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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 .
He put Ghost to Mega Inteleon, so +3 new Moves, but he did +2 instead
He put BUG type
and he didnt do +3, he did +4.
also, didnt you say you could add 5 if added a type to an single type mon?
4b7hax.jpg
 
He put BUG type
and he didnt do +3, he did +4.
also, didnt you say you could add 5 if added a type to an single type mon?
:facepalm:
Let me clarify something:

1. He added a second type to a single-type Pokemon. In this case, he added the Ghost-type to pure Water-type Inteleon. This means he can add up to 3 more moves. I meant by +3 is that this is the number of additional moves from 2 you can make when you add a secondary typing to a single type. In short, if you add a secondary typing to a single-type, the maximum number of moves you can add IN TOTAL is 5 (2 from the initial rule + 3 since you added a new type)
2. I didn’t say you can add 5 additional moves. I meant is that when you add a secondary typing to a single-typed mega, the 5 additional moves is the TOTAL. Refer to number 1 above.
 
:facepalm:
Let me clarify something:

1. He added a second type to a single-type Pokemon. In this case, he added the Ghost-type to pure Water-type Inteleon. This means he can add up to 3 more moves. I meant by +3 is that this is the number of additional moves from 2 you can make when you add a secondary typing to a single type. In short, if you add a secondary typing to a single-type, the maximum number of moves you can add IN TOTAL is 5 (2 from the initial rule + 3 since you added a new type)
2. I didn’t say you can add 5 additional moves. I meant is that when you add a secondary typing to a single-typed mega, the 5 additional moves is the TOTAL. Refer to number 1 above.
ooh
and his inteleon was water bug and not water ghost
 
Do not mean to double post, but I will say this again. After Slate 7's voting period is over, we will have a 1 -2 week hiatus in order to give way to coding. Petuuuhhh did you contact Scoopapa about the coding?
 
Here's my fucking submission
Mega Cinderace
New Ability:
Blaze / Libero ----> Protean
New Typing: Fire ----> Fire

New Stats:

HP: 80 ----> 80
Attack: 116 ----> 141 (+35)
Defense: 75 ----> 90 (+15)
Special Attack: 65 ----> 65 (0)
Special Defense: 75 ----> 90 (+15)
Speed: 119 ----> 144 (+35)
Base Stat Total: 530 ----> 630
New Moves:
Description:
Fuck it let's make it the same but but better. It is literally the same exact thing as Cinderace only faster. You know what that ain't too fucking bad. It's a good fucking idea. I am totally fucking not using this fucking sub as a fucking excuse to fucking swear on this fucking forum. Before the fucking council fucking vetoes this I would fucking like to show you this fucking quote.

Notice only Libero is banned, not protean.
...
IMPORTANT RULES:

1. NO SWEARING
2. BE NICE TO OTHERS

More importantly: seriously, my guy, you're not helping.
The goal here should not be to make ImperialGamer's job harder - do you want him to learn anything or get any better at running this or not?

Knowing you, the two outcomes I can see are
- ImperialGamer (rightly) vetoes this, but you start an argument of one-liners that ends up dragging on for multiple pages (as if this thread needs any more of those!), and no one is happy.​
- ImperialGamer is too tired of arguing because so many people are nitpicking and getting on his case about minor things instead of actually giving useful advice, and he accepts this without a fight, and... what then? If you get your way... do you expect people to congratulate you on breaking the 14-year-old?​
What do you want out of this? Is this really the time for trolling?
Yeah, I disagree as much as the next guy with ImperialGamer using his age as an excuse not to take advice in the past, but I do think his age is a valid reason not to attack him for fun.

And there's a difference between inconsistency in the rules and unfair double-standards and simply calling out obvious loophole abuse that clearly violates the intention of the rules on purpose, and I think it would be perfectly good leadership to recognize that and veto this accordingly. Again: please don't manipulate stressed 14-year-olds into giving you what they want by convincing them they're doing a bad job if they don't. This should really be basic human decency.

I would take this as a lighthearted joke on your part (I know other people were tossing around the idea of making Protean subs), but it obviously isn't one as you've framed it. Please manage your anger somewhere else.
 
By the way voting starts now, and I’ll do the DrPumpkinz-style compilation.

:ss/rillaboom:
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.
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 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.
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
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.
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.
Mega Rillaboom
New Ability: Overgrow / Grassy Surge ---> Thick Fat
New Typing:

Grass.png

—>

Grass.png



Ground.png



New Stats:
HP: 100
Attack: 125 ----> 155 (+30)
Defense: 90 ----> 110 (+20)
Special Attack: 60
Special Defense: 70 ----> 100 (+30)
Speed: 85 ----> 105 (+20)
Base Stat Total: 530 ----> 630 (+100)
New Moves: Synthesis
Description: In just one turn, Rillaboom transforms from a strong wallbreaker into a bulky offensive threat. Thick Fat eliminates its Fire weakness and lets it not be OHKO’d by even the weakest Ice moves. It also now gets recovery in Synthesis. However, it is weaker offensively than normal Rilla.
:rillaboom: Mega Rillaboom
New Ability: Overgrow/Grassy Surge -> Arena Rock
(Primordial Sea clone: Mega Rillaboom sets Grassy Terrain on entry, and it cannot wear off or be overwritten but goes away when Mega Rillaboom leaves battle)
Type: Grass

New Stats:
HP: 100
Attack: 125 -> 165 (+40)
Defense: 90 -> 110 (+20)
Special Attack: 60
Special Defense: 70 -> 110 (+40)
Speed: 85
(630 BST)

New moves: Jungle Healing, Toxic
Description:
A decent upgrade for Swords Dance Rillaboom sets - Grassy Terrain is no longer on a timer, so it can use full-power Grassy Glides with priority for as long as it stays in battle rather than needing to leave and set up all over again, and it has much better bulk to help with setup. In exchange, these sets effectively lose Acrobatics access - sets with Grassy Seed are still a viable alternative.
For straight offensive sets with four attacks, regular Rillaboom is still better - use a Choice Band instead for such a set!
Perhaps more interestingly, with Grassy Terrain that doesn't run out, it's also the closest thing we have to a Mega Evolution with Leftovers; in conjunction with Toxic, it can make it an excellent tank, with the option to be a stallbreaker using Taunt or Jungle Healing or to enhance its offensive prowess with Swords Dance and its Ground coverage of choice (High Horsepower for raw damage, but Stomping Tantrum may pair well with Toxic).

:ss/Cinderace:
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.
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 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.
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.
Cinderace
Fire Ground
Flash fire
80 116 125 65 125 119
- +50 - +50 -
Shore up, Toxic, Knock off, High horsepower, Hypnosis
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.
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.
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.
Mega Cinderace :cinderace:
New Ability: Blaze / Libero ----> Sharp Striker (Mega Launcher clone; this Pokemon's ballistic moves have 1.5x power)
New Typing: Fire ----> Fire
New Stats:
HP: 80 ----> 80
Attack: 116 ----> 126 (+10)
Defense: 75 ----> 95 (+20)
Special Attack: 65 ----> 135 (+70)
Special Defense: 75 ----> 95 (+20)
Speed: 119 ----> 99 (-20)
Base Stat Total: 530 ----> 630 (+100)
New Moves: Energy Ball

Flavor Changes: Just like most Brazilians, I'm a fan of football (or soccer, whatever you want to call it). For that reason alone, Cinderace was, by far, my favorite of the Sword and Shield starter trio, and I wanted to give it a mega that's inspired on the sport. Cinderace's Speed stat indicates its role on a football game would be similar to that of a winger (a fast, agile player that plays at the field's flanks, whose speciality is to dribble and get past the defenders). After Mega Evolving, Mega Cinderace's body becomes more muscular and larger, its legs following the pattern; this is meant to make it more of a striker (a player whose role is to, primarily, receive the ball and score goals). Since strikers are usually slower, stronger and more thoughtful, I decided to reduce its blazing Speed and add the boosts into offense and defense.

Competitive Changes: Given regular Cinderace is already a really good Pokemon in OU with Libero, this Mega Cinderace concept aims to work as an equally viable mixed wallbreaker. When looking at Cinderace's coverage, I noticed it gets a good amount of great ballistic special coverage moves that go to waste when looking at its Special Attack stat, such as Shadow Ball, Focus Blast and Electro Ball. Mega Cinderace's boosted Special Attack in tandem with its ability Sharp Striker allows it to take the utmost advantage of those moves - examples include Electro Ball now notably OHKOing Toxapex, Slowbro and Pelliper, a boosted Focus Blast being more powerful than a HJK in raw strength, Shadow Ball enabling Mega Cinderace to one shot Psychic- and Ghost-types like Mew and Hatterene and the newly gained Energy Ball mowing Water- and Ground-types like Swampert and Gastrodon. Moreover, it doesn't lose in power physically, either: Pyro Ball is boosted by both STAB and Sharp Striker, meaning walls like Clefable, Corviknight and Chansey still fall to Mega Cinderace, even with a meager 126 base Attack with little to no investment.

At first glance, this iteration of Mega Cinderace might seem broken on paper, but losing 20 points in Speed really hampers its matchup against offensive teams - Pokemon regular Cinderace beats in the crowded 100, 105, 108/109/110 base Speed tiers such as Terrakion now all outspeed and hit it hard. Losing Libero and the boon to run Heavy-Duty Boots are also huge drawbacks; Mega Cinderace is forced to work around its special coverage, as physical Mega Cinderace would be entirely outclassed by its regular variant (moves like Zen Headbutt, Sucker Punch and U-turn all lose on power). It also has a serious case of 4MSS now; choosing between Shadow Ball, Energy Ball, Hidden Power Ice and Focus Blast means Mega Cinderace will end up losing to some specific Pokemon. Overall, I think this Mega Cinderace is fairly balanced while not being game breaking or completely outdone by regular Cinderace.
:cinderace: Mega Cinderace
New Ability: Blaze/Libero -> Scorching Soles
(Flash Fire "clone"... sort of: grants immunity to entry hazards and boosts the power of Fire-type moves by 50% when switching in on them)
Type: Fire

New Stats:
HP: 80
Attack: 116 -> 123 (+7)
Defense: 75 -> 115 (+40)
Special Attack: 65
Special Defense: 75 -> 115 (+40)
Speed: 119 -> 132 (+13)
(630 BST)

New moves: None for now
Description:
Meant to play like the opposite of Libero Cinderace - a Scorching Soles-boosted Pyro Ball is more than twice as strong as any of its non-STAB moves (meaning that, for example, a resisted Pyro Ball is still stronger than a neutral High Jump Kick), so instead of filling its sets with simple attacks of different types, Mega Cinderace has very little incentive to bother with coverage at all. This is meant to promote sets that focus on only one primary attacking move and have another three slots to dedicate to utility, including the valuable U-turn, Cinderace's totally unique Court Change, and perhaps something like Taunt or simply a backup attacking move (Pyro Ball's 8 PP might actually prove to be a significant drawback unless it can fall back on something else).
In addition to creating this distinct playing style, Scorching Soles is designed to compensate for Mega Cinderace's inability to hold Heavy-Duty Boots; Court Change would be impossible to use effectively if it had to take hazard damage every time it switched in to use it. This comes at the cost that it now relies on the presence of hazards to in order to fight at full power.
Mega Cinderace's primary function is to take a state of disadvantage (hazards present on its side of the field) and turn it into a state of advantage (reversing those hazards and gaining a damage boost to enable its own sweep).
I've always thought that Court Change was a much more interesting part of Cinderace than Libero and its capacity to be a physical sweeper, so I wanted to do something that promoted that rather than make it an even more generically minmaxed attacker. Libero Cinderace will still be used without Mega Evolving, of course - this does something almost completely different - but I'm hoping they can coexist in the meta and each offer something useful to different teams!
:ss/Inteleon:
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.
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.
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.
Inteleon
Water Electric
Water absorb
70 85 80 185 80 120
- +15 +60 +15 -
Dragon pulse, Thunderbolt, Aura sphere, Nasty plot, Volt switch
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.
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
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.
Mega Inteleon
New Ability: Torrent / Sniper ----> Adaptability
New Typing:
Water.png

——>
Water.png


Dragon.png



New Stats:
HP: 70
Attack: 85 ----> 110 (+25)
Defense: 65 ----> 75 (+10)
Special Attack: 125 ----> 155 (+30)
Special Defense: 65 ----> 75 (+10)
Speed: 120 ----> 145 (+25)
Base Stat Total: 530 ----> 630 (+100)
New Moves: Dragon Pulse, Draco Meteor
Description: Powerful special wallbreaker that sets itself apart from the other dragons is its Water typing and Adaptability. As a lure, it can also run Scale Shot to hit walls like Chansey. Its bulk is quite middling, however.
:inteleon: Mega Inteleon
New Ability: Torrent/Sniper -> Merciless
Type: Water/Ghost

New Stats:
HP: 70
Attack: 85
Defense: 65
Special Attack: 125 -> 150 (+25)
Special Defense: 65 -> 115 (+50)
Speed: 120 -> 145 (+25)
(630 BST)

New moves: Toxic Spikes, Hex
Description:
A decent sweeper or cleaner with Hydro Pump normally, but it shines the most if it's set Toxic Spikes to clean with Merciless + Hex. It has an amazing Speed tier to clean once it's set up.
Inteleon wants to be stealthy and mysterious (justification for Ghost type), is known for employing tools and weapons for its purposes (reason to incorporate hazards) and really, really likes critical hits (justification for Merciless), so hopefully this is a more interesting and fitting manifestation of its concept than what it currently has! You'll want to make sure it gets in safely against a special attacker - it's not going to take many physical hits, which also makes it pretty priority-weak, and... well, it's still not exactly bulky on the special side if it's only invested offensively, but at least it can likely set up one layer of Toxic Spikes against a special attacker before it attempts to sweep. Hopefully its Speed tier and strong Hydro Pump can enable it to force the switches it needs to set up safely.
STAB Hex also pairs nicely with its usual Hydro Pump and U-turn, giving it perfect neutral coverage with a spot to spare for Toxic Spikes.

Sorry for taking to long. It’s a nightmare to do this on mobile:psyduck:
 
Last edited:
Hi! I'm afraid that you missed the submissions on page 15 - the ones by Demon Dragon and me.

:rillaboom: Mega Rillaboom
rillaboom.gif


Mega Rillaboom
New Ability:
Overgrow / Grassy Surge ---> Thick Fat
New Typing:
Grass.png
—>
Grass.png
Ground.png


New Stats:
HP:
100
Attack: 125 ----> 155 (+30)
Defense: 90 ----> 110 (+20)
Special Attack: 60
Special Defense: 70 ----> 100 (+30)
Speed: 85 ----> 105 (+20)
Base Stat Total: 530 ----> 630 (+100)
New Moves: Synthesis
Description: In just one turn, Rillaboom transforms from a strong wallbreaker into a bulky offensive threat. Thick Fat eliminates its Fire weakness and lets it not be OHKO’d by even the weakest Ice moves. It also now gets recovery in Synthesis. However, it is weaker offensively than normal Rilla.
:rillaboom: Mega Rillaboom
New Ability: Overgrow/Grassy Surge -> Arena Rock
(Primordial Sea clone: Mega Rillaboom sets Grassy Terrain on entry, and it cannot wear off or be overwritten but goes away when Mega Rillaboom leaves battle)
Type: Grass

New Stats:
HP: 100
Attack: 125 -> 165 (+40)
Defense: 90 -> 110 (+20)
Special Attack: 60
Special Defense: 70 -> 110 (+40)
Speed: 85
(630 BST)

New moves: Jungle Healing, Toxic
Description:
A decent upgrade for Swords Dance Rillaboom sets - Grassy Terrain is no longer on a timer, so it can use full-power Grassy Glides with priority for as long as it stays in battle rather than needing to leave and set up all over again, and it has much better bulk to help with setup. In exchange, these sets effectively lose Acrobatics access - sets with Grassy Seed are still a viable alternative.
For straight offensive sets with four attacks, regular Rillaboom is still better - use a Choice Band instead for such a set!
Perhaps more interestingly, with Grassy Terrain that doesn't run out, it's also the closest thing we have to a Mega Evolution with Leftovers; in conjunction with Toxic, it can make it an excellent tank, with the option to be a stallbreaker using Taunt or Jungle Healing or to enhance its offensive prowess with Swords Dance and its Ground coverage of choice (High Horsepower for raw damage, but Stomping Tantrum may pair well with Toxic).

:cinderace: Mega Cinderace
:cinderace: Mega Cinderace
New Ability
: Blaze/Libero -> Scorching Soles
(Flash Fire "clone"... sort of: grants immunity to entry hazards and boosts the power of Fire-type moves by 50% when switching in on them)
Type: Fire

New Stats:
HP: 80
Attack: 116 -> 123 (+7)
Defense: 75 -> 115 (+40)
Special Attack: 65
Special Defense: 75 -> 115 (+40)
Speed: 119 -> 132 (+13)
(630 BST)

New moves: None for now
Description:
Meant to play like the opposite of Libero Cinderace - a Scorching Soles-boosted Pyro Ball is more than twice as strong as any of its non-STAB moves (meaning that, for example, a resisted Pyro Ball is still stronger than a neutral High Jump Kick), so instead of filling its sets with simple attacks of different types, Mega Cinderace has very little incentive to bother with coverage at all. This is meant to promote sets that focus on only one primary attacking move and have another three slots to dedicate to utility, including the valuable U-turn, Cinderace's totally unique Court Change, and perhaps something like Taunt or simply a backup attacking move (Pyro Ball's 8 PP might actually prove to be a significant drawback unless it can fall back on something else).
In addition to creating this distinct playing style, Scorching Soles is designed to compensate for Mega Cinderace's inability to hold Heavy-Duty Boots; Court Change would be impossible to use effectively if it had to take hazard damage every time it switched in to use it. This comes at the cost that it now relies on the presence of hazards to in order to fight at full power.
Mega Cinderace's primary function is to take a state of disadvantage (hazards present on its side of the field) and turn it into a state of advantage (reversing those hazards and gaining a damage boost to enable its own sweep).
I've always thought that Court Change was a much more interesting part of Cinderace than Libero and its capacity to be a physical sweeper, so I wanted to do something that promoted that rather than make it an even more generically minmaxed attacker. Libero Cinderace will still be used without Mega Evolving, of course - this does something almost completely different - but I'm hoping they can coexist in the meta and each offer something useful to different teams!

In abilities.ts:
Code:
    scorchingsoles: {
        desc: "This Pokémon is immune to entry hazards. The first time it would be affected by an entry hazard, its attacking stat is multiplied by 1.5 while using a Fire-type attack as long as it remains active and has this Ability.",
        shortDesc: "This Pokémon's Fire attacks do 1.5x damage if switched in on an entry hazard; hazard immunity.",
        onEnd(pokemon) {
            pokemon.removeVolatile('scorchingsoles');
        },
        effect: {
            noCopy: true, // doesn't get copied by Baton Pass
            onStart(target) {
                this.add('-start', target, 'ability: Scorching Soles');
            },
            onModifyAtkPriority: 5,
            onModifyAtk(atk, attacker, defender, move) {
                if (move.type === 'Fire') {
                    this.debug('Scorching Soles boost');
                    return this.chainModify(1.5);
                }
            },
            onModifySpAPriority: 5,
            onModifySpA(atk, attacker, defender, move) {
                if (move.type === 'Fire') {
                    this.debug('Scorching Soles boost');
                    return this.chainModify(1.5);
                }
            },
            onEnd(target) {
                this.add('-end', target, 'ability: Scorching Soles', '[silent]');
            },
        },
        name: "Scorching Soles",
        rating: 3.5,
        num: 18,
    },

In moves.ts, everywhere this line appears:
Code:
 if (pokemon.hasItem('heavydutyboots')) return;
add this right after it (but before the effect of the entry hazard):
Code:
 if (pokemon.hasAbility(scorchingsoles)) {
    if (!target.addVolatile('scorchingsoles')) {
        this.add('-immune', target, '[from] ability: Scorching Soles');
    }
    return;
}
Scoopapa helped to make sure this was okay and gave an important fix on the hazard immunity part! Huge thanks to them for their help!!
That said, it's possible that I messed up in transferring it here, so uh... definitely blame me and not them if this goes wrong! OTL Really sorry if it does - but I'm pretty sure it should work, at least!

