Pet Mod Megas for All v7 - Kalos Slate 4: Espeon, Umbreon and Sylveon! | Please read the first post! | Fully playable through Kalos Slate 3!

Name: Mega-Pyroar
:pyroar:
Typing: Fire/Normal
Ability: Combustion
Ability Description: This Pokemon's moves result in critical hits when hitting a burned foe, the foe is then healed of its burn.

Stats:

HP: 86
ATK: 68 (+0)
DEF: 82 (+10)
SPA: 139 (+30)
SPD: 106 (+40)
SPE: 126 (+20)

New Moves: Burning Jealousy, Lava Plume.
Inspired from Zetterburn, a character from the fighting game Rivals of Aether, which has his attacks become stronger if the foe was ignited by his fire moves, this Pokemon does a similar thing, burn their foes, then smash them to smithereens!
1654221973446.png

Competitively, this Pokemon focuses as a powerful all-out attacker thanks to its great STAB combination, capable of smashing a lot of the meta, with the bonus of helping deal with physical attackers thanks to its great speed, notably helping it get the jump on the broken Weavile and its ability to spread burns.
 
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Karnachar

Banned deucer.


Mega Clawitzer
Ability:
Hand Cannon - This Pokemon's Attack and Special Attack stats are equalized (halfway between them) and used for both physical and special attacks. Burns still reduce the power of physical moves, but don't reduce the attack stat.

HP: 71
Atk: 73 ---> 73 (+0)
Def: 88 ---> 108 (+20)
SpA: 120 ---> 180 (+60)
SpD: 89 ---> 109 (+20)
Spe: 59 ---> 59 (+0)

New Moves: Bullet Punch

Description: This is a bit odd, but a pretty realistic way of homogenizing it's physical and special movepools and tools. This Pokemon has way better coverage on the special side, but the physical side offers a better primary STAB as well as the addition of better tools like priority with Aqua Jet and Bullet Punch, pivoting with Flip Turn and U-Turn, and Swords Dance. That last move is really what I wanted to capture here - otherwise I would have gone with a more tame version of Slight of Hand. The really high special attack is brought down by it's speed, but also by how low it's attack is. However, due to how averages work, that number will be able to climb with the use of Swords Dance to bring it up to full power. It can also use it even more afterwards to utilize Swords Dance as setup to go beyond it's base special attack, but with diminishing returns again due to the math, while also being risky because its slow with no recovery. It has plenty of tools to get past most walls, especially both the blanket physical and special checks, but lacks means to sweep and can easily be revenged.
 
Ugh. I could only finish one entry I liked because this year continues to be crap and so tiring, but I figure I might as well post it. Shrug.

Either way, it's at least nice to see you back, Hematite. I look forward to getting crushed in the Hisui tour now that I have a computer that actually works again.

:sm/clawitzer:
Clawitzer-Mega
Typing:
/

Ability: Mega Launcher
Stats:
HP:
071
Atk: 073 ==> 098 (+25)
Def: 088 ==> 128 (+40)
SpA: 120 ==> 155 (+35)
SpD: 089 ==> 094 (+05)
Spe: 059 ==> 054 (-05)

Added Moves: Nasty Plot, Recover, and Sucker Punch

Description: Entry #13 in the "Won't Somebody Think of the children Weavile!" brigade, Water/Dark Clawitzer-Mega arose for several reasons, but helping fill the much needed niche of checking Weavile is definitely one of them. With Recover, resistance to both Weavile's STABs, pseudo-immunity to Knock Off, and only taking 60 BP from Low Kick, this Clawitzer-Mega would automatically become one of the best checks to Weavile in this new Kalos meta.

Given Weavile sticking around at all is guaranteed, however, I decided to go with Water/Dark for other reasons too as aforementioned. One of those reasons included flavor of pistol shrimp in real life apparently living in dark burrows (with goby fish) and somewhat more akin to ambush predators, hence Sucker Punch; Sucker Punch also lives up to the Speed it is supposedly capable of in a couple of its Pokedex entries. I didn't really feel comfortable giving this a strong, unconditional priority attack that worked off its STAB and higher attacking stat anyway, which is both why it doesn't have Pursuit and part of why I didn't go with Water/Fighting (beyond it already being taken and less flavorful to me). Access to Sucker Punch STAB also preemptively helps check another rather significant threat in the form of Alakazam(-Mega?), though Alakazam can still play around that with both Substitute and Focus Sash and so doesn't automatically become a dead mon in the meta if this wins; hell, you intentionally have to spend some EVs in Attack to even guarantee that you OHKO Alakazam-Mega (if that exists in this meta)--180 of them to be exact.

Being Water/Dark also means it feels the place of the rightfully quickbanned Greninja, albeit in a much slower and thus fairer fashion, as well as somewhat fills in for Hoopa-Unbound as the strongest Dark-typed (non-Ubers) Special Attacker, what with its 180 BP Dark Pulses after STAB. The somewhat meme-worthy Choice Specs Crawdaunt might be jealous if it didn't still out damage this Clawitzer-Mega on the Water STAB side between access to Hydro Pump and Adaptability; it's also slightly faster.

While this Clawitzer-Mega has a lot of good points, it thankfully needs to sacrifice for some of them in terms of both EVs and move slots, and at the same time it simultaneously isn't utterly walled nor automatically capable of destroying either Blissey or Chansey. Either Flip Turn or Nasty Plot lets it take advantage of that particular match-up, but it can't do both, and neither of them can necessarily be set-up on with impunity (like the case would be if it was Water/Fighting), especially since I intentionally made it slightly slower than Blissey (though that does help it on Trick Room teams). I would like to think those intentional flaws are more appropriate balance than something that makes this an ineffective glass cannon though given how oppressive some Megas, both officially and unofficially, have been at times.

If thought to be necessary, then Nasty Plot can likely be done away with, especially since it has the least flavor justification. Recover at least fits with pistol shrimp being able to regenerate their large pistol arm (without succumbing to the evils of Regenerator).


2022/06/04: Given that there a full day over the initial time limit, I figured I force my lazy self to finish my designs for the other three. Yes, three. (Also, apparently Dazzling works exactly like Queenly Majesty, but Bulbapedia has been acting up all week for some reason on top of this new computer seeming to hate it, so I can't be faulted that much for the confused. Still, I have my retracted my besmirchment of it, which will now be replaced with "Gods, Bruxish is ugly." :bruxish:)

:sm/pyroar:
Pyroar-Mega-Male
Typing:
/

Ability: Kingly Sum - Water/Fighting moves against this Pokemon deal damage with a halved attacking stat.
Stats:
HP:
086
Atk: 068 ==> 078 (+10)
Def: 072 ==> 122 (+50)
SpA: 109 ==> 129 (+20)
SpD: 066 ==> 096 (+30)
Spe: 106 ==> 096 (-10)
(BST: 507 ==> 607)

:sm/pyroar-f:
Pyroar-Mega-Female
Typing:
/

Ability: Queenly Majesty
Stats:
HP:
086
Atk: 068 ==> 068 (+00)
Def: 072 ==> 077 (+05)
SpA: 109 ==> 144 (+35)
SpD: 066 ==> 106 (+40)
Spe: 106 ==> 126 (+20)

Added Moves: Encore and Morning Sun

Description: All of the good designs based around Sound moves (read: Noble Roar) were already taken, and Boomburst would obviously be too powerful to give to this thing given STAB, Speed, and its SpA even in base form. So I decided to go a completely different way by at least trying to do two separate Mega forms since Pyroar's still unique typing combination is rather cool and currently underutilized, so I tried to go with a more defensive layout for one Mega and a more offensive layout for the other; a shame that Mimkyu isn't around for an actually good version of Pyroar to resist.

As soon as I made the split, I figure that Queenly Majesty made the most sense as the ability to give the female Mega of Pyroar, in part due to one of my aborted ideas for Gogoat and in part because of how heavily gendered the ability is. I also figured that it's a nice preemptive check for some of the mons that Gekokeso pointed out like Azumarill, Linoone, and of all things Bibarel in addition to also be another would-be Weavile check by being ever so slightly faster than like Talonflame without being able to touched by unresisted Ice Shard like Talonflame does.

Meanwhile, the male Mega was the one that held me the most even if I ended up redoing the stats of both almost completely. I was originally going to give "him" Comatose since male lions are notoriously lazy, something that even male Pyroar seems to be guilty of in-universe, and yet Comatose isn't a crippling an ability as Truant as is, especially when you're (still) immune to Hex--avoid Wake-Up Slap though. That felt a bit too boring, however, so I decided to go with a version of Thick Fat given that regular Thick Fact wouldn't really do much here. Kingly Sum makes the new fat cat (which I assume will still just have 40 BP Heat Crashes oddly, which is why I didn't bother with that move) even more bulky than its stats suggest given it essentially narrows it down to two weakness of its previous two.

It was tempting to make one of the halving aspects be Rock, but given the way Thick Fat works, that technically shouldn't affect Stealth Rocks anyway; it also seemed unfair to give it such a huge advantage over its female counterpart even if it would have been great for its bulk to not eat into that as well arguably more consistent with it being focused more on physical Defense. Oh well. Having Water be paired with Fighting fits more since I figured kings of old were more used to bathes than peasants as well as better trained in combat (in theory), so [insert Monty Python joke here]; it's also a pun on kingly corpulence. Being physically neutral to Water means it too takes on Azumarill (and Bibarel) more easily than otherwise should in addition to being to take Flip Turns almost as well as U-Turns; Volt Switches are still a pain though.

In that sense, I do worry that the male is overall the better one of the two in Singles given its ability does more, but I guess at least Queenly Majesty does protect allies in Doubles. Yay? Either way, they're still stuck with just okay movepools, which is why I went ahead and added Encore in addition to Morning Sun. Might as well force your peasant opponents to entertain you, after all. Just make sure that you decree one of said peasants cleans up the hazards on your side of the field first or, better yet, that they don't set them up in the first place.


:sm/gogoat:
Gogoat-Mega
Typing:
/

Ability: Gas Guzzler - This Pokemon draws Poison moves to itself to raise its Speed by one stage; Poison immunity.
Stats:
HP:
123
Atk: 100 ==> 140 (+45)
Def: 062 ==> 081 (+19)
SpA: 097 ==> 097 (+00)
SpD: 081 ==> 085 (+04)
Spe: 068 ==> 100 (+32)
(BST: 531 ==> 631)

Added Moves: Aromatherapy, Head Smash, and High Horsepower

Description: Ugh. This thing was such a pain in the rear to the decide on despite liking Gogoat's design. Mostly just because it's such a subpar mon even when Grassy Terrain is around despite its high BST, and I really didn't want to restart to Terrain Wars just yet by giving this thing the kinda obvious Grassy Surge. So I leaned into the turn motorcycle angle a bit that I was initially going to ignore for the first four versions--though not enough to give it U-Turn. It's just that instead of making this Grass/Poison since motorcycles unfortunately pollute [a]a lot[/b] since I realized there's basically no real worthwhile physically attacking Grass/Poison, just went with the ability I was considering giving that for a while keeping it Grass/Ground. It felt weird to not have the mountain goat's Mega not be resistant to Rock, and for a while I was considering Sand Rush since we do "need" something besides Sand Rush, but I figure it can wait for something more appropriate.

This one will be rather short explanation compared to the others since I'm still surprised I finished this even with a full extra day given my current level of laziness and fatigue. Gas Guzzler lets Gogoat-Mega use Bulk Up a lot more easily now that it now longer has to worry about Toxic or being Poisoned in general, even getting boosts from them being carelessly thrown around, meaning it also helps protect the rather reduced amount of Fairy types. (though true to a motorcycle, it doesn't really like Toxic Spikes, neither removing them nor getting anything from them). Aromatherapy basically stems from the same idea of cleaning up the air and environment like actual goats do as long as they aren't allowed to overgraze and lets it be multifaceted beyond a physical attacker that gets still always walled by Chesnaught and a few other mons even with Rock coverage to supplement its Grass/Ground STAB. Speaking of Rock coverage, Head Smash I'm wary of on something with recovery and Bulk Up, but it at least doesn't get STAB on it, and the quad Ice weakness and mediocre initial speed means that the Ice weakness should keep it in check more easily regardless of whether Weavile sticks around; still, Head Smash should maybe even up as Stone Edge--shrug. And High Horsepower basically explains itself and is something it should have gotten to begin with even before I made it partially Ground.
 
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Clastia

quack
is a Pre-Contributor

Type:

Ability: Leafy Spirit - When using a Grass-type move and Grassy Terrain isn't active: Set Grassy Terrain, +1 Defense
Stats:
HP: 123
Atk: 100 -> 130 (+30)
Def: 62 -> 107 (+45)
SpA: 97 -> 107 (+10)
SpD: 81 -> 91 (+10)
Spe: 68 -> 73 (+5)

New Moves: Grassy Glide, Body Press, Stone Edge (3)
ORIGINAL:
Type:

Ability: Leafy Spirit - When using a Grass-type move: +1 Defence, set Grassy Terrain
Stats:
HP: 123
Atk: 100 -> 140 (+40)
Def: 62 -> 117 (+55)
SpA: 97
SpD: 81 -> 86 (+5)
Spe: 68

New Moves: Grassy Glide, Body Press, Stone Edge, Iron Defence, Swords Dance (5)

Context: Old version was deemed too strong, which is understandable considering its kit although at the time I considered the number of mons that could "beat it". This number was much lower than expected, since Grassy Terrain was the full 5 turns, Gogoat had Swords Dance or Iron Defense, Stone Edge, synergetic STAB, its natural coverage, and more, on top of the effectively passive ability that was already insane on its own when paired with Grassy Glide.


REVAMP 1:
Type:

Ability: Leafy Spirit - When using a Grass-type move: +1 Defence, set Grassy Terrain that lasts for 2 turns
Stats:
HP: 123
Atk: 100 -> 130 (+30)
Def: 62 -> 102 (+40)
SpA: 97 -> 112 (+15)
SpD: 81 -> 91 (+10)
Spe: 68 -> 73 (+5)

New Moves: Grassy Glide, Body Press, Stone Edge (3)

Context: Ability was a little unintuitive compared to the concept, so was changed instead to be similar in nature while not being overbearing. Slight Defense buff to compromise.

Dex Entry 1 - When scaling mountainsides to look for food, Mega Gogoat will often hold cracked rocks in place with vines and grass from its hooves for it and its trainer to climb. Its horns can sense what every person and Pokemon is feeling near it.

Dex Entry 2 - Wild Mega Gogoat fight each other by strengthening their horns with grass-like substances, often scarring each other in the process. The strongest are the ones with the most scars left from each other's attacks.
overused type combo yada yada
Jokes aside, Grass/Fighting is a really good offensive typing that covers a lot of the current metagame along with hitting even more for at least neutral damage. Grassy Glide was added because it would get it anyway as synergy with Leafy Spirit, and same with Body Press. Stone Edge was added because it has inspiration from mountain goats, and Swords Dance and Iron Defence are there to help it exert more pressure. It also features superb bulk, with 123/117/86 being one of the highest legal defensive stats in the entire metagame. It can also reset Grassy Terrain when it runs out by just using a Grass-type move, allowing it to have an extended effect on the battlefield. While its speed is lacking, Grassy Glide is by far the stupidest priority move ever made and its 91BP after Grassy Terrain boost makes it a formidable attack, especially off of Gogoat's 140 base Attack. Its high base stats allow for large amounts of creativity with stat spreads and movepools, and sometimes even need no investment at all to still be good.

Despite these bonuses along with its good movepool, however, Gogoat suffers from extreme 4MSS and a lacking defensive type. It wants Milk Drink for much needed recovery, Grass-type moves to boost Defence and start Grassy Terrain, and Body Press to abuse the increased Defence. With only 1 slot left for so many moves, Gogoat relies on its team to fill in the gaps. Non-Wild Charge sets struggle with Skarmory and similar Flying-types, non-Zen Headbutt sets struggle with Poison-types, and non-Stone Edge sets struggle with Zapdos and similar Flying-types. It also doesn't help that Weavile, the best Pokemon in the tier right now, absolutely shreds through an unboosted Gogoat and forces extreme investment in order to effectively deal with it (252 HP / 112 Def avoids OHKO after rocks pre-mega), and non-Hurricane Zapdos also require an extra 32 EVs to avoid the Heat Wave 2HKO (though Stone Edge also 2HKOs defensive variants). Furthermore, its measly 86 SpD means that it can be shut down via Special Attackers with decent ease, although they must also be careful of +1 or higher Body Press or a simple OHKO via Grassy Glide.

Gogoat-Mega @ Gogoatite
Ability: Leafy Spirit
EVs: 252 HP / 112 Atk / 112 Def / 32 SpD
Adamant Nature
- Grassy Glide
- Body Press
- Stone Edge
- Milk Drink

Stone Edge is a filler move, but fits directly into this set due to it being designed to beat non-Hurricane Zapdos 1v1 from full (or 94% with Grassy Terrain).
Please note that this uses the old stat spread, and is now outdated and wrong
its 5am help me dear god uuuuuu
 
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Clawitzer-Mega
:ss/Clawitzer:
Typing:
1654346755635.png
/
1654346811711.png

Ability: Cannon Deck
All launcher-based, beam-based, or pulse-based attacks hit twice, with the second hit having 1/3 the base power. (Important Affected Moves: Vacuum Wave, Dark Pulse, Water Pulse, Dragon Pulse, Aura Sphere, Terrain Pulse, Heal Pulse, Focus Blast, Flash Cannon, Hydro Pump, Ice Beam, Zap Cannon, Etc. )
Basically just a Life Orb boost
Base Stats:
HP: 71 (+0)
Atk: 108 (+35)
Def: 113 (+25)
SpA: 164 (+44)
SpD: 112 (+25)
Spe: 19 (-40)
BST: 589 (+89)
New Moves: +Vaccuum Wave, Hydro Pump, Hydro Cannon (3)
Roles: Extremely Strong Special Wallbreaker

Basically, just a better version of base Clawitzer. I wanted to make it like a special Mega Kang, but more balanced. It doesn't have THAT good bulk, and it has really bad speed. The thing is, it has a giant special attack stat and it hits like a truck. I wanted to make a Clawitzer that basically goes all in on special attack, and I think this works as that. It's definitely not OP, mostly because of its extremely low speed and overreliance on Vaccuum Wave (or trick room), but it's extremely strong and is a contender for a team slot.
please dont put this on a tr team
Clawitzer @ Clawitzite
Ability: Mega Launcher
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Vaccuum Wave
- Aura Sphere / Focus Blast
- Hydro Pump
- U-Turn / literally any coverage
 

XzvzX

Banned deucer.
Thou presents:

MClaw.png

A goat of a Pokemon, amazing design, too bad it's really bad, but it's banned in PU, so it has that for it I guess? Clawitzer's signature ability, Mega Launcher, allows it to distinguish itself from the rest of the metagame; unfortunately, giving the same ability for its mega is kind of bland and boring, so I thought of choosing an ability that fits well with Clawitzer's stats, and what's most note-worthy is Clawitzer's extremely low speed stat. Furthermore, what ability abuses low speed? Analytic of course, the 30% boost to practically all of its moves is great as it allows us to focus more on bulk rather than speed. Mega Clawitzer looks like it has a huge cannon for its hand, so it would make sense to give it a move like Flamethrower. Flamethrower allows for more coverage against Grass-Types that it may struggle with, that Ice Beam cannot handle. With its typing, I think it would be really interesting to see it as a Water / Poison Type, its additional Poison-Typing allows it to really screw over with Grass-Types, such as Rillaboom, also removing its Grass weakness.

Some Calcs:
252+ Atk Choice Band Rillaboom Grassy Glide vs. 0 HP / 0 Def Clawitzer-Mega in Grassy Terrain: 214-253 (75.6 - 89.3%) -- guaranteed 2HKO after Grassy Terrain recovery
252 Atk Torterra-Mega Earthquake vs. 252 HP / 0 Def Clawitzer-Mega: 308-366 (89 - 105.7%) -- 50% chance to OHKO
+1 252+ Atk Lurantis-Mega Leaf Blade vs. 0 HP / 0 Def Clawitzer-Mega: 211-250 (74.5 - 88.3%) -- guaranteed 2HKO
252+ Atk Sirfetch’d-Mega Grassy Glide vs. 0 HP / 0 Def Clawitzer-Mega in Grassy Terrain: 112-132 (39.5 - 46.6%) -- guaranteed 3HKO after Grassy Terrain recovery
252+ Atk Rillaboom-Mega Grassy Glide vs. 0 HP / 0 Def Clawitzer-Mega in Grassy Terrain: 153-180 (54 - 63.6%) -- guaranteed 2HKO after Grassy Terrain recovery

With that, I conclude Mega Clawitzer,
Type: Water / Poison
New Moves: Flamethrower
Ability: Analytic
Stats: 71 / 93 (+20) / 113 (+25) / 150 (+30) / 114 (+25) / 59

MClaw.png
<--- My MClawitzer design

MPyroar.png

Male and Female Pyroar have different designs, and although thought of as different, they both have one thing in common, their love for their cubs. Due to this, I believe giving Mega Pyroar a Fire / Fairy Type would allow it to really shine. On top of that, to abuse its new Fairy-Typing, it should have access to Pixilate, allowing to abuse its now jacked-up Hyper Voice. Furthermore, Steel resists Fairy, and what's super effective against Steel? Fire of course, meaning that its typing is also great offensively. For new moves, I believe Calm Mind would make it a terrific sweeper with its decently fast speed. I believe adding only 10 stats to Speed and 10 stats to Sp. Attack allows us to more focus on bulk, also not making Pyroar absurdly broken offensively.

Some Calcs:
252 SpA Pixilate Pyroar-Mega Hyper Voice vs. 252 HP / 0 SpD Spiritomb-Mega: 246-290 (80.9 - 95.3%) -- 56.3% chance to OHKO after Stealth Rock
252 SpA Pixilate Pyroar-Mega Hyper Voice vs. 0 HP / 4 SpD Krookodile-Mega: 344-408 (103.9 - 123.2%) -- guaranteed OHKO
252 SpA Pyroar-Mega Fire Blast vs. 0 HP / 0 SpD Bisharp-Mega: 384-452 (141.6 - 166.7%) -- guaranteed OHKO
252 SpA Pixilate Pyroar-Mega Hyper Voice vs. 0 HP / 4 SpD Obstagoon-Mega: 306-360 (93.5 - 110%) -- guaranteed OHKO after Stealth Rock
252 SpA Pyroar-Mega Fire Blast vs. 0 HP / 4 SpD Stoutland-Mega: 338-398 (108.6 - 127.9%) -- guaranteed OHKO

With that, I conclude Mega Pyroar,
Type: Fire / Fairy
New Moves: Calm Mind
Ability: Pixilate
Stats: 86 / 98 (+30) / 97 (+25) / 119 (+10) / 91 (+25) / 116 (+10)

MPyroar.png
<--- My MPyroar design

MGogoat.png

Gogoat, an underrated gem, cast away from player's hearts in its debut generation and even later in Gen 6 & 7. Gogoat is described to be some sort of spiritual pokemon, as its able to understand the feelings of anyone who touches its horns. Due to it being connected spiritually, I believe giving it a Psychic-Typing would make sense, but it'd also help it out offensively. Now, the first thing that comes to mind is its 4x weakness to bug, particularly U-Turn, to counter this: we really need to jack it up in the stats department. I believe giving it a huge 50 stats in speed would really help it out, as its new speed tier outspeeds base 115s, which is quite obviously huge. New moves, it obviously lacks Psychic-Type moves, so let's give it Psychic Fangs and Zen Headbutt for offensive options, and Thunder Wave and Helping Hand for defensive options. Mega Gogoat also has extreme advantages in maintaining to stay healthy; it has Milk Drink, Leech Seed and Horn Leech. Finally, for its ability, I believe a custom ability is needed: Inner Psyche; This Pokemon and its ally's Attack Stat is raised by 1 stage if hit by a move that inflicts status conditions, immune to status conditions. Basically, Mega Gogoat and whatever teammates that are on the field are immune to status conditions (Burn, Freeze, Paralyze, etc) which is absolutely huge in not only singles, but also VGC.

Some Calcs:
252+ Atk Bisharp-Mega Sucker Punch vs. 0 HP / 0 Def Gogoat-Mega: 308-366 (79.5 - 94.5%) -- guaranteed 2HKO
+1 0- Atk Vikavolt-Mega U-turn vs. 0 HP / 0 Def Gogoat-Mega: 328-388 (84.7 - 100.2%) -- 12.5% chance to OHKO
252 Atk Garbodor-Mega Gunk Shot vs. 0 HP / 0 Def Gogoat-Mega: 338-402 (87.3 - 103.8%) -- 37.5% chance to OHKO
252 Atk Krookodile-Mega Knock Off vs. 0 HP / 0 Def Gogoat-Mega: 254-302 (65.6 - 78%) -- guaranteed 2HKO
252+ Atk Dusknoir-Mega Poltergeist vs. 252 HP / 0 Def Gogoat-Mega: 366-432 (81.3 - 96%) -- guaranteed 2HKO

With that, I conclude Mega Gogoat,
Type: Grass / Psychic
New Moves: Psychic Fangs, Zen Headbutt, Thunder Wave and Helping Hand
Ability: Inner Psyche; This Pokemon and its ally's Attack Stat is raised by 1 stage if hit by a move that inflicts status conditions, immune to status conditions.
Stats: 123 / 100 / 92 (+30) / 97 / 101 (+20) / 118 (+50)

MGogoat.png
<--- My MGogoat design.
 
:xy/gogoat:
Mega-Gogoat
Ability: Galvanize
Type: Grass

Stats:
HP: 123
ATK: 100 -> 145 (+45)
DEF: 62 -> 72 (+10)
SPA: 97 -> 97
SPD: 81 -> 96 (+15)
SPE: 68 -> 98 (+30)
New Moves: Jungle Healing, Rapid Spin, Quick Attack

Summary: Motorcycle GOAT go vroooomm!!!!
Okay, really though. Galvanize allows Mega Gogoat to have psudostab electric moves and it’s grass type allows it to get rid of Ground types that are immune to electric moves. It has some cool moves and combos, like Horn Leech+Galvanized Double Edge, Galvanized Rapid Spin and Quick Attack, Bulk Up sets that can make use of Facade or Jungle Healing, and more!
 
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inkbug

comrade spider
is a Community Contributor
Hi, folks! I'm here with an announcement/reminder, as well as some info about how we're going to be going about this!
First off, as Hematite said in the slate opener, submissions are now (informally) closed!
You can expect submissions to be open for about 120 hours from now (meaning they will close 20:00 GMT on June 3rd), and we will do our best to provide feedback multiple times throughout the slate!
If we have not finished giving feedback in time to close the slate on 20:00 on June 3rd, please be patient with us to wrap things up, but refrain from making any entirely new submissions after that time; we most likely just need more time to finish evaluating the subs we already have!
We're currently still working on reviewing the submissions, as well as working out a good workflow for doing so. It's going pretty well, but we do need time to work through this and give the process the time and attention it deserves!

Our plan for how to finish out the slate looks something like this at the moment:
  • Aim to have voting open by a week after subs closing.​
  • During this time, finish and post approvals/disapprovals/requests for revisions in batches​
    • If (one of) your submission(s) is not mentioned in a given post, this does not mean it's disapproved; we most likely just haven't gotten to it yet​
  • Anyone who has a disapproval or requested revision will have the remainder of that week to come up with and notify us about any edits they make
  • If new submissions are posted during this time, they won't necessarily be excluded, but please be aware that subs posted after this point are lower-priority in the review, and we may not have time to offer sufficient feedback or approval before voting starts.
Expect to see the first review post up within the next couple days, but in the meantime,
if you make (or have made) any major edits to your already-posted submissions, please notify me so we can review accordingly.
With the way we currently have it set up, it's very easy to for us to miss edits.

Okay? Okay! I'll be back soon with cool stuff to share, so see you then!
 
