Pet Mod Megas for All v7 - Kalos concluded! | Please read the first post! | Fully playable through Kalos Slate 10!

:sm/Wormadam-Sandy:
Wormadam-Sandy-Mega
Bug/Ground
Ability: Anticipation/Overcoat-> Insulation (User heals 1/4 max HP when hit by Ice moves; immune to Ice).
Stats
HP: 60
Atk:
114 (+35)
Def: 130 (+25)
SpA:
79 (+20)
SpD: 95 (+10)
Spe: 46 (+10)
New Moves: +Leech Life, Rapid Spin

Description: Wormadam-Sandy uses the power or Mega Evolution to heat up the sand it surrounds itself with, providing in a layer of insulation against the frigid attacks of beasts like Mamoswine and Weavile. Sandydam pairs this unique defensive quirk with Sandy's natural Electric immunity and Ground resistance to build a quite respectable defensive profile in conjunction with its solid physical bulk and limited recovery thanks to its ability and new STAB Leech Life, which also allows it to take advantage of Grass types that would like to come in on its STAB Earthquake. Sandydam can use its top-like figure to make use of Rapid Spin, which allows it to take on many common hazard setters alongside its Ground resistance and potentially even set its own Rocks or spread Toxic. Mega Sandydam also pairs nicely with Alomomola, which can bolster its longevity with Wish and tank scary Fire and Water attacks while Sandy covers its Electric weakness.

:ss/Drifblim:
Drifblim-Mega
Ghost/Flying
Ability: Aftermath/Unburden/Flare Boost-> Flammable Gas (User's attacks are critical hits if the target is burned).
Stats
HP: 150
Atk: 110 (+30)
Def: 49 (+5)
SpA: 125 (+35)
SpD: 69 (+15)
Spe: 95 (+15)
New Moves
: +Burning Jealousy, Heat Wave

Drifblim is dependent on hot gases to stay afloat, and in Mega form that gas becomes potent enough that it can erupt at the slightest spark- such as an opponent's burn. A Ghost like Drifblim is decently equipped to make use of such an ability between a monstrous STAB Hex and its own ability to spread burns with Will-o-Wisp, though it also appreciates Scald support. With this power Mega Drifblim can serve as either an annoying midgame tank with Strength Sap, pairing with burn to sufficiently compensate for its low Defense, or a terrifying late-game sweeper with Calm Mind, utilizing coverage like Thunderbolt to tear through bulkier Waters or HP Fighting to decimate threats like Weavile and Bisharp on the switch. Mega Drifblim also has the tools to succeed in Doubles, with Burning Jealousy allowing it to spread even more burns, Heat Wave as an additional spread move that can pack quite the punch on burned opponents and classic options like Tailwind, Imprison and Strength Sap.


:ss/Heliolisk:
Heliolisk-
Mega
Electric
/Normal
Ability: Dry Skin/Solar Power/Sand Veil-> Weather or Not (While weather is active, user and allies are immune to any moves which match the weather.)
Stats

HP: 62
Atk: 70 (+15)
Def: 72 (+20)
SpA: 124 (+15)
SpD: 134 (+40)
Spe: 119 (+10)
New Moves: None!


In the spirit of how weather- centric Heliolisk is, Mega Heliolisk becomes a flexible weather partner with its new ability Weather or Not, adding a layer of defensive utility to weather teams thanks to key immunities, notably preventing Rain being counterswept by opposing Waters or Sun being counterswept by nuclear Fire moves. This also ironically makes it a great anti-weather Mega, stifling scary Water, Fire, Ice or Rock moves with enough special bulk to take other common attacks from special weather abusers; it especially excels in or against Rain thanks to resistances to Thunder and Hurricane while also throwing out Thunders and Surfs of its own. Regardless of "weather" it fights for or against weather abusers, Heliolisk naturally packs the movepool to counter them: Weather Ball to pair with any weather, Volt Switch/U-turn for momentum, Glare to cripple weather-based speedsters and coverage like Surf, Focus Blast and HP Ice. Mega Heliolisk especially benefits in Doubles, where weather is even better, packing useful utility like Discharge and Electroweb while also shielding its ally with its ability, which is especially appreciated by Ground type partners who can take advantage of a potential Water or Ice immunity while they let Heliolisk more freely spam Discharge.
 
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:heliolisk:
:heliolisk:Mega Heliolisk
New Ability
: Regenerator
Type:


New stats:
HP: 62
Attack: 55
Defense: 72 (+20)
Special Attack: 139 (+30)
Special Defense: 134 (+40)
Speed: 119 (+10)
(BST: 581)

New moves: none
Description: Offensive Pivot. It uses Regenerator to increase its longevity under weather teams, especially sun in where it would normally run Solar Power, mega evolving can recover the health lost from it. This pokemon also benefit on Hail and won't worry about Hail chip with Regenerator and also gains Ice-type Weather Ball for coverage against Ground types, especially those that are 4x weak to Ice. Because its special attack is so high, defensive/utility sets can run more flexible spreads investing in special defense.
:drifblim:
:drifblim: Mega Drifblim
New Ability
: Rattled
Type:


New stats:
HP: 150
Attack: 85 (+5)
Defense: 74 (+30)
Special Attack: 145 (+55)
Special Defense: 54
Speed: 90 (+10)
(BST)

New moves: none
Description: Drifblim is a pokemon that has really nice potential for shutting down physical attackers in the tier, common types such as Fighting, Ground, Bug, and Normal when counting pokemon like Diggersby. I think leaning into the physically defensive side of Drifblim to explore its capabilities is the right approach, as a Calm Mind user and bearing several utility moves as a Ghost type pokemon. It's quad resistance to U-Turn easily makes it annoying to deal with, and most pivots cannot bring out a physical attacker immediately to follow up with, as they may fear a will-o-wisp or strength sap. Instead they would bring in special attackers to target its lower SpD and hit it much harder. Drifblim isn't all too fast either still making it susceptible to taunt. Rattled allows it to deal with Intimidaters like Krookodile to quickly burn and remove their possibility of being a threat. The speed boost given from a strong Knock Off from weavile lets it outspeed weavile with Timid and 68 speed EV's to follow up with Strength Sap and Will-o-Wisp. It has the option to run substitute as well thanks to its ability to become faster, an aspect of Drifblim that was showcased with unburden in other metagames. Because it looses its item slot, it cannot run Flame Orb for Flare Boost boosting. I circumvented this by giving it 145 sp.attack to let it reach just barely above the power flare boost naturally grants it without any EV investment, but Flare Boost still reigns supreme otherwise.
:wormadam-sandy: (I retracted my older submission for anyone wondering, was not satisfied with it)
:wormadam-sandy:Mega Wormadam-Sandy
New Ability
: Thick Fat
Type:


New stats:
HP: 60
Attack: 59 (swapped)
Defense: 155 (+50)
Special Attack: 109 (+30) (swapped)
Special Defense: 85
Speed: 56 (+20)
(BST)

New moves: Giga Drain
Description: I designed this Wormadam sub to take advantage of Quiver Dance as an effective punisher against Ground-type pokemon, allowing it to shine in the metagame, as it faces fair competition as a bulky-ground type pokemon. Boasting very high defense it can wall off most physical ground type attackers such as Garchomp, Diggersby, Gliscor and Hippowdon and resisting their STAB Earthquakes. Thick Fat allows Wormadam to invalidate Nidoking and Mamoswine much more easily. Wormadam's lack of recovery would keep it in check however, and still being somewhat slow makes it harder to get quiver dances off against fast specially offensive threats.
 
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:ss/wormadam-sandy:
Name: Wormadam-Sandy-Mega
Typing: Bug/Ground
Ability: Technician
Stats:
60
124 (+45)
140 (+35)
59
105 (+20)
36
New Moves: Rapid Spin, Sand Tomb, Shore Up, Twineedle
Description: Wormadam-Sandy is a pokemon with a very small movepool with limited options. That's why I wanted to go with it & improve upon those limitations. Wandy is a physical attacker with EQ, Rock Blast, Twineedle, & Sucker Punch as its only real physical options. Since 2 of those + Bulldoze & Rock Tomb are below 60 bp, I decided to go for a Technician pokemon. Wandy is competing with Scizor as a Bug-type with Technician. I tried to differentiate them as Wandy would be the bulkier support version while Scizor remains the set up option. Wandy also has Rocks which is very important. Wandy gets Rock Blast/Rock Tomb, Bulldoze/EQ, & Twineedle as its main physical options. Bulldoze is a weaker EQ but adds support to the team by lowering Spe. Twineedle is its Bug STAB with a nice chance to poison on top of it. VGC would potentially prefer Bug Bite for stealing berries. Rock Blast is the harder hitting version than Rock Tomb, but Rock Tomb is similar to Bulldoze as it provides Spe support. I added to Wandy's gameplan with Sand Tomb for potential trapping sets, Rapid Spin for much needed utility as that is its thing over Scizor, & Shore Up as the flavor fits as it shores up its sandy cloak + this really needs recovery to be defensive. The only thing its missing is pivoting but it doesn't really need that as U-Turn is the only real flavor one & it doesn't reach the Technician range. Its been a while since I've made a mega so let me know if its bad or broke.
 
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:Heliolisk:
Mega Heliolisk
Typing:
Electric
Normal

Ability: Cloud Nine
HP:
62
Atk: 55 ---> 55 (0)
Def: 52 ---> 72 (+20)
SpA: 109 ---> 124 (+15)
SpD: 94 ---> 139 (+45)
Spe: 109 ---> 129 (+20)
New moves: Morning Sun, Flame Burst,
Interesting isn't it? Why would i give Heliolisk, a mon whose entire design relies in taking in advantage of weather, an ability that just nullyfies weather effects? The answer relies on how weather abusers work. Quoting Hematite during the dog slate, as he explains it better than i do:

I am always really uncomfortable with people flinging around weather-reliant Abilities so readily on every Pokémon that has the right type or remotely appropriate flavor, and I think it's a lot harder than people realize for a Mega to be even good on a weather The thing is that it has to be strong enough to justify using a Mega Stone over any other item, to justify using the Mega slot over any other Mega on a weather team and demands a ton more active team support in return than any Mega that functions effectively outside of specific conditions

For comparison, Swampert has a lot more justifying its own use on rain than its stats - in addition to its incredible bulk and Attack, Ground is a crucial defensive type because rain is otherwise incredibly Electric-weak, Mega Swampert is the best rain abuser at setting Stealth Rock to support its team, Mega Swampert can easily beat Mega Sableye in rain (this is the Pokémon best known for preventing hazards from going up and wants to be able to switch in on a rocker), and many other prominent rain abusers including the best setter are specially offensive so Swampert can break different walls from them This is on top of the fact that one of its attacking types is both important and not redundant to other rain users (Ground, objectively one of the best attacking types in the game if not the best, and no other Pokémon on a Swampert rain team is going to have that), while its other type actually has direct benefits from rain and gets a significant power boost from it. Swampert is incredibly thoughtful, incredibly optimized and does so much more to carry the archetype than just having Swift Swim and good stats.
So, how does heliolisk justify its use over other megas in weather and outside of it? The answer relies on Heliolisk's role in any weather team. You see, the biggest enemy that weather team might have aside from excesively fat teams (which can still fall to stall breakers like Darmanintan or Others) is opposing weather teams. Opposing weather teams make it so weather war are often determined by who positions its weather users the best, and as such these teams are left at pretty disadvantegous positions whenever they are not controlling the weather. Heliolisk helps against opposing weather teams and even regular teams alike by neutering/aiding a variety of weather based teams in various numerous ways:

Rain: This is the weather that heliolisk disrupts the most, being able to twart it in multiple ways. For starters, cloud nine nullifies the effects of rain, meaning that heliolisk can afford to take water types attacks like nobody's buisness as well as click its fire coverage under rain to nail fire weak mons who thought they could easily abuse the weather. It is very annoying for rain to face as it ruins the day of two notorious non-water type abusers in Scizor and ferrothorn. It also has a particularly easy time switching into pelipper, and swift swimmers like kingdra or kabutops get outsped.

Sun: Sun is in a similar boat as rain. It being able to fire water type coverage in surf under sun can prove genrally useful for sun teams, as well as working against them when said water type attacks prey on their vulnerable fire types. Torkoal doesn't like this coming in unless it has body press and chlorophyll sweepers (namely venusaur) are unable to abuse the nuclear power of weather ball and/or growth, making Heliolisk a hard stop for the special leaning ones.

Sand: Sand is interesting. While it cannot really switch into any sand abuser an thus proving this to be its worst matchup (even if this is irrelevant to kalos meta due to no sand sweepers), it hits the sand setters (ttar in particular hates this mon) for decent enough damage so that they cannot switch in safely either. In Nat dex it could probably try to outspeed and ohko exca with Fblast but its an iffy matchup thanks to Excadrill's huge damage output and rapid spin to make Cloud Nine useless.

Hail: In nat dex it likely doesn't do too much to hail teams besides possibly outspeeding Arctozolt and nailling it with Focus Blast but given that hail is super dead in kalos meta that doesn't matter here.

Flame Burst hits grass types and Steel types that usually love rain like Ferro or Scizor and Morning Sun is recovery that remains constant regardless of the weather. Sdef helps it switch into various special attacks (i debated making it higher at some moment.) Speed is good enough to outspeed a significant amount of targets, specifically weather sweepers as it is able to outspeed adamant Barraskewda on rain (not relevant to kalos meta but is neat on nat dex as well). It got a smidge of defense so it doesn't fold to priority physical attacks but otherwise that should be what keep this in check, alongside scarfers and fat mons.

:Wormadam-Sandy:
Mega Wormadam-Sandy
Typing:
Bug
Ground

Ability: Cocoon - (Halves damage coming from fire, flying and rock type attacks)
New stats:
HP:
60
Attack: 79 ---> 109 (+30)
Defense: 105 ---> 135 (+30)
Special Attack: 59
Special Defense: 85 ---> 105 (+20)
Speed: 36 ---> 56 (+20)
New moves: Rapid Spin, Spikes,

We currently are yet to have genuinely good stealth rockers in the tier and this Mon fills that role pretty nicely. Bug Ground is such a cool typing in the way that it resists volt turn as well as switching into ground attacks while being ground type itself. Unfortunately it comes at the cost of being a bug type which hugely hampers the main selling points of a ground type which are it's ability to switch into fire types and rock types. That changes to the cocoon ability, which retains the good properties of the bug typing without the bad side effects. It's typing lends well in its ability to switch into ground moves and then spam some of its own, while the added moves it has are just generally great to give it a niche as a nice ground pivot.

Cocoon conviniently removing bug weaknesses can be applied to more mons. Flavorwise it should make sense since cocoons protect emerging larvae when they are growing.
 
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:sm/heliolisk:
mega heliolisk

electric/normal
stats
hp- 62
atk- 55
def- 52(+27)>79
spa- 109(+20)>129
spd- 94(+33)>127
spe- 109(+10)>119

ability: sungazer- the user feels the effects of sun regardless of the weather (its fire moves deal 1.5x damage, takes 0.5x from water, weather ball is fire type and solar beam has no recharge, morning sun heals 2/3, etc)


:bw/drifblim:
mega drifblim

ghost/flying
stats
hp- 150
atk- 80(+40)>120
def- 44(+20)>64
spa- 90(+30)>120
spd- 54(+10)>64
spe- 80

ability: flash fire

new moves: flame charge, mystical fire, heat wave


:bw/wormadam-sandy:
mega sandy cloak Wormadam
bug/ground stats
hp- 60
atk- 79(+35)>114
def- 105(+35)>140
spa- 59
spd- 85(+30)>115
spe- 36
ability: soothing sands- when this pokemon uses or is hit by a ground move it is healed of status conditions. status immunity in sandstorm and dessert gales
new moves: spikes, leech life, shore up, sticky web
 
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Mega Drifblim



Ability - Aftermath, Unburden; Flare Boost ➝ Levitate

HP
- 150 ➝ 150
Atk - 80 ➝ 121 (+41)
Def - 44 ➝ 83 (+39)
SpA - 90 ➝ 111 (+21)
SpD - 54 ➝ 73 (+19)
Spe - 80 ➝ 60 (-20)
BST - 498 ➝ 598 (+100)

Movepool Changes - Flash Cannon, Iron Defense
Competitive Corner - With phenomenal defensive typing, bulk, and ability, Mega Drifblim is poised to be one of the best walls in the tier! Defog gives it further utility, and Will-O-Wisp and Strength Sap make it able to bother and prolongate its longevity against physical attackers, respectively. However, it is kept at bay by special attackers, even the Latios and Alakazam it might be intended to check are able to bypass its lead-hard defenses with some well timed coverage moves, like Shadow Ball and Mystical Fire, respectively, and able to negate its recovery by pivotting into a Pokémon with low attack. On top of that, staples like Heatran can very easily come in and force it out. Mega Drifblim plays around with the strengths and weakness of having Strength Sap as your recovery when you're forced to check Psychic-types and the likes, Mega Drifblim's arsenal makes it a fantastic check to physical attackers, but its Steel-typing makes it strongly pressured to act as a check to the common fast-Psychic archetype. Is Mega Drifblim able to keep itself afloat with Strength Sap alone? Or will it go down like a lead balloon trying?
Flavor Corner - Mega Drifblim is based on the common pop culture imagery of a lead balloon. From the idiom "go down like a lead balloon", to Led Zeppelin, to the Lead Bloon from everyone's favorite tower defense franchise (or second favorite if you're into plants and zombies, despite hating EA and what they did to your beloved series—both are acceptable answers), lead balloons really are everywhere, and what better than a Ghost-type to make this paradoxical construct work! After all, according to all known laws of aviation, there is no way that a lead balloon should be able to float. Its density is too high to get its fat metallic body off the ground. The balloon, of course, floats anyways. Because ghosts don't care what humans think is impossible.

Oh and this design is also based on since fiction balloon-like spaceships and satellites, after all, Drifblim is based on atmospheric balloons and other similar cryptids, so adding UFOs and space stuff into the mix adds another layer of conspiracy theories, especially since very commonly these very atmospheric balloons are associated with UFOs and the likes! So Mega Drifblim will pull some of that into its design too!

Mega Heliolisk



Ability - Dry Skin, Sand Veil; Solar Power ➝ Solar Power

HP
- 62 ➝ 62
Atk
- 55 ➝ 85 (+30)
Def - 52 ➝ 62 (+10)
SpA - 109 ➝ 129 (+20)
SpD - 94 ➝ 124 (+20)
Spe - 109 ➝ 129 (+20)
BST - 481 ➝ 581 (+100)

Movepool Changes - Dragon Tail, Morning Sun
Competitive Corner - Mega Heliolisk stands as a powerful attacker for sun teams, with Electric and Dragon as STAB options, and Solar Beam and Weather Ball at its disposal to nuke Electric-resistant Pokémon. Morning Sun is also an option to give it more longevity, and counteract the hazard and Solar Power chip damage! It can also be used without a specific weather synergy, and make use of Surf, however, without Solar Power its output is not as notable. The main competitive idea at play here, is to test how an off-type Sun-attacker would benefit those teams (especially a Dragon-type one, as Dragon is the only single type that resists both Fire and Grass), as well as how its secondary move options (i.e. its non-STAB options) play around with weather dependency, from Weather Ball and Solar Beam, to Morning Sun, aside from the obvious Solar Power which is what defines Heliolisk as a Sun-reliant attacker to begin with!

shinxthe17! also kindly pointed out that this fella has a really good matchup against rain, and that could be very helpful for a Sun sweeper! by resisting Water STAB, and threatening back with a powerful Thunderbolt (or Dragon Pulse in metas where Mega Swampert is allowed). Fast Volt Switch and/or U-turn allows it to keep up momentum as well, which is incredibly important on a weather battle, and Dry Skin pre-Mega can help Heliolisk's longevity too, if needed, to outlast the weather war!
Flavor Corner - The frilled lizard, Heliolisk's inspiration, is also known as the frilled dragon! On top of this, many dragons in pop culture have neck frills similar to Heliolisk and frilled lizards, such as Niv Mizzet, from Magic, say! As for its design, Mega Heliolisk also pulls inspiration from parabolic reflectors, with its frills acting as one, and its neck lengthening further, so that all light is directed right to its head, boosting the solar absorption, and thus, Mega Heliolisk's power output.

Mega Drifblim:
  • +10 Atk
  • -10 Def
  • +10 SpA
  • -10 SpD
Mega Heliolisk:
  • +15 Atk
  • -5 SpA
  • -5 SpD
  • -5 Spe
 
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:bw/drifblim:
Mega Drifblim
Ghost/Flying
Ability: Flame Body

Stats:
HP: 150
ATK: 80 -> 105 (+25)
DEF: 44 -> 44
SPA: 90 -> 125 (+35)
SPD: 54 -> 79 (+25)
SPE: 80 -> 95 (+15)
New Moves: None

Mega Drifblim is a Pokémon designed to take advantage of its special bulk and physical resistances. Due to its lower defense, it is more vulnerable to physical moves. However, most common physical moves are either contact, resisted, or both! A good example of this is Weavile, one of the most dominant Pokémon in the current meta. Both of its stabs are super effective against Drifblim, so logically it would be able to beat it, right? However, there are a few problems that pop up. First of all, Mega Stones cannot be knocked off. Second of all, the other stab move, Triple Axel, is a multi hit move, increasing Weavile’s chances of getting burned. After Drifblim takes the damage, it can heal back up with Strength Sap. This scenario can apply to many other physical attackers that come in to threaten Drifblim too. On the special side, Drifblim’s higher special bulk and ability to increase its special defense with Calm Mind can help it deal with special attackers who aren’t threatened by Flame Body or Strength Sap. However, it can still be worn down over time with statuses, chip damage, and it’s weakness to rock.

Another cool interaction with Flame Body is stab Hex. Being able to spread burns more easily can enable Mega-Drifblim to run Hex without needing to take up another move slot for something like Will-O-Wisp or Thunder Wave. With 125 base special attack and access to Calm Mind to increase its power too, it can be a real threat. 95 speed allows Mega Drifblim to outspeed Mega Gogoat at +1 with 72 evs, but underspeed Hydregion.

Flame Body Mega Drifblim takes its inspiration from hot air balloons, with them being able to take flight due to fire and hot air.
 
First smogon post!
:bw/Drifblim:
Drifblim-Mega
Type: Ghost/Flying --> Ghost/Fairy
Ability: Change of mood:- Whenever there is a stat change anywhere on the field because of Drifblim-Mega, it switches out.
Stats:
HP/Atk/Def/SpA/SpD/Spe
It changes from
150/80/44/90/54/80
to
150/101/71/101/71/104
150/(80+21)/(44+27)/(90+11)/(54+17)/(80+24)
Moves known: Charm, Fake tears, Moonlight, Moonblast


This is basically parting shot but ability which activates after stat lowering/increasing moves.
Calm mind is so useless here i know but it's main use in my eyes is to use haze and switch out, I have given this a fairy typing for no flavor reasons but i can change it to dark, also a balloon can be charming, isnt it.


:xy/Heliolisk:
Heliolisk-Mega
Type: Electric/Normal-->Electric/Poison
Ability: Solar Power --> Liquid Pollution(Turns Water-type moves into Poison-type)


Stats:
HP/Atk/Def/SpA/SpD/Spe
It changes from
62/55/52/109/94/109
To
62/77/80/131/100/121
62/(55+22)/(52+28)/(109+22)/(94+6)/(109+12)


New moves: Sludge Bomb, Flip Turn, Pain Split
Walled by excadrill(nonexistant) or steelix now unless focus blast or premega surf.


This has a good coverage, and can carry glare+3 attacks or 4 attacks, i dont have calculations on my mind but trust me some mons do wall it and it breaks through a lot too.
This thing also lacks viable recovery so i hope it can be balanced


:bw/Wormadam-Sandy:
Wormadam-Sandy-Mega
We have it turn from Bug/Ground to just Bug/Ground
Overcoat --> Prankster
Stats change from
60/79/105/59/85/36
To
A (Edit: not changed) base attack and spattack stat;
60/85/104/94/85/96
60/(79+6)/(105-1)/(59+35)/(85)/(36+60)


New moves: (Shore up(its sand), Thunder Wave, Tailwind, U-turn) Support+Recovery, Flash Cannon


Beedrill is a thing, taking inspiration from it's bizarre changes i decided to give wormadam a big movepool and stat buffs, it also now has a great recovery in prankster shore up and good setup under quiver dance, it can also work as a stealth rock user and it has got great set of stabs, only walled by flying types, for which it can carry a much weaker but viable enough hp ice or the skarmory shredding Electroweb if you feel like not surprising landorus.


It also has a good niche for the doubles format(m4a vgc) with its prankster tailwind, prankster twave, access to Electroweb.
(EDITED)

It feels so awesome trying to help for a smogon project^^

Thanks to discord user NANI!?, Xtgm, Clastia and Glacynerd for helping me
 
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Mega Heliolisk:
:ss/heliolisk:

Type: Electric/Dark
Ability:
Heal user by 25% of its max hp for each stat lowered by this Pokémon on the field.
Stats:
HP: 62
Attack: 55
Defense: 102(+50)
Special Attack: 139(+30)
Special Defense:104(+10)
Speed: 119(+10)
New Moves: Fake Out, Snarl, Leaf Storm
- This thing was designed to be good in double rather than in single. However, it's not that bad in single either. Pretty simple, supportive electric type which lowers opponent stat, while being able to heal by itself.



Mega Wormadam Sandy Cloak:
:ss/wormadam-sandy:

Type: Bug/Ground
Ability:
Shed Skin
Stats:
HP: 60
Attack: 109 (swapped sp. attack +30)
Defense: 125(+40)
Special Attack: 59(+30)
Special Defense:135(+30)
Speed: 36
New Moves: U Turn
- Straight and simple. Specially bulky spinner which is able to heal itself with rest, working with shed skin and not afraid of dark type, with an "ok" attack stat and sucker punch. The adding of U turn is kinda a nice buff to it.

Mega Drifblim
:ss/drifblim:
Ability: Windshield
Boost user's def by one when get hit by a flying type move. Flying Type Immunity
Stats:150/90(+10)/64(+20)/110(+20)/84(+30)/100(+20)
no energy for this one lol
 
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This is my middle finger to the Kalos metagame.

:wormadam-sandy:
Wormadam-Sandy
Type: Bug/Ground
Ability: Gravitas

Stats:
HP: 60
Atk: 94 (+15)
Def: 115 (+10)
SpA: 84 (+30)
SpD: 110 (+25)
Spe: 56 (+20)

New moves: Shore Up

F L A V O R
It's a bagworm. Bagworms dangle in mid-air. Honestly, never really gave the flavour much thought, the idea felt right. Anyways now for the real debate

Competitive Impact
Having finally had the opportunity to play some M4A Kalos over the past week, I noticed 3 things:

1) The shocking lack of viable specially defensive Ground-types (Nidoqueen doesn't get Milk Drink, Hippowdon is primarily physical, and Gliscor doesn't appreciate special hits either)
2) The even more shocking lack of viable Stealth Rock users, although that is in due part because of the prevalence of strong defoggers like the Rotoms, Zapdos and Moltres, which are all immune to Ground moves.
3) Magnezone.

This is, to put it simply, an empathic middle finger to all three of those issues: Not only does Wormadam-Sandy Mega serve as a check to threats such as Magnezone and Nidoking, but it can also set up Stealth Rock with the additional advantage of being able to punish incoming Defoggers with STAB Earthquake/Earth Power.


Wormadam-Sandy
Level: 100
Calm Nature
Ability: Overcoat
EVs: 252 HP / 4 Def / 252 SpD
- Earthquake
- Stealth Rock
- Shore Up
- Toxic

Now this is spicy. But shinx, you may ask...

0 SpA Rotom-Heat Overheat vs. 252 HP / 252+ SpD Wormadam-Sandy: 198-234 (61.1 - 72.2%) -- guaranteed 2HKO

Wormadam is still prone to SR and Toxic chip, and while it may be able to withstand most hits on the first try...

0 SpA Rotom-Wash Hydro Pump vs. 252 HP / 252+ SpD Wormadam-Sandy: 168-198 (51.8 - 61.1%) -- guaranteed 2HKO
0 SpA Zapdos Hurricane vs. 252 HP / 252+ SpD Wormadam-Sandy: 194-230 (59.8 - 70.9%) -- guaranteed 2HKO

...it'll still die to the Pokemon that it's intended to counter, right...?

Pfft, nah.

0 SpA Rotom-Heat Overheat vs. +1 252 HP / 252+ SpD Wormadam-Sandy: 134-158 (41.3 - 48.7%) -- guaranteed 3HKO

That's where the strongest aspect of Wormadam-Sandy shines through.

