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.
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.
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!
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