:inteleon: Mega Inteleon
inteleon.gif

Mega Inteleon
New Ability: Torrent / Sniper ----> Adaptability
New Typing:
Water.png
——>
Water.png
Dragon.png


New Stats:
HP: 70
Attack: 85 ----> 110 (+25)
Defense: 65 ----> 75 (+10)
Special Attack: 125 ----> 155 (+30)
Special Defense: 65 ----> 75 (+10)
Speed: 120 ----> 145 (+25)
Base Stat Total: 530 ----> 630 (+100)
New Moves: Dragon Pulse, Draco Meteor
Description: Powerful special wallbreaker that sets itself apart from the other dragons is its Water typing and Adaptability. As a lure, it can also run Scale Shot to hit walls like Chansey. Its bulk is quite middling, however.
:inteleon: Mega Inteleon
New Ability: Torrent/Sniper -> Merciless
Type: Water/Ghost

New Stats:
HP: 70
Attack: 85
Defense: 65
Special Attack: 125 -> 150 (+25)
Special Defense: 65 -> 115 (+50)
Speed: 120 -> 145 (+25)
(630 BST)

New moves: Toxic Spikes, Hex
Description:
A decent sweeper or cleaner with Hydro Pump normally, but it shines the most if it's set Toxic Spikes to clean with Merciless + Hex. It has an amazing Speed tier to clean once it's set up.
Inteleon wants to be stealthy and mysterious (justification for Ghost type), is known for employing tools and weapons for its purposes (reason to incorporate hazards) and really, really likes critical hits (justification for Merciless), so hopefully this is a more interesting and fitting manifestation of its concept than what it currently has! You'll want to make sure it gets in safely against a special attacker - it's not going to take many physical hits, which also makes it pretty priority-weak, and... well, it's still not exactly bulky on the special side if it's only invested offensively, but at least it can likely set up one layer of Toxic Spikes against a special attacker before it attempts to sweep. Hopefully its Speed tier and strong Hydro Pump can enable it to force the switches it needs to set up safely.
STAB Hex also pairs nicely with its usual Hydro Pump and U-turn, giving it perfect neutral coverage with a spot to spare for Toxic Spikes.

Edit: also, I should vote now!
:rillaboom: Mega Rillaboom - IsoCon, Hematite, MegaFlareon
:cinderace: Mega Cinderace - DrPumpkinz, Hematite, kakaks
:inteleon: Mega Inteleon - inkbug, RottenInfernape, IsoCon
Other edit: I'm used to saying "inkbug1" instead of inkbug because he uses that on Showdown... oops
Other other edit: spot the difference? XP
 
Last edited:
Hi! I'm afraid that you missed the submissions on page 15 - the ones by Demon Dragon and me.

:rillaboom: Mega Rillaboom
rillaboom.gif


Mega Rillaboom
New Ability:
Overgrow / Grassy Surge ---> Thick Fat
New Typing:
Grass.png
—>
Grass.png
Ground.png


New Stats:
HP:
100
Attack: 125 ----> 155 (+30)
Defense: 90 ----> 110 (+20)
Special Attack: 60
Special Defense: 70 ----> 100 (+30)
Speed: 85 ----> 105 (+20)
Base Stat Total: 530 ----> 630 (+100)
New Moves: Synthesis
Description: In just one turn, Rillaboom transforms from a strong wallbreaker into a bulky offensive threat. Thick Fat eliminates its Fire weakness and lets it not be OHKO’d by even the weakest Ice moves. It also now gets recovery in Synthesis. However, it is weaker offensively than normal Rilla.
:rillaboom: Mega Rillaboom
New Ability: Overgrow/Grassy Surge -> Arena Rock
(Primordial Sea clone: Mega Rillaboom sets Grassy Terrain on entry, and it cannot wear off or be overwritten but goes away when Mega Rillaboom leaves battle)
Type: Grass

New Stats:
HP: 100
Attack: 125 -> 165 (+40)
Defense: 90 -> 110 (+20)
Special Attack: 60
Special Defense: 70 -> 110 (+40)
Speed: 85
(630 BST)

New moves: Jungle Healing, Toxic
Description:
A decent upgrade for Swords Dance Rillaboom sets - Grassy Terrain is no longer on a timer, so it can use full-power Grassy Glides with priority for as long as it stays in battle rather than needing to leave and set up all over again, and it has much better bulk to help with setup. In exchange, these sets effectively lose Acrobatics access - sets with Grassy Seed are still a viable alternative.
For straight offensive sets with four attacks, regular Rillaboom is still better - use a Choice Band instead for such a set!
Perhaps more interestingly, with Grassy Terrain that doesn't run out, it's also the closest thing we have to a Mega Evolution with Leftovers; in conjunction with Toxic, it can make it an excellent tank, with the option to be a stallbreaker using Taunt or Jungle Healing or to enhance its offensive prowess with Swords Dance and its Ground coverage of choice (High Horsepower for raw damage, but Stomping Tantrum may pair well with Toxic).

