
Mega Hawlucha
Type: Fighting / Flying
Ability: Underdog (attacks against heavier Pokemon will be powered up by 30%)
Stats:
HP: 78
Atk: 108 (+16)
Def: 95 (+20)
SpA: 102 (+28)
SpD: 88 (+25)
Spe: 129 (+11)
Weight: 54 lbs / 24.5 kg (+6.6 lbs / +3 kg)From X:
"Although its body is small, its proficient fighting skills enable it to keep up with big bruisers like Machamp and Hariyama."
All mega evolutions come with the inherent downside of being locked into a useless item, but for a Pokemon defined by Unburden like Hawlucha, that downside is far more taxing than most.
Mega Hawlucha seeks to circumvent this hurdle with power. It may not be as fast as base Hawlucha, but it's still very fast (though it falls one point short of Tapu Koko) and its power is amazing for something at its speed. However, its damage output is only average against Pokemon that are lighter than it, and there are several key Pokemon fit the bill:
- Event pixies like Mew and Victini
- Toxapex
- Reuniclus
- Pyukumuku
- Tapus not named Bulu
- Mega Mawile

Mega Araquanid
Type: Water / Bug
Ability: Water Bubble
Stats:
HP: 68
Att: 70
Def: 152 (+60)
SpA: 90 (+40)
SpD: 62 (-70)
Spe: 112 (+70)
So, Araquanid is a curious beast. Its stats are all over the place, and its ability is three separate effects piled on top of each other. Giving Araquanid any other ability besides Water Bubble would feel like a step down, but how to avoid making Mega Araquanid feel too similar to base Araquanid?
My solution? Boost every stat by 20 points, and then shuffle them around.

Similar to Mega Diancie, this Mega Araquanid completely reworks Araquanid's role. While base Araquanid has moderate physical bulk, excellent special bulk, and slow speed, Mega Araquanid has titanic physical bulk, paltry special bulk, and respectable speed. It also favors special attacks to physical ones.
Hematite also gave it the okay, and pointed out that if you swap Araquanid's base defenses, it actually follows the stat rules put in place, which was a happy coincidence.

Mega Cacturne
Type: Grass / Dark
Ability: Sand Rush
Moves: Skitter Smack, Lash Out, Scorching Sands
Stats:
HP: 70
Atk: 135 (+20)
Def: 90 (+30)
SpA: 135 (+20)
SpD: 70 (+10)
Spe: 75 (+20)
A Ground-resistant Sand Rush user is something that's been proposed at least twice in this mod, and for good reason. With Tyranitar, Excadrill, and Dracozolt all being weak to Ground, something that can potentially tank an Earthquake would be greatly appreciated.
As with any Pokemon not found in Galar, tutor moves are in order. Skitter Smack is mostly just flavor; it reflects how Cacturne stalks those who travel the desert. Lash Out sounds like the kind of thing it would do if you mistook it for a cactus and got too close, and it gives Cacturne the reliable physical Dark STAB it currently lacks. Scorching Sands is a bit of a stretch, as it's a move currently reserved for Ground and Fire types, but I thought it would be a cool parallel to Shiftry learning Heat Wave (that also makes more sense, like the sand in the desert is probably already scorching), and it gives it a more reliable special attack to hit Steels with than Focus Blast.
Last edited: