who originally suggested that Attack and Special Attack shouldn't be allowed to go down, but I meant that in the context of minmaxing (reducing the lower one to raise the higher one); I see nothing wrong with allowing a sub like this.
 
cinderace.gif.m.1578614926


Mega Cinderace
New Ability:
Blaze / Libero ----> Evasive Maneuvers | On switch-in, this Pokemon avoids all Rock-type attacks and Stealth Rock. (Clone of the Mountaineer ability on CAP Pokemon Scylant)
New Typing: Fire ----> Fire/Flying

New Stats:

HP: 80 ----> 80
Attack: 116 ----> 141 (+35)
Defense: 75 ----> 75 (+0)
Special Attack: 65 ----> 85 (+20)
Special Defense: 75 ----> 75 (+0)
Speed: 119 ----> 154 (+45)
Base Stat Total: 530 ----> 630
New Moves: Aerial Ace, Dual Wingbeat, Rapid Spin
Description: Based on this fake leak for Scorbunny's evolution (also Cinderace, as in, like, a really good pilot? Get it? Lol, I'm so funny and meta! :D). As the concept art shows, Cinderace takes on a airplane-like body, and flies around with jets on its back. Competively speaking, Cinderace becomes a much better fast pivot and hazard remover with a blisteringly high speed-tier and immunity to all hazards, along with the ability to check some Rock-types, avoiding all Rock-type moves on switch-in and possibly KOing with High Jump Kick.
 
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aaaaaaaa im new here i hope im doing this right! :S

:inteleon:
Mega Inteleon
New Ability: Torrent/Sniper ----> Illusion
New Typing: Water/Bug

New Stats: 70/145/102/85/102/126

HP: 70 ----> 70
Attack: 85 ----> 145
Defense: 65 ----> 102
Special Attack: 125 ----> 85
Special Defense: 65 ----> 102
Speed: 120 ----> 126
Base Stat Total: 530 ----> 630

New Moves: Taunt, Encore, First Impression, Pursuit*
*very optional, just could be fun!
(edit: if only two new moves are allowed, First Impression + your choice of Encore or Taunt. or i guess just encore and taunt)
i was thinking to myself. how on earth do i make my favorite useless pokemon move, fell stinger, useful to something? surely the answer isnt to take a pokemon i really dont like thats based on a spy/assassin archetype, give it illusion so no one will see it coming, and turn it into a bug-type physical attacker on flimsy pretenses?

... so yeah thats the vibe on this one.
now, i understand that i am basically the only person that really desperately wants a viable fell stinger user, so thats far from the only option this thing can run! its attack is preeeeetty average as far as mega pokemon are concerned, but illusion hypothetically gives it plenty of chances to set up with swords dance (which is in its existing movepool) or finish something off with fell stinger. like an assassin!!!!! and since it's like... a chameleon and also a spy and stuff... illusion at least feels appropriate?

inteleon also has a pretty formidable selection of priority to choose from between STAB aqua jet, sucker punch and ice shard to take advantage of once it's set up, and i've also added first impression just because... well it sounds fun doesnt it? illusion/first impression just sounds really fun and rude. and its like. you know, surprising and all that!

the addition of bug type unfortunately gives it a stealth rock weakness, which im not a huge fan of, but gives it STAB on fell stinger and also u-turn (and first impression of course), which is a good move for an illusion user to have i think.

aside from swapping its attack stats, its defenses have been the main focus of its stat bonuses. ideally, this should give it just enough survivability to be able to set up at least once.... OR!!!

it could enable the other idea i had in mind with this spread!!! was to potentially let it take advantage of illusion in a completely different way, more like a spy than an assassin, as my personal favorite kind of build, a fast bulky support. inteleon already gets haze, which is a really useful utility move for handling other setup types. ive added taunt and encore to its options here, since something with illusion can really take full advantage of the kind of disruption these moves can cause! and no matter what, not knowing what to expect from its set when you see it on a team does feel appropriate for a sneaky spy master archetype.
i cant believe i made the only pokemon i actively dislike into something i actually would really really like to use. this must be some kind of personal torment im compelled to subject myself to. it sounds so fun though?? why do i do this to myself

Would Illusion activate on Mega Evolution? Either way, it's kinda pointless until Inteleon switches out lol
 
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