:cinderace: Mega Cinderace
:cinderace: Mega Cinderace
New Ability
: Blaze/Libero -> Scorching Soles
(Flash Fire "clone"... sort of: grants immunity to entry hazards and boosts the power of Fire-type moves by 50% when switching in on them)
Type: Fire

New Stats:
HP: 80
Attack: 116 -> 123 (+7)
Defense: 75 -> 115 (+40)
Special Attack: 65
Special Defense: 75 -> 115 (+40)
Speed: 119 -> 132 (+13)
(630 BST)

New moves: None for now
Description:
Meant to play like the opposite of Libero Cinderace - a Scorching Soles-boosted Pyro Ball is more than twice as strong as any of its non-STAB moves (meaning that, for example, a resisted Pyro Ball is still stronger than a neutral High Jump Kick), so instead of filling its sets with simple attacks of different types, Mega Cinderace has very little incentive to bother with coverage at all. This is meant to promote sets that focus on only one primary attacking move and have another three slots to dedicate to utility, including the valuable U-turn, Cinderace's totally unique Court Change, and perhaps something like Taunt or simply a backup attacking move (Pyro Ball's 8 PP might actually prove to be a significant drawback unless it can fall back on something else).
In addition to creating this distinct playing style, Scorching Soles is designed to compensate for Mega Cinderace's inability to hold Heavy-Duty Boots; Court Change would be impossible to use effectively if it had to take hazard damage every time it switched in to use it. This comes at the cost that it now relies on the presence of hazards to in order to fight at full power.
Mega Cinderace's primary function is to take a state of disadvantage (hazards present on its side of the field) and turn it into a state of advantage (reversing those hazards and gaining a damage boost to enable its own sweep).
I've always thought that Court Change was a much more interesting part of Cinderace than Libero and its capacity to be a physical sweeper, so I wanted to do something that promoted that rather than make it an even more generically minmaxed attacker. Libero Cinderace will still be used without Mega Evolving, of course - this does something almost completely different - but I'm hoping they can coexist in the meta and each offer something useful to different teams!

In abilities.ts:
Code:
    scorchingsoles: {
        desc: "This Pokémon is immune to entry hazards. The first time it would be affected by an entry hazard, its attacking stat is multiplied by 1.5 while using a Fire-type attack as long as it remains active and has this Ability.",
        shortDesc: "This Pokémon's Fire attacks do 1.5x damage if switched in on an entry hazard; hazard immunity.",
        onEnd(pokemon) {
            pokemon.removeVolatile('scorchingsoles');
        },
        effect: {
            noCopy: true, // doesn't get copied by Baton Pass
            onStart(target) {
                this.add('-start', target, 'ability: Scorching Soles');
            },
            onModifyAtkPriority: 5,
            onModifyAtk(atk, attacker, defender, move) {
                if (move.type === 'Fire') {
                    this.debug('Scorching Soles boost');
                    return this.chainModify(1.5);
                }
            },
            onModifySpAPriority: 5,
            onModifySpA(atk, attacker, defender, move) {
                if (move.type === 'Fire') {
                    this.debug('Scorching Soles boost');
                    return this.chainModify(1.5);
                }
            },
            onEnd(target) {
                this.add('-end', target, 'ability: Scorching Soles', '[silent]');
            },
        },
        name: "Scorching Soles",
        rating: 3.5,
        num: 18,
    },

In moves.ts, everywhere this line appears:
Code:
 if (pokemon.hasItem('heavydutyboots')) return;
add this right after it (but before the effect of the entry hazard):
Code:
 if (pokemon.hasAbility(scorchingsoles)) {
    if (!target.addVolatile('scorchingsoles')) {
        this.add('-immune', target, '[from] ability: Scorching Soles');
    }
    return;
}
Scoopapa helped to make sure this was okay and gave an important fix on the hazard immunity part! Huge thanks to them for their help!!
That said, it's possible that I messed up in transferring it here, so uh... definitely blame me and not them if this goes wrong! OTL Really sorry if it does - but I'm pretty sure it should work, at least!

:inteleon: Mega Inteleon
inteleon.gif

Mega Inteleon
New Ability: Torrent / Sniper ----> Adaptability
New Typing:
Water.png
——>
Water.png
Dragon.png


New Stats:
HP: 70
Attack: 85 ----> 110 (+25)
Defense: 65 ----> 75 (+10)
Special Attack: 125 ----> 155 (+30)
Special Defense: 65 ----> 75 (+10)
Speed: 120 ----> 145 (+25)
Base Stat Total: 530 ----> 630 (+100)
New Moves: Dragon Pulse, Draco Meteor
Description: Powerful special wallbreaker that sets itself apart from the other dragons is its Water typing and Adaptability. As a lure, it can also run Scale Shot to hit walls like Chansey. Its bulk is quite middling, however.
:inteleon: Mega Inteleon
New Ability: Torrent/Sniper -> Merciless
Type: Water/Ghost

New Stats:
HP: 70
Attack: 85
Defense: 65
Special Attack: 125 -> 150 (+25)
Special Defense: 65 -> 115 (+50)
Speed: 120 -> 145 (+25)
(630 BST)

New moves: Toxic Spikes, Hex
Description:
A decent sweeper or cleaner with Hydro Pump normally, but it shines the most if it's set Toxic Spikes to clean with Merciless + Hex. It has an amazing Speed tier to clean once it's set up.
Inteleon wants to be stealthy and mysterious (justification for Ghost type), is known for employing tools and weapons for its purposes (reason to incorporate hazards) and really, really likes critical hits (justification for Merciless), so hopefully this is a more interesting and fitting manifestation of its concept than what it currently has! You'll want to make sure it gets in safely against a special attacker - it's not going to take many physical hits, which also makes it pretty priority-weak, and... well, it's still not exactly bulky on the special side if it's only invested offensively, but at least it can likely set up one layer of Toxic Spikes against a special attacker before it attempts to sweep. Hopefully its Speed tier and strong Hydro Pump can enable it to force the switches it needs to set up safely.
STAB Hex also pairs nicely with its usual Hydro Pump and U-turn, giving it perfect neutral coverage with a spot to spare for Toxic Spikes.
adding on to this, my sub should technically be the third, not the first after all these changes.
 
Hi! I'm afraid that you missed the submissions on page 15 - the ones by Demon Dragon and me.

:rillaboom: Mega Rillaboom
rillaboom.gif


Mega Rillaboom
New Ability:
Overgrow / Grassy Surge ---> Thick Fat
New Typing:
Grass.png
—>
Grass.png
Ground.png


New Stats:
HP:
100
Attack: 125 ----> 155 (+30)
Defense: 90 ----> 110 (+20)
Special Attack: 60
Special Defense: 70 ----> 100 (+30)
Speed: 85 ----> 105 (+20)
Base Stat Total: 530 ----> 630 (+100)
New Moves: Synthesis
Description: In just one turn, Rillaboom transforms from a strong wallbreaker into a bulky offensive threat. Thick Fat eliminates its Fire weakness and lets it not be OHKO’d by even the weakest Ice moves. It also now gets recovery in Synthesis. However, it is weaker offensively than normal Rilla.
:rillaboom: Mega Rillaboom
New Ability: Overgrow/Grassy Surge -> Arena Rock
(Primordial Sea clone: Mega Rillaboom sets Grassy Terrain on entry, and it cannot wear off or be overwritten but goes away when Mega Rillaboom leaves battle)
Type: Grass

New Stats:
HP: 100
Attack: 125 -> 165 (+40)
Defense: 90 -> 110 (+20)
Special Attack: 60
Special Defense: 70 -> 110 (+40)
Speed: 85
(630 BST)

New moves: Jungle Healing, Toxic
Description:
A decent upgrade for Swords Dance Rillaboom sets - Grassy Terrain is no longer on a timer, so it can use full-power Grassy Glides with priority for as long as it stays in battle rather than needing to leave and set up all over again, and it has much better bulk to help with setup. In exchange, these sets effectively lose Acrobatics access - sets with Grassy Seed are still a viable alternative.
For straight offensive sets with four attacks, regular Rillaboom is still better - use a Choice Band instead for such a set!
Perhaps more interestingly, with Grassy Terrain that doesn't run out, it's also the closest thing we have to a Mega Evolution with Leftovers; in conjunction with Toxic, it can make it an excellent tank, with the option to be a stallbreaker using Taunt or Jungle Healing or to enhance its offensive prowess with Swords Dance and its Ground coverage of choice (High Horsepower for raw damage, but Stomping Tantrum may pair well with Toxic).

:cinderace: Mega Cinderace
:cinderace: Mega Cinderace
New Ability
: Blaze/Libero -> Scorching Soles
(Flash Fire "clone"... sort of: grants immunity to entry hazards and boosts the power of Fire-type moves by 50% when switching in on them)
Type: Fire

New Stats:
HP: 80
Attack: 116 -> 123 (+7)
Defense: 75 -> 115 (+40)
Special Attack: 65
Special Defense: 75 -> 115 (+40)
Speed: 119 -> 132 (+13)
(630 BST)

New moves: None for now
Description:
Meant to play like the opposite of Libero Cinderace - a Scorching Soles-boosted Pyro Ball is more than twice as strong as any of its non-STAB moves (meaning that, for example, a resisted Pyro Ball is still stronger than a neutral High Jump Kick), so instead of filling its sets with simple attacks of different types, Mega Cinderace has very little incentive to bother with coverage at all. This is meant to promote sets that focus on only one primary attacking move and have another three slots to dedicate to utility, including the valuable U-turn, Cinderace's totally unique Court Change, and perhaps something like Taunt or simply a backup attacking move (Pyro Ball's 8 PP might actually prove to be a significant drawback unless it can fall back on something else).
In addition to creating this distinct playing style, Scorching Soles is designed to compensate for Mega Cinderace's inability to hold Heavy-Duty Boots; Court Change would be impossible to use effectively if it had to take hazard damage every time it switched in to use it. This comes at the cost that it now relies on the presence of hazards to in order to fight at full power.
Mega Cinderace's primary function is to take a state of disadvantage (hazards present on its side of the field) and turn it into a state of advantage (reversing those hazards and gaining a damage boost to enable its own sweep).
I've always thought that Court Change was a much more interesting part of Cinderace than Libero and its capacity to be a physical sweeper, so I wanted to do something that promoted that rather than make it an even more generically minmaxed attacker. Libero Cinderace will still be used without Mega Evolving, of course - this does something almost completely different - but I'm hoping they can coexist in the meta and each offer something useful to different teams!