So
uh
hi
im back
im harmony, and I was an active member of the community before I decided that saying triggering and insensitive things was a great idea, and I was banned a year ago despite the chances I got to improve. Freshman year of high school had started and I was bogged down with work, so I was unable to find time for M4A along with my other IRL commitments, as well as just not being mentally ready to appear again. Starting around a week ago, I have made sparing appearances on DH, and am thankful to everyone I met being kind to me despite using a rain team with mega jolteon. I don’t know much about the meta, but I have a gogoat sub.
Gogoat-mega
Type: Grass/Ground
Ability: In the dust
If this Pokémon is faster than the opponent it is targeting at the beginning of the turn (before switching), ground moves lower the Pokémon hit’s speed by 1 stage.
Stats:
Hp: 123 (same)
Attack: 130 (+30)
Defense: 87 (+25)
Spatk: 122 (+25)
Spdef: 81 (same)
Speed: 88 (+20)
New moves: Earth power, high horsepower, stomp, rototillier, rock tomb, Ingrain, grassy glide (most of these are flavor) please just remove any that are op instead of dq ing my sub
Flavor: ever since my young self watched XY, I fell in love with Gogoat. I imagined riding one on a field, sort of like a cowboy-ish feel, watching the dust fly and the wind in my ears. I even drew a (crappy) picture. although I never got the games, gogoat was on my original showdown team I used when I was introduced to it. It was a bad team though, it had a watchog and a swalot, but it was fun. I wanted this mega to take me back when the dust in my head flew away. True story btw

Competitive: i kept heed of what was said in the post that Gogoat‘s high hp makes bulk increases matter, so I gave it a spdef weakness. Gogoat is mostly a physical attacker, and there is a reason I didn’t give it swords dance. I wanted to also have a pokemon that is speed control and anti-stall at the same time, and i thought that my cowboy personal flavor would be a good application for this, leaving opponents “in the dust.” Gogoat has a lot of ground moves already, but I wanted to add some flavor moves. High horsepower makes it better in doubles as well as the horsepower flavor, while stomping tantrum can synergise with some of gogoat’s support options.
The goal of this Pokémon is to come in on something slow and speed control any offensive switchins or just slap a lot of bulky targets like Blissey with its new earthquake stab, Toxapex and incineroar etc with ground stabs, slowbro with a grass stab, and if it chooses to, slam skarmory with wild charge. Although it dosent have swords dance, It still has bulk up to set up as well as milk drink or synthesis on sun teams to heal. On the special side, I gave it earth power to compliment the 90 power moves it has in energy ball and (for some reason) surf. Gogoat has interesting support capabilities, such as leech seed for a bulky set, bulldoze for a -2 speed in 1 attacking move, and roar to prevent setup Pokémon.
Overall, I am proud of my sub. I hope I can be on Dh more and more and play with you guys again.
Harmony

edit: changed movelist
 
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Paulluxx

[Regional Manager of Big Shifu]
is a Community Contributor
We were going to get it up with the review, but with the delay We're going to post it now. This is the full banlist for the continuation of the PMPL, after the PMPL we will have a look over, and look even further into some Pokemon.

FULL M4AOU Tournament Banlist (7/9/22)
Base Pokemon:
Tornadus-Therian :tornadus-therian:
Tapu Lele :tapu-lele:

----------------------------------------

Mega Pokemon:
Mega Dodrio :dodrio:
Mega Empoleon :empoleon:
Mega Goodra :goodra:
Mega Gourgeist-Small :gourgeist:
Mega Gourgeist-Regular :gourgeist:
Mega Jolteon :jolteon:
Mega Silvally-Ghost :silvally-ghost:
Mega Slowking-Galar :slowking-galar:
Mega Starmie :starmie:
Mega Toucannon :toucannon:
Mega Walrein :walrein:
Mega Clefable :clefable:
Mega Trevenant :trevenant:
Mega Meowstic-F :Meowstic-F:
Mega Toxtricity-Low-Key :toxtricity-low-key:
Mega Hydreigon :hydreigon:
Mega Primarina :primarina:
Mega Bisharp :Bisharp:





Base Pokemon:
Tornadus-Therian :tornadus-therian:
Tapu Lele :tapu-lele:

----------------------------------------

Mega Pokemon:
Mega Dodrio :dodrio:
Mega Empoleon :empoleon:
Mega Goodra :goodra:
Mega Gourgeist-Small :gourgeist:
Mega Gourgeist-Regular :gourgeist:
Mega Jolteon :jolteon:
Mega Silvally-Ghost :silvally-ghost:
Mega Slowking-Galar :slowking-galar:
Mega Starmie :starmie:
Mega Toucannon :toucannon:
Mega Walrein :walrein:
Mega Clefable :clefable:
Mega Trevenant :trevenant:
Mega Meowstic-F :Meowstic-F:
Mega Toxtricity-Low-Key :toxtricity-low-key:
Mega Hydreigon :hydreigon:


 
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Paulluxx

[Regional Manager of Big Shifu]
is a Community Contributor
Hey again homies, we thought it was about time to discuss the Megas For All Metagame aft

Here

If you have any thoughts you would like to express outside of the survey, come to #metagame-discussion in the Discord Server. We're eager to see what every-bodies thoughts are
 
Hello!

This is just a reminder that the VGC Hisuian Dex Tour will take place on Saturday (16.07.2022) at around 19:00, GMT +2. If you want to participate, let me know, either on Discord or here on Smogon. Everyone is welcome, no matter their skill level! In fact, most of the people who give M4A VGC a try are casual players, and some of them have managed to win even in the presence of some of our finest competitive players of that format. If you are interested but don’t feel comfortable building a team, no worries, I can always give some suggestions or lend you one of my teams. Below, you will find all the necessary information for the tournament:

  • Legal Pokémon include the entire Hisui Pokédex except :dialga::palkia::giratina: Restricted Pokémon and :phione::manaphy::darkrai::shaymin::arceus: Mythical Pokémon
  • You should also be aware that only the regional forms that can be obtained in Legends: Arceus are allowed, meaning only the Kantonian forms of the following:
    :ponyta::rapidash::geodude::graveler::raichu::mr-mime:
    and only the Hisuian forms of the following:
    :decidueye::typhlosion::samurott::qwilfish::lilligant::sliggoo::goodra::growlithe::arcanine::voltorb::electrode::avalugg::zorua::zoroark::braviary:
    (All forms of :vulpix-alola: Vulpix, :ninetales-alola: Ninetales and :sneasel: Sneasel can be obtained in Legends: Arceus, so they are all legal.)
    - This tour will include some new Pokémon from Legends: Arceus! These Pokémon aren't part of our main format, because the behaviors of many of their signature moves are up in the air and some of them may change in other ways when they make their way to the main series, but the way they've been provisionally implemented for the purposes of the Hisui tour can be seen here!
    - Signature moves aside, the following universal moves from Generation VIII have been added to every Hisuian Pokémon: Attract, Endure, Facade, Protect, Rest, Round, Sleep Talk, Snore, and Substitute. Other than these nine moves, all of their learnsets are limited to the moves they have in canon.

  • All games are a Best of Three and Double Elimination
  • You can use only one team for the entirety of the event, with no changes being made
  • It’s a closed tournament, meaning players have no access to any information on a player’s team
  • We will play on DragonsHeaven, specifically in the M4A Hisuian VGC format.
If you have any questions, let me know. I’ll be looking forward to the event!
 

KeroseneZanchu

Banned deucer.
:zangoose:
At long last,
The Review Post!
Sorry for the delay everyone, but it's finally here! There's been a lot going on behind the scenes during this (yet another) intermission, but it is with good hopes that things will be smoother going forward. Many of the delays have been the result of figuring out the best ways to go about the review process in the first place, how to relay that feedback to you guys, as well as some important restructuring within the council and our own personal lives to help our responsibilities to the mod be more sustainable and healthy. Before we get to the reviews (since they're long and will likely need to be split into multiple posts), I'd like to lead off with two announcements.

First, the results of the poll on movepool changes, brought to you by the ever-knowledgeable Blue:

BlueRay said:
- 7 people participated in the poll, and they all were fine with all of the suggested movepool changes.

- 2 of these people decided to comment on these changes. For instance, one person said we could keep Encore on M Noivern. But since no compelling reason has been provided, we decided M Noivern should not keep this move, especially when it barely adds anything relevant to its competitive design. As for the other person, they argued that the justification on Sawsbuck-Summer getting Heat Wave was a bit weak since the move had very limited distribution among Grass Pokémon (Arceus, Silvally, and Shiftry, the latter having strong wind associations). One solution to this could be giving Weather Ball to Sawsbuck-Summer. However, doing so would come with the issue of giving this move to every form.

-> We have to say that, whoever made this point, did a fantastic job explaining this case. However, we believe that, just like how Sawsbuck-Autumn (Grass/Ghost) needs Poltergeist as a STAB option to be viable, so too does Sawsbuck-Summer need sth reliable it can fall back, especially when it has a useful VGC application. After all, spread moves are very common in that format to pressure 2 opposing Pokémon. Since Sawsbuck-Summer is pretty frail and relies on Sun, it needs to make up for these flaws. Heat Wave does that for Sawsbuck-Summer since you need to worry less about an ally not doing enough to support itself and its partner.
I would also like to add that despite the relatively low voter turnout, every one of the changes were approved by the original submitters of each respective mega that would be affected by them. In addition, most of the changes were geared towards honing in design focus and optics while reducing clutter - not to be significant balance changes.

Second, we have an important announcement for you all, from our great leader Hematite:

Hematite said:
Hi, everyone! This is Hematite!
I just wanted to give a small update on my role in the mod going forward. This is something we agreed on some time ago, but we were waiting to announce it until the same time that the review post went up.

Since the last time you heard from me in the thread, I have asked the council if I could step down from the position of leading the mod and mostly step down from the council entirely,
and after discussing the implications of that and making sure everyone else was in a position to take over, we have confirmed we are going through with it!
I will still be contributing in the form of coding and spreadsheet maintenance as always, but that's about it - the other members of the council have kindly agreed to take over when it comes to other things I usually do, starting with this entire review post (!!!) which they have done a fantastic job taking on without me, and I will no longer be actively involved in leading the mod.

For a little bit of context, the change in structure to a rotating/seasonal format was made knowing I would need to step down at some point soon (this is the direction the rest of the council supported for the mod for after I left! it wasn't just me making big changes by myself and then leaving everyone else to deal with it I promise P:), but we had initially intended for me to stick around for this first season; I was planning to step down at the end of it rather than the beginning.
That said, I've been struggling to maintain a healthy relationship to the mod and have been pretty overwhelmed trying to manage that for a long time, and although we hoped that I could press on just a bit longer to help spearhead the new season, the council was supportive of my decision to step down sooner and has already stepped up and put in a ton of work to make it possible - I am so grateful to have you guys as friends ;-;



Um, I'm kind of bad at this and I don't really know how to put all of my feelings into words right now,
but I just wanted to say how much I appreciate some of the coolest and kindest people I have ever met and give a shoutout to the specific people taking over for me
so uh!!

:lopunny-mega: ausma was the first friend I made through M4A specifically, and she's definitely the person whose encouragement gave me the most confidence to contribute early on, not just in submitting but also as a council member trying to make improvements in the earliest stages of the mod.
She was always the most level-headed member of the original council, but I was amazed at how quickly she pushed my impression of her from one of unapproachable coolness to someone who could make me feel heard and valued, then to someone who was actually a total dork (we are all total dorks) and a fantastic friend - someone I trust deeply and love hanging out with even outside of this community.
We've always been able to see eye to eye, and she is unbelievably respectful and mature as a mediator even when the people around her are stressed or having trouble reaching an agreement or finding common ground,
but also she brings this amazing creative spark and sense of fun to everything she touches, from her unbelievably innovative submissions (plenty of which have always been among my favorites in the mod! they strike this crazy balance of "I never would have thought of that!!" with "this was meant to be and simply feels correct") to her vibrant and captivating artistic talent - I still vividly remember how much fun we had collaborating on designs and sprites alllll the way back in v6 and I'm so happy we've gotten to interact more since!!

:simisear: Hematemesis is solidly one of the most down-to-earth and mature people I have ever known, and there were so many times when he was the rock this server needed to stay stable and organized when I wasn't around.
He is constantly coolheaded and responsible and has stepped up so many times when he was needed most, and he has also put himself on the line to address users who negatively affected the community or needed to be dealt with when not many people would have been comfortable getting involved.
He's also given me some much-needed and well-communicated wisdom at times when I really needed a firm hand, to talk me down from getting emotional over stressful conversations and to remind me to step back and be willing to apologize when I messed up, and he has always been incredibly constructive about this and never failed to make me want to be more like him - and he consistently acts on that wisdom himself and has always been unbelievably fair-minded and selfless.
He is also often hilarious and has a great energy and a positive presence

:starmie: BlueRay is literally the most wholesome and patient person on this planet and the most unfalteringly calming presences I have ever seen and I have no idea how he does it--
He is always there to share words of kindness and reassurance when they're needed most (even sometimes when I don't know I need to hear them), and it's just incredible how much energy he puts into helping other people work through their feelings, stay positive and remember to take care of themselves;;
He has also been unbelievably productive when it comes to the metagame itself - there is no one I would trust more to lead a discussion on balance changes, and he has always made sure everyone's voices are heard and reminded everyone that their thoughts matter even if they're not a top-level competitive player; he has also made pretty much every poll on balance changes this year and put great care into making sure everyone can understand the reasons behind the changes even when there is a ton to discuss.
AND.
He basically singlehandedly maintains our entire VGC format (side note this is probably my personal favorite part of M4A), puts constant effort into metagame resources, sample teams, tournament management and tour reports, and gives excellent advice and shares (extremely high-quality and fun!!) teams of his own to help new players break into their first VGC tours. He does so much to make this the most accessible, beginner-friendly and... well... friendly part of the M4A community even though most Pet Mods players don't have background in VGC and he is kind of my hero

:zangoose: KeroseneZanchu is one of the most incredible people here and I am so happy he was willing to join the council!
His constant support has been especially invaluable for what has turned out to be a period of big changes to the mod and leadership alike, and he has been, like, hard-carrying the team lately. He is absolutely insane at staying motivated, motivating everyone else, and just taking initiative and getting things done, and I feel a lot more comfortable stepping down from the mod after seeing how well he has adjusted to leading the charge :pray:
We like to joke about his comically high winrate since showing up, but he has earned that reputation with the creativity, passion and intensity he puts into them all, and he gives everything his 110% and adjusts brilliantly to feedback when it's needed. He also takes a great deal of ownership over his feelings and has my undying respect for how responsibly he handles disagreements, whether he realizes how good he is about it or not - he has never been willing to let his friends be targeted in the crossfire over his opinions even when people around him are trying to create petty drama, and he has always been able to debate with people comfortably and always knows how to take the right things away from it rather than being stuck in his beliefs.
He is a credit to this community and brings out the best in the people here, and I think he deserves recognition for that!!
ALSO HE MADE THE SANDBOX which is like. the single most important resource for developing the mod and testing and balancing submissions and buffs/nerfs alike? and also one of the most useful features of DH for other people's use as well?? This guy is overpowered

Finally,
I need to say words about :parasect: inkbug and I don't. uh. I don't know how I'm sorry--
so uh!!! ink has been my friend for more than ten years now and I love him more than any other human being on this planet
and he came to M4A in the first place because we were talking about it before he had even joined Smogon,
and I am going to go out on a limb and say this would have had absolutely no chance of becoming what it is without him and I am so happy we could share in this for so long ;-;
This man has been handling an insane workload and running half of the mod from behind the scenes since he showed up here, between counting votes every slate (including spearheading a resilient instant runoff system, which helps to manage the insane number of votes we get here, gives every voter much more of a say than in other mods and prevents deceptive voting or voting abuse, and constantly making the process as transparent as possible to help people who don't understand it), running the M4A wiki, logging replays and making them as accessible as possible, running roomtours all the time and moderating DH, helping to push for necessary internal reforms, making the placeholder icons we use for every Mega without designs, and making the most F A N T A S T I C designs and sprites and bringing life to our mod's creations
He is the backbone and the soul of all of M4A and I cannot imagine doing any of this without him
but more importantly, he is also my closest friend and has been for more than half of my life now o.o' and has constantly supported me emotionally and mentally whenever I was having a hard time, made me take care of myself when I wouldn't do it on my own, and taken this from a responsibility I was roped into half-blindly to a genuine passion project for as long as I could manage it and helped to create safe spaces whenever I couldn't.

I care about all of you so much and I hope you know that ❤ I would not be the same person without any of you, and this mod would not be what it is if any of you weren't here



It has been a really cool two years, and I'm very happy that I could be a part of this!
I hope the community is in a better place overall for having had me despite my increasingly frequent absences but I'm really sorry if anyone feels otherwise - I know I haven't been the best or most consistent leader :'), and I'm really proud of you guys and how far everyone has come, as well as grateful for the patience of everyone who has stayed with us for so long and for all of the friends I've made through this.
You guys are the best!!!

:xerneas:
We ask that you don't bother him about the decision, but respect his need for space. Regardless, all of us will miss his guidance, and the council will do their best to keep us on track as we move forward into the future.

Finally, the review post. Due to their length, we'll have the reviews spoilered, grouped by Pokemon, like we usually do for the submission compilations at the end of the slate. Those of you who have been told to make revisions have one week from today to make the appropriate edits or resubmissions, at which time we'll make the submission compilation and start voting.

:gogoat: DrPumpkinz: Approval (to no one's surprise! Also, hi!!! :D). Kero notes that this would almost definitely overpower any Pyroar, no matter what it is, which is a bit weird in the beginning FWG slate, but as far as problems go its definitely more of a "keep an eye on it down the road" sort of problem rather than a "this shouldn't be approved" sort of problem.
Approval from me. Looks rad, no objections.
Kind of scary because 1. Gogoat is already shaping up to be strongest of the three, 2. Pyroar is shaping up to be the most important because it's the one that needs to counter most of the meta, and 3. when we have limited mega options it kind of throws a wrench in things when the grass portion of the fwg trio directly beats the fire portion via fire immunity plus eq/rock slide coverage. However, that's of course a temporary issue that will be resolved with a few more slates worth of mons being added, so I don't think it's enough not to approve it. However, it does feel kind of worrisome and if it does win we should look at choosing the next slate with it in mind particularly. (Also I second it being rad).
DrPumpkinz - I have to hand it to him; he justified Flash Fire on M Gogoat very well, be it competitive wise or flavour wise. With an immunity to Fire, I could see this Pokémon being easily splashable on Balance / Bulky Offense teams, handling Rotom-Heat very well and making Hidden Power Fire from some Pokémon pretty useless.



:gogoat: BlueRay: Approval. Personally I'm fascinated by how this interacts with both its ability options in completely different ways depending on your team and its needs!
Oh, dang this is cool. Sap Sipper is rad on this, and Grass Pelt as an option is sooo cool if your team's set up for it.
Approval from me, although that attack stat does make me a little antsy (I don't know what I'm talking about, though, and it can't hold an item so...) Would appreciate it if someone who knows more about stats could give a second opinion.
Okay of course I really love where you went with this (I knew at least one person would try As One but pairing it with a Geodude of all things is simultaneously perfectly logical and entirely unexpected). I approve of all of this, but I do want to note that being the Grass type mega in a meta with a strong Rain presence and not actually resisting rain will be kinda tough for it. Entirely manageable, but it's something to keep in mind.
this is awesome


:gogoat: abismal: Approval. It definitely seems somewhat volatile, to say the least, but not necessarily in a bad way! Personally I'm really intrigued by the interactions this would create, especially in combination with Gogoat's existing setup options. In a VGC context, where changes in speed are updated mid-turn, being in the target range of a slow Heat Wave or Lava Plume would I think even give you a Sucker Punch kind of effect? It might need tweaking after the fact to make sure it's working as it wants to be, but it definitely seems worth exploring to me.
His own review is written above ^
This is a fun idea. I don't know how effective it will be in practice, admittedly - obviously Grass/Dark is a pretty bad typing, which is kind of the point, and it looks like it might have the stats to back it up... but I'm not sure if it's enough. It seems pretty volatile, but it's cool nonetheless.
abismal - I like the choice of a dual Grass / Dark type as a balance factor since, hypothetically speaking, a pure Grass type + Bulk Up + Milk Drink + good bulk would make M Gogoat pretty challenging to deal with. So, the secondary typing helps with this issue as it adds many more weaknesses, like Fighting or Fairy. Power Trip is a nice move addition due to its synergy with the ability. Not sure how I feel about Dark Pulse and Pursuit but I assume the former encourages a mixed or special set while the latter creates some mindgame against opponents afraid of clicking a super effective move.



:gogoat: Yoshiblaze: Approval, though Blue was a bit skeptical of how much Gogoat would really benefit from the terrain in Singles, and was hoping to get a bit more of your thought process on the subject.
Again reiterating the sentiments of "this beats pyroar" but a bit less easily, as well as "this doesn't resist water any more". However, I do respect the restraint of making Sand Spit over Grassy Surge due to the lack of other terrain setters but we'll have to see if it sets a precedence for weaker terrain setters in future slates or if this just ends up getting outdated.
oh, man i would love it if that ended up being the precedent going forward actually? that sounds really refreshing (although by definition, any terrain autosetters in this region are gonna be mega-locked unless we decide to add some on purpose, so thats kind of a hard cap on it to begin with, which is interesting to note)

I love sand spit personally , and on pokemon with defensive setup (BU) and recovery especially sounds like it could be really rewarding to use!
Yoshiblaze - With a secondary Ground type, this M Gogoat offers much more offensive power to a team since it's able to hit Fire, Poison, and Steel Pokémon for a lot more damage. Therefore, I'd view it more as an offensive Pokémon with some utility, such as Stealth Rock or Loose Leaves. That said, I am not sure what the ability is supposed to do for M Gogoat. How does it benefit from it in particular? Aside from the obvious boost to Grass moves. Or is the ability here to support the team as well? I would require some explanations from the submitter to understand their idea better. For now, I don't see how a Sand Spit clone but for Grassy Terrain and the role of a tanky Stealth Rock setter work hand in hand with each other. That said, I respect the conditional element to this ability, which fits very well with the power level of the new metagame. What's more, I can see a lot of potential in VGC since you can control and win terrain wars much better as moves like Surf or Brutal Swing from an ally can reset the Grassy Terrain.


:gogoat: ausma: Approval. This also seems to me like a Mega that would be really rewarding to use, and would have a real feeling of gaining momentum the longer it's on the field.
Okay I really like this. Like, yes, FEAR FEAR FEAR FEAR FEAR OH GOD, but also it's kind of tame? Maybe that's just me being hopeful and wishing it the best but it's really refreshing to have a Speed Boost user that's not just a frail "click swords dance and if you lived win the game" mon like Blaziken, Sharpedo, Scolipede, etc. Having a bulky setup mon like this really highlights the much cooler potential of a scaling ability, which fight me on this was meant to go on mons that are the opposite of its current users. The fact it needs additional turns to really get momentum going but because it's thiccer with recovery and setup it means overall you have something with a lot more potential counterplay before it becomes a problem, but doubles down on being a much much more unstoppable juggernaut than any of the rest once it does hit that point. There's a saying about how the longer it takes to gain something the longer it takes to lose it, and I think this Gogoat embodies it really well.
yeah seconding that this looks SO awesome. slow speed boost is something ive wanted to explore/see explored for quite awhile now and this genuinely has a really fun and scary toolkit for it!! very well picked, twenty out of ten. this goat just keeps goin
ausma - I have to say this is a very impressive submission that works with Gogoat's movepool and extends its role as a tanky set-up attacker; in fact, there's a high variety of diverse set M Gogoat can run. It needs time to be efficient which, as Kero already has so eloquently said, really distinguishes this Pokémon from any other Speed Boost Pokémon. I would love to see how it turns out in reality. Sure, it may look pretty scary but I think the pros and cons of each choice you make balances out this submission.


:gogoat: Regic Boat: Would like to request either some clarification of the design intent or another draft. We were having a hard time following this one, and how it relates to Gogoat as a Pokemon? Like, it's a cool idea mechanically, but doesn't really feel like a natural extension of Gogoat's toolkit or flavor in any way that we could see. If you have some context we're missing, please feel free to clear it up, but IMO this concept would be better saved for a different Pokemon that better suits it.
Out of morbid curiosity, I wonder if "overwriting a status condition with Rest" counts as "curing a status condition"
It's a fun idea. I'm not sure how much it really has to do with Gogoat as a Pokemon, or its competitive usage, but it's neat I guess.
Regic Boat - I honestly think Purify is redundance when Jungle Healing already exists as a more consistent healing move. This M Gogoat should be able to shine in VGC in particular as Amoonguss and M Orbeetle love spreading Sleep. So, Jungle Healing + Jungle's Heart will discourage opponents from relying too much on Sleep. This also applies to Paralysis from moves like Thunder Wave. In Singles, this M Gogoat will likely thrive as a slow, bulky set-up attacker.


:gogoat: superstrike66: No approval. It really doesn't have anything to do with Gogoat, and really doesn't interact with any of Gogoat's unique traits as a Pokemon or really anything in its toolkit at all. Kero put it best: "This is a decent if straightforward design for a Mega, but a very poor design for a Mega Gogoat." I don't really think there's a way to revise this to work, since the issue is the basic premise, but you're welcome to submit something else for it instead.
Disapproval from me, unfortunately.

This leans really heavily on move additions, to the point where it's really not interacting with Gogoat's base toolkit outside of maybe Bulk Up/Milk Drink and obligatory Grass STAB. The only moves Gogoat gets by default that interact with Technician it could potentially use are Aerial Ace, Bulldoze, and Razor Leaf, which really doesn't make a compelling case for Gogoat being a good Technician candidate. This more feels like using Gogoat as (somehow) a very unfitting excuse for Technician SD Accelerock, than it does finding a compelling Technician toolkit that would be aided (but not overpowered) by the addition of Accelerock.

Um also stab priority with sd off base 140 attack strikes me as a bit excessive, but mostly I don't see how this has anything to do with Gogoat at all.
Agreed. You could make an argument for Aerial Ace and Bulldoze but it already has EQ and this doesn't really need the speed drops from Bulldoze a whole lot if it has Swords Dance Technician Accelerock. This is a decent if straightforward design for a Mega, but a very poor design for a Mega Gogoat.
superstrike66 - Considering a goat's habitat, the Rock type makes sense on M Gogoat and also improves its offensive aspect. However, it should be noted that Technician relies too much on the new move additions to make this M Gogoat work viably. This can be problematic as it gives you the impression of artificially forcing Gogoat into a role of your choice and not working, to some extent, with its existent movepool.


:gogoat: d3adbydayl1ght: Needs another draft. The move additions don't make very much sense: I would mandate that you preference the more interesting/less overpowering Superpower that Gogoat already has in its movepool rather than adding Close Combat, and Drain Punch is definitely not allowed given that it doesn't have arms.
(It also already learns Brick Break, for the record! Going forward, it's definitely worth the time to look at what moves a Pokemon already has before considering what direction to take the Mega, let alone what moves to add.
While it having arms and being able to punch could hypothetically be justified in the Mega's design, any moves it gains are learned by base Gogoat as well and thus have to make sense as moves that base Gogoat could have.)

However, there's a more important problem with this one, and that's that (as stated in the sub description itself) the Ability really doesn't do anything for it? This is arguably the most important step in defining how a Mega Evolution plays, and it would be a good idea to put a bit more thought into that aspect of it. The notes below include some suggestions, but whatever you end up doing, keep us posted if you do another draft!
I'm not really sure why you'd give it a custom like that and then comment that you "don't see much use for it"
There are other Abilities that interact with Dark - primarily Justified - that would definitely be more interesting for this to have, IMO; please don't make a custom ability just for the sake of having one or making a reference y'know?
I don't see much use for the ability either, especially if they don't even have an idea behind it. It already double-resists the most common Dark move, Knock off (well, resists and then takes unboosted damage from). It's not going to be switching out on Pursuit users. I guess it's only Sucker Punch immunity, really. However, in all of these cases (well except Pursuit I guess) it would be less contrived, as well as simply better for both the submissions and the power level of the mon to just have Justified. Punishes Knock, hits back even harder if it lives the Sucker Punch, and it exploits the best Dark-type attacker in the meta if it predicts properly and doesn't eat an Ice attack because Weavile is almost always banded and will be forced to switch out while Gogoat gets a free attack boost.
d3adbydayl1ght - If I'm not mistaken, abilities with an immunity always have an additional effect that benefits the user. For instance, Lightning Rod raises the user's SpA. Against this background, I would expect an additional effect that follows this principle. That said, I don't think an ability with a Dark immunity is useful on a Mega Pokémon that already resists Dark due to its new secondary Fighting type. As such, M Gogoat would already face some competition from Chesnaught who shares the same dualtype and is a non Mega Pokémon.
While I don't see much value of this ability in Singles, it might have some potential in VGC, especially if an ally clicks Beat Up or Brutal Swing. But that would depend on whether the ability in question would receive an additional effect at all. Moreover, this also raises the question why not giving Justified to it? And if M Gogoat were to receive Justified, you would wonder what this Pokémon has over Virizion. Therefore, I would ask the submitter to think more critically about the direction of their idea and what consequences the decision would bring with it.