+1 0 SpA Wormadam-Sandy Earth Power vs. 252 HP / 0 SpD Rotom-Heat: 504-592 (165.7 - 194.7%) -- guaranteed OHKO

Wormadam-Sandy
Level: 100
Calm Nature
Ability: Overcoat
EVs: 252 HP / 4 Def / 252 SpD
- Earth Power
- Stealth Rock
- Shore Up
- Quiver Dance

Most Pokemon that have Quiver Dance tend to use it offensively. We've seen it with Butterfree, Volcarona, Vivillon, you know how it goes. Wormadam strives to use the move defensively. Earth Power, even without a boost, can easily OHKO Rotom-H and Magnezone, but the extra QD boost allows it to not risk a 2HKO from SE moves, while also buffing it up against the likes of Hydreigon and Sylveon. With +1 Speed Wormadam is able to outspeed base 60 speed Pokemon not running a +Speed nature.

Obviously, the low speed tier means that it is possible to knock out Wormadam before it can snowball out of control: Pyroar can break it down with 2 Fire Blasts, Zapdos can KO it with Hurricanes on the switch-in, and obviously strong physical attackers such as Weavile decimate it. Rain also does not favor Wormadam at all, turning potential 2HKOs into OHKOs even with QD stacks. Grass type Pokemon such as Chesnaught, Ferrothorn and Gogoat-Mega can safely switch in and force it out handily. Finally, Toxic chip is always handy to wear down the bagworm, as are hazards

You wanted a specially defensive Ground type? You wanted something to fuck over those stupid Electric birds? You wanna win games with a fucking bagworm? Here you go.

Oh, and also, vote for lydian's Heliolisk Mega, I was not paid to do this but I wanted to give it a shoutout regardless, Electric/Dragon Solar Power would be sooooo fun to use in the Kalos metagame. Fuck you, rain.
 
1662062444379.png

(Rewatch this image after reading SS pokedex description :3)

:drifblim: Drifblim :drifblim:
Ability: Drifter (Boost Atk and SpA by 1.3 while under Tailwind)

Hp : 150
Atk : 117 (+37)
Def : 54 (+10)
SpA : 117 (+27)
SpD : 64 (+10)
Spe : 96 (+16)

New move : Hurricane, Poltergeist

This mon was designed as both a Double and Single format pokemon. In double, it can use tailwind to set itself and it mate up or use the boost provided by another teamate while providing utility.Under Tailwing this pokemon boast incredible firepower with 2 hard to wall stab and good offense on both side making it hard to predict, special wall such as mantine , florge or sylveon could end up hurt pretty badly by a Poltergeist.
It is however rather frail due to it's defense being barely boosted and rely on setting up the tailwind by itself in simple. Base 96 speed allow to naturally outspeed gliscor so that you can be able to use WoW before it get to activate it's toxic orb , as well as wide range of 95 and lwoer bst mon.Under tailwind it can outspeed every max speed non scarf mon (baring ninjask) while being non invested, you could the use the ev investment toward bulk to ease setup or fine tuning his speed to outspeed specific scarfer you might expect.
 
94 pages here, looks like I’m late to the party

“Let go your earthly tether. Enter the void. Empty and become wind.”
:swsh/Heliolisk:
Mega Heliolisk (if you use light mode you’re a loser)
Ability: Rise and Grind
Rise and Grind:
This Pokémon is immune to Ground moves, and Ground moves that it would otherwise be hit by instead raise this Pokémon’s SpA by one stage. Also grants immunity to spikes, webs, etc.
Typing: Electric/Normal
Stats: 62 HP / 65 Atk (+10) / 94 Def (+42) / 129 SpA (+20) / 112 SpD (+18) / 119 Spe (+10) (581 BST)
New Moves: Weather Ball, Ice Beam, Flamethrower, Earth Power, Defog
Description: Heliolisk’s manipulation of weather has advanced further, allowing those who have a strong bond with its trainer gain the ability of flight. Regardless of its bond, all Heliolisks appear to have more moves that better reflect the weather it utilizes (let’s be honest here most of these are more useful on base lisk’s different abilities than the mega form). Mechanically, this is an offensive pivot through and through, and it now has a tool to clear out the only hazard it remains afraid of, SR, with Defog. What’ll primarily break through it would be physical fighting moves, but again the Mon still has to play around rocks.
 
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:wormadam_sandy:
Mega Wormadam-Sandy
Ability:
Airhead (This Pokemon draws Flying moves to itself to raise Atk by 1; Flying immunity) essentially Flying Lightning Rod
Type:


Stats:
HP- 60
Attack- 79
(+35) ---> 114
Defense- 105 (+30) ---> 135
Sp. Atk- 59
Sp. Def- 85
Speed- 36
(+35) ---> 71
BST- 424 (+100) ---> 524

New Moves: Stone Edge, Spikes, Sticky Web, U-turn, Shore Up
Description:
Flavor
An interesting thing about Bug types is how the Pokedex often mentions their interaction with Flying types. Wormadam's Legends: Arceus Pokedex entry reads- "Its earthen skin is reasonably hard—it has no problem repelling a Starly's pecking, at least." Mega Evolution naturally enhances this ability further, to the point where the predator becomes the prey. As for my name choice, I settled on Airhead because:

1) It's a pun on how Wormadam is now completely oblivious to Flying type attacks.
2) It's vague enough to be justified on a lot of things in the case that this submission wins.

Competitive
Wormadam-Sandy is the only fully evolved Pokemon with the typing of Bug-Ground. This grants it important resistances to Ground and Fighting, as well as the ability to break through Grass types that resist its Earthquake. Unfortunately, the advantages end there, as Bug brings a plethora of uninvited weaknesses, its strongest physical Bug move is Bug Bite, and Flying resists both its STABs anyway. However, Mega Evolution grants us the opportunity to play to its strengths while also being mindful of its weaknesses.

The most glaring flaw with base Wormadam is that it's a Stealth Rock setter that cannot beat Flying type Defog users. Its strongest Rock move is Rock Blast, and the most it can possibly do is Toxic on the switch-in followed by Protect. But now, it gets access to Stone Edge alonside a Flying immunity. The latter not only covers up its weakness, but also makes it immune to Defog. By blocking this completely, Wormadam goes from a pitiful outclassed hazard setter to the best Pokemon in the game when it comes to keeping hazards up.

But that's not all. Mega Wormadam gets access to Spikes or even Sticky Web if that's what you wish to build your team around. It gains U-turn to pivot out of tight spots or to progress the game after setting your hazards. And since it will be forced to switch in several times throughout the game, it gets Shore Up for regaining the health lost to hazards or chip. It even has much better Defense to reduce the damage taken from the mostly physical hits it will switch in on.

That being said, don't mistake Wormadam for a passive hazard setter. Once it gets to +1, even :zapdos: Zapdos is 2HKOd by Stone Edge, and :volcanion: Volcanion falls to Earthquake. Even :slowbro: Slowbro, who has no problem tanking these moves, does not appreciate a U-turn. So a wrong prediction could cost the opponent big time.

However, Wormadam-Sandy retains the same problems as base. It is still weak to common Water, Fire, and Ice moves. Its Special Defense has not increased, so neither has its ability to take these hits. Furthermore, it is completely countered by :pyroar: Mega Pyroar, who naturally beats both Bug types and hazard stacking teams. Finally, blocking Defog also allows Rapid Spin. At the end of the day, how you wish to utilize Wormadam is up to you. But it should definitely not be underestimated.
 

woo

The Neymar of Pet Mods
is a Pre-Contributor

Mega Heliolisk
Types
:

Ability: Swift Swim
Stats: 62 / 85 (+30) / 72 (+20) / 129 (+20) / 114 (+20) / 119 (+10) (581 BST)
New Moves: Fiery Dance
Description: really epic pokemon fr. No but like seriously it's a super funny rain mon. Deals with ferrothorn but also gets snapped by water mons if its switching in because it's not the bulkier of mons kek. Also can get used as an offensive pivot with U-Turn and Glare!!! I changed its typing not only because Electric normal is mid competitive-wise but also because fire and the Sun part of heliolisk synergizes with the weather part of heliolisk, hence why Swift swim and the typing change. Its second stab is not benefitial to it in rain scenarios outside of Ferrothorn and specific mon matchups but its fun to help other Rain mons.


Mega Wormadam-Sandy
Types
:

Ability: Regenerator
Stats: 60 / 79 / 125 (+20) / 119 (+60) / 85 / 56 (+20) (524 BST)
New Moves: U-Turn, Power Gem
Description: qdmon with regen so its able to keep longevity through the game and even switch to clerics if needed. can also run like bulky uturn.
 
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Yoshiblaze

ye
is a Forum Moderatoris a Community Contributor
Moderator
:sm/drifblim:
Mega Drifblim
New Ability
: Lifting Gas - This Pokémon's moves with a charging turn activate in one turn (similar to Solar Core, but it doesn't require Sun). If this Pokemon gains this ability while in the middle of a two-turn move, the move proceeds immediately.
Type:

New stats:
HP: 150
Attack: 125 (+45)
Defense: 74 (+30)
Special Attack: 90
Special Defense: 54
Speed: 105 (+25)
(598 BST)
Weight (if allowed): 300 kg (+285 kg)
New Moves: Heat Crash, Mystical Fire
Description: Mega Drifblim resembles a real hot air balloon, being absolutely massive but still being as nimble as ever thanks to the powerful gasses it produces. This speed allows Drifblim to attack exceptionally quickly despite its massive size. This agility enabled by the Lifting Gas allows Drifblim to execute moves more quickly than normal, which is quite helpful as its best physical STAB moves are the usually terrible Phantom Force and Fly. Most Drifblim submissions so far either have equal attacking stats or more Special Attack, so this physically-leaning one should stand out. Decent Speed, especially for a Ghost as it's only outsped by Gengar, with a decent amount of physical bulk, Drifblim should be able to use its deep status movepool while being able to actually utilize its unique STAB combination
 

KeroseneZanchu

Banned deucer.
Mega:swsh/wormadam-sandy:Wormadam-Sandy
Type: Bug/Ground
Mega Stone: Wormadamite

Ability: Undeterred - This Pokemon's Attack raises one stage upon landing a not very effective move.

Stats:
HP - 60 (+0)
ATK - 99 (+20)
DEF - 125 (+20)
SPA - 79 (+20)
SPD - 95 (+10)
SPE - 66 (+30)

New Moves: Leech Life

Description:
Dex Entry: Mega Wormadam's persistent demeanor prevents it from being discouraged - it is the pinnacle of determination. Its dedication lets it build up its hard, rocky cloak to weather even the strongest of foes, and wear down the hardest of them.
Mega Wormadam's premise here is simple - Ground is a really solid neutral attacking type. It's not resisted by much except Bug, Grass, and Flying. One of those isn't exactly a popular type. This ability highlights Wormadam's own Bug typing by allowing it to pick up attack boosts on the MANY types that resist it, and the addition of Leech Life means it can also get increasingly high draining to survive and provide its "Power-Up Punch" more utility and power. Bug directly interacts by shredding through Grass with SE after a resisted EQ boosts attack, and allows it to stack up repeated attack boosts on any Flying types that can't quickly force it out. In addition, Mega Wormadam has access to Rock Blast. This provides it with SE on both Bug and Flying. In addition, it allows it to pick up multiple attack boosts in a turn if the enemy tries to wall it with, say, Ferrothorn - who is otherwise neutral against both Mega Wormadam's STABs. However, while Rock Blast has some crazy potential, it's non-STAB and quite unreliable, which might put it into a similar position as Mega Dodrio. In addition, its low speed tier means its very efficient at wallbreaking, but much harder to sweep or run away with games. It has access to Quiver Dance potentially to shore up its special defense and speed if it wants to do so, but taking it means foregoing coverage. Finally, converting to special sets entirely is likely an unviable option for it.


Mega:swsh/drifblim: Drifblim - Collab with Paullux!
Type:
Ghost/Fire
Mega Stone: Drifblite

Ability: Uplifting

Stats:

HP - 150 (+0)
ATK - 80 (+0)
DEF - 84 (+40)
SPA - 100 (+10)
SPD - 83 (+29)
SPE - 101 (+21)

New Moves: Mystical Fire (Already in LA), Volt Switch.

Description:
Dex Entry: Mega Drifblim's inner fire flares to light, sending it to greater heights than ever before - and in doing so, taking with it those around it. Whether you enjoy the ride, however, is up to you.

EDIT (11/1/22): Volt switch makes sense to Drifblim for a few reasons, first is that Blimps, what our Drifblim is based upon use electric propellors to move around the sky. Second is that Drifblim actually already has a lot of electric flavor built into its movepool. Having the moves most common among electric types, Thunderbolt, Thunder Wave, Thunder but, also some lesser spread ones like Charge Beam, and Shock Wave. So Volt Switch builds off this theming.
With Uplifting, Mega Drifblim retains the benefits (and some important drawbacks) of being Ghost/Flying, but gains both an even better defensive profile and a usable STAB. The switch keeps its helpful Ground and Spikes/TSpikes immunities - however, changing Flying out for Fire also means it retains its Stealth Rock weakness. It also trades out its Electric weakness for a Water weakness, both of which are arguably equally important. In addition, it keeps the Grass resist and double Bug resist. However, now it trades its Ice weakness for an Ice resistance (important for Weavile, since though it is weak to Dark, it's a Mega for weakened Knock with both Wisp and Strength Sap), and gains resistances to both Fairy and Steel. However, due to Drifblim's raw potential, I wanted to make the sub conservative with plenty of room to buff in the future, if need be - the stat additions are relatively tame because of how much value it gets out of the typing switch. In addition, Uplifting also exists to nerf it slightly instead of Levitate - this mon would absolutely love to be paired with Ferrothorn, but in doing so also gives enemies chances to switch in without worrying about Ferro's spikes. Also, since there are no terrain setters in the tier and creating them will likely be a popular route for mega designs this season, all of them will have to contend with Mega Drifblim and ensure they have ways to beat it if this sub were to win.


Mega:swsh/Heliolisk:Heliolisk
Type: Normal/Electric
Mega Stone: Heliolite

Ability: Grounded - This Pokemon's Ground-type moves are boosted by 50%

Stats:
HP - 62 (+0)
ATK - 135 (+80)
DEF - 42 (-10)
SPA - 139 (+30)
SPD - 94 (+0)
SPE - 109 (+0)

New Moves: Stomping Tantrum, Work Up

Description:
Dex Entry: Mega Heliolisk adapts to its arid environment and learns to use the sand to its advantage - sliding across the sand like a surfer, it kicks dirt into its enemies eyes to blind them and go in for its attack.
This ones relatively simple, but with cool interactions. Again, Ground is a good spammable STAB, whose biggest counter is simply Flying types. Heliolisk naturally turns them into fried chicken with its STAB Electric moves - and when Ground-types try to switch in to eat its Electric moves, suddenly its Ground STAB, Stomping Tantrum, is 'SE' and doubled in power. And when paired with HP Ice for issues like Gliscor who are immune to both its STABs, or fast/bulky menaces like Garchomp/Hippowdon (respectively) who force it out, it becomes exceedingly good coverage. Especially when you take into account this coverage is split as a mixed attacker, meaning blanket checks to the physical/special splits also have a hard time, and this thing gets Work Up as an option to boot. In addition, it's a super efficient Toxic setter, as nothing that's immune to it wants to come in on it (it even gets Fire Punch for Ferro), and Toxic also works to help wear down bulky walls who would otherwise stop its relatively low raw power and allow it to break through them, then abuse its coverage to tear through the off-tanks/bulky attackers and squishies on the enemy team afterwards.

Sorry for the short descriptions this time around, forgot slate was ending today and I have to leave to go do something else today lol. Enjoy regardless.
 
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Dear community,

Kalos Slate 2: Heliolisk, Drifblim, and Wormadam-Sandy is now closed. As we've already mentioned last time, any sub posted after 20:00 o'clock (GMT +2) won't be accepted, with the exception of Paul and Iso's submission as they let me know in advance. We will now take the time to review your submissions. For the ease of the process, please, refrain from asking when our feedback will be available.
Thank you very much for your understanding and patience.
 

Paulluxx

[Regional Manager of Big Shifu]
is a Community Contributor
ISO AND PAUL TEAM UP: EPIC HIJINX ENSUE, COOL NEW KALOS MEGA SLIDES IN A LITTLE BIT LATE BUT EQUALLY READY TO PARTY

:bw/wormadam-sandy:
:Wormadam-Sandy: Mega Wormadam
New Ability: Anticipation/Overcoat ---> Poison Heal
Type: Bug/Ground

New Stats:
HP: 60
Attack: 79 -> 91(+12)
Defense: 105 -> 155 (+50)
SpAtk: 59 -> 74 (+15)
SpDef: 85 -> 105 (+20)
Speed: 36 -> 39 (+3)

New Moves: None

Competitive Concept, and How it relates to its function:

So this started with me looking at pokedex entries, and I noticed it said "When Burmy evolved, its cloak became a part of this Pokémon's body. The cloak is never shed." Immediately I thought of Shed Skin, which would be excellent on this, but of course it doesn't fit flavor-wise at all. From there, considering Shed Skin's competitive appeal, I realized how cool a Poison Heal Mega Quiver Dancer would be.

How it works: Offensively this is a dynamic Quiver Dance Sweeper with ample oppurtunity for EV fluidity. Even with that though it doesn't blow past everything. For example when modest, after a Quiver Dance, it's still outsped by timid Volcanion, although, when timid, it can outrun Weavile at +2. It creates a lot of flexibility in sets as its coverage is pretty set. Earth Power+Hidden Power Ice+Bug Buzz hits surprisingly strong with its special attack packed up by the Quiver Dances it can collect.


Defensively it's a very interesting mon too: its biggest need for bulk is to facilitate Quiver Dances. Wormadam is actually quite prepared, with high physical bulk, a ground resist and most of its weaknesses being special and covered up by the special defense boosts. And now it gets Poison Heal, giving it not only a toxic immunity but, actively dissuade toxic from being used against the team because of how quickly a Mega-Wormadam could kill your entire team. This all means that a more defensive Mega-Wormadam spread can threaten to clean out your team by getting more Quiver Dances than an offensive variant due to its superior bulk.

Counterplay: From all of this, it honestly might seem to be a bit overwhelming and - while it is strong - it definitely isn't broken. It is slow, doesn't hit extremely hard even when set up, misses out on crucial KO ranges, and lacks recovery so its bulk doesn't pertain long-term unless poisoned..

Herbs and Spices:

The idea of this, to match the aforementioned pokedex entry, has to do with its cloak never shedding. In this situation, the cloak would more-or-less become part of the Wormadam's body, so it makes sense that with a Mega Evolution the cloak would become more valuable as protection for Wormadam, explaining the large increase in defense as well as the Poison Heal ability.
 
Hello folks, It's time for a :ghorse: announcement! Tomorrow, 18:00 GMT, I'll be hosting the third M4A Spooky Cup, this time, the Spooky Cup will be a Singles-Based tournament once again

Well, y'all are probably aware, but the Spooky Cup wouldn't be a Halloween tour without some certified spooky Pokémon, so here's a complete list of Pokémon allowed in the tour:
:Rattata::Rattata-Alola::Raticate::Raticate-Alola::Ekans::Arbok::Pikachu::Zubat::Golbat::Vileplume::Paras::Parasect::Meowth-Alola::Persian-Alola::Victreebel::Tentacool::Tentacruel::Grimer::Grimer-Alola::Muk::Muk-Alola::Gastly::Haunter::Gengar::Drowzee::Hypno::Cubone::Marowak::Marowak-Alola::Koffing::Weezing::Weezing-Galar::Tangela::mr-mime::Pinsir::Ditto::Eevee::Vaporeon::Omanyte::Omastar::Kabuto::Kabutops::Aerodactyl::Hoothoot::Noctowl::Spinarak::Ariados::Crobat::Espeon::Umbreon::Murkrow::slowking-galar::Misdreavus::Unown::Wobbuffet::Gligar::Granbull::Sneasel::Corsola-Galar::Houndour::Houndoom::Mightyena::Zigzagoon-Galar::Linoone-Galar::Dustox::Shiftry::Shedinja::Whismur::Loudred::Exploud::Sableye::Mawile::Gulpin::Swalot::Carvanha::Sharpedo::Cacnea::Cacturne::Zangoose::Seviper::Lunatone::Crawdaunt::Baltoy::Claydol::Shuppet::Banette::Duskull::Dusclops::Absol::Snorunt::Glalie::Huntail::Drifloon::Drifblim::Mismagius::Honchkrow::Stunky::Skuntank::Spiritomb::Skorupi::Drapion::Croagunk::Toxicroak::Carnivine::Abomasnow::Weavile::Tangrowth::Electivire::Magmortar::Yanmega::Gliscor::Dusknoir::Froslass::Rotom::rotom-heat::rotom-wash::rotom-mow::rotom-frost::rotom-fan::Purrloin::Liepard::simisear::Gigalith::Woobat::Swoobat::leavanny::Venipede::Whirlipede::Scolipede::Basculin::Krokorok::Krookodile::Yamask::Yamask-Galar::Cofagrigus::Trubbish::Garbodor::Zorua::Zoroark::Gothita::Gothorita::Gothitelle::deerling-autumn::sawsbuck-autumn::Frillish::Jellicent::Joltik::Galvantula::klink::klang::klinklang::Elgyem::Beheeyem::Litwick::Lampent::Chandelure::Golett::Golurk::Bisharp::Vullaby::Mandibuzz::Zweilous::Hydreigon::Larvesta::Fennekin::Braixen::Delphox::Pancham::Pangoro::Espurr::Meowstic::Meowstic-F::Honedge::Doublade::Aegislash::Swirlix::Slurpuff::Spritzee::Aromatisse::Malamar::hawlucha::Phantump::Trevenant::Pumpkaboo::Gourgeist::Noibat::Noivern::Decidueye::Incineroar::Lycanroc-Midnight::Mareanie::Toxapex::Dewpider::Araquanid::Shiinotic::Salandit::Salazzle::Stufful::Bewear::Golisopod::Sandygast::Palossand::type-null::Silvally::Mimikyu::Dhelmise::Nihilego::Xurkitree::Guzzlord::Blacephalon::Inteleon::Corviknight::Blipbug::Dottler::Orbeetle::Nickit::Thievul::Coalossal::Sizzlipede::Centiskorch::Sinistea::Polteageist::Hatenna::Hattrem::Hatterene::Impidimp::Morgrem::Grimmsnarl::Obstagoon::Cursola::Runerigus::pincurchin:

:parasect::victreebel::pinsir-mega::vaporeon::aerodactyl-mega::ariados::granbull::houndoom-mega::exploud::sableye-mega::mawile-mega::swalot::sharpedo-mega::cacturne::banette-mega::absol-mega::glalie-mega::mismagius::honchkrow::spiritomb::drapion::abomasnow-mega::electivire::magmortar::dusknoir::froslass::simisear::gigalith::leavanny::krookodile::garbodor::zoroark::gothitelle::sawsbuck-autumn::galvantula::klinklang::chandelure::golurk::delphox::meowstic::hawlucha::gourgeist::noivern::decidueye::incineroar::lycanroc-midnight::araquanid::silvally::mimikyu::dhelmise::guzzlord::inteleon::corviknight::orbeetle::thievul::obstagoon:
 
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KeroseneZanchu

Banned deucer.
:zangoose:
At long last,
The Review Post!
(again)
Well, this is awkward. After promising that our next period would be shorter, it was! (But just barely, and not really). However, we as a council have come together and sorted things out, and it's high time we've gotten our affairs in order. No more delays, and we're sticking to it - we've cemented our new working structure together, ironed out the kinks in our new review process, and we even have devised an intended schedule for the coming slates! And we mean it this time - so feel free to write us strongly worded letters and shake your fists angrily in the crowd if we fail to deliver. Those dates will be down below, but first... I mentioned we figured out the Council's new structure.

With the loss of Hema as mod leader, things have been in an awkward state. We had sorted out a plan going forward, divvying up 'roles' to each person based on their strengths (ink as our scribe, Blue as our competitive lead, Bolivia as our events guy, etc.). It was, and still is, a good system - we are very much a team, and the Council would be hard-pressed to function without all of us contributing, especially as the mod has gotten so large. However, our aversion to electing an official leader or replacement for Hema hasn't served us well. As ink so eloquently said in Council chat:

ink said:
I think it would make sense to still run it like co-leadership/still a council obviously but I think it's clear at this point that
without appointing someone with the "authority" to take initiative we are not gonna do shit
._.
Thus, we have finally decided who our new mod lead will be. Long story short, it's me. Insert the meme of Obama giving Obama a medal here. It feels weird, personally, since I'm the newest Council member, but I promise I will do my best! And, obviously, I'm not alone - like I mentioned before, it is still very much a group effort and this is primarily just saying "Kerosene, here's some matches, you now have permission to light literal fires under proverbial asses". In fact, I myself nominated Blue for the position - he declined due to not wishing to take on that level of responsibility (and I don't blame him, he's busy!), but offered to help me co-lead if I ever desire or need it. He is by far our most consistently reliable Council member, our most competent Comp Council member, and just an extremely positive influence on everyone to boot. I greatly appreciate his presence and help going forward. In addition, I'd like to shout out Bolivia as well for being the person to say "Hey, something needs to change", and dragging us out of the limbo we had found ourselves. He has often been the boot the Council has needed, both before and after I joined the Council, we've all seen it many times. I think ink often sells himself short, but honestly basic housekeeping is far more important than people realize like all of these posts would look like shit if I never had him and Hema to go off of for inspiration. Formatting and aesthetics are hard man. Plus, I've been a part of the mod for, uh... nearly two years now (holy shit) and I still don't 100% understand his vote tally system it's so clever and if he ever decides to leave completely I think I'd die. Currently, ausma is extremely busy and preoccupied with her fancy shmancy OU position and should be proud of it - it means that she won't be taking as active of a role as she might have been, but she has been more than willing to give her input and opinions on relevant matters time and time again, and considering that her ideas and opinions are what I've long since admired most about her regardless, I honestly believe we're getting the most of what she contributes regardless. I'm honestly glad she still thinks we're cool enough down here in Pet Mods to stick around and indulge us :P.

Well, now that that's over, here's our intended schedule, courtesy of Bolivia:

Bolivia said:
- Nov 1: Slate 2 corrections are released (That's today!)
- Nov 5: Fixes are completed, voting begins
- Nov 8: Voting ends, slate 3 begins (Extend the amount of time slate 3 takes so that council can have a break from work, but the wheels of the mod keep turning)
- Nov 18: Slate 3 corrections begin
- Nov 24: Slate 3 corrections are released
- Nov 29: Slate 3 voting begins
- Dec 2: Slate 3 voting ends, hiatus begins

This will allow us to get through two slates in a month with the current process. It will be a lot of work on the council's end, but there will be breaks interspersed within to make things manageable for us. When we reach December 2nd, we will take a hiatus to hold a community discussion on how Gen 9 mechanics should be implemented and evaluate the current process for potential improvements. Also, the hiatus will be a time for the council and I to catch our breath(s). We will provide an end date for the hiatus later, but before December 2nd. An indefinite hiatus is not what we want considering our recent history. That is the extent of what we have planned for now.
Finally, the review post. Those of you who have been told to make revisions have four days from today (November 5th) to make the appropriate edits or resubmissions, at which time we'll make the submission compilation and start voting.

:wormadam-sandy: Clastia: Approved.
Clastia – Rotation makes a lot of sense optic wise. Wormadam even has lots of tools to make the best use out of this ability, such as Quiver Dance to acquire multiple boosts or Rapid Spin to reliably remove hazards while still being bulky enough to heal afterwards. Furthermore, the defensive boost from Rotation is very useful to better check offensive Ground and Fighting Pokémon, such as Garchomp, Diggersby or Conkeldurr. Now, I do wonder if Rock Slide is a necessary move on Wormadam since it already learns Rock Blast. After all, Wormadam likely isn’t going to be mainly used as an offensive threat because it isn’t very fast and needs bulk investment to better handle offensive threats. That said, don’t forget to provide a description for your sub to make it more appealing to the voters.


:wormadam-sandy: DrPumpkinz: Approved, but the sub needs convincing arguments for why it’s worth it to be used over other Ground Pokémon.
Sand Force is an unusual but interesting choice on Wormadam. This Pokémon has great defensive synergy with Tyrannitar, so, I can understand the reason behind the ability’s choice. However, the competition for Ground Pokémon is very tough since Kalos already has many good ones, such as Garchomp, Gliscor, Hippowdon, Diggersby, and Mamoswine. Garchomp in particular can boost its speed and power and has the movepool and item to break defensive cores. This means Wormadam needs to have really good reasons to be used over one of these Ground Pokémon.


:wormadam-sandy: okispokis: Approval.
This is a very fitting and useful ability on Wormadam. As a Ground Pokémon, it can shrug off Ice + Electric moves. So, it doesn’t fear Mamoswine; Weavile also shouldn’t be much of a problem. The fact you mentioned Alolomola as a useful partner is very cool in itself. On paper, they cover each other very well. I should note, though, that most Grass Pokémon in Kalos do not mind Bug at all, like Ferrothorn, Amoonguss, Chesnaught, etc.


:wormadam-sandy: abismal: Approval.
A simple but neat sub that allows Wormadam to set-up more easily in front of offensive Ground Pokémon—Pokémon that run coverage moves from types like Fire or Ice.


:wormadam-sandy: PalpitoadChamp: Approved, but we highly recommend you buff it a bit following our feedback and suggestions. Due to miscommunication you got reviewed twice! However, we mostly both said the same thing, so you get to enjoy two sources of feedback -
PalpitoadChamp – Technician is a great way to work with Wormadam’s mediocre movepool. Boosted Rock Blast and Bug Bite is very appealing in itself. But without any physical set-up, I see little reason as to why people should go out of their way to use this Pokémon offensively. Your stat distribution turns Wormadam more into a defensive Pokémon, so, a more defensive ability would be effective here to support its role. Of course, if you can explain how Technician enables it to perform well enough, I won’t have any problems with that.
Technician seems to hold no end to fun utility mons. A Speed-dropping EdgeQuake is a solid start, and a great way to grant a bulky attacker utility for its team along with Rapid Spin. I also respect the attempt at making Bug Bite relevant, though I imagine its secondary effect won't often see use. You're more than welcome to keep it, but in addition, Wormadam's pointy beak/mouth should be enough to justify Twinneedle and/or Pin Missile if you'd like to add them. The high poison chance at 75 BP also brings a good combination of offensive utility like boosted Bulldoze, or Pin Missile just gives it a high-damaging option that it lacks at the moment.


:wormadam-sandy: Gekokeso: Approved, but know it and the ability will be watched with an eagle eye if it wins >:).
I'm kind of on the fence about this one. It's a solid submission that identifies both the strengths and weaknesses of being a Bug/Ground type and handles them effectively - but I think 'removing the weaknesses of being a Bug type' might be a bit too effectively? Incidentally, them all being Bug (and only Bug's, not Bug/Ground) weaknesses is enough of a comprehensive and intuitive theme that I don't have a problem with the ability optically in that manner. However, getting rid of all of them in one fell swoop might be a bit much. I'm half a mind to tell you to just go for Filter, though that won't help against Rock, and half a mind to tell you to make it a more honest Thick Fat clone and choose the two most relevant (Fire and Rock imo). However, due to the low power of the Mega in question and the Bug type as a whole, I will hesitantly approve this - looking to my colleagues especially to give this the thumbs up/down - with the caveat that it will be monitored closely and might have its ability toned down if it wins.


:wormadam-sandy: jazzmat: Approved.
A physical attacker wanting to avoid burns and a bulky mon wanting to avoid Toxic are both compelling starts for a status immunity/status cleanse Mega, and you tackled both. I'm tempted to suggest you add Shore Up for bonus Sandstorm synergy (both it and the rest of Sandstorm teams definitely won't be too strong with it) instead of Recover, especially since this is probably the second-most likely pokemon besides Pallossand itself to fit the specific flavor of the move. Additionally, the change in typing of its recovery move would have fun synergy with its ability. Overall, a quite efficient Mega design.


:wormadam-sandy: Snowdrops: This one needs some edits, specifically some hard nerfs.
I'm gonna be frank - Prankster Quiver Dance and Recovery is a very potent combination. It ensures you get your boosts and healing before the enemy can hit you, which is quite relevant on a fairly slow yet bulky mon. Add in all of the utility it has available to it, and it's going to be a nightmare to handle - think Volcarona but worse. You have one of two options - lean into its offensive potential with Quiver Dance by removing all of the added utility moves besides Shore Up and then nerfing its Special Defense to make it easier for the enemy to force it out before it snowballs too much. Or, alternatively, keep the utility and nerf its Special Attack in order to force it to set up over many many turns in order to abuse Quiver Dance at all. Either way, I'm also going to need you to move some Defense into Attack in order to make sure that it won't be impossible to break even if it does start to set up.


:wormadam-sandy: SimpyShrimp: Approved, but please update your stats section to make the changes easier to track!
It's not a very flashy submission or one that stands out, but it's a good one nonetheless! I've recently had the terror of having to face a bulky Shed Skin Rest user and hoo boy it's a potent combo. This works well as a utility mon with Rest as recovery and status immunity (if Shed Skin doesn't already take care of the latter anyway) and its low Special Attack helps ensure that Quiver Dance sets don't get too out of hand. However, I'll have to ask you to redo your stats section - it seems you used Wormadam-Grassy's stats instead of Sandy's, so while I trust you could achieve the same result due to sharing the same BST, it makes additions and swaps harder to keep track of.


:wormadam-sandy: shinxthe17!: Approved, but may quickly be on the chopping block for nerfs, if it wins.
Gravitas Ground-types are something to be wary of, as are Quiver Dance users with Recovery. Normally I'd say it's not worth the risk to do both at the same time, but this seems to me to be balanced. In addition, the specific usage of Gravitas to counter specific Defoggers to meet the needs of the meta is one I can respect, and more interesting than simply creating a Ground attacker to ignore Ground immunities just for the sake of it (and something I've done myself once-upon-a-time). I'll give this the approval, but I'll be looking to my colleagues on the thumbs up/down to see if I accurately judged its strength level or not.


:wormadam-sandy: NANI?!: Approved.
I enjoy this one. The use of Flying immunity is great here in multiple ways - it proves invaluable utility as a hazard stacker by blocking Defog entirely, partially helps to nullify one of the many downsides of being Bug, and makes its Ground STAB that much more difficult to stop. It's a simple ability clone, but one whose effect brings a multifaceted set of benefits to its user. Approved.


:wormadam-sandy: Moretto: Needs another draft, with some justification and clarification of the design intent.
Hm, kind of unsure here. It's certainly not broken, but it doesn't seem to do anything? It only really has STAB U-Turn Regenerator, but with the choice to invest in Special Attack, that doesn't even hit as hard as it could. In addition, it's a Regenerator mon without Rocks resistances, is grounded, without the ability to hold boots, and doesn't particularly force out or fight any hazard setters like Ferrothorn anyway, nor even come with basic moves like Rapid Spin that you would want on a pivot like this. The choices seem scattered and unfocused on this sub, so I'd appreciate some clarification on what you intend to do with this mega.


:wormadam-sandy: KeroseneZanchu: Approved.
KeroseneZanchu – This is a hilarious submission, with a very fitting ability name. It plays well into its identity as both a Ground and Bug Pokémon. While the former tends to be slow and bulky, hence the persistent characteristic, the latter often has Pokémon with the ability Tinted Lens, making it very similar to Undeterred. This ability really makes the best out of Bug's aweful offensive aspect; after all, many types resist Bug. I really appreciate how you work with both the Ground and Bug dualtype.


:wormadam-sandy: Paulluxx and IsoCon: Approved.
As always, an incredibly based Paul sub, but seeing something cool from Iso is pretty rare, so this is a nice surprise. Any status-dependent ability on a mega that's thus incapable of holding status orbs is always a fun and compelling design space, and this sub makes use of that quite competently. Leaning into its strengths as a Quiver Dance user with well-rounded stats to highlight the effects of the triple boosts and deterring enemy Toxic spam isn't exactly an unheard-of idea, really, but such fine-tuned execution can only really be accomplished by Paul and Iso nerding out over stats for an hour (at least), so I commend it.


:drifblim: Clastia: Disapproved. This needs some substantial honing in on its design direction, some justification for it, and likely some updates in order to achieve that goal.
Clastia – Ignite is a very fitting ability on Drifblim due to this Pokémon’s associations with fire. Now, the question is how this ability in particular is useful to Drifblim. What makes it worthwhile over a Ghost Pokémon like Chandelure? After all, Drifblim doesn’t get STAB from a Fire move, and most Pokémon that resist or wall Ghost do not fear offensive Fire moves at all, like Tyrannitar, Houndoom, Pyroar, among others. If these questions cannot be answered satisfyingly, it will be difficult to approve of this submission.


:drifblim: BlueRay: Approved.
As you've so thoroughly explained, Ghost types are really unique users of Neutralizing Gas - I actually planned to sub one myself to counter -ate users, but this is just as good, if not better of a take than I could have done! Sylveon is shaping up to be a quite relevant threat in this meta, so having a Pokemon that can reliably take it on is a strong selling point for this sub. And, in addition to Shadow Ball, it's worth mentioning that this Drifblim is also a Defogger who can go unpunished by Defiant and Competitive entirely. However, as a rocks-weak mega, it might struggle with longevity doing that. All in all, a really interesting sub.


:drifblim: DrPumpkinz: Approved.
DrPumpkinz – That was a very entertaining and convincing presentation. What makes Perish Body even more interesting is the fact that Drifblim, as a Ghost Pokémon, naturally blocks Rapid Spin. On a hazard stack team, this would be a great quality to continually wear down Pokémon and force them. Especially when Drifblim has Will-O-Wisp or Strength Sap to fall back.


:drifblim: okispokis: Approved.
Okispokis – The ability is a neat reference to Drifblim’s conceptual design. Moreover, this sub makes a great effort to underline its difference from Chandelure, a Ghost/Fire Pokémon. After all, you realized Drifblim doesn’t get much out of STAB or Pseudo STAB Fire since many Pokémon that resist or wall Ghost do not mind Fire moves at all, like Tyrannitar, Hydreigon or Houndoom. So, getting around it just with Will-O-Wisp or Burning Jealousy / Heat Wave for Doubles purposes is very clever. Moreover, the ability naturally synergizes with Hex.


:drifblim: abismal: Approved.
Rattled is a very interesting choice on Drifblim. Given its useful movepool and good bulk, I can see Rattled being really useful and pulled off somewhat consistently. The Speed boost in particular synergizes with Will-O-Wisp and Strength Sap, and a Calm Mind boost makes it dangerous for the opponent to click a special Ghost or Dark move against it.