In abilities.ts:
Code:
    scorchingsoles: {
        desc: "This Pokémon is immune to entry hazards. The first time it would be affected by an entry hazard, its attacking stat is multiplied by 1.5 while using a Fire-type attack as long as it remains active and has this Ability.",
        shortDesc: "This Pokémon's Fire attacks do 1.5x damage if switched in on an entry hazard; hazard immunity.",
        onEnd(pokemon) {
            pokemon.removeVolatile('scorchingsoles');
        },
        effect: {
            noCopy: true, // doesn't get copied by Baton Pass
            onStart(target) {
                this.add('-start', target, 'ability: Scorching Soles');
            },
            onModifyAtkPriority: 5,
            onModifyAtk(atk, attacker, defender, move) {
                if (move.type === 'Fire') {
                    this.debug('Scorching Soles boost');
                    return this.chainModify(1.5);
                }
            },
            onModifySpAPriority: 5,
            onModifySpA(atk, attacker, defender, move) {
                if (move.type === 'Fire') {
                    this.debug('Scorching Soles boost');
                    return this.chainModify(1.5);
                }
            },
            onEnd(target) {
                this.add('-end', target, 'ability: Scorching Soles', '[silent]');
            },
        },
        name: "Scorching Soles",
        rating: 3.5,
        num: 18,
    },

In moves.ts, everywhere this line appears:
Code:
 if (pokemon.hasItem('heavydutyboots')) return;
add this right after it (but before the effect of the entry hazard):
Code:
 if (pokemon.hasAbility(scorchingsoles)) {
    if (!target.addVolatile('scorchingsoles')) {
        this.add('-immune', target, '[from] ability: Scorching Soles');
    }
    return;
}
Scoopapa helped to make sure this was okay and gave an important fix on the hazard immunity part! Huge thanks to them for their help!!
That said, it's possible that I messed up in transferring it here, so uh... definitely blame me and not them if this goes wrong! OTL Really sorry if it does - but I'm pretty sure it should work, at least!

:inteleon: Mega Inteleon
inteleon.gif

Mega Inteleon
New Ability: Torrent / Sniper ----> Adaptability
New Typing:
Water.png
——>
Water.png
Dragon.png


New Stats:
HP: 70
Attack: 85 ----> 110 (+25)
Defense: 65 ----> 75 (+10)
Special Attack: 125 ----> 155 (+30)
Special Defense: 65 ----> 75 (+10)
Speed: 120 ----> 145 (+25)
Base Stat Total: 530 ----> 630 (+100)
New Moves: Dragon Pulse, Draco Meteor
Description: Powerful special wallbreaker that sets itself apart from the other dragons is its Water typing and Adaptability. As a lure, it can also run Scale Shot to hit walls like Chansey. Its bulk is quite middling, however.
:inteleon: Mega Inteleon
New Ability: Torrent/Sniper -> Merciless
Type: Water/Ghost

New Stats:
HP: 70
Attack: 85
Defense: 65
Special Attack: 125 -> 150 (+25)
Special Defense: 65 -> 115 (+50)
Speed: 120 -> 145 (+25)
(630 BST)

New moves: Toxic Spikes, Hex
Description:
A decent sweeper or cleaner with Hydro Pump normally, but it shines the most if it's set Toxic Spikes to clean with Merciless + Hex. It has an amazing Speed tier to clean once it's set up.
Inteleon wants to be stealthy and mysterious (justification for Ghost type), is known for employing tools and weapons for its purposes (reason to incorporate hazards) and really, really likes critical hits (justification for Merciless), so hopefully this is a more interesting and fitting manifestation of its concept than what it currently has! You'll want to make sure it gets in safely against a special attacker - it's not going to take many physical hits, which also makes it pretty priority-weak, and... well, it's still not exactly bulky on the special side if it's only invested offensively, but at least it can likely set up one layer of Toxic Spikes against a special attacker before it attempts to sweep. Hopefully its Speed tier and strong Hydro Pump can enable it to force the switches it needs to set up safely.
STAB Hex also pairs nicely with its usual Hydro Pump and U-turn, giving it perfect neutral coverage with a spot to spare for Toxic Spikes.

Edit: also, I should vote now!
:rillaboom: Mega Rillaboom - IsoCon, Hematite, MegaFlareon
:cinderace: Mega Cinderace - DrPumpkinz, Hematite, kakaks
:inteleon: Mega Inteleon - inkbug1, Hematite, IsoCon
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