:gogoat: anaconja; Would like to request either some clarification of the design intent or another draft. Having something that can manage Rain as a team archetype is definitely relevant to the selection of Pokemon we have in this meta, but this feels like a sort of unintuitive way to go about it that doesn't have a whole lot to do with Gogoat's flavorful or mechanical identity outside of "it's the Grass-type on the slate right now". If there's some context we're missing please feel free to clear it up, but IMO this concept would be better saved for a different Pokemon that better suits it.
What does the ability name have to do with the effect besides being something this Gogoat wants? I do respect using the ability to maintain Gogoat's Water resist by also giving the new Rock typing a chance to actually come in on Ices rather than just getting blasted with SE damage. However, it feels a little blatantly minmaxy and hyperspecialized without much care for the flavor nor the mechanical design of the types its interacting with beyond "fuck rain". Though, paying attention to the fact that "fuck rain" is a necessary idea for Gogoat gives it a bit of credit.
i thought it kind of scanned because of like, trudging through rivers and snow and stuff as part of terrain traversal? like how elsewhere in kalos there's mamoswine ride to get through snow, and all that. kind of the energy of an all-terrain vehicle? but it definitely doesnt scan quite as intuitively as something like mountaineer or what have you.

when you point that out, it definitely does feel odd to be designing things in such a hyperspecialized/minmaxy way so early in this format , since we kind of have no idea how things are going to shake out metagame-wise beyond a vague outline.

also i wish this would lose like almost all of the move additions i dooooont really get what good they do other than checking things off a list outside of rocks and u-turn ? why does it need to be rock type in the first place i dont really think that helps it directly counter rain at all? am i missing something?
Rock fucks up Pelipper and Volcanion I guess? Also Cloyster but Grass already does that, and I don't know if Volcanion is ever run on rain but it is a generally good Water mon. But yeah it definitely doesn't need nearly that many additions. Power Whip, Power Gem, and High Horsepower are all very excessive but I guess would be kind of cute if Power Gem stayed and special sets could actually see use. That sounds like high fantasy, though.
Oh, yeah, the Hurricane neutrality is handy I guess. It feels like there are probably less contrived ways of doing that, though.
tbh i can somewhat respect the type choices here with the ability, there's certainly some direction, but to me this feels like a mega that just pays 0 courtesy to gogoat's base kit and is really arbitrary as a whole.
anaconja - Some words of advice, it would help to spend some time on explaning the flavour of your idea. That way, readers will have an easier time grasping your concept and are more willing to vote for your submission, even if it may look obvious to you. I believe being able to wade through some challenging roads, such as mud or snow, is the intention behind the name of the ability.
That said, the secondary Rock type is a neat defensive and offensive type that works well with the ability in a Kalos centric metagame: mitigating damage of Hurricane from Pelipper, Heat Wave from Zapdos or Sludge Wave from Volcanion. Being able to pressure these Pokémon offensively is also very nice. I should note, though, that Power Gem seems difficult to justify on Gogoat. Like, how would you explain the existence of this move beyond competitive?


:gogoat: ARandomPerson: Approval. All of us think this looks fun and awesome and is a really on-point choice for a Ground-resistant Sand Rusher, I think!
I definitely approve of this one! Non-same-type weathers are always cool by default, and this one does a really good job of combining flavor elements and mechanical elements that were already there at Gogoat's disposal. I also really respect not adding any moves besides High Horsepower, which is essentially a tool it already has in EQ but gets around self-nerfing itself when trying to run Grassy Terrain. It doesn't look busted but does a good job checking the lead competing weather, and it's the kind of mega that can be easily balanced up or down as needed via stat adjustments.
Yesss +1 from me as well! I didn't have much to say on it on my own, but this is already so cool with existing sand structures and I think a really good and sensical candidate for ground-resistant Sand Rusher. thank you for having the restraint and/or good sense to not make it ground or rock typed :pray:
Indigo - a pure Grass Pokémon making use of Sand is a very refreshing and appealing approach; in fact, it illustrates that a Pokémon does not need to share any typing with an archetype or ability that promotes them. Like how Sand Force promotes Ground, Rock or Steel Pokémon as it boosts the power of the three aforementioned types.
The mono Grass type is very useful to have on a Sand Rush Pokémon since it resists Water and Ground--types that Sand setters like Tyrannitar or Hippowdon struggle with due to their weaknesses. In turn, these Pokémon will take care of types that cause M Gogoat some trouble, like Fire. That said, I appreciate the restraint behind this submission. Approved!


:gogoat: jazzmat: Approval, though the consensus seems to be that the addition of Earth Power is largely redundant/unnecessary? Dropping it would probably be a good idea, but it's not a deal-breaker or anything.
His own review is written above^
jazzmat - This M Gogoat has a very unique and appealing resistance profile. First, it offers the rare resistance to Ground and Rock types, which are commonly paired together. Secondly, it is immune to Electric and Ice, which forms the infamous BoltBeam combo that is very hard to resist. So, this Pokémon should have no trouble finding a place on teams that need to cover these types.

Imo, M Gogoat doesn't really need Earth Power when it already favours Attack. Moreover, I'm not sure about M Gogoat's niche on Hail teams. On the one hand, it stacks another Fire weakness, which can be suboptimal if the hypothetical Hail team consists of Abomasnow or Vanilluxe as a Hail setter and Beartic as the sole Hail attacker. However, this M Gogoat does pressure some of the Steel and Fire Pokémon, and it has Leech Seed to accumulate chip damage alongside Hail.

Since it has to watch out for Pokémon like Scizor, Moltres or Rotom-Heat, M Gogoat more than likely will be run on non Weather teams to strengthen defensive cores.

That said, I like the flavour behind the ability. That's really nice and emphasizes the bond between a Pokémon and a trainer. In a way, it could be seen as a shoutout to XY's first introduction of the Mega Evolution.
Agreed that its niche on hail teams is nearly nonexistent here. If anything it has a better niche at countering them (though it's really not like they need to be countered at all) with immunity to their primary STAB, chip, and rock coverage. However, with a very strong dual typing shored up by impunity to its would-be glaring weakness with solid stats across the board, setup, and recovery, it most certainly doesn't need any kind of niche to be a solid mega in the first place. It doesn't seem too overbearing - I agree that Earth Power is redundant, but otherwise, approved.



:gogoat: Gravity Monkey: I thhhink we need to request a revision/another draft here? The consensus is largely that this is a very scary combination as-is, especially so early in the meta, and something with pseudo/stab coverage this optimized would definitely shape the entire rest of the metagame around it in a not-particularly-healthy way.
Blue and I think Refrigerate would mmmaybe be okay if this lost STAB on Ground? That's still deceptively good coverage on a mono Grass. Even then it'd still be likely to forego Grass STAB in favor of EQ and boosting, but it'd definitely be less polarizing that way.
This kind of reeeeally scares me but I can't tell if I'm making things up
I do not like Refrigerate on non-Ice that scares me a lot Ice is a bad defensive type for a reason
Bulk Up and reliable recovery access too w/ base 150... mgfhmhdkfjhg
Gravity Monkey - This is a rare, perhaps even a unique case of a Pokémon that not only resists the infamous resistance to Ground and Rock combo but also beats those types. So, Pokémon like Garchomp or Gliscor, which are normally neutral to Grass, will suddenly be scared by it a lot. That alone should give M Gogoat a very valuable place on almost any team since it compresses roles; after all, most teams normally need a Flying Pokémon with a pivot move and a neutrality to Rock and another Pokémon fast and strong enough to threaten fast offensive Ground Pokémon.
I should note, though, that Grass/Ground + Refrigerate is very hard to handle on the defensive side. Moltres and Rotom-Heat are some of the very few Pokémon able to keep it at bay but Milk Drink and coverage moves like Rock Slide or even Toxic can make it a pain to deal with, to the point where it might be a bit too much. After all, M Gogoat can just run Ground + Ice, Milk Drink and a move of your choice.
I really want to say that this is a cool idea - because it is. It's honestly a fun direction for this, but I also think it's a little bit more than this meta can handle, especially in its early stages. Historically, strong Ice/Ground coverage has been a massive pain on the builder (Kyurem, Mega Dodrio) and this dex doesn't even have the option to bring niche anti-meta picks like Bronzong against it. Additionally, it doesn't suffer from Raichu syndrome at all due to the presence of Horn Leech healing off Double-Edge recoil, or simply going the weaker option of Return. Combined with Gogoat's bulk and speed making it very hard to revenge kill by anything but Weavile (which is extremely exploitable), I have a hard time believing this could be balanced, or at the very least in such a way that doesn't make the entire metagame revolve around it.


:gogoat: Seranode: Approval. Gogoat as a Grass-type has so many cool options for healing off recoil damage, and the bulk to pull it off. I especially appreciate it not going out of its way to make Head Smash STAB, as it shows a recognition that it's already very well-equipped to want to use it without it.
I feel like it wouldn't want to run Wood Hammer and Horn Leech on the same set, but I guess that's what Milk Drink is for? Horn Leech in combination with Reckless (and also Head Smash being nonstab, admirable show of restraint tysm) is definitely the most interesting thing about this and I just don't want to see it overshadowed by Wood Hammer
I think I agree with ink here, but I'm a little more open to exploration with it. If double grass stabs ends up being strong or viable it would be worthwhile to keep it at the start to see what happens - we could always remove Wood Hammer to encourage Head Smash + Horn Leech later if we feel the sub would benefit from it after seeing it in practice. That being said, the sub looks decently strong but not out of control, with a basic but solid premise and execution. I give it an approval.
Seranode - This M Gogoat has every tool it needs to apply good offensive pressure while still providing some valuable resistance profile. Simple, yet effective. The speed in particular looks nice in order to deal with Moltres and Rotom-Heat.

 
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KeroseneZanchu

Banned deucer.
:gogoat: KeroseneZanchu: Approved.
approval? This seems fun and cool to me O: It's the kind of sub where my more surface-level approval/disapproval doesn't mean a whole lot, since the devil is really in the statistical details, but it looks really flexible and I especially respect the SpA dump since there are at least a couple moves it can click with it?
Kero - I have to say this is a very neat and concise presenation; I love the choice of your words, making this submission a very enjoyable reading experience. Fluffy not only makes sense on Gogoat but it also emphasizes the great value you can have of a pseudo resistance or double resistance, depending on the type of move M Gogoat will tank. For instance, it basically resists Knock Off as its Mega Stone can't be removed and reduces the maximum damage output, which is also further reduced by Fluffy. This alone will give M Gogoat a valuable place on many teams since it's difficult to find viable Pokémon that can switch into Knock Off or Trick with impunity.
Now, I've talked about a pseudo resistance and a pseudo double resistance a few lines before. Let's take Water as an example. Imagine you face a powered up Gyarados. Its Waterfall will naturally hit pretty hard but with M Gogoat, you don't have to worry about it as Fluffy essentially turns this move into a double resistance. So, M Gogoat is less likely to be worn down, and that's impotant for its survival, especially in games that last for quite a while.
Doubling M Gogoat's Fire weakness is a great decision to keep this Pokémon balanced, just like how Pokémon like Gliscor or Ferrothorn have an achilles's heel.
I don't really have anything to add anymore; I like the flexibility and customizability of this Pokémon.
fluffy with the grass-type is... such a bizarrely intriguing direction, especially when considering gogoat's natural bulk in tandem with it. in theory this thing should be hell to break but in a stroke of elegance gogoat comes packed with an effective x4 weakness to a very dangerous type to ensure you always have an option against it, plus you're still vulnerable to u-turn, hazards, and toxic. very interesting wall and something i think would make for a cool mega, gets a pass from me

:gogoat: ry4242: This one's going to need another revision or draft. We think it's a solid place to start for a design, but it has a bit of performance issues that need to be addressed, and some defense of the decision to add Spikes. (As Blue suggested, Stealth Rock might be a better fit if Spikes doesn't work out).
This... is kind of intriguing. I don't really vibe with the addition of Spikes but I guess that gives it something to do? This is kind of a weird typing for Rattled, I feel like you'd get way too chunked by U-Turn for that interaction to be valuable but you do then resist Dark and Ghost in turn, which is I guess handy for Knock...? That kind of sounds like it.

Oh, I just noticed the description say it was originally designed with Lando-T in mind. Thaaaat makes a bit more sense, but I still think it's an odd fit
ry - With a dual Grass and Dark type and the ability Rattled, this M Gogoat seems to encourage risky plays. After all, most STAB Knock Off users have some ways to deal with it, whether it's with another STAB or coverage. As for Ghost, some of the most viable ones can rely on their second type to pressure M Gogoat, like Chandelure or Gengar. That itself is certainly an interesting angle to look from.
I'm not sure how I feel about the addition of Spikes; in my mind, it doesn't seem to make sense? Perhaps, it would help to explain how Gogoat is able to learn this move? If no reasonable reason can be found, there's always the splashable Stealth Rock.
Aside from flavor, it's worth noting that the best grass mon (and the best defensive mon) in the tier is optimized for spikes setting, making a mega try to compete with that seems flawed.

Regardless of if it has Spikes, Stealth Rocks, or neither, the mega seems incredibly risky, and I'm not necessarily sure if it has the payoff to justify it. Taking U-Turn just straight up isn't worth it in 99% of cases unless it is extremely low power. Knock Off is its best bet, but the best Knocker by far is Weavile, which means you have like a 50/50 of just dying. Granted, you can capitalize pretty big if it pays off due to Weavile running Band more often than not, but with all the other issues it struggles with, I don't think that makes up for its flaws.

:gogoat: Tarionate: Approval.
I know Spirit of Giving is mostly balanced by Delibird being, um... Delibird, but I am definitely intrigued by how much Gogoat's existing Grassy Terrain synergy plays into one of the more common things consumable items are actually used for. I don't nnnnecessarily have an objection to this I think?

Other than I guess I don't really think another Rider Delibird is a good idea hahah
Oh boy. I don't know if they like, know, but I find it painfully ironic the guy who mentioned Yule Goats is also the guy who submitted and lived to woefully regret submitting Mega Delibird-Rider. The poor dude just came back, too, let him have a break.

Ahem, anyway. The sub does seem to have a fun premise and I certainly appreciate that they gave it a bit more thought outside of the haha funnies of Mega Delibird, Rider Delibird, and As One. Using gems to replace Z-moves and enable reenabling them is a fun premise, and it does also take advantage of it being Gogoat for more than just theme by exploiting Grassy Terrain with both Grassy Pelt and Grassy Seed. Also fun that the biggest abuser in Hawlucha is also a Kalos native.

Like, as much as this gives me "warning, danger" vibes (especially upon first reading it before having time to stew on it), looking at it critically it looks fine on paper? I also can't tell if the submitter makes me want to accept it more or less but I'll give it a wary approval.
Tarionate - I appreciate the fact that, despite its offensive potential (after all, Grass / Ice / Ground coverage is hard to check), it is restrained. It has lots of bulk, which is understandable as this Pokémon wants to tank a move and come in and out as many times as it wants to to support the team. Grassy Terrain + U-Turn is a nice combo to support Unburden Pokémon, like Hawlucha, and M Gogoat is even able to pressure Pokémon that annoy Hawlucha, like Zapdos or Slowbro. So, that's a clever idea.

:gogoat: JosJet: Approval.
Static on a grass-type is intriguing, but I'm not really sure what it does for it... I guess you can eat just about anything with a Defense stat like that, but you are weak to a lot of types with prominent contact moves (U-Turn, Triple Axel, Brave Bird etc) and your resists are primarily non-contact (EQ, Scald etc). Hmm

Like, your main resists as a Grass-type dont use contact moves you'll be switching into stuff like Scald and Earthquake and Thunderbolt most of the time which this does nothing for...

I guess what it does is it's got beefy enough defense to not really be bothered that much by non stab U-Turns ?
I kind of agree. This whole sub feels gated by its defense stat and just how much damage it can actually take. If it's got the statstick large enough to take it, this actually ends up being a pretty cool sub I feel - it presents most common physical attackers with a "damned if I do, damned if I don't" vise grip of being resisted or risking being paralyzed.

However, the question is, does having enough raw defense to do that effectively remain balanced? I don't know the numbers due to how many variables there are to account for, but I'm worried that there may not exist a sweet spot between "high enough to utilize the ability" and "low enough to not be physically invulnerable." Lopsided walls are good, but this may end up being a little too polarizing in practice? I dunno.
JosJet - Usually, Pokémon with a contact punishing ability (like Nidoqueen, Zapdos, Moltres or Dragalge) have the typing to resist certain types that commonly resort to contact moves, such as Fighting. There's also the ubiquitous U-Turn to consider, which is seen on many Pokémon in general due to its great utility.
Now, this M Gogoat tries to stay in for a long time and make itself pretty resilient by setting up with Bulk Up. That makes sure your opponent has to attack it several times in order to weaken it. Between Milk Drink, Bulk Up, and Leech Seed, you could certainly make your opponent despair. So, against this background, I can certainly respect the choice of ability on M Gogoat.

:gogoat: DarkFairy: This one will need some revision. Primarily, the additions of Court Change and Aromatherapy should be removed, but while you're at it, it might help if you elaborate a bit on why Gogoat is a good fit for the role you're trying to give it.
..................................... abstain until someone else weighs in I have no idea what to think of this
its typing beats rockers pretty definitively which makes me a bit antsy
No hazard immunity, but it resists rocks. I guess its worth noting that the best rocker right now is also the best spiker and defensive mon in general AKA Ferrothorn. Ferro is used to EVing for Lando EQ in the past so it will probably do the same here - it takes neutral damage from Power Whip but notably is immune to Leech Seed. I don't know if that makes it scary or just effective at doing its job. Aromatherapy is a nice addition as a pivot and it adds cleric duties to its utility role I guess. However, despite being a hazard mon, Court Change seems kind of unnecessary? You clear the hazards automagically on entry, so there's nothing to switch unless you want to bring hazards from the enemy over to your side to intentionally gain speed boosts off of them ig? Like except for that niche, the threat of having Court Change will be far more impactful than actually having it ever will. Rapid Spin does much more to prevent rockers and spikers from just re-setting them in your face, and while it's still redundant with the ability it's in a much smaller and different manner.
aksdjhfaksjdhf when you said "the strongest grass-type in this meta is already a spiker" in a previous comment i was like "whoa? chesnaught? the pickings are THAT slim???" i honest to god forgot ferrothorn existed i was living in a better world for a few minutes there)

On further consideration, I'm also unsure about Aromatherapy but maybe for silly reasons; it's already auto-clearing hazards, but it clearing Toxic Spikes is unique because unlike Poisons, it gets poisoned for doing so? and that's a longer-lasting effect than just some damage you can heal off, which is a cool interaction I think, but having access to Aromatherapy makes it just kind of say "no" to that whole concept. so I think I would personally be in favor of dropping Aromatherapy for those reasons? take my thoughts with a grain of salt though, probably.

but yeah, court change is another weird part on this, it definitely feels redundant; although i GUESS it has the utility of swopping other field effects like screens? are those common in this meta?
Probably not. Our best screener is... Klefki? Espeon? Not exactly inspiring confidence in the archetype.
DarkFairy - This Pokémon has the typing to threaten some hazard setters, like Hippowdon or Klefki, but it will face some challenges against other Pokémon, such as Ferrothorn, Chesnaught, Garchomp or Skarmory, to name a few. So, I'm not sure if M Gogoat is a good enough choice for the ability. Granted, a Pokémon doesn't have to cover everything perfectly, and M Gogoat has the bullk, typing, and access to Milk Drink to come in repeatedly. In a way, M Gogoat acts as a hazard deterrent, which is nice to have on many teams and allows to underline its offensive potential.

:gogoat: Galvanatic: Approval.
oh boy it has 25 more attack than rillaboom!
um, no U-Turn or Knock though and cant hold a choice band so I dunno maybe its okay?
Meet the cooler Rillaboom. Band means it doesn't hit as hard, and it does a better job of actually using its movepool rather than spamming Knock + U-turn until its in position to spam Wood Hammer + Grassy Glide. It does look scary but it's worth noting that its best coverage against Fire-types and Flying-types are both 75 BP in Stomping Tantrum and Rock Slide (just the latter in Flying's case, obviously). It does have coverage against Ferro too, but incidentally that is also 75 BP via Brick Break as a reliable move. However, it does have Superpower as well, which is something to keep in mind since that could very well help it break easier. However, I find overall this is tame enough on paper that being overtuned is easily solved by lowering the attack stat and potentially bulk if need-be to avoid Bulking Up with too much impunity.
Galvanatic - In a metagame with a much lower power level, this M Gogoat can certainly find a place on teams appreciating its terrain support. I like the interaction between healing from Grassy Terrain and recoil from moves like Wild Charge. There's also potential to run sets with Substitute, Bulk Up, and/or Leech Seed, given its high HP and decent bulk. Milk Drink is pretty huge on this Pokémon as it increases M Gogoat's longevity, which is not a bad thing at all if you want to maintain Grassy Terrain, but it is something to keep in mind considering the amount of qualities this Pokémon brings to the table: good bulk, ideal HP for Substitute or set-up sets, which could make it a pain to deal with.
Not sure how I feel about it competing with the Grassy Terrain Sand Spit version of another person.

:gogoat: Exploziff: Approval
An interesting take on Steam Engine - whereas the original user had a highly abusable 4x resist to one of the type activators, and comically 4x weak to the other, this instead of trying to over-optimize it like some want to just makes it neutral to both, utilizing the other factors of the types in question to exploit the ability rather than the pros/cons of exploiting defensive profiles. In a way, this mon still 'keeps' its much-desired Water resist in the manner of punishing Water moves rather than just taking less damage from them, and far outvalues the speed boost from Swift Swim to make sure it truly does capitalize on a successful activation. It does the same thing with Fire, by using its new Rock STAB to hit them back harder than they hit it. I will again reiterate that this dismantles Fire counters (Pyroar especially this time with Rock resisting Normal) far more efficiently than I would like for reasons I've mentioned before, but I'm still undecided on whether I think that's worthy of making or breaking a sub so the other merits of this concept still give it an approval in my book.
Exploziff - Steam Engine is quite an interesting choice of ability on M Gogoat and works well with its existent movepool to threaten Fire and Water Pokémon, at the cost of being vulnerable to Burn from moves like Scald or Lava Plume. While, perhaps, not an ideal situation, it's an interesting interaction between types I can respect; each side has to weigh the pros and cons and take the risk.
I approve this sub, but I would just like to highlight that Gogoat/Pyroar/Clawitzer are essentially the starters to this M4A, and it feels like Gogoat has the capacity to beat Pyroar through this build. I would be tentative about that, but the sub is absolutely balanced.
:gogoat: okispokis: This will need some revision - it's a good premise but a bit overtuned. Gunk Shot is a must go, for starters, but on top of that you'll need to shift some attack into special attack so it takes a bit longer before it becomes hard too hard to handle, and gives opponents more room to switch into it.
This is a pretty simple but admirably clever one-two synergy here. Other than clipping the wings of pesky birds, Electric doesn't do a whole lot for Grass as a type offensively. However, Grass does a lot for Electric in both negating its Ground weakness as well as forcing out Grounds that would shut down Electric attacks. Wild Charge is a terrible STAB, but that's made up for here by effectively being Power-Up Punch but a lot better, as well as the downside of the move being made up for by Horn Leech as a STAB as well. While I respect the effort in covering your bases and playing to the quirks of the type chart with Gunk Shot, I would prefer it gone here? This is a very potent submission is quite a few ways, and while its manageable, being able to rely on Grass types to help keep it in line would open up a lot more breathing room both on the builder and on stat distribution for the sub. Notably, it already has Aerial Ace for a lower power choice for Grass-types if it really needs or wants it, and Earthquake/High Horsepower still hits the most important Grass type neutrally, so it's not like it would be completely helpless either.
okispokis - This is quite a potent submission in that the Grass type threatens Pokémon immune to Electric and daring them to switch into it. Thanks to the ability and the secondary Electric type, M Gogoat can also try to shine in VGC, encouraging you to stack another Grass Pokémon to take advantage of the Rototiller like ability. After all, Electric already takes care of Flying Pokémon attempting to check or wall Grass Pokémon. I'm with Kero that Gunk Shot would be a dangerous addition as it invalidates most opposing Grass Pokémon and puts a lot of pressure on most Dragon Pokémon due to the Poison chance. These are the only types that could check Grass and Electric. And having to resort to the same Pokémon every time just to check or wall M Gogoat can be frustrating whenever someone would attempt to build a team.
I actually might disagree with my counterparts here and say that the stats should be toned down a lot here in addition to gunk shot removal. Most pokemon that switch in comfortably to grass stab do not switch in comfortably to grass type move. Power-up punch is still a relatively used move competitively, and it is only 40 bp. A 90 bp stab move that also gives a work up boost to yourself seems very powerful. Rather than suggest a complete overhaul - since I trust the judgement of those who said this sub is fine - I am going to request the attack stab being lowered and having some of it being dumped into special attack instead (also, gunk shot must be removed to give other grass types the chance to counter this goat more easily with a well timed switch).

:gogoat: NANI?!: Approval
As little as a motorcycle helmet visor has to do with Gogoat, it actually feels very in-place for a mega of it enough that I don't have any issue with the flavor. This sub is funny in its own way but also very simple and honest in both intention and execution - given the stats it needs to succeed, no moves added, ability to help circumvent the hundred grass resists, freeing coverage pressures to enable the utilization of its two best tools more consistently, but still leaving a handful of possible checks for it to pick and choose what it wants to answer. I very appreciate how straight forward the sub is and how little it needs to work, utilizing just what Gogoat already has to offer. Approved.
NANI?! - I respect the restrain behind this submission, allowing Pokémon with a 4x resistance to Grass to breathe, making them able to check M Gogoat. The fact that Tinted Lens plays to and improves M Gogoat's set-up style with no move additions whatsover is very impressive on its own. Approved.
Not much to add here that Kero and Blue did not cover. I think the flavor and craft of this mega are both strong. I like that it was simple, but not haphazard. Great Gogoat!

:gogoat: MarcusW: Disapproval
Geez why is Grass/Dark such a popular type combo for Gogoat it's such a wholesome mon. I really don't know what in particular the ability is for? I mean Gogoat certainly abuses it well with Horn Leech, Milk Drink, and Bulk up, but the whole concept feels very out of left field and out of place for Gogoat as a whole. I also don't think we need a new volatile that doesn't serve any sort of unique purpose or niche utility and is instead just chip damage that strong and that easy to set and exploit. It's gonna be a no from me, dawg.
MarcusW - The ability is very potent and different to balance. If the focus were on VGC and if the residual damage were limited turn wise, it might be possible to allow this submission. Since the main focus is Singles and given the ease of the ability's activation, I would disapprove of this submission. With hazards and other forms of chip damage to consider, the ability will go out of control. M Toxtricity-Low-Key can be used as an example here since it poisons Pokémon on switch-ins and is already considered ban worthy due to the ease of progress making, especially against Dark Pokémon, enabling Psychic Pokémon as a result who can forego a coverage move and focus on set up sets alone, just to give an example. This M Gogoat is even more brutal due to the 1/8 chip damage and it wears down types resistant to Grass or Dark even more, forcing them to heal every time they switch in as, otherwise, they might get overwhelmed by its partners. With Milk Drink and/or Leech Seed, even with strategies involving Substitute, M Gogoat can continuosly apply pressure throughout the game. I don't think it would be a healthy addition to the metagame at all. Sorry.
Residual damage on all moves is extremely unbalanced. In essence, it gives a permanent 1.125 attack boost to yourself since you are doing 9/8ths of damage to all enemies that did not happen to pivot that turn. In addition to being unbalanced, this idea comes from very little flavor. I am requesting a complete overhaul.

:gogoat: Clastia: The idea is almost there, but it's going to need some revision before it's approved. Frankly, the move additions are far too much (not just in quantity, but in power scale). All of them need to be cut except for Grassy Glide. In addition, you can choose to keep either the secondary Fighting type or the inclusion of Body Press - both of them have their merits in different ways, but having both will likely be too much for the meta to handle.
This doesn't need Swords Dance (it has Bulk Up), or Body Press (it has Superpower, which is way more interesting with the passive defense boosts), and if it doesn't have Body Press it definitely doesn't need Iron Defense. (I'd argue it doesn't need Stone Edge either, since it's got Rock Slide, but meh, I'm more "take it or leave it" on that one.)
I'm also in agreement with removing Swords Dance, Iron Defense, and Body Press. I would also like Stone Edge gone but it's not a make or break for me ig. The ability seems like a little much, but it does interact interestingly with its kit? Both Horn Leech and Grassy Glide have potential here that abuses the ability in different ways but you'd be unlikely to run both so you kind of have to pick and choose. The draining from Horn Leech really makes the most of your defense boosts, and the regen from setting Grassy Terrain when combined with Horn Leech makes it very durable and self-sustaining to the point of being very very hard to kill on the physical side. However, Grassy Glide may be even better because while it's not as useful on the first click - Grassy Terrain isn't active here and doesn't drain, you're getting your next defense boost at priority, meaning you always have +2 defense before taking the enemy's second move no matter what. Additionally, since you really don't need much more than a Grass STAB and a Fighting STAB, the moveset is very open to just take Milk Drink to make up for the lack of leeching .
Clasmia - I appreciate the fact that you gave Gogoat many tools to make sure it's viable in the new metagame. However, it should be noted, though, that moves like Iron Defense or Swords Dance, are kind of excessive since the ability is already quite powerful itself. It plays well to Gogoat's tendency to set up, but given the sheer power behind this ability and its access to Milk Drink, I would make sure there are sufficient ways for the opponent to handle M Gogoat. This means moves like Stone Edge should also be removed so that Fire, Ice, and Flying Pokémon are more able to tank a hit from it and force it out. Fighting type + Body Press + ability + Milk Drink make me wary of M Gogoat since it can quickly go out of control (physical attackers have a tough time to deal with it, and Kalos doesn't have many amazing special attackers). Perhaps, if M Gogoat were a mono Grass Pokémon, it would be more balanced with Body Press.

:gogoat: EeveeGirl1380: Approval
I've mentioned this before but Electric/Grass is a fun combo. Grass does a lot for Electric types and it's even better when that Electric power comes with an -ate boost rather than STAB, since you resist and pressure Grounds rather than just being neutral and pressuring them. Also, Galvanize Rapid Spin my beloved. Playing into running Double Edge to take advantage of Horn Leech as a STAB option is fun, and Galvanize Facade makes it a really interesting Scald absorber.
EeveeGirl1380 - This submission demonstrates that you do not necessarily need STAB on an -ate ability user; in fact, it's quite refreshing to see a non STAB -ater user. Moreover, M Gogoat retains the useful resistance profile as a mono Grass Pokémon, something a dual Grass / Electric Pokémon wouldn't have, like the Ground resistance. And as we all know, Ground Pokémon love switching into Electric moves. Now, this M Gogoat is able to tank Ground moves, having an easier time forcing out these Ground type attackers.
I like the interaction between Double Edge and Horn Leech; Quick Attack is pretty nice to have for revenge killing purposes but I'm wary of Rapid Spin since I'm not sure how you would explain it flavour wise. I can see the apppeal of a Grass Pokémon able to force out Ground or Flying Pokémon that set hazards, and remove these hazards, but flavour is important to keep in mind.
I am a huge fan of this sub! I think that the galvanize combo for a mono grass type with very little normal type moves shows restraint and good craft while building the mega. It builds upon base Gogoat in a very intelligent way. Approved!

:pyroar: DrPumpkinz: Approval
Nothing fancy, but it doesn't really need to be. Takes good advantage of Pyroar's unique STABs my making that the sole focus of the whole thing (which isn't hard because that's like the only things in Pyroar's whole movepool anyway). Spam with Hyper Voice, do damage. Click Flamethrower on Steel types, do damage. Run HP Fighting for Tyranitar, do damage and hope you don't die. Profit.
DrPumpkinz - In my eyes, Adaptability on Pyroar is even more extraordinary than one might expect. After all, Pyroar would be like the first viable and unique Adaptability user able to rely on different spread STAB moves (Heat Wave and Hyper Voice but there's also the niche Incinerate to burn berries!) and overwhelm opposing Pokémon in VGC. Its stats are also well chosen for that format since M Pyroar can outspeed fast Steel Pokémon, like Kartana and M Metagross, and tank an Earthquake from Landorus-T. You probably didn't take VGC into account but you certainly managed to make this submission interesting and suited for VGC, in my opinion. Like, you also have other fun options, such as Echoed Voice or Round.
That said, I like how M Pyroar can just rely on its existent movepool to become useful, and Adaptability is enough of an incentive to make you want to run, at least, one offensive Normal move, even for Singles.
I really enjoy how the doctor saw unique potential in Pyroar's frankly boring base design (I'm a hater). The adaptability addition was very well crafted, and it basically makes this submission Pyroar but it got super beefed out over the summer. I really like this submission!

:pyroar: abismal: A good idea, but it's going to need another draft - frankly, the concept is rather weak and you will need to buff it in order for it to thrive.
A mixed Moxie attacker is always a fun idea to try, and one with STAB Overheat no less is incredibly tempting as a concept. I do really respect the option of Superpower here in an attempt at breaking things that would otherwise try to wall it (Rock types) but it's a costly addition since it just sets you back a step on your sweep, which is tough with such a low base attack that relies on the Moxie boosts to be relevant in the first place. It's a very compelling idea but I think it might struggle to succeed.

I also don't know how relevant Extreme Speed is on a mon that's already so fast compared to the meta but that's a minor thing.
abismal - I appreciate the effort you put to adress what GF might have intended to do: a mixed Moxie user. The move additions will certainly help it out a bit but I should note that, in the end of the day, it's primary focus is always going to be its SpA as it's simply higher and unaffected by Iron Defense or Intimidate. I don't include Amnesia as it's almost never used, and Calm Mind user already usually invest into their physical bulk.
I can't imagine Pyroar will consistently stay in a game for a while and clean weakened teams afterwards, with both special and, especially, physical moves. Add to the fact that base form can always run Life Orb. What major advantage would M Pyroar have over its base form to justify its Mega item?
Perhaps, some calculations and a slight stat changse (like an Atk increasement) could help.

:pyroar: Yoshiblaze: Approval, possibly with some explanation for the flavor of Neuroforce
Using Neuroforce to obliterate specific targets rather than going for abusing a wide range of coverage (Pyroar has near literally 0 coverage) to hit as many targets as possible is a bold play, but I kind of like it? Especially since it's on a Normal type, a type I've been looking at personally for trying to explore the exact opposite route with Neuroforce. However, because of this is really highlights Normal as a type by boasting how good its neutral coverage that it only needs to hit a few types super effectively in the first place. Hyper Voice/Fire Blast/Aura Sphere/Dark Pulse is all it needs to apply pressure and be scary - all of them except Aura Sphere already exist in its very limited kit, and even Aura Sphere is just a 20 BP upgrade to the HP Fighting it already had access to.
Yoshiblaze - Personally, I don't think Neuroforce is a "meh" option on a Normal Pokémon. After all, Normal Pokémon are known for having access to excellent coverage moves (see Wigglytuff or Blissey, for instance). So, Neuroforce would encourage Normal Pokémon to rely on coverage moves and enable them even more so! One aspect that could make Neuroforce on Pyroar a little bit less welcoming is the fact that it would be encourage to only rely on a Fire STAB move and three coverage moves (like Aura Sphere, Wild Charge, Dark Pulse or Hidden Power Ice) to deal with specific threats in the Kalos metagame, like Garchomp, Chandelure, Tyrannitar, to name a few). Meaning, there's no incentive to run a Normal move at all. However, this isn't necessarily a bad thing since it's always refreshing to see dualtype Pokémon who rely on one STAB move for offensive purposes while the secondary type is usually only used for defensive purposes. See Landorus-T or Thundurus-I in Singles, for instance.
I can see the same thing for M Pyroar where its Normal type is useful to handle Ghost Pokémon. Especially when not every team can make room for a Ghost resist or a Ghost immunity.
If you plan on submitting again, I would recommend to put more confidence in your ideas and spend more time on thinking through your concept if you want to make your submission more appealing to the readers! For instance, Neuroforce has a lot of potential on a Normal Pokémon since it underlines their theme and strengths as I've explained above. That said, it would be nice to see an explanation as to why Neuroforce makes sense on Pyroar flavour wise. The ability is associated with brain, after all.
Your first sentence sums up my exact thoughts on this mega. "Nothing too crazy here." In essence, you kept it by the books and the mega turned out perfectly balanced as a result. Approved.

:pyroar: ausma: Approval
I have to say I really like this idea. The ability turns Pyroar's signature move (and Snarl in VGC) into a side-grade of Jungle Healing - a version of Recover with less pure recovery but bolsters the Pokemon's resilience in other ways. Status healing in the original, offensive drops (indirect and temporary defensive buffs) in Noble Roar's case. Additionally, enabling Mystical Fire as a move that also helps its longevity against special attackers (which is generally harder than physical attackers who are susceptible to Intimidate and burns) while also sort of making it a draining move is super cool, and it's fitting as Mystical Fire was formerly the signature move of Delphox, the starter for this very region.
ausma - I love how the custom ability makes use of Pyroar's signature move "Noble Roar" and turns it into an interesting offensive utility Pokémon, which is quite rare to see as far as Fire Pokémon are concerned. The ability also has applications in VGC since Pyroar also has access to Snarl and can stay relatively long on the field to support the team! The fact that this Pyroar can rely on different sound moves plays well to its theme and is very appreciated.
I approve this sub! This is very good both in flavor and execution. You managed to craft a defensive fire type in a unique way, and I love that concept tremendously! Nothing about this needs to be changed!

:pyroar: superstrike66: No.
NO
No.
no
superstrike66 - I would require some very good explanations as to why we should allow an ability that lowers Atk and SpA. Traditionally, there are many aspects that interact with the Atk stat, such as Fluffy, Defiant, Inner Focus or the tendency of physical moves being stronger than special moves. There's much less of a similar case for a hypothetical special Intimidate. Assault Vest and Competitive come to my mind but there's not much else. As a result, a special version of Intimidate would be very unbalanced and shake any VGC metagame. The fact that the custom ability lowers both Atk and SpA is also too much of an effect; basically, it's an almost always better version of Intimidate. So, in short, disapproved for now.

:pyroar: anaconja: Disapproval.
No on several principles; stats seem okay at a glance but special intimidate is strictly disallowed and thats so many movepool additions. Also disregarding my personal bias against fire/fairy, dropping a unique and valuable typing for such an obviously optimized one is a Game Crime.
No.
anaconja - Reiterating what I said to superstrike66. No to special Intimidate as there are much, much less variables that interact with a special Attack drop than with a physical Intimidate, unbalancing any VGC metagame as a result. I have seen no sound reason so far as to why we should allow such kind of ability on Pyroar. Movepool additions are excessive.

:pyroar: War Incarnate: This needs another draft. The ability should just use the Embargo's default 5 turns. In addition, it would help to expand on how you expect it to capitalize on its ability in singles - its applications in VGC is impressive, but this is a singles season, after all.
Actually, this is pretty cool. Fine by me.
Hm. I'm certainly for applying useful but underutilized effects to megas such as Embargo or a former sub of Mossy Sandwich's that activated Magic Room on entry. However, I guess I have to ask what exactly Pyroar specifically has to do with the effect, or how it abuses it more than any other Pokemon would? It's bulkier than base, but not enough to want to tangle with offensive mons and disable their Life Orb. Disabling their choice items is a bit of a double-edged sword. With being as fast as it is but not an insanely high special attack, and best STAB being either unreliable Fire Blast or momentum-dropping Overheat it doesn't really fit as a wallbreaker either who wants to fuck with Leftovers. The ability activates too late to apply hazards through boots, too. It can work decently enough into the applications you mentioned, like many mons can, but the only thing I could see Pyroar specifically doing with this is like... denying Gliscor Poison Heal if you can prevent it from switching in on anything besides Pyroar, but even that seems a bit strained at best.
War Incarnate - It's a cool thing to see underused and underrated moves, like Embargo, in the form of an ability. The ability is well chosen for Pyroar for several reasons. First of all, Pyroar is encouraged to run spread moves, like Heat Wave, Snarl and / or Hyper Voice in VGC to disable as many items as possible. Secondly, Pyroar, as a Normal type, can encourage you to disable items and make Poltergeist on another Pokémon possible on a team. After all, you want the utility Knock Off provides on basically every team, but that is not possible with Poltergeist due to anti synergy. But with this Pyroar, you basically have the best benefits of two worlds. Then, if a Ghost Pokémon switches into Hyper Voice, guess what, Pyroar's ally can target it with Poltergeist. Obviously, the ability is more potent in VGC as you can affect several Pokémon and items are far more precious, like berries, Lagging Tail or Assault Vest. In Singles, you have the benefit of disabling Leftovers/Black Sludge and Choice items, at the very least.
In my eyes, it doesn't make sense to make the effect only last 3 turns when the move Embargo itself lasts 5 turns. I appreciate the cautious approach but if the ability turns out to be too much, it can always be limited to "triggers after user's sound move".

:pyroar: KeroseneZanchu: Approved
KeroseneZanchu - What could I possibly add that you haven't mentioned already? It's a neat submission that makes great use of Pyroar's existent movepool and turns it into a cool offensive utility Pokémon, especially in VGC where teams are no longer annoyed by Intimidate or the dreaded Electroweb from Regieleki. I like the simplicy and efficiency of this submission.
at first i felt this was fairly arbitrary but with hyper voice already being something it uses as its normal STAB in tandem with it actually pairing stupid well with overheat, i'm massively intrigued by this sub especially with the high speed to punish setup sweepers. i dont think it'll be broken as is especially since the weaknesses appear fairly compelling, and it's a pass by itself, but i actually am curious about tuning more into the stat cleansing aspect of its ability by amping up its speed a little bit more but this might just not be necessary given it's already quite fast. cool sub and an interesting response that does well in exploring pyroar's stab combo and even eying down some unique properties of its typical stab options, and given that this would likely be playing into offensive pokemon that boost, i can respect morning sun to let it stick around even after the fact even with our stricter recovery philosophy. i also appreciate that the ability respects noble roar as its signature even if it wont be competitively viable
I am a big fan of this sub also! From what I can tell, this sub aims to make use of repeated big overheats through haze cleansing intself with hyper voice, but it still keeps a lot of the same weaknesses base Pyroar has in the process. This sub was made very carefully, and is not over/undertuned at all. I approve!

:pyroar: bekama: This needs a revision. The split megas just aren't justified well enough here - choose to go with either Parental Bond or Reckless, and make the sub work for that.
I wanna say both of these should have Parental Bond, and they should just be, the same thing, but like, I feel like Pyroar doesn't have a whole lot to work with for Parental Bond? Outside of like... Bulldoze. or Snarl. Oh, I guess Flame Charge is kinda neat.
I mentioned this in submission feedback before, but this is probably the best (or at least most literal) interpretation of a split mega concept for this mon we're going to get on a flavor basis. But competitively... I really tried to give this the benefit of the doubt but I'm still not feeling it. I actually disagree with ink here because I agree with ink here - Parental Bond does nothing for Pyroar, both of them should be Reckless instead of split. Having dual-STAB recoil moves is a solid enough premise and would turn this into a neat alternate take on Mega Raichu's concept. You lose pivoting and both of your STABs have guaranteed recoil vs. Raichu's RNG with HJK, but you do have a bit more decent bulk and access to recovery with makes it a little more reliable I think.
bekama - Reiterating what my colleagues have said. The many movepool additions makes Parental Bond feel forced and artificial as this Pokémon doesn't really have the natural movepool to really take good and unique advantage of the ability even though, flavour wise, Parental Bond does make sense.

:pyroar: Rosiario: Quick revision - lower the speed and special attack, and raise defenses some more, and it's approved. Possibly remove Court Change as well.
Rosiario - This is a well chosen ability on Pyroar, very fitting flavour wise and effective. Pyroar threatens Ferrothorn but it also pressures other hazard setters, like Skarmory, Klefki or the niche Chesnaught. Ground Pokémon like Hippowdon, Garchomp and Gliscor can be more challenging but you do have Hidden Power Ice for the two latter. I am a bit wary of Pyroar's speed, though, since it is a strong attacker itself. I would appreciate more breathing room. Below Hawlucha's speed would be my preference, so that a player has to weigh between the pros and cons of power vs speed. Perhaps, someone else can comment on Pyroar's speed.
i agree w/ blue that reworked pounce is very solid here given its mu into common setters. would likely be a nice anti bulky-offense/hazard stack kind of pokemon. i think i'd rather see some of that speed allocated into boosting its defense further so it can come in even more consistently on hazard setters and play to its niche of punishing hazard stack playstyles, as the speed by itself with that spatk and stab combo/hp is not, particularly something i would like to see personally. lastly court change i get is smth that is meant to flip the script on hazards but i doubt it will really do much for this sub. realistically you'll actually want hazards to be around because that effectively boosts pyroar's overall damage output, and court changing your own hazards onto your side of the field doesn't feel worth it when you can just attack and use your hazards to augment your damage output anyway. so i'd personally just remove it to keep things clean. approved if the speed is lowered a notch and i'd personally suggest nuking court change but i wont push on that if yall disagree
This sub seems a bit too strong and too fast for my liking. I like the ability, but unlike intimidate which is used reactively, this is a proactive ability. I think we need to tone down the speed and special attack in order to make the ability work, but flavorwise it's awesome so I don't think we need a complete overhaul. Take the speed down to 120 or 115 and the spatk down to 140 and I think we're good!

:pyroar: JosJet: Revision required. Contrary on Pyroar is extremely strong - Morning Sun needs to be removed. In addition, either its bulk or its speed need to be lowered (likely both) and moved into attack to keep it in line.
I... I really want to not be afraid of this, but that's only 2 less base speed points than Serperior and a whopping 39 more Special Attack (Serperior is only base 75). It obviously doesnt have the SubSeed tools that Serperior uses with its Speed, but it comes with a way better attacking type and a deceptively extremely good STAB combination... mmmghgfmhj how much are we allowed to lower stats in this mod again,,,,
Hmm I am also not sure how well this is balanced. No SubSeed and no Glare especially is a good start but I'm really not sure if it's enough it's just a lot better than Superior in a lot of very important ways. At the very minimum Morning Sun needs to go, get, gone. There's not a snowball's chance in Pyroar's Contrary Overheat that won't end up highly problematic. Other than that, though... honestly shifting stats into attack might be a solution? It sounds weird giving it more tools but using Contrary to fuel being a mixed attacker is inherently more interesting and having less bulk would do a lot in making it harder to snowball itself to a ridiculous point/easier to revenge when it probably inevitably nukes something.
JosJet - Contrary on Pyroar is such a strong choice, especially considering its decently colourful movepool, that I have to say, get rid off Morning Sun. That way, Pyroar can't switch in whenever it wants to and can be somewhat managed by Stealth Rock. It still seems incredibly powerful, so, I'm not sure how to feel about it. But I do appreciate and love the context behind the ability! I guess, a speed nerf could help to ease my worries, like below Garchomp's speed, if it turns out to be too much.
 
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KeroseneZanchu

Banned deucer.
:pyroar: Galvanatic: Approved, with the removal of Scorching Sands
I feel like Scorching Sands kind of undermines what makes Fire/Normal inherently good on its own myself, but I'm not sure how much that's me nitpicking? Like it does deal with Rocks which neither of its STABs can, and it's non-STAB of course, so I guess its low BP on top of that doesn't inherently make either of its STABs redundant in tandem.

I do like how Fur Coat protects from the most common attacking side from three of its four weaknesses - Ground, Rock, and Fighting, while leaving one of them open. It seems very intentional to target the types it wants to cover up rather than a haphazard defense boost, but it still keeps it vulnerable to at least one type weakness - the type that will most often try to wall it and hit it with lower-power moves like Scald to weaken it. It's a simple synergy but an effective one, and I can appreciate that.
Galvanatic - This is a very cool Fur Coat user; in fact, it's unique in that it provideds both utility (Snarl, Will-O-Wisp) and offensive pressure for VGC purposes. That's where Fur Coat really shines. In Singles, M Pyroar can use its bulk deal with Ground Pokémon better without taking too much risk.
This thing does not need scorching sands, and I'm going to request its removal before I approve. Remove it and I think we have a great mega on our hands, but scorching sands as an addition I am not a big fan of, as rock types are a breed of pokemon meant to counter Pyroar. Stats and ability are fine.


:pyroar: okispokis: This one needs a rework, specifically either a change to Competitive with a resulting cut to move additions, or a much better justification for your choice in Defiant.
NOOOOO this makes me so sad ): ive spent the last like 2 days straight thinking about how cool a Competitive mega pyroar would be (like to the point where i was almost trying to psych myself up to design one but ive been busy) ... I think defiant is way less cool and plays to Pyroar's existing strengths way less as well

But um its fine I guess, just, maybe they should consider that...
I question the direction on this one. Defiant is a solid flavor choice, but Competitive is just as good if not better and actually uses Pyroar's base kit without relying nearly as much on move additions and stat swaps to try and work. Now, I could see Defiant if you were attempting to enable a mixed attacker and would respect the attempt, but going all-in on attack here when Competitive is not only easier but frankly just straight-up better in every way is baffling.
okispokis - Is there any reason why this M Pyroar should run Defiant over Competitive? In Singles, you naturally want to hit the most viable Defog users (Gliscor, Zapdos, and Rotom-W) on the special side as these Pokémon are either weaker on the special side or because you want to avoid Static. Competitive is also more useful in the context of VGC where Pyroar even has access to reliable STAB spread moves and isn't immediately crippled pre-Mega, therefore not forcing you to not send it out turn 1. That's the only concern I have.
I should note that you did a splendid job explaning Defiant as a flavour choice! And the bulk is very appreciated to not punish Pyroar too much should the user predict wrong when letting it switch into a Defog user.

:pyroar: NANI?!: Approved
NANI?! - I like the effect of this ability as it rewards smart plays to handle opposing pressure and is balanced by its condition. Moreover, this Pokémon has some interesting interaction with lead Pokémon, especially if your own one faints after setting up.
That said you did a good job coming up with a detailed and amusing flavour for the choice of ability. Chapeau!
This is an interesting one to say the least. It feels very similar yet very different to Ash-Greninja, which is fitting since this is Greninja's generation and it's banned. People have tried before to make abilities using team counts but they were always punishing the enemy for having more - 'stand your ground' and 'last man standing' skills are always really neat in theory and work wonderfully in other styles of games, but in a game like Pokemon where your one and only win condition is to KO all 6's of the enemies team, they kind of just become toxic and punishing the opponent for playing the game. This does the opposite - it's a winmore strat that rewards you for doing well by making you do better, and punishing the opponent for doing poorly by making them do even worse. Obviously, it has a bit larger of an offensive boost than Greninja's Battle Bond, and more importantly it can have allies activate the ability for it rather than having to do it itself. However, it also doesn't come with the speed boost attached and (again) more importantly isn't permanent. Gaining this but messing it up and relinquishing your lead can just as easily put you in the same spot as before, or worse, if you've expended valuable resources trying to secure your foothold. Overall a concept I'd like to see in action.
I LOVE THIS YESSSS! Prideroar baby! Outstanding ability choice that is simultaneously super unique, balanced, and flavorful. The new stats are also better than the old stats in my opinion, so I am glad you made that change. Great work!


:pyroar: MarcusW: Disapproval.
What is going on with this one? Electric kind of comes out of nowhere and not much explanation is given to justify it, they both have needlessly complicated custom abilities that are multiple abilities combined to be better, and of course it's also split gender without any reasoning or justification for why this sub specifically has such a vital need for two versions or how the existence of both makes either one more engaging or thought-provoking. The only thought being provoked here is "wtf?"
pretty much echo kero's thoughts here, this doesn't feel coherent nor deliberate with pyroar in mind ;v;
MarcusW--I appreciate the enthusiasm you show in your submission but I would recommend holding back a bit since your ideas are not in conformity with our design philosophy. First of all, the effects of your custom abilities are over the top and stacked; I don't understand why there needs to be a 30% chance to paralyze a Pokémon and why Fire and Electric moves also get a 1.3 damage boost. This combination can be very dangerous in VGC since you have good chances to paralyze both opposing Pokémon with Heat Wave.
While we do have stacked abilities in this mod, most of the time, they are done so in a very intuitive and logical way, but this is not the case here; in fact, structure wise, the custom abilities are not coherent with somewhat similar abilities like Static or Galvanize.
Then, I have to point out that the move additions feel extremely specific to Mega Pyroar and are hard to justify on base form. Volt Tackle is a signature move of the Pikachu line, and no reason has been provided as to why Pyroar in particular should learn it, compared to other Pokémon who may appreciate it as well.
So, I would strongly recommend to focus on one idea (rather than several ones), making sure it looks solid and realistic / natural.


:pyroar: I-Deepblue-I: Approved, with the 10 points currently put in attack moved to special attack - you can revise it to add more than that if you want.
I like this sub. It doesn't seem much at first because the conditional power boost is kind of bad especially when the burn will almost always be worth more, but it becomes more meaningful when you look at the tools it has, and the fact the power boost is in the form of a crit. Like Blue mentioned, Wisp + Overheat lets you reuse Overheat without having to switch out, while also getting the power boost on top of it. It's a decent synergy too because if the enemy brings in something you force you out anyway on your Wisp turn, you still get a free burn before you go. Additionally, Burning Jealousy on this is good because it activates the burns on exactly the type of mons that crits are good against - setup sweepers who may or may not include defensive boosting. Very handy for Sylveon in particular.
I-Deepblue-I - I like the interaction between Lava Plume / Will-o-Wisp and Overheat as the latter's SpA drop is basically ignored if the condition is met. Specially inclined Water and Dragon Pokémon love switching into Scald (used by another Pokémon), and M Pyroar can use this opportunity to break through these types, which usually give this Pokémon some trouble. Not sure about the removal part, though, since Merciless also doesn't have that part as well, but I do appreciate the caution.
I actually might request a bit of a power buff here because this thing is too weak. Put the 10 stats in attack into special attack (then maybe a bit more from one of the defenses, but not mandatory) and I like the looks of this thing a bit more. Because the ability is situational, I want your Pyroar to at least be functional outside of the mega, and I think this change will allow that!


:pyroar: The Damned: Requesting a change and a second submission - frankly, the gender split just isn't justified here, and the male Pyroar feels very forced and arbitrary. However, Queenly Majesty has a good premise to work with, so give us a rework with only one form with Queenly Majesty or Dazzling and it should be approved.
Obligatory Dim Sun comment. Those games were underrated.

I'm a bit more on-board with the split here because of how exclusively flavored each of the abilities are to their gendered king/queen roles? It does still feel a bit weird but Queenly Majesty is also entirely vanilla so it's not like it's being forced and created to justify the split rather than the other way around. However... another part of me says that Dazzling exists and does the same thing and they're Fire-types with one shaped like the sun.

Also, I feel like jumping straight to trying to split the megas after being told "We'll technically allow this but you have to have very good reason for it" when your reason is "I tried coming up with good ideas to play with Sound moves but other people already did them" is kind of a flawed start and destined for failure. If that's the case, you can always just sub for the other two and vote for the Sound gimmick you liked most or the one you were planning on doing.

Looking at the subs themselves, the Queenly Majesty angle is a decent enough idea and it does play well into many aspects of the metagame (not mentioned here is there's a decent chance the winning Gogoat might have Grassy Glide and/or a way to enable it since several people have given that to their subs) but the male version is just cluttered and forced. I feel like Thick Fat is way too common a target for ability cloning and the clones are rarely anything more interesting than "let's halve two of this mon's weaknesses or otherwise relevant enemy attacking types, give it the best name I can to try and link the almost always two unrelated types together, and ship it". What does Water have to do with Fighting? What do either of them have to do with Pyroar other than being weaknesses? What do either of them have to do with a "Kingly Sum"? A kingly sum of what? Water polo? This sub would be far, far more coherent and strong as an idea if you simply made it a single form with Dazzling.
The Damned - While Queenly Majesty feels like a natural addition to the female Pyroar and is useful (after all, it's weak to Aqua Jet and Mach Punch and cannot be disrupted by Prankster), the other ability for the male form feels very artificial. Why Water and Fighting in particular? Like, I get how Pyroar can wall Azumarill but that feels very specific, and the flavour explanations are also not very cohesive. Where is the connection between a king used to bathing and a king better trained in combat?
As for Bibarel, it can already get around Pyroar with a Normal move. If you wanted to improve its bulk, abilities like Intimidate or Fur Coat would have been better choices and would work well as an alternative to Pyroar's female form in VGC.
That said, I appreciate the effort you put to explain your interesting thought process, making it sometimes easier to understand some of your choices, like Queenly Majesty.

:clawitzer: DrPumpkinz: Approved.
This is so poggers approval from me

(but like always with the caveat that stats-wise i dont know what im talking about? "stupid high attack stats" are a bit less worrying on clawitzer than goat though due to its lack of boosting)
Technician + mixed attacker? Yes please. Clawitzer has always had this weird spot of wanting to be mixed, but just wasn't good enough to pull it off. Using Technician to not only maintain its base form's gimmick but to provide it the power boost it needs to deal noticeable damage on the physical side as well is brilliant. Approval from me. (Incidentally, this is a BoltBeam user via Icy Wind and HP Electric, that also has priority and pivoting and a decent defensive type.)
DrPumpkinz - This is a very neat submission that works well with Clawitzer's movepool and still allows it to run its main move Water Pulse. The ability is very fitting flavour wise and plays to Clawitzer's theme of shooting. Hidden Power, most likely Electric to hit Mantine and Volcanion, is the move that benefits the most from the ability. And combine that with Flip Turn, this Pokémon should be able to apply decent offensive pressure.
this rocks af, really appreciate that clawitzer just naturally has the offensive kit to really make this work. obvious flip turn, but technician hidden power covers the difference for potential 4mss and leverages its cool coverage options a lot more effectively. kero mentioned hp elec + icy wind which is a nasty combo, rly like this.


:clawitzer: BlueRay: Approved.
THIS IS so funny i would run it all the goddamn time. like this is objectively hilarious.

Probably approval unless someone else takes issue with the stats, but I thhhhhink its fine (at a glance, with my limited knowledge) since it kinda encourages you to run unreliable moves ? so you want backup moves etc, you have to pick your moveslots carefully.
I think Zap Cannon/Electro Ball is the funniest part of the whole thing. Using Zap Cannon, no matter what, doubles your relative speed compared to the enemy to increase Electro Ball's power. Either it hits, they get chunked and paralyzed, or it misses, and you got the zoomies. In addition, there's actually a decent chance of it being worthwhile to run both because Zap Cannon's unreliability makes it, duh, unreliable as actual coverage, and having consistent Surf/Electro Ball to utilize is potent. However, going just Electro Ball isn't that good either because the move just doesn't deal enough damage enough without some way to enable it, and Zap Cannon is the best move to do so. In addition to Surf/Zap/Electro, the last slot can be either Blizzard or Ice Beam depending on whether you want the consistency extra power and potential extra procs of the ability.
super funny for sure and i definitely don't think it's broken for the reasons kero and ink have said, but i cannot help but feel this focuses a little too hard on the new move additions. the main unreliable move it has is focus blast and... i guess... iron tail, but it has poison moves anyway. idk, it's such a fun concept and i'd love to see this but i dont think clawitzer is the mon for it


:clawitzer: abismal: Approval.
I'll be honest, I do really like the flavor and direction here, but I'm wondering if it will be enough. Having the charge up turn to enable a giant blast is a cool concept I've explored in the past but it becomes really easy to exploit the charging turn as an enemy, especially in a singles format. Admittedly, not being locked into a specific move is a big bonus, but it seems rather easy to wall by anything with a recovery move. Additionally, Laser Focus + STAB only gives you two slots for coverage/tech. I guess the devils in the details (damage calcs) and I hope it performs well.
this does enough damage to allow it to follow up for a 2hko even after it attacks, but it would certainly need to be slower for that to be consistent as slower recovery means you should be able to heal off the main breaking move. call me crazy but i think this needs more speed. it's super bulky and obviously those calcs are horrifying, but the fact that it's shy of base 80 and it needs one turn for every instance that it wants to instantly break does make this feel somewhat hard to get consistent value with, especially against teams with bulky waters. that being said, i really like this from a flavor perspective and it pays great respect to clawitzer's kit
abismal - The ability is very fitting flavour wise due to Clawitzer's shooting theme. However, I'm not sure if this Pokémon can really take good advantage of the ability as it has to use Laser Focus every time it enters the field. Its coverage moves should definitely be able to force out a switch. That said, I wonder if M Clawitzer has some applications in VGC. In that case, I would encourage the addition of Blizzard to make sure that, at least, one target gets hit.


:clawitzer: Gekokeso: Approved, with the mandatory removal of Hydro Pump.
Not sure how I feel about Hydro as a move addition, since base not having it is b/c its supposed to use its 90 BP Water Pulse instead.
I would also like to remove Hydro Pump. It already has both Surf and Muddy Water, too, if you wanted to leave the option to run double Water for fast Pulse or slow but stronger banger. That being said, it's a little awkward, but I like this direction of having 'fake priority' with a category of moves rather than true priority with something like Prankster or Gale Wings. It's much more manageable and less polarizing, and the fact that its available coverage options have such a BP lead over Water Pulse making them only slightly weaker than its applicable STAB for the ability is quite neat. It makes it rather versatile in a way that you could probably get away with a bit higher special attack and lower defenses here. It's working with lower power moves for its ability if it wants to outspeed, but further emphasizes how much more damage it can deal if it chooses to run Surf as well/instead while risking itself more at the same time by underspeeding while being squishier. It would also help to highlight the ability's more tame take by making it more vulnerable to true priority.
i can sorta understand the hydro addition, it's like a tradeoff of power for a faster move, but i agree hydro might be a smiiiidge much. scald/surf should suffice as the strong moves, especially scald since it's... well, scald.
Gekokeso - Adding a secondary Steel type mostly for defensive purposes rather than offensive ones is very refreshing and a clever way to allow M Clawitzer to switch more often and force a switch out from your opponent, especially when hazards are on the field. I won't lie that this submission makes me a little bit scared because of the ability, reminding me a bit of the very terrifying and broken M Trevenant which is near impossible to deal with, considering its power, bulk, and movepool. However, many of the pulse moves are either non STAB or, if they are STAB, have low base power, which kinda keeps this Pokémon in check. Water and some Grass and Dragon Pokémon should be able to handle it on the defensive side, which is far, far more than what I could say about M Trevenant, and you can even pressure it well offensively due to the addition of the Fighting and Ground weakness. I am interested to see how this submission will work out in reality. I also love the fact that this submission pays attention to Clawitzer's pulse theme and extends it. Base form is rather used as a wallbreaker since Mega Launcher boosts the power of pulse move and can be upgraded by Life Orb or Choice Specs; the custom ability, however, is more for lategame cleaning purposes. So, that's very interesting to point out.
I'm with my colleagues that Hydro Pump is not sufficiently justified since base form doesn't have this move, most likely because GF wants to encourage Water Pulse.


:clawitzer: ausma: Approval
This is scary but the good kind I think. On one hand it abuses this ability very well - it hits hard and can force many things out on that first turn, and has a ton of tools to abuse that forced switch. Status spreading, pivoting, and now that its attack is serviceable, Swords Dance. However, it's also held back by a lot - its defensive stats are usable especially with Toxapex defensive typing, but they aren't stellar and it has no sustain, which means that it needs to revenge and have ally slow pivoting in order to get onto the field often without getting worn down too quickly. In addition, its slow speed means that it really relies on the ability to be very threatening and capitalizing on Swords Dance opportunities can be difficult due to this because of how easily it can be revenged itself by anything capable of eating an Aqua Jet.
ausma - Out of curiosity, is there any flavour reason as to why Clawitzer gains a secondary Poison typing? That said, I love how good this Pokémon is at creating mindgames. You are naturally able to use its secondary typing for more switch in opportunities (after all, it comes with a nice resistance profile), allowing it to force out opposing Pokémon more often. Because of that, Clawitzer has the potential to run a mixed set or a set with Swords Dance, which is very intriguing. Prediction reliance and low speed should keep this submission balanced.
this thing is the king of revenge killing. I think you build upon regular Clawitzer very well here, and while the stats seems a little bit overwhelming, this thing loses a big chunk of its power after staying in for more than one turn. A huge fan overall!


:clawitzer: superstrike66: Disapproval.
Of all the items to turn into an Ability, you picked life orb??? yawn

Sorry uh. This is definitely not very inspiring to be honest.
Clawitzer already has Aqua Jet.

Also, if you're going to mimic Life Orb, keep it to those numbers. AFAIK, nothing in the game gives a 40% boost, and this version also has a buffed damage-to-recoil ratio. Admittedly, I prefer 12% over, uh, 13.3%, but that's really picking between the lesser of two evils and it's best to just keep it consistent with Life Orb.

Also... why? This Pokemon's options are fairly lower power or non-STAB, which means it doesn't really abuse the ability all that well. On top of that, it's slow, so it's going to feel that recoil a lot more than its going to feel the power boost.
superstrike66 - I recommend explaining why we should allow to make a special case for Clawitzer to rely on a 40% damage boost. That feels very specific and isn't very natural as far as the games are concerned. You could have just mirrored Life Orb for a more natural choice and given Clawitzer more Special Attack or Attack if you were worried about it not hitting hard enough. That said, if you could explain why the choice of ability could be interesting on Clawitzer, I'm sure people would be more appreciative of this submission.
this feels rly arbitrary, where are the 40% for 12% coming from, and like blue said: what makes a life-orb style effect compelling here? how about the typing, the move additions?

:clawitzer: Dead by Daylight: Disapproval.
gonna keep it a buck a million, trigger finger is really fucking cool given how well clawitzer is at forcing switches which makes it seem super strong against bulky offenses that rely on offensive checks but generally less value against bulkier teams. that's a cool tradeoff... until you see this thing gets nasty plot. and overheat, apparently???? why are these necessary??? you mitigate anything cool abt trigger finger by giving it the single option needed to fuck its primary checks up
d3adbydayl1ght – I like how you tried to play with Clawitzer’s theme in order to make your submission interesting and appealing to the audience. I should note, though, that with its great offensive movepool and the effect of the ability, this M Clawitzer can go out of control. What I’m worried about in particular is the fact that you could easily force the opponent into a situation where they can’t break away from; after all, M Clawitzer hits hard and there are barely any defensive Pokémon able to handle it. This is especially notable with hazards on the field. I recommend using this kind of ability on another Pokémon that would be more manageable. No to any of its new moves. Overheat is very powerful and could delete any weakened Grass Pokémon. Nasty Plot makes it impossible for any Pokémon in the Kalos region to handle it, especially with this kind of ability. Your opponent is guaranteed to sack a Pokémon, unless they want their other Pokémon to take damage every time they scout its set. On another note, why is Night Daze a necessary move addition? Dark Pulse is already a very reliable and strong enough move to justify it over Night Daze; in fact, even Zoroark prefers Dark Pulse over its signature move due to better reliability. And at the very last, Zoroark has the potential to avoid getting hitby a move, which is very beneficial for an Illusion user. I don't see something similar like that with Clawitzer. So, if you could explain your reason behind your move choice, it would be easier to understand your reason and support this move.
No to all of the move additions. Overheat makes Grass checks, especially Ferrothorn, irrelevant, Nasty Plot makes this hilariously broken, Night Daze is redundant, and Pursuit is in a weird spot of being "anti synergy because people don't want to switch anyway" and "if the move does work it would be busted because now clawitzer doubles down on punishing the pokemon switching out AND in".

Onto the ability itself... it's an intriguing concept, but one you seem to have severely underestimated the power of. I'm slightly less worried about how it interacts with defensive checks than Blue is, however, this ability entirely annihilates offensive counterplay in a way just as, if not more so, polarizing as Mega Slowking. On a Pokemon with weak enough stats, types, and/or movepool, this could be something to explore. However, Clawitzer is way too strong of a candidate for something like this.

:clawitzer: anaconja: Approval.
This one is a good one. It doesn't stand out to me particularly other than being a slightly less optimized version of the ever-popular Grass Sand Rusher, but I don't have to be the target audience. It's simple and effective, and unless I'm missing something its stats are pretty inoffensive as well, especially considering it's working with base 90 STABs on its better attacking side. I also appreciate that they kept the EdgeQuake coverage to the weaker physical side rather than giving it Power Gem, which is good restraint. Approved.
anaconja - Looking at this submission makes me wonder why Clawitzer in particular should be a Sand Rush user, considering we have other Water Pokémon. Moreover, I remain doubtful about Clawitzer's new defensive typing being useful to Sand. Water/Ground doesn't resist Water and stacks another Grass weakness. However, I can see the appeal on the offensive side. Being a special attacker helps Clawitzer to distinguish itself from Sand setter like Tyrannitar or Hippowdon, and it takes care of pesky Ground Pokémon.
share all of blue's sentiments

:clawitzer: IsoCon: Needs a quick second draft. We like it a lot overall, especially mechanically, but we would appreciate it if you gave us a bit more justification flavor-wise for Grassy Surge (or potentially Arena Rock, if you decide to take it, Hema's been talking about changing the name for that one anyway).
This is so funny I can't picture it at all but it is pretty cool mechanically so I guess it gets a pass akjshdkjashd

I kind of want to recommend Grass Knot as a movepool addition but I dont know how much good that does it and it has Terrain Pulse anyways, so probably not.
I really like this one. Non-matching weather/terrain abusers/setters are always fun if they serve an intended purpose, and this one employs that really well. Grassy Terrain is a great tool to help it out with two of its weaknesses - lack of recovery, and wanting to check Ground types but not resisting them. Water/Grass is also a great offensive type combo, which Clawitzer gets pseudo STAB on (between the 10 BP advantage and Grassy Terrain boost, Terrain Puse is effectively 130 BP vs. Surf's 135 effective BP after STAB). I also think it's neat that Grassy Surge does also hammer home its weakness to Grass a little harder, which gives it a more defined weak point to go with the new advantages it has.

May I suggest considering Arena Rock instead? Specifically, the interaction when switching out synergizes really well with the fact that half the reason it wants Grassy Terrain is the healing and that it has lots of potential as a pivot. Additionally, it future proofs itself against any other Mega terrain setters we might make (including one or two of the potential Gogoats this slate). However, it's not exactly a straight upgrade, because being a setter for your team with Surge could finally enable Grassy Pelt base Gogoat, and would definitely enable Grassy Seed Hawlucha. It's up to you, though! We could also consider it after the fact if yours wins and one of the Grassy Terrain setting Gogoats also wins. Arena Rock would also make it a neat parallel to Mega Dhelmise
IsoCon - This is a very neat and interesting submission. In general, Water Pokémon tend to be bad at switching into Ground Pokémon as they don't like tanking a Ground or Rock move. Now, with Grassy Surge and the well chosen stat distribution, Clawitzer is encouraged to switch into these physical Ground Pokémon, take little damage, and force them out.
I appreciate how well this submission works with Clawitzer's movepool; no new moves are needed, and it even can make use of Terrain Pulse, something that its base form can't do as it would rely on support from the team, which seems very situational. This Clawitzer is quite differrent and even has an offensive pivot move to support the team. I could see this Pokémon having some potential in VGC; after all, it pairs well with Grass Pokémon, like Tsareena, who love spamming Grassy Glide. Not only is Clawitzer able to resist Fire moves, it can also threaten Fire Pokémon to help out its Grass ally. In turn, they can pressure Electric Pokémon number 1 Regieleki with Grassy Glide.
If this submission had any flavour reasons at all, I would really love to see them, especially since I love this submission. As it is now, I feel uncomfortable to allow this submission since it would not set a good example for the community; we mentioned in our last post that we'd be paying more attention to a submission's design. This submission has everything but flavour, and you really need the latter as well to make it feel more natural rather than artificial. Would love to see what my colleagues have to say here about this topic.


:clawitzer: jazzmat: Approval.
SSA :D on a mon w decent mixed coverage that likes to pack coverage for fairy and grass :DDDD

This seems fine to me
Really fun looking mon here. Shell Side Arm is such a great move for a mixed attacker with a higher special attack but the option to run Swords Dance. Having mixed priority across its STABs also gives it a lot of motivation not to ignore its attack stat. A slow Analytic mon with decently strong priority is just a lot of fun and can put people in tough spots with the ensuing mindgames but it's not overbearing by any means.
compelling reason to run analytic esp with those forced switches, actually takes advantage of shell side arm super super well given its type (ggs clefable with vague invest). i'm down for it, why not.

THIS GETS SWORDS DANCE LOL SHELL SIDE ARM FTW
jazzmat - Analytic is very interesting on Clawitzer, especially because of Shell Shide Arm and access to pivot moves and priority moves. There's a lot of mindgames you can create with all of these moves. And with Swords Dance, Clawitzer can take advantage of forced switches. If you have any flavour reasons behind Analytic, I would love to see them.


:clawitzer: KeroseneZanchu: Approval
I can't really collect coherent thoughts on this right now I will try to come back to it but off the top of my head this is SO funny as a "defiant but for Speed" for Electroweb in VGC
KeroseneZanchu - This submission looks interesting in that, unlike its base form (which is more focused on wallbreaking), M Clawitzer uses its bulk and power more for revenge cleaning purposes. That's a distinction I really like. Some of the more resilient Pokémon are Grass Pokémon, like Ferrothorn or Amoonguss. So, it'd be very fitting for M Clawitzer once these Pokémon are weakened enough. Its interaction with VGC also looks neat. So long as Tailwind is active, M Clawitzer outspeeds Regieleki after one Speed drop (from Electroweb), which is huge considering how centralising and impactful this Pokémon is on Water Pokémon. There's also Intimidate + Grassy Glide to punish players for running Rillaboom, which is usually paired with some Pokémon that Clawitzer should be able to pressure, like Incineroar.
what a fucking wonky sub but cool in all the right ways. i really appreciate how this uses its natural strength/coverage and bulk for tanking purposes but also has the kit to instantly flip the script, especially as it'll effectively be frail after soaking a super effective move which makes it an insanely unique tank! i'm actually really curious how this would play out especially since i think the threat of this ability will create for some horrifyingly unique mindgames. gets a pass from me


:clawitzer: Gravity Monkey: Approval
Gravity Monkey - I love the idea of a pseudo double resistance, which is rarely used to great effect; it is useful because a double resistance is basically an immunity and allows the user to switch more often and be less likely to be worn down. That's assuming if the user switches into moves it naturally resists. Which this Clawitzer does. With Water/Fighting, you have some really nice resistances, like Fighting, Rock or Dark. And M Clawitzer is even resistant to Stealth Rock, making it even more of an ideall choice. The fact that, as a Water Pokémon, it can actually switch into Ground Pokémon and force them out, is pretty nice.
I think this is a rather intriguing concept which could be very scary if Clawitzer weren't such a neatly balanced first test subject. The ability is most dangerously abused by highly offensive mons who can use the ease of switch-in to come in more often more easily and force games in their favor. However, Clawitzer's relatively low speed and lower BP favorite moves prevent it from being too heavily threatening on the offense immediately, while its bulk helps it get even more longevity out of its ability. In addition, Morning Sun as a slightly unreliable STAB that also synergizes negatively with Rain is a good way to also keep it in line on offensive structures.
I am going to approve this mega! Water fighting makes sense functionally because Clawitzer already used aura sphere in base form. I think the ability and stat distributions make sense flavorfully as well! I like this a lot!


:clawitzer: TGtz8920: Approval.
Ooh. This seems super neat to me. Approval unless I'm missing something
This seems like a really neat sidegrade to Scald. The best non-contact physical moves are being used by Pokemon who don't really want to stay in on Clawitzer anyway, so it's a good way to push burns onto a lot of the mons that are affected by them while also pushing chip onto any special attackers who might try to switch in instead. Being able to spread out the coverage is also nice here, though I'm glad that Clawitzer has important moves it wants to take outside of Pulses, which prevents this from just being 100% Flame Body. Flip Turn/U-Turn, Sludge Wave, and Ice Beam are all very good coverage and/or utility for it to take, so running four pulses is potentially viable but definitely not optimal, which forces Clawitzer and its user to make actual decisions both in the builder and in-game. I dislike autobuild mons and dislike autoplay mons even more, but this avoids being that in a very relieving manner.
TGtz8920 - This is a neat submission that takes advantage of a Water's Pokémon natural qualities: power and defense. With access to pivot moves, this Clawitzer can generate momentum and further apply pressure. I love how this Pokémon can use pulse moves for defensive purposes while its base form is centred more around wallbreaking stuff.

:clawitzer: JosJet: Approval
A good sub overall - Clawitzer has a very solid design premise already and choosing to simply expand on that and make it more viable at what it was already attempting to do. However, what I want to highlight in particular here was the choice to add Iron Head. You didn't put a ton of emphasis on its potential as a mixed attacker, at least not any more than Clawitzer already has by nature, so the move really stands out more. It already has Flash Cannon so it didn't need Iron Head for Steel STAB, and even Iron Tail existed to satisfy the need many people seem to feel to have STAB options on both sides to 'justify' the type. Yet, Iron Head seems really strong as its best Steel STAB even if it chooses to go no attack investment and focus on being a special wall breaker. Out of the four best Fairies in the tier, Sylveon, Azumarill, Gardevoir, and Florges (er, except for Sylveon being #1 not in any particular order), all of them except Azumarill are EXTREMELY skewed towards Special Defense, and Sylveon as the best is a Calm Mind user to drive it home. Kalos is lacking for physdef fairies, and so I won't be surprised if this Mega Clawitzer promotes Azumarill's usage to counter it if it wins (neutral to Steel, no particular physical weakness, and access to Superpower).
JosJet - I love how you chose to expand on Clawitzer's main gimmick. This M Clawitzer is able to take great advantage of its new dualtype, allowing it to switch into certain types more often, such as Fairy, and pressure them. Iron Head is a neat choice to target the weaker side of the defense. Mega Launcher and the movesets target very well types Clawitzer wants to hit, like Ice, Steel or Rock. So, that's very neat.
Approved. Just going to echo what Kero and Blue said here, there is not much more that I would add and I agree with them. Sorry you got copied so much XP.


:clawitzer: Galvanatic: Disapproval.
... Wait, this is literally almost the exact same as Jos'.
Disapproval. This sub overlaps with Jos', but not only did it come after theirs, it also has worse execution.
Overlap with JosJet's submission.

:clawitzer: okispokis: Approved, with the loss of Recover.
Not sure how I feel about this tbh. It definitely shouldn't work on Switch-ins like Analytic, if they say it does I'm making the executive decision that it does not.
I'm also on the fence with this one. Phasing can be an important tool for shutting down setup mons, but phasing that's too easily accessible like this gets toxic very quickly. I'm glad they avoided the most common pitfall with phasing shenanigans by ensuring it only works after the enemy's moved so it can't deny them the turn, and it also means Clawitzer has to survive after the enemy gets to move first in order to activate it. However... it's still being able to force progress while also disrupting gameflow in a way that's like VoltTurn spam but far worse. At the very least, Recover is an absolute no because having a limited number of times Clawitzer could do this is the only way it could be balanced or healthy at all.
okispokis - The ability works well in tandem with hazards, and Clawitzer just so happens to have the typing and moveset to support hazard setters, which are usually Ground or Steel Pokémon. I appreciate the restrain behind this submission because the effect of the ability requires a slow user, making it more vulnerable to hits. But because of the random factor and because of Clawitzer's power and movepool, I recommend removing Recover to limit the unhealthy potential that hazards and a somewhat pseudo Dragon Tail have when done on a regular and more consistent basis.
yknow what, i feel like i should hate this but what makes me intrigued by it is, simply, the fact that clawitzer gets flip turn, which makes this interesting in the department of being able to simultaneously force chip and get momentum but not really shutting down the opponent in the process. i do think maybe we could omit recover here though because blowblack is already kind of a fucking apeshit effect and that way it's a little bit stronger on balance (due to wish support and the likeness being a greater commonality here) as opposed to just being a busted chip accruer for offense that doesn't die. i'm okay with it personally if it loses recover


:clawitzer: NANI?!: Disapproval.
Okay so of course Mega Launcher is going to be a common direction people want to go with Clawitzer, and since this is different enough from Jos' I don't think we need to disapprove this purely on the basis of overlap? However, I still have to say I prefer theirs more - I've said why I like there, but here's the issue I have with this one.

When focusing on Clawitzer's pulse moves, Dragon Pulse obviously sticks out - it's historically not great coverage. Dragon's whole claim to fame is being a potent STAB due to its mostly neutral matchups - only one super effective type, one resist, and then later on one immunity because it was just too good at being this specifically. However, Mega Launcher Clawitzer is one of the few Pokemon who can actually appreciate Dragon as a coverage type. The ONE type Dragon is super effective against, Dragon, resists Water. And when you're looking at a limited pool of moves, that's important. In addition to undercutting that aspect of it, it also just kind of bypasses its identity as a Water-type as a whole. Dragon Pulse hits harder than its Water Pulse/Surf, Water doesn't cover any Dragon resists - that job is ironically covered better by one of its other Pulse moves, Aura Sphere, and a non-pulse move, Sludge Wave -, and even defensively all it serves to do is neutralize Dragon's Ice weakness while simultaneously losing it its Grass and Electric resists. In full honesty, it has no use for Water Pulse at all. While the Dragon type does a lot for Clawitzer on the pure basis of power level, it loses far more in terms of its identity and it ends up looking much more like a Dragon-type Mega Launcher Pokemon with STAB Flip Turn than it does a Mega Clawitzer.
This submission has less overlap with JosJet's one since they have different goals and priorities. NANI?!'s Clawitzer can actually resort to Dragon Pulse due to the pool of Pokémon in the metagame (Dragon Pokémon seem more common, like Garchomp, Hydreigon, Salamence or Dragonite, and Fire Pokémon are pretty rare and can be covered by one of Clawitzer's coverage moves, such as Dark Pulse (to hit Delphox) or Aura Sphere (for Pyroar). So, there's little reason to run Water Pulse, which is interesting in itself. The new secondary Dragon type improves Clawitzer's resilience to types like Grass or Electric but doesn't interact well with Mega Launcher, which is something I would expect to not limit the expansion of the ability to just "Dragon Pulse over Water Pulse". Defensively, Water/Dragon + Mega Launcher don't really add anything to types Clawitzer would want to switch into and threaten. For instance, Dragon cancel each other out.

:clawitzer: MarcusW: Disapproval.
Disapproved. Serene Grace + Wise Glasses as an ability but buffed = Two strikes of "This other thing but better." Third strike, and you will be forced to learn how to play baseball so you can tell me what happens next.
MarcusW - I recommend explaining why we should alllow an ability that's better than Serene Grace. Steel Beam on Clawitzer seems unreasonable give the fact that base form isn't part Steel type, hence why it can't learn the move. That's the same with Draco Meteor being impossible on Charizard even though it can evolve into its X form. Disapproved for now.


:clawitzer: Karnachar: Approval
Okay can you give this Shell Side Arm too that sounds really funny.

Ahem. Uh, this is intriguing but like... in the same way looking at eldritch horrors is intriguing. It's kind of terrifying but not really in a manner of balance - more like it fucks with my head and understanding of the game. People in the past (and inevitably the future) have tried to create abilities or effects in this same realm before, and I appreciate that this at least respects the major factors separating attack and special attack at play - physical moves are still affected by burns, this pokemon still has to respect Intimidate (even if the manner in which is does is a bit different), etc. etc. This feels like something I could potentially regret allowing if it wins... but at the same time I don't know if it's obviously problematic enough to justify disallowing either?
Karnachar - That's an interesting way to make use of Clawitzer's decent physical movepool, allowing it to deal with physical and speciall walls. That alone can be an incentive to run it as a wallbreaker, one that seems fairly balanced due to its offensive stats being merged together and halfed. I like the interaction with Swords Dance, which further improves Clawitzer's wallbreaking purposes. At the same time, I respect the restrain behind this submission, especially when it comes to stats.
Approved. I will second the inclusion of shell side arm here because of the lols (not actually required). I think this sub is an absolute blast and I really enjoy it a lot! Approved.
 
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KeroseneZanchu

Banned deucer.
:pyroar: ARandomPerson: Approved.
Parting Shot for All.

Ahem. I'm sort of conflicted on this. It's a super neat idea - using your ability slot to access stronger pivoting with Hyper Voice or a potent defensive pivoting move in Noble Roar that, when combined with its decent speed tier, makes it hard to fight against without first taking care of its teammates. However, its also worth noting that one of the best parts about Normal/Fire is how Fire compliments Normal, not the other way around. Hyper Voice is a very spammable move with decent BP, no missing, no side effects, and even going through sub - and one of Pyroar's best options offensively is Overheat, a big nuke that tells the Steel types that want to block Normal to go fuck themselves. Also, its generally strong enough to make all of the Ghost types except Chandelure think twice about blindly switching in, which is doubled down on with Dark Pulse access. That being said... this Pyroar completely loses the ability to spam its Normal STAB because it's sound, and backup options just aren't very good at all. (The only special Normal move in the game that isn't Sound-based, type-changing, or too bad to be worth using is Tri-Attack. Pyroar doesn't get it, and it's still a 10 BP downgrade.) Thankfully, Pyroar doesn't have Perish Song, so it's not an immediate no like the last time someone attempted this on Primarina, and this sub does have a lot of genuinely cool and valid applications, so I approve of it. However, going into voting it should be noted that it does lose a lot in order to gain as much as it does.
ARandomPerson - The ability enables a lot of interesting mindgames, be it in Singles or VGC. With its offensive presence, Pyroar will naturally be able to force out Pokémon. Enter Roar to force another switch and weaken opposing teams even more if hazards are on the field. In VGC, you naturally have the benefits of Snarl or Noble Roar to disrupt the opponent's team, turning M Pyroar into a good offensive utility Pokémon. I appreciate the fact that, like Volt Switch or Flip Turn, Hyper Voice is blocked by Ghost and Sounproof. Thus, the ability can be seen as a natural extension to the canon. What's more Hyper Voice and a Pursuit user in the back can make for some interesting interactions should your opponent run a Ghost Pokémon.

:clawitzer: The Damned: Needs to be revised. Either Nasty Plot or Recover would be too strong on this, let alone both, so remove them. In addition, we'd appreciate some more flavor justification for the Dark type.
Nasty Plot is too much here I feel, and I don't think Recover is very integral to this at all but I'm more open to letting that slide.

I still prefer Jos' iteration, but this one I still like. This one also shows intentional design with the Kalos meta in mind like Jos', with the angle towards putting down Weavile and filling in for Ash-Greninja and Hoopa-U in its absence. I'm not entirely convinced it doesn't shred though Blissey with Mega Launcher Aura Sphere at 155 base SPA, but I haven't done the calcs so maybe I'm just underestimating how miserable 80BP is for a non-STAB move. Dark STAB users that aren't just Knock spammers are uncommon and an appreciated change of pace. It still bugs me a little that, incidentally, this also has no real need to run Water Pulse at all and prefers Dark Pulse/Aura Sphere/Sludge Wave with Flip Turn being its best Water move. However, Dark was never meaningful coverage to Clawitzer otherwise unlike Dragon, and Clawitzer additionally does other things with the new type like Sucker Punch, so this is good enough for me.
The Damned - In my opinion, either Nasty Plot or Recover should go to allow for more breathing room in the teambuilder. With Nasty Plot, Clawitzer can act as a wallbreaker, hold back by its speed; it can't do it repeatedly. Recover would make it more threatening and harder to deal with. But if Nasty Plot is gone, M Clawitzer can use its offensive typing to underline the defensive strengths of this dualtype, like the resistance to Dark and Ghost moves.

:clawitzer: Bluecliqse: Disapproval.
Er, this ability is simply cluttered and frivolous. This is what, Mega Launcher but less powerful in exchange for affecting a wider variety of moves? As well as introducing two new categories of moves (what the hell is "launcher-based" anyway? That is incredibly confusing and only really seems to be there so you can shove other moves that have vague thematic relevance like Vacuum Wave/Flash Cannon/Hydro Pump/etc. in there), the two-hit thing is entirely innocuous and meaningless. I mean, you said it yourself that it's really only a life orb boost. The only times the difference makes a difference is in the most toxic manner possible - Flinch, Confusion, and Freeze (well, and the occasional special defense drop from Flash Cannon ig). Mega Kang (and Mega Leavanny) actually DID something with the two-hit system, such as Power-Up Punch. I could understand this if you had for some reason considered Scald a "launcher-based move", but you didn't. (Or maybe you did and I have know way of knowing because you used "Etc. to describe a list of moves belonging to three different move categories amalgamated together with two of them being brand-new and one of them being highly consistent) This sub seems to be wholly and purely based on flavor with little to no consideration for how the mechanics actually work.
Blueecliqse - I am afraid, I can only reiterate what Kero said: the abillity feels cluttered and unrealistic. If you wanted to make it kind of a special Parental Bond clone, then, it should be 1/4 damage for the second hit rather than 1/3. Moreover, I don't really see how interesting this ability can be in tandem with all the move categories you mentioned.

:geodude: :scyther: scor209: No.
Absolutely not.

So close to fitting this in just three posts.

That does it! Again, revisions and resubmissions are due in one week, on Wednesday, August 17th, at which time we will begin voting!

'Till next time.
:zangoose:
 
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Hi again, everyone! Sorry if this pings anyone an extra time, but because of some technical difficulties, it sounds like most people did not get pinged by the previous messages. This is just an extra ping to make sure people are notified C:

:gogoat: DrPumpkinz, BlueRay, abismal, Yoshiblaze, ausma, Regic Boat, superstrike66, Dead by Daylight, anaconja, ARandomPerson, jazzmat, Gravity Monkey and Seranode: please see this post!

:gogoat: KeroseneZanchu, ry4242, Tarionate, JosJet, DarkFairy, Galvanatic, Exploziff, okispokis, NANI?!, MarcusW, Clastia, EeveeGirl1380; :pyroar: DrPumpkinz, abismal, Yoshiblaze, ausma, superstrike66, anaconja, War Incarnate, KeroseneZanchu, bekama, Rosiario and JosJet: please see this post!

:pyroar: Galvanatic, okispokis, NANI?!, MarcusW, I-Deepblue-I, The Damned; :clawitzer: DrPumpkinz, BlueRay, abismal, Gekokeso, ausma, superstrike66, Dead by Daylight, anaconja, IsoCon, jazzmat, KeroseneZanchu, Gravity Monkey, TGtz8920, JosJet, Galvanatic, okispokis, NANI?!, MarcusW and Karnachar: please see this post!

:clawitzer: The Damned and Bluecliqse: please see this post!

(Also, just in case anyone missed it, please also make sure to read the small update in the first of Kero's posts on the mod's leadership going forward!)

Thank you guys for your time!!
 

KeroseneZanchu

Banned deucer.
:zangoose:
Voting is open!
Yes, you heard that right - at long last, subs are closed, reviews are out, review-prompted reviews are in, and the sub compilation post is here! As always, we will be using our ranked-choice voting to tally your opinions (about the only thing that didn't change with the season - too perfect a system).

If your sub isn't in this compilation, it means you either haven't edited your sub, or edits are insufficient and still do not meet our requirements. Any approvals that came with mandatory edits like small stat shifts/move removals will have that change reflected via red text in the sub here. If you have any questions, feel free to PM me or another council member, or DM us on Discord. Voting will last three days - ending on Saturday the 20th. So, without further ado, here are the subs:


:ss/gogoat:
Mega Gogoat
Type:
Grass
Ability: Flash Fire
Stats:
HP: 123
Att: 120 (+20)
Def: 92 (+30)
SpA: 107 (+10)
SpD: 121 (+40)
Spe: 68

Mega Gogoat takes the motorcycle aesthetic even further, with flammable tufts of grass coming out its backside that resemble big cool exhaust pipes. Being (apparently) based on an extremely flammable goat statue that gets illegally burned down nearly every Christmas only to be rebuilt next year, as well as the goats of Thor that got killed and eaten (presumably after being cooked) every night only to be revived the next day, Mega Gogoat doesn't mind getting hit with fire attacks. Instead, they harmlessly ignite its rear tufts and make it look even cooler.

In terms of actual gameplay, Mega Gogoat is extremely bulky and one of its key weaknesses has been replaced with an immunity, befitting its unkillable origins. Milk Drink and Leech Seed allow it to stay around for a very long time, and Bulk Up synergizes perfectly with its respectable physical bulk and amazing special bulk.

Regenerator was another option, which aligns much more closely with the Yule Goat's theme of death and rebirth, but it doesn't play into the significantly-more-obvious bike motif like Flash Fire does.
Mega Gogoat

Type: Grass | Rock

Ability:
As One (depends on what kind of ability you run on Gogoat + Rock Head from Geodude)

Stats
HP: 123
Atk: 100 → 150 (+50)
Def: 62 → 82 (+20)
SpA: 97
SpD: 81 → 101 (+20)
Spe: 68 → 78 (+10)
BST: 531 → 631 (+100)

New Moves:
Head Smash, Grassy Glide, (Wood Hammer)

Description:
As One is just a little shoutout to the fairytale "The Wolf and the seven little goats" where, in order to punish the predator, the goats filled its stomach with stones, making it drown in the water. That said, Geodude looks like as if it could steer Gogoat's horn like a wheel, giving you the impression of driving a motorcycle.

Competitively, Mega Gogoat is meant to rely on specific support. For instance, Florges can manually set Grassy Terrain to boost Mega Gogoat's Defense if you settle on Grassy Pelt, allowing it to tank physical hits better. This works even better in VGC due to Rillaboom and Tapu Bulu having access to Grassy Surge. The secondary Rock type is important here as you don't stack too many weaknesses and can threaten Flying, Ice, and Fire Pokémon, which the terrain setters usually have troubles to deal with. So, there's a mutual and very benefitting relationship. As a sidenote, Mega Gogoat can even set Grassy Terrain by itself to get the most out of its Grass moves, such as Grassy Glide to threaten some of its fast checks, like Mienshao.

It also doesn't hurt that Mega Gogoat basically resists Earthquake in Grassy Terrain. On another note, if you want to make strategies with Petal Blizzard work more efficiently, you can certainly try it out since Sap Sipper would boost Mega Gogoat's Atk. As Petal Blizzard is usually learnt by Grass Pokémon and as Mega Gogoat's type is pretty useful to help out these Pokémon, you should have less of an issue pairing them together.

In Singles, Mega Gogoat is a pretty strong wallbreaker but its secondary Rock type does make it pretty vulnerable to many attacking types, like Steel or Fighting, making this submission more balanced. Fun fact, Mega Gogoat learns Stomping Tantrum. So, if you do miss with Rock Slide or Head Smash, Stomping Tantrum will double in its power!
Mega Gogoat ~ Rider of the Edge

Type:

Ability: Sap Sipper/Grass Pelt ---> Rev Up ("This pokemon's speed increases by two stages when targeted by a super-effective move.")
New Stats:
HP: 123
Atk: 140 (+40)
Def: 95 (+33)
SpA: 110 (+13)
SpD: 95 (+14)
Spe: 68

New Moves: Power Trip, Dark Pulse, Pursuit
Description: Gogoat's low speed and awkward defensive typing can let it change the tide of battle in an instant. Starting out slow keeps it in check, while also being able to tank attacks thrown at it, super-effective or not. Most of its setup options raise at least two stats, which then in conjunction with Power Trip can allow it to become more threatening in the face of danger. U-Turn counts as switching out for Pursuit, which can allow the player to either grab a kill, +2 speed or both in the process of using it. The added dark typing adds more weaknesses, so therefore this Gogoat incentivizes taking risks head-on.
:sm/gogoat:
Mega Gogoat
New Ability
: Loose Leaves - Sand Spit clone for Grassy Terrain
Type:

New stats:
HP: 123
Attack: 140 (+40)
Defense: 77 (+15)
Special Attack: 112 (+15)
Special Defense: 91 (+10)
Speed: 88 (+20)
(631 BST)
New Moves: High Horsepower, Stealth Rock
Description: Went for the low hanging fruit here with giving Gogoat a Grassy Terrain ability, but this mon really was made to set Grassy Terrain, it just came a generation too early for it. I did decide to make it a Sand Spit clone since no other forms of terrain setting are in the format right now, which makes Gogoat's a little less powerful. As for Gogoat itself, it's a simple hazard setting tank that can set rocks, heal with Milk Drink, and check Electrics easily with its great 123/77/91 bulk.
Edit after Review Post: Loose Leaves provides Mega Gogoat and its team all the benefits you expect from Grassy Terrain, namely giving Gogoat some much needed passive recovery, since it can't use its item slot on it, and giving potential teammates like Magnezone and Volcanion protection from EQ
:ss/gogoat:

Ability: Speed Boost



Stats:
HP: 123
Atk: 135 (+35)
Def: 77 (+15)
SpAtk: 142 (+45)
SpDef: 106 (+25)
Spe: 48 (-20)

New Moves: None!

Explanation:

Speed Boost is an ability that fits Gogoat really well, being based on a weird motorcycle of sorts; revving its speed and eventually getting to a point where it's absurdly fast as it warms up feels really fitting for it. However, more importantly, Speed Boost complements its overall bulkier stat spread, access to Bulk Up, and access to 50% recovery. This has the potential to make for a very interesting angle on a bulky setup sweeper that also comes with solid defensive utility by merit of its phenomenal bulk and natural resistances.

However, providing such a powerful ability that near perfectly complements an intrinsically powerful set of traits means that the stat spread needs to be incredibly deliberate, and also means a lot of throwaway unless you want a super strong, super fast, super bulky Mega that can easy spiral out of control. Its access to strong and synergistic coverage options like Earthquake, Rock Slide, Wild Charge, and Brick Break means it's even more important to be careful of.

The big thing to notice right away is its decreased Speed, which makes Speed Boost an ability that needs several boosts before it can get to a point where it actually matters, even with maximum investment. This was intentional otherwise snowballing would be far too easy. This obviously does mean this Mega needs even more throwaway investment, but in this case, lowered Speed contributes to balance as opposed to minmaxing its offensive potential (though, if you really wanna be funny with the Special Attack, it does get Surf). This plays more to the potential of Bulk Up as an option, but also means longevity is much more important as well. Instantly, 4MSS becomes a massive issue as it means Gogoat either has to forego its STAB for EdgeQuake coverage, or it has only one coverage option to make use of if it wants to take a bulky setup route. It also needs to watch out for status or waste another precious moveslot on Substitute. However, Bulk Up + 3 Attacks could also certainly work too alongside Horn Leech at the cost of Milk Drink, though its coverage is mediocre in BP which makes it easier to take hits and cripple it with status.

Although its boosting potential is something to be extremely wary of, what I find most fascinating is this spread's relationship with SubSeed as an option. SubSeed is an option that naturally thrives off of empty turns, and Speed Boost also greatly appreciates this as Speed accrues at the end of every turn. Alongside some coverage options, other utility, and a naturally threatening STAB in Horn Leech, SubSeed could make for a very engaging route as well, although would likely be less useful than its Bulk Up variant.
Mega Gogoat
New Ability
: Offroader (Thick Fat clone for Water and Ice)
Type:

New stats:
HP: 123
Attack: 130 (+30)
Defense: 72 (+10)
Special Attack: 137 (+40)
Special Defense: 101 (+20)
Speed: 68
(631 BST)
New Moves: Power Whip, Stone Edge, Stealth Rock, High Horsepower, U-Turn
Description: have a feeling rains gonna be a pain in the ass so heres the counter. doesnt get 2hkod by draco from kingdra, isnt weak to ice beam, etc. otherwise is a p fat rocker with uturn.
flavor town:
offroader: refers to it running through mud and snow
stealth rock: idk how a lot of mons get rocks so hopefully i can offer the occasional situation where motorcycles and automobiles run over pebbles and launch them at your windshield (it happened to me once). it came outta nowhere. sneaky pebble. stealth rock. its ingenious.
high horsepower: it goes fast and is based on a motorcycle
uturn: its based on a motorcycle and when you drive you make uturns
:swsh/gogoat:
Gogoat-Mega @ Gogoatite
Ability: Sand Rush
Type: Grass
Stats:

HP: 123
Atk: 130 (+30)
Def: 77(+15)
SpA: 112 (+15)
SpD: 106 (+25)
Spe: 83 (+15)

New Moves: High Horsepower

Flavor: Motorbike motif + Goats are normally found in rough, off road terrains
Overview: Sandslash is the only other sand rusher in the meta so far, which means sand based teams are looking pretty ragged. Enter: Gogoat! With a synergistic typing, great stats, and an amazing movepool including setup (in bulk up), recovery and numerous coverage options that compliment it's primary stab (Superpower, Earthquake/the new High Horsepower if you're using this in grassy terrain or VGC, Rock Slide, Wild Charge, heck surf might even see some usage!), I have no doubt that this will be a viable mega especially considering it's part of the only 3 for now ;). It's a pretty amazing rain check for sand teams too. It can be used outside of sand too, if you're fine with losing your ability slot.

To try and show that this isn't overwhelming, I'll be going over it's checks and counters now:
Skarmory is the hardest counter possible, with all 3 of it's secondary moves (Iron Defense, Toxic, Roar/Whirlwind) being able to neuter it in some way. It also walls all non-wild charge variants, and even those need a couple boosts to break. It's also a nuisance for the sand setters.
Ferrothorn (aka defensive backbone of the tier) can check non-fighting variants, and if it chooses to run toxic, it can also neuter sweep attempts. Also can deal with the sand setters.
Chesnaught can check most variants of gogoat, can also run toxic, and taunt can also shut down setup attempts and deny it recovery. It can also set hazards on it (Giving chesnaught more of a niche is cool). Great against sand setters too. Remember that synthesis is weakened in sand, however.
Amoonguss is a good check, toxic variants do its thing and clear smog can deny setup attempts. Can also spore gogoat's teammates.
Moltres walls any non-rock or electric coverage variants, can hit it with super effective stabs, and also can apply statuses such as toxic or burns from flame body. Watch out for ttar though!
Zapdos walls any non-rock coverage variants (as long as you don't let it boost up too much), can status it with paralysis as well as toxic, hit it with se stabs (Hurricane doesn't lose accuracy in sand, only in sun). You do have to watch out for ttar here though.
Rotom-Heat is an interesting check, though not the sturdiest. Walls any variant without SE coverage (or superpower tbh).
Opposing mega gogoat can pretty handily check itself, though bulk up wars can be kinda tiresome.

And these don't include offensive checks yet. (Sidenote speed tier was chosen so that it's still outsped by thing such as nidoking or rotom outside of sand)
Generally the thing that limits gogoat the most is 4mss and susceptibility to status conditions, especially toxic. Stats can always be buffed or nerfed as needed.
:xy/gogoat:
mega gogoat

grass/ground
stats
hp- 123
atk- 100(+30)>130
def- 62(+30)>92
spa- 97
spd- 81(+11)>92
spe- 68(+29)>97

ability: acclimated- the user is immune to ice moves and hail damage

new moves: grassy glide, head smash, earth power, high horsepower
Desc Mega Gogoat grows hardier hooves and more control over the earth it stands on allowing it to scale mountains with ease. Its thicker coat and more robust horns help it in regulating its body temperature. It is said that before Mamoswine's introduction to the region only those truly bonded with their Gogoat were able to traverse route 17.

Mega Gogoat's grass/ground typing paired with its ability gives it a very unique defensive profile, only being weak to fire, flying, and bug while resisting edgequake and being immune to bolt beam allows it to tank a lot of Pokemon's coverage moves while milk drink and horn leech let it stay on the field for longer. Interestingly, the hail and ice immunity gives it a niche on hail teams (granted the only slush rusher is Beartic so i don't expect there to be too many hail teams anyway) and all in all this bulky goat has lots of potential in this meta
- EDITED -
:ss/gogoat:
Gogoat-Mega Gogoatite
New Ability: Refrigerate
Type:

Stats: 123 / 150 (+50) / 72 (+10) / 107 (+10) / 81 (+10) / 88 (+20) (BST: 631)
Description: Grass / Ground / Ice is a nuclear combo that's perfect for dismantling defensive cores. Unfortunately, it's rarely abused considering having STAB on any of those typings usually implies you have a trash defensive typing. Income Gogoat-mega, which can start the game in a more advantageous mono-grass typing and then switch to a more offensive form. It's also a perfect fit flavor-wise as Gogoat looks similar to mountain goats which live in snowy areas. As mentionned before, it's very strong against defensive cores in balance as its coverage hits most of the available defensive staples like hippowdon, slowbro or dragonite for super-effective damage. A three attack set with either sub or milk drink will have a field day annoying some offensive cores as well. The ones it doesnt pressure this way cant do much against it: being immune to Ferro's twave, leech seeds and knock off, it can either set up a sub or spam eq to dig a bit of damage. It struggles against heattom though and especially dislikes the presence of weavile in the tier who can bypass its subs with triple axel.
Design: It becomes some sort of fusion between a moutain goat and a mouflon with huge horns. The grass parts of its body now have a layer of snow on top of them. The grass is also bluer and the brown parts are more emphasized.
Edit: As asked by the council, I removed its ground type. That makes it so that it both loses STAB on earthquake as well at giving its typing less immediate utility, which should make it easier to check defensively.
:swsh/Gogoat: Mega Gogoat
Ability:
Reckless

Type: Grass

New stats:
HP: 123
Attack: 100 -> 125 (+25)
Defense: 62 -> 87 (+25)
Special Attack: 97
Special Defense: 81 -> 106 (+25)
Speed: 68 -> 93 (+25)
(BST) 631

New Moves: Wood Hammer,Head Smash
Description: Okay so this seems a bit weird to put a mon with no natural recoil options, but in my opinion that’s what helps highlight everything else about Gogoat that makes this work and helps separate the mega from base more. Horn Leech is rarer to come by than Wood Hammer, and not all Grass types have such good flavor justification for Head Smash. Plus, Gogoat’s high HP makes it great at taking recoil damage and getting the most out of moderate boosts to its defenses in mega. Bulk Up increases its lower physical bulk and the damage from its already really strong recoils as well as the healing from Horn Leech due to it’s increased power. After one Bulk Up, Horn Leech is just as strong as unboosted Wood Hammer! Head Smash’s higher BP helps make up for the lack of STAB, which is good because Gogoat doesn’t want to need Rock STAB and lose its Water and Ground resists. Also, the 80% accuracy means that staying in on Fire types to use it is always a risk and not guaranteed coverage against them which keeps it more balanced.
Mega :swsh/gogoat: Gogoat
Type:
Grass
Mega Stone: Gogoatite

Ability: Fluffy

Stats:
HP - 123 (+0)
ATK - 123 (+23)
DEF - 62 (+0)
SPA - 144 (+47)
SPD - 81 (+0)
SPE - 88 (+30)

New Moves: None

Description:
Dex Entry: The foliage on Gogoat's back flourishes in its Mega Form, even sprouting wonderfully aromatic flowers that prompt Kalos's residents to call it the "Everyday Shaymin". The soft, leafy pelt makes it even more comfortable to ride, and protects not only itself but even the rider, making it a favorite among the common man.
Welcome to the Thunderdome.

Er, Grassydome. This Mega Gogoat works hard, hits hard, gets hit hard, and runs hard. It's a glue for your crew, a bulky bruiser guy who can Milk Drink or drain tank with Horn Leech and Giga Drain STABs. It has potential as a mixed attacker with its superior physical movepool with EQ, Aerial Ace, and Bulk Up, but its special movepool has a pretty significant upside in higher starting power and, more importantly, access to Surf. This is good because many of the best Fire-types in the meta (except potentially/probably whatever Mega Pyroar wins) are actually immune to Ground. Rotom-Heat, Moltres, and Talonflame all ignore EQ but none would particularly appreciate a Surf to the face. Along with good mixed bulk checked by a massive Fire double-weakness, managing Gogoat's matchups into those is an important tool that full physical sets will be forced to offload onto its teammates.

Fluffy also plays really well into the mono-Grass typing - we've already covered the interaction of effectively having a double Fire weakness as a balancing measure, but many of the most common non-contact physical moves aren't particular concerns to Gogoat. It already resists Earthquake and threatens the users of Stone Edge - if it goes for a heat Grassy Terrain setup it also double resists it (abismal, I'm talking to you). In addition, the initial protection also gives it time to Bulk Up while the enemy tries to go to their non-contact answer, as its defense then outpaces its initially higher special bulk.

The mixed offense, mixed bulk, and decent speed tier also give it a ton of flexibility in EV investment. Every stat has a potential use that shouldn't be ignored, which means it's highly customizable to the team you're making. You don't have to work for it, it works for you.
Mega Gogoat
Ability: As One (Grass Pelt + Spirit of Giving)

HP: 123
ATK: 100
DEF: 87 (+25)
SPA: 97
SPD: 131 (+0)
SPE: 93 (+25)

New Type: Grass/Ice
New Move: U-Turn, Triple Axel

Description: Someone else mentioned Gogoat being a Yuletide goat. It’s also a Riding Pokémon, obviously. So, it phones a friend, Delibird, for its mega! Delibird also has a history of being a Rider in the mod. Additionally, in a world without Z-moves, type gems were actually considered as an option. So why don’t we bring that back in style by making them resettable? That’s the first order of business, for sure, but there’s also a second reason. This is the generation terrains were introduced, but they’re almost entirely unused. This Mega takes a big leap forward in helping to make at least one viable - Grassy Terrain. It has the bulk to manually set Grassy Terrain, and in doing so it’s rewarded by gaining Iron Defense + trap-free Ingrain in one! But aside from the bulk boost, Gogoat could do that before. Spirit of Giving also helps here, because we have Hawlucha on the same team! The two make a resettable version of the RillaLucha combo with Grassy Seed, if you want to go for it. Otherwise, Hawlucha still really appreciates being able to use Flying Gem Acrobatics multiple times. Merry Christmas in June! (I’m one day early but I was excited >:( )
Mega GOAT
:sm/gogoat:
Grass
123 / 150 (+50) / 82 (+10) / 107 (+10) / 91 (+10) / 88 (+20)
Grassy Surge
Movepool additions: Grassy Glide

Description: I'm sick of riding Gogoats that don't seamlessly glide through the streets and prairies. Let's fix that with Grassy Glide!

The flavor basis is that Gogoat already gains power from Grassy Terrain, and a Mega Stone could make it overflow with nature's power. So much so that grass can grow wherever it steps, ensuring a safe ride for the Trainer it bonded with. Its design would have much more greenery. The added move is both necessary for the sets below and a reasonable addition for Gen 8, as almost every Grass Pokemon gets Grassy Glide.

Offensive Bulk Up
Gogoat @ Gogoatite
Ability: Sap Sipper
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bulk Up
- Grassy Glide
- Stomping Tantrum
- Rock Slide

Thanks to Grassy Glide's priority, Mega Gogoat can afford to run an Adamant nature to compensate for its coverage moves' low Base Power. Stomping Tantrum and Rock Slide provide nearly perfect coverage with Grassy Glide, hitting the Flying, Fire, Steel and Poison-types super effectively that could impede this mon. Sap Sipper would be the preferred Ability before Mega Evolving, as it could give Gogoat an Attack boost.

4 Attacks
Gogoat @ Gogoatite
Ability: Sap Sipper
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Leaf Blade / Stomping Tantrum / Wild Charge
- Grassy Glide
- Superpower / Stomping Tantrum
- Rock Slide

This set focuses more on immediate power. Superpower is stronger in the short term than Stomping Tantrum, but the latter could be run to pressure Poison-types better. Wild Charge can also be used for Corviknight and Skarmory.

Specially Defensive
Gogoat @ Gogoatite
Ability: Sap Sipper
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Bulk Up
- Horn Leech
- Toxic / Stomping Tantrum
- Milk Drink
With Milk Drink's decent PP, Horn Leech and Grassy Terrain recovery, this Gogoat variant can act as a specially bulky wall or win condition.
1654122588609.png

Mega Gogoat @ Gogoatite
Type: Grass/Rock
Ability: Steam Engine
Stats:
HP: 123
Atk: 135 (+35)
Def: 83 (+20)
SpA: 112 (+15)
SpD: 101 (+20)
Spe: 78 (+10)

Well i gogoatta go fast so i'll do this one quickly. Mega Gogoat is meant to be used as a bike in the pokemon game. AND what is a bike using to run ? An Engine ! Hence the stupid but funny idea of using Steam engine as the ability. In practice , Gogoat can enjoy is good denfensive stat alongside the neutrality to both water and fire to be able to activate Steam Engine and do big chunk of damage thank to bulk boost (Thank volcanion for being in the format :D ). The boost in speed is also great at helping get faster healing through Milk Drink to ease Bulk up set up. Grass/Rock typing is also an interesting offensive typing as Rock cover the lack of coverage of grass on fire, flying and bug , leaving only steel as a way to whole (which can be covered by running EQ). You can be sure this mega will wake you up before you gogoat ! (sorry for the stupid puns)
:sm/Gogoat:
Gogoat- Mega
Grass/Electric
Ability:
Sap Sipper/Grass Pelt-> Stimulant Surge (User's successful Electric moves boost the Atk and SpA of all grounded Grass types by one stage).
Stats

HP: 123
Atk: 120 (+20)
Def: 77 (+15)
SpA: 107 (+10)
SpD: 111 (+30)
Spe: 93 (+25)
New Moves
: +High Horsepower

Description
: Multiple scientific studies (which form the opening to a surprisingly deep and contentious rabbit hole) have observed how electric currents can boost plant growth in seeds; with the electricity surging through its body thanks to its newfound typing, Mega Gogoat uses its overflowing Electric energy to boost plants, allowing its Electric moves (well, move) to use the effect of Rototiller. This allows Gogoat's new STAB Wild Charge to back quite a punch despite its lower BP while also synergizing well with STAB Horn Leech, which recovers Charge's recoil while also threatening Ground types that would seek to block Stimulant Surge's effect. Gogoat has several options for non-Skarmory Steels between Superpower, Earthquake or new High Horsepower. Alternatively, you can drop one of these coverage options for Milk Drink for more consistent recovery or Bulk Up to double-up on boosting, both taking advantage of Mega Gogoat's great special bulk.
:Gogoat:
Mega Gogoat
New Ability
: Tinted Lens
Type:


New stats:
HP: 123
Attack: 100 (+25) ---> 125
Defense: 62 (+15) ---> 77
Special Attack: 97 (+25) ---> 122
Special Defense: 81 (+15) ---> 96
Speed: 68 (+20) ---> 88
(BST): 531(+100) ---> 631

New moves
: None.
Description:
Motorcycle go brrr

This one is a bit of a meme sub ngl. Tinted Lens has virtually nothing to do with Gogoat, except for the fact that its design is heavily inspired by a motorcycle. Some of these bikes have a black-tinted windshield, which is literally the reason for the ability. The power of Mega Evolution allows Gogoat to reach its final form, wearing a visor that acts as both a windshield and sunglasses, because that's just how cool it is.

The greatest of all time

If you look closely, Gogoat actually has a lot of competitive potential. Its BST rivals that of a starter, it has a great physical movepool, and it even has reliable recovery in Milk Drink. The only thing holding it back is its typing, the lack of a good ability, and the way its stats are distributed. Therefore, we just need to ignite the flames hidden deep within Gogoat. (haha funny pun about motorcycle engines)

The main thing Gogoat suffers from is 4 moveslot syndrome, as it cannot pack enough coverage to break through resistances if it's using both Bulk Up and Milk Drink. But what if those resistances were nullified completely? Tinted Lens on a Grass type attacker allows it to hit Bug, Dragon, Fire, Flying, Grass, Poison, and Steel types neutrally with STAB. Plus, the forth moveslot is still free, so coverage can be chosen to be more immediately threatening to some of these Pokemon.

However, 4x resistances are a thing. This means they will still 2x resist Gogoat's attacks, and unfortunately for it, there are a LOT of viable 4x resists to Grass, within this metagame alone. To name just a few, :ferrothorn: Ferrothorn, :amoonguss: Amoonguss, :skarmory: Skarmory, :scizor: Scizor, and finally :moltres: Moltres all resist its STAB moves. Keep in mind that Gogoat only has room for one coverage move, so it cannot run Superpower for Ferro, Wild Charge for Moltres/Skarmory, and Zen Headbutt for Amoonguss on the same set. Therefore, Mega Gogoat needs support from teammates such as :magnezone: Magnezone in order to properly pull off a sweep, which makes using it much more rewarding.
:xy/gogoat:
Mega-Gogoat
Ability: Galvanize
Type: Grass

Stats:
HP: 123
ATK: 100 -> 145 (+45)
DEF: 62 -> 72 (+10)
SPA: 97 -> 97
SPD: 81 -> 96 (+15)
SPE: 68 -> 98 (+30)
New Moves: Jungle Healing, Rapid Spin, Quick Attack

Summary: Motorcycle GOAT go vroooomm!!!!
Okay, really though. Galvanize allows Mega Gogoat to have psudostab electric moves and it’s grass type allows it to get rid of Ground types that are immune to electric moves. It has some cool moves and combos, like Horn Leech+Galvanized Double Edge, Galvanized Rapid Spin and Quick Attack, Bulk Up sets that can make use of Facade or Jungle Healing, and more!

Type:

Ability: Leafy Spirit - When using a Grass-type move and Grassy Terrain isn't active: Set Grassy Terrain, +1 Defense
Stats:
HP: 123
Atk: 100 -> 130 (+30)
Def: 62 -> 107 (+45)
SpA: 97 -> 107 (+10)
SpD: 81 -> 91 (+10)
Spe: 68 -> 73 (+5)

New Moves: Grassy Glide, Body Press, Stone Edge (3)

Dex Entry 1 - When scaling mountainsides to look for food, Mega Gogoat will often hold cracked rocks in place with vines and grass from its hooves for it and its trainer to climb. Its horns can sense what every person and Pokemon is feeling near it.

Dex Entry 2 - Wild Mega Gogoat fight each other by strengthening their horns with grass-like substances, often scarring each other in the process. The strongest are the ones with the most scars left from each other's attacks.
overused type combo yada yada
Jokes aside, Grass/Fighting is a really good offensive typing that covers a lot of the current metagame along with hitting even more for at least neutral damage. Grassy Glide was added because it would get it anyway as synergy with Leafy Spirit, and same with Body Press. Stone Edge was added because it has inspiration from mountain goats, and Swords Dance and Iron Defence are there to help it exert more pressure. It also features superb bulk, with 123/117/86 being one of the highest legal defensive stats in the entire metagame. It can also reset Grassy Terrain when it runs out by just using a Grass-type move, allowing it to have an extended effect on the battlefield. While its speed is lacking, Grassy Glide is by far the stupidest priority move ever made and its 91BP after Grassy Terrain boost makes it a formidable attack, especially off of Gogoat's 140 base Attack. Its high base stats allow for large amounts of creativity with stat spreads and movepools, and sometimes even need no investment at all to still be good.

Despite these bonuses along with its good movepool, however, Gogoat suffers from extreme 4MSS and a lacking defensive type. It wants Milk Drink for much needed recovery, Grass-type moves to boost Defence and start Grassy Terrain, and Body Press to abuse the increased Defence. With only 1 slot left for so many moves, Gogoat relies on its team to fill in the gaps. Non-Wild Charge sets struggle with Skarmory and similar Flying-types, non-Zen Headbutt sets struggle with Poison-types, and non-Stone Edge sets struggle with Zapdos and similar Flying-types. It also doesn't help that Weavile, the best Pokemon in the tier right now, absolutely shreds through an unboosted Gogoat and forces extreme investment in order to effectively deal with it (252 HP / 112 Def avoids OHKO after rocks pre-mega), and non-Hurricane Zapdos also require an extra 32 EVs to avoid the Heat Wave 2HKO (though Stone Edge also 2HKOs defensive variants). Furthermore, its measly 86 SpD means that it can be shut down via Special Attackers with decent ease, although they must also be careful of +1 or higher Body Press or a simple OHKO via Grassy Glide.

Gogoat-Mega @ Gogoatite
Ability: Leafy Spirit
EVs: 252 HP / 112 Atk / 112 Def / 32 SpD
Adamant Nature
- Grassy Glide
- Body Press
- Stone Edge
- Milk Drink

Stone Edge is a filler move, but fits directly into this set due to it being designed to beat non-Hurricane Zapdos 1v1 from full (or 94% with Grassy Terrain).
Please note that this uses the old stat spread, and is now outdated and wrong
its 5am help me dear god uuuuuu

:ss/pyroar-f::ss/pyroar:
Mega Pyroar
Type:
Fire / Normal
Ability: Adaptability
Stats:
HP: 86Att: 83 (+15)Def: 118 (+30)SpA: 149 (+40)SpD: 76 (+10)Spe: 111 (+5)
Pyroar's movepool is unspeakably plain, so for a while I was just gonna not make a mega for it. However, after a second (third, fourth, fifth...) look, I realized it had a glimmer of potential in its typing. Fire / Normal is a STAB combination unique to Pyroar, and it's actually a pretty decent combo. Normal is good at being spammed for neutral damage, but is stopped by Steel-types, which are weak to Fire. Both STABs are resisted by Rock-types, but Rock is a pretty bad defensive type so it's fine (at one point I considered Drought so that Rocks could be hit with Solar Beam, but I felt that the 50% boost to Fire moves took too much focus away from the Normal typing). Adaptability is usually as boring as Pyroar's movepool, but when literally the only interesting thing about a Pokemon is its STAB combo I feel like it's the best choice.

I find it kinda funny how I considered Adaptability for another mega and discarded the idea, only to use it for another mega.
:sm/pyroar:
Mega Pyroar
New Ability
: Neuroforce
Type:

New stats:
HP: 86
Attack: 78 (+10)
Defense: 82 (+10)
Special Attack: 146 (+37)
Special Defense: 86 (+20)
Speed: 129 (+23)
(607 BST)
New Moves: Aura Sphere
Description: Nothing too crazy here, Pyroar with some more power and a better speed tier has all the tools it needs to be a scary cleaner in this meta, especially with pretty middling competition without the Mega Charizards or Houndoom. Neuroforce on a Normal-type does seem pretty bleh, and it is, but with these raw stats and decent enough coverage with Hidden Power and the newly added Aura Sphere to hit TTar, Pyroar can be a great cleaner in the same vein as Mega Lopunny or Gen 7 Mega Alakazam in vanilla play. Just watch out for that Rocks weakness.
Edit after Review Post: Neuroforce fits flavorwise as lions are actually the most intelligent of the big cats, and Pyroar would need to be that cunning in order to control a fiery pride. Competitive-wise, Neuroforce is cool here as it inverts how you'd expect a Neuroforce user to function, as instead of using a wide array of coverge to break past checks, you use your limited coverage to make sure that your usual targets get eliminated while still having enough raw power to threaten neutral targets
:ss/pyroar:

Ability: Amour Propre - Each stat drop the user causes will heal the user's HP by 1/8.

/


Stats:
HP: 86
Atk: 68
Def: 102 (+30)
SpAtk: 149 (+40)
SpDef: 96 (+30)
Spe: 106

New Moves: Mystical Fire

Explanation:

Fire/Normal is the primary draw of Pyroar as far as unique attributes go. However, it comes packed with Taunt, Toxic, Wisp, and Yawn, as well as disruptive, stat dropping moves in its signature move Noble Roar and the infamous Snarl. With a Ghost- immunity, the Fire-type's naturally great spread of resistances, and the fact Fire/Normal is very solid offensively, I opted to take a utility attacker route that emphasizes its stat dropping utility that could be used in both a singles and doubles context, and unique defensive profile to take hits better and to keep itself healthy, while using its STAB combination and high Special Attack to avoid passivity and pack a punch.

This is where its ability comes in. Amour Propre is a French term that refers to the idea of knowing one's own worth and exhibiting self-respect, which can very loosely equate to recovery through a morale/stamina boost. This ability manifests best through its signature Noble Roar, which comes with two stat drops, and healing Pyroar by 25%. Noble Roar becomes a much more spammable option than it usually is, as the overall offense drop coming with recovery means Pyroar can keep itself going while being more primed to take hits and dish them back. It being naturally threatening makes forcing switches and getting free turns to heal and lower offenses helps greatly too.

The new addition in Mystical Fire allows for it to play more to direct offensive pressure while keeping itself healthy, as it simultaneously threatens the opponent with Fire-type STAB and grants Pyroar 1/8th recovery. Alongside Amour Propre, Mystical Fire will always give the user value into dedicated Fire-type resistances as well. In a doubles context, Snarl is opened up as an option, which is a spread move that drops both opponents' Special Attack, giving Pyroar 25% HP back while dropping both of the opponents' Special Attack. Alongside being great damage control, it keeps Pyroar on the field for longer periods of time.

It's also important to remember that its primary stat dropping moves disrupt offenses, which simulates an average increase in bulk that's further accentuated through the health regained. This allows Pyroar to take hits better and threaten back with its STAB combination, making it a really diverse offensive Pokemon that can also serve as a form of disruption depending on the spread and selected moves. However, it is debilitated by a reliance on using these moves to stay healthy, and being Stealth Rock weak really sucks for it.
Mega Pyroar
New Ability
: Strong Jaw
Type:

New stats:
HP: 86
Attack: 118 (+50)
Defense: 82 (+10)
Special Attack: 99 (-10)
Special Defense: 96 (+30)
Speed: 126 (+20)
(607 BST)
New Moves: Morning Sun, Pursuit, Play Rough, U-Turn
Description: fast offensive pivot. probably a good offensive switchin to hydreigon. rip to the "valuable" niche of normal fire being a fire immune to ghost but dark is just better. Sorry!
:pyroar:
Mega Pyroar
New Ability
: Hunter's Mark (This pokemon's damaging moves also apply the Embargo effect on the opponent for 5 turns.)
Type: Fire/Normal

New stats:
HP: 86
Attack: 68
Defense: 102 (+30)
Special Attack: 138 (+30)
Special Defense: 91 (+25)
Speed: 121 (+15)
(607 BST)

New moves:
Description:
Embargo - an interesting yet obscure concept for sure. Disabling the opponent's items can have massive ramifications on the game - all of a sudden, walls lose their passive healing, wallbreakers lose their coveted damage boost, I think you get the idea here.

This Pyroar aims to bring a new brand of support to the table, all while dishing out an equally new brand of pain on the opponent. With a decent speed tier and great special attack, it can easily fire off powerful attacks that also disable opponents' items, leaving them unable to respond to you as effectively or unable to recoup lost momentum. In addition, you have workable support moves in Wisp, Taunt, Yawn, Toxic, and even Snarl to work with, letting it support its team in a variety of ways outside of its main gimmick.

In short, Pyroar is a formidable foe that can and will hunt down the opponent, one member at a time, owing to its great combat and support capabilities.

EDIT: revised per council's suggestions.
Mega :swsh/pyroar: Pyroar
Type:
Normal/Fire
Mega Stone: Pyrite

Ability: Commanding - This Pokemon's Sound-based moves clear the field of stat changes before landing.

Stats:

HP - 86 (+0)
ATK - 68 (+0)
DEF - 72 (+0)
SPA - 155 (+46)
SPD - 108 (+42)
SPE - 118 (+12)

New Moves: Morning Sun

Description:
Dex Entry: Mega Pyroar's ferocious roar strikes fear into the hearts of all who hear it - many forget what they were doing as fight or flight takes over, overpowering its targets by preying on instinct.
Pyroar is a fucking lion. King or Queen of the Savannah, and this sub is allowing it to finally prove it. I’m starting off the new season by taking the sub a new route - a strong, face-forward value and glue that gets on the field and does work, but still maintaining my signature mechanics and compelling dynamics.

Pyroar means business, and by that, it means you aren’t doing any funny business. When it speaks, you stop what you’re doing and listen. The ability is self sufficient on its own by providing more value to its underwhelming Normal STAB, Hyper Voice, by enabling its Fire STAB, Overheat even better. The boosted defenses and speed let it outpace and take hits to stay in the middle of the bloodbath for longer, utilizing the addition of Morning Sun to maintain its health and take full advantage of its ability to reset its drops and hit again. The bulk and Morning Sun also let it live through its weakness to Stealth Rocks with a bit more pride in its stride.

However, the ability also takes advantage of the unique properties of Sound moves very well. Clearly, this ability is also useful for shutting down setup sweepers on the opposing team, and utilizes its speed to help it achieve that. However, many of them like to hide behind Substitute to protect from status, get a shield against its supposed switch-ins, or a variety of other reasons. Pyroar isn’t playing those games - it goes straight for the throat, past the Substitute, shutting you down and utilizing your own health drop from setting up the Substitute against you.

The mixture of STABs is also synergistic - many of the Steels who want to wall Hyper Voice clearly do not wish to tank an Overheat. However, switching in to a Water type to handle the Overheat let’s Pyroar take advantage of Normal’s relatively neutral offensive profile. There’s only only one type in the game that resists both, which is where this next point comes in.

Rock types prove a problem for Pyroar - SE against it and resists both of its STABs. However, Pyroar does have a way to get around them - Sun teams are a massive boon for it, and it’s power under Sun is also a massive boon for the archetype. Obviously, Sun-boosted Overheat is spicy as hell, but it also enables Pyroar to take advantage of Solar Beam, as well as boosted healing from Morning Sun. Solar Beam solves most of Pyroar’s issues, tearing through bulky Waters and even more importantly, the feared Rock. However, there are still a few things preventing Pyroar from being too overwhelming.

First, not being able to use Solar Beam after Overheat without first cleansing the drops with Hyper Voice opens up a lot of breathing room for the opponent. Smart players can predict and bring in their Water or Rock in on the turn Pyroar uses Overheat and have a full turn to do what they want before they have to worry about the threat of Solar Beam.

Additionally, Ghost types help a lot in blocking Pyroar. Being immune to Hyper Voice prevents it from clearing the Special Attack drops and effectively gives all Ghosts a resistance to Overheat if they come in afterwards. Now, Pyroar *does* have access to Dark Pulse, but the super effectiveness is negated if it’s used Overheat. Plus, doing so forces it to drop Solar Beam or Morning Sun - opening up a big weakness to Rocks or letting it get worn down very quickly through the match.

Now it does have an interesting tech option in Snarl. In VGC this lets it shut down enemy setup, clear Intimidate drops from its ally, and outvalue enemy Snarls - which is all very handy, but does come at the price of only being able to stack one Special Attack drop on enemies. However, relevant to Ghosts, it has use in Singles, too - taking it over Dark Pulse lets it clear the Overheat drops before hitting - making it comparable in effectiveness damage-wise and additionally opening up the option to Overheat again. However, as this is a ‘safer’ option, this reduces effectiveness of Dark as coverage against other threats such as Slowking, and doesn’t allow it to take advantage of correctly predicting a Ghost switch with an un-dropped Dark Pulse.

Lastly, while I doubt this is good enough to see competitive play, it is worth noting that it has fun interaction with Pyroar’s signature move, Noble Roar, too. Noble Roar is an extra big “Fuck You” to setup mons - not only does it clear their boosts andget past their Substitute, but then it slaps them with an extra -1 to both of their offenses on top of it all just to rub salt into the wound.
pyroar.gif

You never saw it coming.

Mega Pyroar
Pyroarite

Ability - Pounce
When this Pokemon lands on an entry hazard, it drops the special defense of opposing pokemon by one stage; immune to entry hazards.

HP: 86 (+0)
ATK: 68 (+0)
DEF: 119 (+57)
SPA: 139 (+10)
SPD: 66 (+0)
SPE: 119 (+13)
Weight - 40.8kg

New Moves: Court Change

Mega Pyroar is super super light on its feet - incredibly nimble, jumping from rock to rock across the savannah, with the speed of a cheetah and yet still all the force and more of a lion, to hone in and pounce on its prey for the kill.

So I've been watching people talk and basically everyone agrees that Ferrothorn is the best defensive mon in the new meta by a long shot. So, naturally it's the first Fire mega's job to deal with it. However, almost any Pyroar could deal with Ferrothorn itself as long as it's prepared to take a physical hit from Power Whip, Gyro Ball, or Knock Off. That added physical defense also helps it handle Weavile a bit easier with resisting Triple Axel and taking unboosted Knock Off, and the lowered weight also helps it take the super effective Low Kick a bit more safely.

However, I wanted Pyroar to go even harder. Don't just force out Ferrothorn, Pyroar's going to get worn down from its attacks, Leech Seed, Spikes, and especially Stealth Rock with the weakness. With Hematite's old ability, Pounce (with a slight edit) that he subbed for his Mega Incineroar, Pyroar kills two plants with one Fire Blast. First, it completely removes the worry of Spikes and Stealth Rock. Second, it punishes Ferrothorn's whole team just for having it. The -1 Special Defense on switch-in if Ferrothorn ever dares to do try and do its job lets Pyroar break past many Pokemon that it couldn't otherwise. Now it can force out almost any mon on Ferrothorn's team, not just Ferrothorn itself. And what's more, if Ferrothorn's team feels prepared to deal with it and stacks hazards anyway, Pyroar can very easily take advantage with its new access to Court Change. Or, Court Change could also be used with your own team's hazards on the opponent's side to force-enable Pyroar's ability!

The drop forcing switches puts a lot of pressure on the opponent - switching in on something that's not Ferrothorn means the enemy only has four potential Pokemon to bring in to deal with a free hit from Pyroar's STABs. Assuming they're also abusing Weavile, that leaves them with three at most. Plus, this pivoting playstyle works perfectly with Pyroar's strengths. It can take advantage of the free turn to use Court Change. Or, it can take the opportunity to unleash a giant Overheat before switching out of whatever check the opponent tried to bring in. Lastly, there's also synergy with Noble Roar, Pyroar's signature move - using it on the enemy switch can quickly shut down many would-be offensive checks and letting Pyroar capitalize on the situation yet again.
Mega Pyroar
:sm/pyroar:
Fire/Normal
86 / 88 (+20) / 82 (+10) / 154 (+45) / 76 (+10) / 121 (+15)
Fur Coat

Did you know that black-maned lions are the "chads" among their pride? It's true! When Mega Evolving, Pyroar gains a jet-black mane that also grows a lot more impressive, shielding its weak spots from physical attacks.

Offensive
Pyroar @ Pyroarite
Ability: Unnerve
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Hyper Voice
- Hidden Power Fighting
- Taunt

Fur Coat remedies Pyroar's general weakness to priority moves, while its high offensive stats let it shred defensive teams and force out many offensive mons. It also gives Pyroar's mediocre bulk more opportunities to switch in, although Stealth Rock will always be annoying.

EDIT: Pyroar was updated based on feedback from yesterday.
:sm/Pyroar:
Pyroar-Mega
Fire/Normal
Ability:
Moxie/Rivalry/Unnerve-> Competitive
Stats

HP: 86
Atk: 68
Def: 112 (+40)
SpA: 119 (+10)
SpD: 112 (+46)
Spe: 110 (+4)
New Moves
: +Morning Sun

Description
: Pyroar is a lion, but more specifically the lion symbol often used in coat of arms (part of why it's from Kalos), often used to represent nobility, strength and courage. These traits together seemed a perfect choice for Defiant Competitive, allowing Pyroar a way to boost its SpA without needing work up. Even without a boost, Pyroar's dual STAB still hit very strong, with Dark Pulse and Hidden Power more than making up for any gaps in coverage. With Pyroar naturally seeking to prey on would-be Defoggers, it appreciates being able to come in more often thanks to newfound recovery in Morning Sun and a significant buff to Pyroar's bulk allowing it to make use of said recovery; the benchmarks were chosen to give it a decent match-up versus Gliscor and Zapdos, which look to be the two best Defoggers in this new meta. With naturally solid speed already, Pyroar still manages perfectly solid offensive stats even with the heavy emphasis on bulk, with solid speed and positively scary power after a Competitive boost.
:Pyroar:
Mega Pyroar
New Ability
: Pride (When the opposing team has less Pokemon than the ally team, this Pokemon has 1.5x special attack) coincidentally it's also Pride Month as I post this
Type:


New stats:
HP: 86
Attack: 68 (+20) ---> 88
Defense: 72 (+25) ---> 97
Special Attack: 109 (+10) ---> 119
Special Defense: 66 (+25) ---> 91
Speed: 106 (+20) ---> 126
(BST): 507 (+100) ---> 607

New moves
: Morning Sun
Description:
"If the king does not lead himself, how can he expect his subordinates to follow?"

This submission is inspired by the personified lion, king of the jungle since time immemorial. Pyroar hunt in groups, and the male with the largest mane leads the pride. It is only natural for the king to encourage his soldiers to fight. But the leader is no fool. He will strike when the opportunity arrives, to dampen enemy morale and bolster his subordinates'. No, he can only fight with his head up if his team is contributing. Why would he be proud of a group that is nothing without its strongest member?

An opportunistic striker

In the competitive scene, Mega Pyroar is fairly complex. Without its +1 to Special Attack, it isn't all that much better than its base form. This means that it can be very strong if used right, but only rewards good play, further cementing the flavor.

Much like its base form, Mega Pyroar itself cannot trigger its ability reliably. Rock types resist both its STABs, bulky Water types threaten to hit it hard, and it lacks the coverage to properly fight back. Luckily, Pyroar can step aside and let its teammates do some work, especially because Rock types have multiple weaknesses and a team with a Fire Mega usually packs something to deal with Water types. That being said, don't misunderstand Pyroar's position here. While it won't come into battle until later on, its presence will be felt at all times. The opponent will be under constant pressure, not being able to use suicide leads or sack mons for a revenge killer, or being forced to play offensively so that Pyroar's team is weakened instead.

This last part isn't all that relevant, but Mega Pyroar has an interesting interaction with the :weavile: Weavile and :magnezone: Magnezone combo. Pyroar outspeeds Weavile, resists Triple Axel, doesn't take 1.5x damage from Knock, and has recovery in Morning Sun. Magnezone is also weak to Pyroar. None of them can afford to stay in against it, because of Pride. It's pretty interesting imo.
Name: Mega-Pyroar
:pyroar:
Typing: Fire/Normal
Ability: Combustion
Ability Description: This Pokemon's moves result in critical hits when hitting a burned foe, the foe is then healed of its burn.
Stats:

HP: 86
ATK: 68 (+0)
DEF: 82 (+10)
SPA: 139 (+30)
SPD: 106 (+40)
SPE: 126 (+20)

New Moves: Burning Jealousy, Lava Plume.
Inspired from Zetterburn, a character from the fighting game Rivals of Aether, which has his attacks become stronger if the foe was ignited by his fire moves, this Pokemon does a similar thing, burn their foes, then smash them to smithereens!
1654221973446.png

Competitively, this Pokemon focuses as a powerful all-out attacker thanks to its great STAB combination, capable of smashing a lot of the meta, with the bonus of helping deal with physical attackers thanks to its great speed, notably helping it get the jump on the broken Weavile and its ability to spread burns.
:swsh/pyroar:
Pyorar-Mega @ Pyrite
Ability: Echo - When this pokemon uses a sound move, it will switch out after using the move.
Stats:

HP 86
ATK 78 (+10)
DEF 112 (+40)
SPA 129 (+20)
SPD 91 (+25)
SPE 111 (+5)

New Moves: Burning Jealousy

Flavor: Lion go Roar
Overview: Echo allows for some really cool interactions. Hyper voice is the most apparent of the bunch, being transformed into a 90 BP pivoting move with good neutral coverage. Noble Roar weakens the opponent's moves so the switch-in can take the hits better. Hmmm I wonder where we've seen this before...? Echoed Voice looks like a fun (albeit unviable) gimmick, and Snarl is gonna be it's main niche in VGC, most likely set is Heat Wave, HVoice, Snarl, Protect I think (which Burning Jealousy was mainly added for, though to be honest I'm perfectly alright with the most being removed if it's considered extra). However, the most interesting (and fun) interaction has got to be roar.

Roar is guaranteed momentum, swapping the opponent's pokemon and then letting pyroar swap out, which is a unique and dangerous tool. One must rely on prediction however, as roar leaves pyroar open to damage or distruption such as taunt. It's added bulk somewhat mitigates the risk, also allowing it to temporarily check certain threats such as weavile, though without investment it isn't nearly as impressive, and without it's speed (which is capable of outspeeding base 110s such as gengar), it can't make use of Parting Shot Noble Roar as effectively, and opponents it would normally outspeed, such as Garchomp, become threats to it. Granted, slow pivoting is a notoriously good, tool, so it's not all bad.

The most obvious balancing act is the stealth rock weakness alongside the lack of recovery. To fully abuse it's unique toolkit, one must be able to keep hazards off the field, as even 1 layer of spikes really cut down it's time. An aggressive playstyle & prediction is also necessary to maximize Pyroar's impact on the battle. It has some sturdy counters as well, such as pretty much any rock type (most notably TTar which can pursuit it) and Chandelure, though it can run coverage for each of these (Dark Pulse and Iron Tail, though if you want to stay fully special HP Fighting is also an option). For Heatran in M4A OU, HP Ground is usable, which also hits both the former counters in kalos dex,albeit not as hard. Other HPs such as Ice can be used, which hits Chomp and Gliscor (and Lando in M4A OU).

All in all, a really fun sub to play with, and I believe one of my best so far.
 
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KeroseneZanchu

Banned deucer.
:ss/clawitzer:
Mega Clawitzer
Type:
Water
Ability: Technician
Stats:
HP: 71Att: 113 (+40)Def: 88SpA: 160 (+40)SpD: 89Spe: 79 (+20)
One move caught my eye when going through Clawitzer's movepool, and that move was Flip Turn. Originally I was going to go with Adaptability and give it more of a focus on physical attacks, since I thought running all three of Crabhammer, Aqua Jet, and Flip Turn on the same set would be interesting, but I decided against it for being too similar to Crawdaunt. With Technician and a sizable boost to both offenses, Mega Clawitzer can hit hard with its signature Water Pulse while still dealing respectable damage with uninvested Flip Turn. It also gets a boost to Hidden Power, Aqua Jet, Icy Wind, and Smack Down (probably won't run Smack Down but the option's open to it).
Mega Clawitzer

Ability: Erratic Impulse

Raises user's Speed by 2 every time its move misses due to lower accuracy (aka, a more consistent Blunder Policy effect).

Type: Water

New Stats:

HP: 71
Attack: 73
Defense: 88 → 103 (+15)
Special Attack: 120 → 165 (+45)
Special Defense: 89 → 109 (+20)
Speed: 59 → 79 (+20)
BST: 500 → 600 (+100)

New moves:
Blizzard, Zap Cannon, Electro Ball

Description:
1) Concept

According to the Pokédex, Clawitzer can move very fast if it uses the back of its claw to propel itself. Now, if you looked at its base speed stat, it is rather underwhelming. This is where its new ability comes to play; in fact, Erratic Impulse underlines Clawitzer's shooting theme as it has to rely on its special claws to launch powerful attacks. Moreover, the side effect of the ability alludes to Clawitzer's high speed from the Pokédex! This Pokémon is only fast when it uses its claw. So, it makes sense for Mega Clawitzer to only get faster if it relies on its body.

What's more, just like in a shooting contest, you don't know when someone will pull the trigger and what tricks they might pull off. As a Pokémon that focuses on hitting a target, Mega Clawitzer could intentionally miss with its move to lure the opponent into a false sense of security, surprising them with a super quick shot afterwards when they are not on guard anymore.


2) Competitive
This Pokémon is encouraged to run inaccurate moves to potentially boost its speed, thereby giving it another shot at hitting the target.

Generation 8 introduces many new items, one of which is Blunder Policy. On paper, the chance to double your speed if the user misses with its move looks very appealing. After all, the item supports Pokémon whose speed are rather slow or mediocre. Moreover, it promotes inaccurate moves and the ability Hustle. However, in practice, Blunder Policy rarely sees play in competitive because it requires specific situations to work and can only activate once; in fact, in order to get the most out of this item, the Pokémon of your choice generally needs to be used in the lategame. If it enters the battlefield too early, odds are your opponent has enough healthy Pokémon able to check it, forcing it to switch out and making its item useless as it can only be activated once.

Now, even in the lategame, the item may not work in your favour at all since it's basically a coin flip whether you will get the desired speed boost. Therefore, there's an inconsistent element to Blunder Policy that makes it an unappealing choice for players who value consistency a lot.

Nonetheless, even inconsistency can be managed to some extent. One of the best examples would be Tornadus-Therian. After all, some of its strongest moves, like Hurricane and Focus Blast, have relatively low accuracy. So, there's a good chance for Tornadus-Therian to miss a move, which could be detrimental to your game. Thanks to a combination of Regenerator, high speed, good power, and decent bulk, however, Tornadus-Therian has many opportunities to switch in and force out an opposing Pokémon. This allows it to click Hurricane and Focus Blast as many times as it wants to throughout a game until the move successfully hits the target.

Against this background, I decided to come up with some ways that would allow Mega Clawitzer to trigger the Blunder Policy effect of its ability more consistently and reap the benefits of it. For instance, Mega Clawitzer is able to activate its ability every time its move misses. So, this means Mega Clawitzer can double its speed at any point of the game. Moreover, because this Pokémon has a very mediocre speed to start with, there's a good chance that the opposing Pokémon might outspeed it. And if you rely on inaccurate moves, it is always possible you might miss, which could end badly for you. But thanks to the speed boost when Mega Clawitzer fails to hit the target, it more than likely outspeeds the target and has another shot at hitting the target!

Another example of managing the inconsistent element of the ability would be the addition of Electro Ball to Clawitzer's movepool since this is a move that becomes stronger the faster the user is than the target! So, whenever Mega Clawitzer's moves miss, you will get a boosted Electro Ball in turn--a move that threatens most Water Pokémon trying to check Mega Clawitzer.

As for Zap Cannon and Blizzard, they were added because of their low accuracy and synergy with the ability. Furthermore, Zap Cannon is an Electric move that the Blastoise line already knows from the Pokémon games Gold, Silver, and Crystal. With both Blastoise and Clawitzer being associated with cannons (see Mega Launcher, for instance), it would not be unreasonable to assume Clawitzer could learn it as well. But that's beside the point. What's more important is the fact that a potential Paralysis from Zap Cannon boosts the power of Electro Ball! If Zap Cannon misses, okay, Electro Ball gets stronger from a speed boost. If the move does connect, well, Electro Ball still gets stronger against the paralyzed target since the latter's speed is lowered from this status issue! It's a win-win for you!

With regard to Blizzard, it has great value and potential in VGC since it's a strong spread move. As there are four Pokémon on the field, two on each side, Mega Clawitzer may be able to boost its speed up to four times if it misses two opposing targets. The same is also true for the move Muddy Water which it naturally learns. As you can see, Mega Clawitzer's ability can thrive very well in a Doubles game, even in spite of opposing Tailwind!

In Singles, a possible set could look like this: [Surf, Focus Blast, Ice Beam, Electro Ball] or [Surf, Ice Beam, Zap Cannon, Electro Ball], which represent a more consistent version. Of course, it is entirely possible to run this: [Muddy Water, Focus Blast / Blizzard, Zap Cannon, Electro Ball] if you arer bold! After all, no risk, no fun!
Mega Clawitzer ~ Duelist of the Depths

Type:

Ability: Mega Launcher --> Sniper
New Stats
:
HP: 71
Atk: 73
Def: 108 (+20)
SpA: 160 (+40)
SpD: 109 (+20)
Spe: 79 (+20)

New Moves: none
Description: Clawitzer's coverage options create the perfect arsenal to annihilate any opposing threat. Laser Focus and Sniper guarantee a high amount of damage on anything it touches, possibly even a KO. This two turn wombo-combo is almost like using a charge-up move, however Clawitzer still has a pretty high special attack stat to go off of, letting it reek havoc whenever it wants.
:sm/clawitzer:
Mega Clawitzer
Type: Water Steel
Ability: Quick-fire
(This pokemon moves x1.5 faster when using pulse moves)
HP: 71
ATK:
73
DEF:
88 ---> 108 (+20)
SPA:
120 ---> 145 (+25)
SDEF:
89 --> 119 (+30)
SPEED:
59 ---> 84 (+25)
New moves:


Original inspirations and Competitive Design:
Got inspired from by lydian so credit goes to them, they were very nice to allow me to use their ability! ( I did change it to x1.5 tho since otherwise i would get shot). So i decided to adapt my original clawitzer sub for the new meta. This Clawitzer makes use of its signature pulse movepool that its desogn has such an emphasis on with slightly added wallbreaker power. It is also a very innovative way of speed control that makes you choose between hitting stuff real hard or hitting stuff that outspeeds you. It is not priority which isn't blocked by psychic terrain or dazzling, but its natural speed so its still ruined by thunder wave so its very interesting. It essentially has fast coverage , but slow substitute and flip turn, which very cool. Speed is such that full speed investment modest gets the jump on weavile and other mons.

Its place in Kalos Dex Meta:
The water steel typing, originally water dark to take on weavile and ash gren on nat Dex m4A, provides clawitzer with a stab that gets through the fairies of the tier for its teamates to abuse, especially fightings and dragons such as Mienshao, Hydreigon, Garchomp and Conkeldurr. It has good matchups against some of the steels that hold the tier together such as Scizor and Skarmory, and aformentioned faries such as sylveon and florges. It is also cool since its a steel that can choose to outspeed magnezone using aura sphere. Its biggest niche however, its having a very targeted typing against the water types in the tier, such as cloyster, gyarados and kingdra, as well as Barbaracle if it hasn't setup yet.

Potential other uses:
This little fella is probably not as good in regular M4A due to the rather inmense water type competition, but its speed tier does outspeeds weavile, tapu koko and even Ash Gren itself so it might still have a niche. Vgc may love/hate this however, since its speed tier can be extremely customised for trick room and other types of fun shenanigans not blocked by psychic terrain.
I had a full Kalos slate ready but Heliolisk got bopped and my Gogoat doesn't do as good in this new meta as it would have in regular Nat Dex M4A so it might take me more time to do subs for those. Still, im so hyped to see what people come up with!
:ss/clawitzer:

Ability: Jump Start - inkbug's ability; the user gains +1 priority for the first turn after they switch-in or Mega Evolve.

/


Stats:
HP: 71
Atk: 133 (+60)
Def: 88
SpAtk: 160 (+40)
SpDef: 89
Spe: 59

New Moves: None!

Right out the gate: do not be deceived by this Special Attack. Clawitzer not only loses access to Mega Launcher, but more importantly, it doesn't have access to Hydro Pump, meaning that its strongest STAB option is Surf. This Special Attack spread is designed to have Surf mirror base 120 Hydro Pump, which makes its strength deceptive, but still capable.

inkbug's Galvantula ability fits phenomenally in terms of flavor due to Clawitzer's pistol shrimp inspiration, and Clawitzer's general playstyle being able to force switch-ins to bulky Water-types and/or pivot around them.

What it loses in terms of power due to the removal of Mega Launcher, it makes up for in elite revenge killing and switch forcing ability. Thanks to a superb typing to reinforce its powerful revenge killing ability, giving it valuable resistances and STAB to the incredible Scald + Sludge Bomb combo, it is capable of applying pressure with status even when it forces switches. Alongside this it comes packed naturally with Flip Turn, allowing for it to also take advantage of forced switches even further if a switch-in has already been battered with status, and allowing for it to open up fellow offensive teammates or enable itself to claim a KO. A massively bolstered Attack stat gives its Flip Turn some punch, while also opening up options like the high base power Crabhammer (which hits just as hard as +SpAtk Mild Scald at 160 SpAtk), Rock Slide, and Iron Tail. Its ability leverages the need for Speed investment, letting it invest in Attack, exchanging STAB Sludge Bomb for a high power Flip Turn, or possibly encouraging the Clawitzer user to run both!
Mega Clawitzer
New Ability
: Sand Rush
Type:

New stats:
HP: 71
Attack: 103 (+30)
Defense: 88
Special Attack: 140 (+20)
Special Defense: 119 (+30)
Speed: 79 (+20)
(600 BST)
New Moves: Earthquake, Earth Power, Stone Edge
Description: better sand rusher than cringe sandslash. good offensive and defensive typing. can maybe go physical though atk is a bit lacking.
:clawitzer: Mega Clawitzer

Ability:
Mega Launcher -> Grassy Surge
Typing:
Water

Stats:
HP: 71
Atk: 73
Def: 88 -> 138 (+50)
SpA: 120 -> 141 (+21)
SpD: 89 -> 109 (+20)
Spe: 59 -> 68 (+9)
BST: 500 -> 600 (+100)

New Moves: None

Flavour: Cherry shrimp (of which blue kinds exist), among other species of shrimp, are known to spend most their lives grazing and hiding on and in aquatic plants, for protection and also to eat algae off of the plant. This fits especially well with Clawitzer's gun motif, allowing it to act as a hidden sniper of sorts, explaining why the stat distribution is heavily defense and special attack oriented: the plants offer clawitzer extra protection, and you would typically expect a sniper to be quite strong. The low speed is also explained by this. Additionally, Clawitzer has access to Heal Pulse which matches the regenerative aspects of plants and specifically Grassy Terrain.

Competitive: Almost a bulky water in that it can act as an answer to things like Cloyster and Volcanion but it has no form of recovery other than Grassy Surge healing which is its main flaw. Grassy Surge allows it to check ground types such as Krookodile or Garchomp and it has access to a load of coverage moves like Aura Sphere, Ice Beam and Terrain Pulse to let it take care of things its Scald doesn't (Aura Sphere hits Ferrothorn, Cloyster, Tyranitar, Magnezone, Hydreigon and Weavile, Ice Beam hits Garchomp, other dragons including Hydreigon again as well as Zapdos and Terrain Pulse hits other waters). It also has pivoting in U-turn and Flip Turn which is nice and it can potentially make use of Toxic for waters and other mons if it doesn't want the coverage (keep in mind it can only fit two of Aura Sphere, Ice Beam and Terrain Pulse with Scald and U-turn). Generally it's a solid almost bulky water almost offensive mon that can be fitted specifically against certain mons and would be the only terrain setter unless another one wins. Another issue of it is that its still relatively slow though.
:xy/clawitzer:
mega clawitzer

water/fighting
stats
hp- 71
atk- 73(+35)>105
def- 88(+20)>108
spa- 120(+25)>145
spd- 89(+20)>109
spe- 59

ability: analytic

new moves: vacuum wave, shell side arm
Desc Upon mega evolving, Clawitzer's massive claw becomes even larger, requiring a longer time to charge up to fire off at its full potential. Legend says a jet of water from it could sink even the strongest battle ship.

Mega Clawitzer replaces its powerful mega launcher ability with analytic and gains the fighting type, giving it an insanely powerful STAB focus blast. This ability also pairs well with vacuum wave and aqua jet, forcing switches from low health mons into analytic boosted moves.
Mega :swsh/clawitzer: Clawitzer
Type:
Water
Mega Stone: Clawitzite

Ability: Blunderbuss - This Pokemon's speed is raised by two stages when hit by a super-effective move.

Stats:
HP - 71 (+0)
ATK - 73 (+0)
DEF - 108 (+20)
SPA - 160 (+40)
SPD - 129 (+40)
SPE - 59 (+0)

New Moves: Scorching Sands (I tried to go for one of the Mud moves initially because it has Muddy Water but the best one was arguably worse than Hidden Power, so instead this is a neat tool I'll talk about later)

Description:
Dex Entry: Encumbered by the powerful gun on its arm, Mega Clawitzer is naturally slow to avoid exhaustion. However, when put into danger, adrenaline revitalizes the Pokemon and awakens the latent reflexes in the pistol shrimp.
Mega Clawitzer is a walking (swimming?) cannon. This thing hits hard, and has the bulk needed to take a super effective move or two to activate its ability, changing the wallbreaker to a sweeper in the right position. This ability is recycled from an old Mega Magmortar sub of mine that I didn't end up posting outside of the Discord. It's a combination of Blunder Policy and Weakness Policy - and the name is a play on words with Blunder + "bus" (go fast), and the full name being the name of a type of large, old-fashioned pistol/hand cannon (some of them could realistically be described as short rifles, really).

One of the most common super effective moves Clawitzer will want to eat is Volt Switch - it's decently low power and on its favored defensive side, which helps minimize how much damage its taking, and also switches out at least one of Clawitzer's would-be counters. Which means if the Electric-type was their only one, the enemy's now in a spot of trouble. Additionally, with the help of Scorching Sands, that and Ice Beam give it SE against the type types who would be triggering its ability, allowing it to properly punish the users who want to try and take it down.

The ability also works well with the wallbreaker role it has before it triggers. Many walls naturally have lower offenses than most mons and rely on the double damage from SE to apply pressure and avoid passivity, which makes them a perfect target to try and trigger the ability off of. Playing smartly around its health bar and allowing yourself to get chunked at the right time to take out their wall afterwards and proceed to utilize your speed boost to sweep through their frail offensive mons can win games, and the enemy has to be conscious of not letting this shrimp slip through the cracks.

Additionally, going for a slightly slower gameplan can also help Clawitzer squeeze out a safer setup opportunity. Scald/Scorching Sands is a potent combo for forcing burns, halving the attack and shoring up its physical weakness on the defenses. Water/Ground also hits all the Fire-types in the meta which are immune to burns, except uh, Air Balloon Volcanion ig? Combined with Flip Turn, this helps shore up its potential as a wallbreaker and increasing the safety in ability to take physical SE moves (important for Ferro switchins, to name one) but slightly lowers its potential as a sweeper due to the lower BP of Scald and the likely need to invest more in bulk and take out of either special attack or speed.
:ss/clawitzer:
Clawitzer-Mega Clawitzerite
New Ability: Ready Stance (This pokemon takes 1/2 damage from moves the turn it switches in)
Type:

Stats: 71 / 83 (+10) / 138 (+50) / 150 (+30) / 99 (+10) / 59 (BST: 600)
New Moves: Morning Sun
Description: You asked for a Weavile check? Contrarily to its based form completely centered around offense, this mega transforms Clawitzer into a defensive pivot that still has tools to dent holes through unprepared cores. This high SpA also lets it scare off frail offensive Pokémon, which lets it U-turn out for momentum. This is particularly useful to abuse Weavile since the poor lil ice dog(?) cant really do anything of mark against this Pokémon before being scared out. It's not invincible – it's still pretty frail on the special side and it's really slow, but it should justify its spot as a mega spot in one's team.
Design: It turns white with red, yellow and black highlights. It has a strong karate theme going on, with whiskers coming out from the side of its eyes like it has a bandana. There's a red ball on the middle of the claw looking like the flag of japan a bit. The claw also looks like a traditional japanese dragon a bit more.
Mega-Clawitzer



Types :



Ability : Burning Blast
Ability Description :
If the user is hit by a contact move this turn before it uses a pulse move, the attacker is burned.

Stats :
HP: 71
ATK: 103 (+30)
DEF: 123 (+35)
SPA: 145 (+25)
SPD: 109 (+20)
SPE: 49 (-10)
New Moves : Recover

Description : later, I have to go to work :sad:
hii
~~~~~~~~~~
:swsh/Clawitzer:
Name: Mega Clawitzer @ Clawitzite
Typing:

Base Stats: 71 HP / 102 Atk / 117 Def / 159 SpA / 99 SpD / 71 Spe [BST: 619] ( +29 Atk, +10 Def, +39 SpA, +10 SpD, +12 Spe)
Ability: Mega Launcher - This Pokemon's pulse moves have 1.5x power.
New Moves: ( +1 ) - Iron Head
Intended Role
: Special Wall Breaker

clawitzer-pokemon.gif
d25.gif
54d-2.gif

Mega Launcher is a really fun ability, so I thought it would be nice to keep it for its mega. The added Steel-type allows it to gain a new resistance and STAB coverage for Fairy-types (Azumarill, Clefable, etc.). This is helpful because the majority of pulse moves are resisted by fairies (Dark Pulse, Dragon Pulse, Aura Sphere). This would expand its offensive capabilities and pair well with Mega Launcher. The Steel-type also helps it a lot defensively especially considering its decent bulk.

When Clawitzer is exposed to mega energy, its shell hardens into steel and its cannon becomes much more precise and powerful. It is now more reminiscent of a tank instead of a howitzer, and gains the Steel-type. It truly becomes a Mega Launcher. (hehe)

159 may seem like an intimidating SpAtk stat with Mega Launcher, but it still does less damage than LO Clawitzer. This Mega form isn't made to just be a stronger Clawitzer, but with access to Steel's resistances and STAB it becomes more splashable.
:ss/Clawitzer:
Clawitzer- Mega
Water
Ability:
Mega Launcher-> Blowback (User's Pulse moves force the target to switch into a random ally if they have already moved this turn).
Stats

HP: 71
Atk: 73
Def: 123 (+35)
SpA: 155 (+35)
SpD: 119 (+30)
Spe: 59
New Moves
: None!

Description: With the energy of Mega evolution, Mega Clawitzer's pulse moves become so powerful that they can blow the opponent right off the field if they've already had their turn. This allows the Claw to serve as an offensive phaser, forcing out offensive threats that can't break Clawitzer or reversing the momentum of pivot moves with options like Water Pulse, Dark Pulse and Aura Sphere, which can still tear through less bulky targets thanks to a significant SpA buff. Special walls can get in your way, however you potentially invest in a way to deliberately underspeed certain walls in order to force them out while still outpacing others.
:Clawitzer:
Mega Clawitzer
New Ability
: Download
Type:


New stats:
HP: 71
Attack: 73 (+19) ---> 92
Defense: 88 (+22) ---> 110
Special Attack: 120 (+7) ---> 127
Special Defense: 89 (+22) ---> 111
Speed: 59 (+30) ---> 89
(BST): 500 (+100) ---> 600

New moves
: Shell Side Arm, Stone Edge, Dragon Dance
Description:
I know what you're thinking: Clawitzer has no real justification for Download. That's true, it's just one of those cases where a generally applicable ability has very specific flavor. That being said, I think the best reasoning I can come up with it is that Clawitzer can both fire with its cannon and crush with its claw; it's very versatile.

Competitively, Mega Clawitzer functions similarly yet very differently from its base form. When it gets the Special Attack boost, its pulse moves will do damage similar to Mega Launcher on the pre mega version, but it won't be able to outdamage Specs sets. Meanwhile, upon getting an Attack buff instead, Mega Clawitzer can use powerful physical moves, but will do less damage with pulse moves. This allows you to intentionally not Mega Evolve when you want to click a pulse move and you know you're not going to get the Special Attack boost.

Although it already had the movepool for a Download Pokemon (STAB pivoting in Flip Turn, good coverage on both sides, etc), I personally chose to add Shell Side Arm and Stone Edge. Stone Edge is the usual coverage move, meant to catch stuff like :volcanion: Volcanion, :dragonite: Dragonite, and :salamence: Salamence on the switch. Shell Side Arm is currently the signature move of :slowbro_galar: Galarian Slowbro, and it uses whichever attacking stat will do more damage. This is a perfect pairing with Download, and helps Clawitzer against Fairy types which resist its pulse moves, such as :azumarill: Azumarill, :florges: Florges, and :sylveon:Sylveon.

One problem I always had with Clawitzer was that it was too slow to outspeed and KO most opponents, yet it did not have enough bulk or recovery to take many hits. Mega Evolution naturally alleviates this, as it now has enough Speed to outspeed upto :rotom_wash: Rotom Wash, and plenty of bulk to go alongside that. As a matter of fact, this allows unusual sets like Swords Dance or Dragon Dance, which can double as a revenge killer through Aqua Jet. So yeah, on the whole, Download gives Clawitzer the ability to make use of all its tools and shine.


Mega Clawitzer
Ability:
Hand Cannon - This Pokemon's Attack and Special Attack stats are equalized (halfway between them) and used for both physical and special attacks. Burns still reduce the power of physical moves, but don't reduce the attack stat.

HP: 71
Atk: 73 ---> 73 (+0)
Def: 88 ---> 108 (+20)
SpA: 120 ---> 180 (+60)
SpD: 89 ---> 109 (+20)
Spe: 59 ---> 59 (+0)

New Moves: Bullet Punch

Description: This is a bit odd, but a pretty realistic way of homogenizing it's physical and special movepools and tools. This Pokemon has way better coverage on the special side, but the physical side offers a better primary STAB as well as the addition of better tools like priority with Aqua Jet and Bullet Punch, pivoting with Flip Turn and U-Turn, and Swords Dance. That last move is really what I wanted to capture here - otherwise I would have gone with a more tame version of Slight of Hand. The really high special attack is brought down by it's speed, but also by how low it's attack is. However, due to how averages work, that number will be able to climb with the use of Swords Dance to bring it up to full power. It can also use it even more afterwards to utilize Swords Dance as setup to go beyond it's base special attack, but with diminishing returns again due to the math, while also being risky because its slow with no recovery. It has plenty of tools to get past most walls, especially both the blanket physical and special checks, but lacks means to sweep and can easily be revenged.

'Till next time.
:zangoose:
 

Paulluxx

[Regional Manager of Big Shifu]
is a Community Contributor
:obstagoon:
—————
:Gogoat::Ausma(Worked a lot on perfecting these stats so long ago, definitely my favorite, and at a good and interesting power level with an interesting niche)

Indigo(Arandomperson, only wished this was Grass/Steel and it would be my favorite)
Blue
Kero
Okis
Explo

:Pyroar:: Indigo(Arandomperson, I really like this one and am voting it first, the interaction with the signature move Noble Roar, and the actual perfect positioning granted by Roar itself, only wish that it had a different name, Echo is simple and easy to reuse but, something more musical I think could work better, but that’s definitely just me)

ausma
The Good Doctor Pumpkinz
Kero
Rosiario
Okis

:Clawitzer::Iso(Competitively well designed Pokémon, good power level, it’s just rather clean, and I like it a lot for that, it’s also something that has a lot of potential for a terrain setter, also I disagree with the whole “arena rock” thing cause it actually can pivot and pass grassy terrain to potential abusers, yes flip turn could do the mini regen thing that I’m so fond of, but that’s really because Mega Rillaboom was fast, and forced switches like nobodies business, I don’t think Clawitzer can do that nearly as well)

Geko(this one is cool, I helped you on it, and I like it quite a bit)
Josjet(this one is also cool, but it doesn’t really need the steel stab just the defensive typing, it muscles past clef with water moves, and then walls fini, so yeah)
ausma

—————
:obstagoon:
 
:gogoat:
1. ARandomPerson
2. Eeveegirl1380
3. KeroseneZanchu
4. DrPumpkinz
5. Yoshiblaze
6. Exploziff
7. BlueRay
8. jazzmat

:pyroar:
1. ausma
2. Rosiario
3. DrPumpkinz
4. KeroseneZanchu
5. Yoshiblaze
6. War Incarnate
7. ARandomPerson
8. okispokis

:clawitzer:
1. ausma
2. IsoCon
3. okispokis
4. NANI?!
5. BlueRay
6. Abismal
7. Gekokeso
8. DrPumpkinz
 
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Yoshiblaze

ye
is a Forum Moderatoris a Community Contributor
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NANI?!
Seranode
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abismal
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:pyroar:Pyroar
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TGtz8920
okispokis
anaconja
JosJet
Karnachar
NANI?!
jazzmat
abismal
KeroseneZanchu
ausma
DrPumpkinz
IsoCon
Gekokeso
 

Eeveekid10

Whether to uturn or eq the heatran?
:gogoat:
1.Dr. Pumpkinz
2.Kerosene Zanchu
3.Eeveegirl1380
4.Tarionate
5.Galvanatic
6.Seranode
7.NANI!?
8.Gravity Monkey
9.ausma
10.Yoshiblaze
(Not as a ranked system but consider Gravity Monkey as first, Ausma as second and Tarionate as third)

:clawitzer:
1.Dr. Pumpkinz
2.Gekokeso
3.JosJet
4.Blueray
5.Jazzmat
6.okispokis

:pyroar:
1.NANI!?
2.ARandomPerson
3.Rosiario
4.dr.pumpkinz
5.Yoshiblaze
6.ausma
 

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