:drifblim: jazzmat: Approved.
Simple yet effective. Flash Fire not only makes perfect flavor sense, but it bolsters Drifblim's already impressive defensive typing with a fourth immunity and also gives it effectively a third STAB. Flame Charge and Mystical Fire are both relevant and useful moves for it to take, and thus will never regret them even if Flash Fire never activates, and Heat Wave will be helpful for VGC.


:drifblim: lydian: Needs some revision. It's a solid idea, but needs to get toned down in order to meet the standards of the meta it's being designed for.
It's a great idea, what can I say? There's a reason Paul and I went for a similar route ourselves, after all :P. Ghost/Steel with Levitate is a very strong defensive typing, and completely ignores whole heaps of relevant threats, with the tools to handle many others. However, it's clear from your description that you haven't made this submission with the intended meta in mind at all - most checks and balances you mention simply don't exist, and the format overall has a bit of a weaker power level. While I respect and enjoy the design choices, they're simply too optimized to be balanced here - I'll have to request you tone down the defensive stats (and you definitely don't have to minmax by taking out of speed) in order to be more reliably broken by the threats it will actually be facing.


:drifblim: EeveeGirl1380: Approved.
I really enjoy this one. A defensive mon with high special bulk and weaker physical bulk with ways to cripple opponents' attack is a solid start to be sure, and I especially appreciate you highlighting its unique and give-and-take interactions with the most relevant physical attacker (and most relevant attacker at all) in the tier. Reduced damage from Knock Off due to being Mega, TA creating such a high chance of triggering Flame Body, and Beat Up becoming an even higher risk if it chooses to use it as a secondary Dark STAB all more than compensate for Drifblim's initial weakness to these moves. Additionally, since burn reduces the power of physical moves rather than actually halving the Pokemon's Attack stat, it doesn't interfere with Drifblim's most reliable source of healing in Strength Sap. All in all, a very clever and well-executed design.


:drifblim: Snowdrops: Disapproved.
I think what you went for here has the potential to be fun as a design, but in practice it's going to become rather toxic and uncompetitive, especially on a mon with a movepool like Drifblim's. Strength Sap alone with this ability would make it very hard to deal with and punish, but other moves like Mystical Fire make this an insane value engine with dangerous combo pieces like Charm effectively giving the incoming ally the protection of Double Intimidate or Fake Tears making basically any Special Attacker with Nasty Plot force the enemy into a deadly Catch 22. This one is going to have to be a hard rejection, sorry.


:drifblim: SimpyShrimp: Needs another draft, specifically some clarification of your design intent.
Hmm, I'd appreciate some clarification on what Windshield is supposed to do for Drifblim. The strength and design of the sub is inoffensive, so I wouldn't mind approving it, but I'm hesitant to when the intention seems haphazard and tangential at best - supported by your own "no energy for this one lol". Blocking Defog is always useful and that alone would give it a unique niche, but why does Drifblim want that especially besides being a general utility mon? Are there any relevant Dual Wingbeat users I'm unaware of, and why would Drifblim want to contend with them? If you can provide insight, I'd be more than happy to give it the seal of approval, but until then I'm requesting a redraft.


:drifblim: Exploziff: Approved.
This is a fun submission. Trying to incentivize the use of an underutilized move is always welcome, and this seems like a good attempt at doing that, and similar in execution to Mega Golduck. In fact, if this wins and turns out to be too weak, the modest power boost on the ability means we could even buff it to 1.5x, or make it bulkier to let it set up Tailwind more reliably. As it stands, the nature of Tailwind also means that being forced out isn't the end of the world either, and helps its incoming ally as well. Granting it a pivoting move would also be a route to buff, if needed.


:drifblim: Yoshiblaze: Needs another draft, with some justification for its design, strengths, and place in the meta.
While we usually discourage flat upgrades to preexisting abilities, between the fact that the ability in question doesn't exist in the current meta and in-context it's being used to enable moves much tamer than the usual targets (SolarBeam, Meteor Beam, the more relevant Sky Attack, etc.) I'm of a mind to say this one's okay. That being said... the fact that the targets are so tame makes the finished product rather mundane? It's quite useful for giving Drifblim something it didn't have before (physical Ghost STAB for its newly boosted attack, and a decent Flying STAB period) but it's less useful for giving Drifblim's team or the meta as a whole something it didn't have before. Fly is slightly stronger than DWB and spares the recoil of Brave Bird, sure, but Phantom Force provides even less (besides being allowed to be run alongside Knock Off, I guess) since Protect is rare in Singles and Poltergeist now exists. It's approved, but I recommend you tune the stats and/or give some more description to explain where this new Mega Drifblim really shines.


:drifblim: KeroseneZanchu and Paulluxx: Approved, with some flavor justification for Volt Switch.
KeroseneZanchu & Paulluxx – I like how, despite the type change, Drifblim still maintains its Ground immunity. Furthermore, it shines even more with its stronger emphasis on fire, playing well into its theme. What's more, this Drifblim doesn't outclass Chandelure. While the former underlines its strong defensive and utility aspects, the latter acts more of a wallbreaker.
That said, you've decided to include Volt Switch but did not explain in detail why Drifblim should get this move. It is generally exclusive to Electric Pokémon and specific Steel Pokémon with magnetic flavour, such as Magearna, Klingklang or Probopass. So, if you could reasonably explain and justify why Volt Switch should be added to Drifblim's movepool, then, I'd be fine with this move addition.


:heliolisk: superstrike66: Approved, with the loss of Ice Beam and changing the ability to Forecast.
superstrike66 – The premise behind this custom ability is very neat in itself since it addresses Heliolisk’s core design, that of being a Pokémon flexible enough to adapt to any weather condition or make the best use out of it. However, Ice Beam seems like an unnecessary powerful move on Heliolisk. It already has Weather Ball if it wants to have a STAB Ice move in Hail, and there’s still Hidden Power Ice for general use and powerful enough to threaten 4x Ice weak Pokémon like Gliscor or Garchomp. Ice + Electric is already powerful in itself and hard to check, so, it’s better for Heliolisk to only fall back on Hidden Power Ice to allow for more defensive counterplays, like Amoonguss. As for Atk, I would like to hear why you deem it necessary to increase it. After all, Heliolisk doesn’t seem to have any good incentive to make good use of it. [approved if Ice Beam is removed]
While I was going through Blue's reviews to give them the thumbs up/down, I noticed this and wanted to make a small addendum. There's no need for a custom here - the way you're using this ability is functionally identical to Forecast. Forecast is a form change, and is more than capable of handling Electric/Normal, Electric/Fire, etc. instead of just Normal, Fire, etc. In addition, while Castform does not have a Sandstorm form, this limitation doesn't have to extend to other potential users of Forecast.


:heliolisk: DrPumpkinz: Approved.
Swift Swim on Heliolisk is a very interesting choice; it plays very well to its strength, such as the aforementioned Thunder, pseudo STAB Surf or Weather Ball or its resistance to Electric, a type Rain teams generally don’t like to face. The flavour justification is very amusing in itself, thus turning this submission into a very appealing presentation.


:heliolisk: okispokis: Approved.
This is a very refreshing sub since it emphasizes the defensive strength of Heliolisk’s dualtyping and ability. Furthermore, it neatly underlines Heliolisk’s gimmick, that of adapting to any weather as we’ve already seen with Solar Power, Dry Skin, and Sand Veil. What’s more, this ability has great potential in Doubles, allowing for more diversity on the teambuilder.


:heliolisk: abismal: Approved.
An offensive pivot Pokémon able to check Electric and Ghost Pokémon is very useful. So, I can see this Pokémon being a great addition to our metagame.


:heliolisk: Gekokeso: Approved.
I very much like this mega! Cloud nine is a really good addition to a mon already associated with weather. You kept the typing the same as well, which was intelligent! This gets the thumbs up from me!


:heliolisk: jazzmat: Approved.
Well done on this mega! There is an intelligent connection to Heliolisk’s connection with weather, and the new ability is creative and enticing without being overtuned or overpowered. The stats seem great as well. Great work!


:heliolisk: lydian: Approved, with a nerf to the speed.
I like this mega a lot! Well done! Another good weather mega, and the stats look balanced here as well. I think I would suggest toning the speed down a little bit, maybe to 124 instead of 134 (129 also fine). Just worried about this thing being too fast and strong in tandem with its strong typing. Make that quick change and we’ll be good to go!


:heliolisk: Snowdrops: Approved, with some optional flavor justification.
I like this mega, but I would like some flavor/reasoning for the ability. Totally optional, but I think it would help your case! The mega seems very balanced, as Liquid Pollution does not boost the damage of the moves, which is good.


:heliolisk: SimpyShrimp: Disapproved - you're going to have to try a new ability.
I am going to request an ability change. I think that this thing is far too strong of a special wall to be viable. Being able to simultaneously snarl and heal is very powerful, and this thing gets volt switch as well. I think it might be a bit too strong, and I request an ability change as a result.


:heliolisk: RedwoodRogue: Needs another draft. Stats and ability are fine, but we need some judicious cutting of those movepool additions.
I use lightmode >:( This mega is extremely powerful! The stats are well balanced to make up for the strong ability, but where I have problems is with the move pool. This mega gains a ton of moves that push it over the edge in my opinion. Hydro pump, flamethrower, earth power, and ice beam give a pokemon with already strong coverage far too strong of coverage, and I recommend significant move set overhauls (it does not need all of these move options). Ability and stats are great though!


:heliolisk: Moretto: Approved, with some room to buff.
Really unique design of an electric/fire with swift swim. I feel like it could be way more powerful, because the rain will hamper its fire stab. Nonetheless, I think it can absolutely stand the way it is now!


:heliolisk: KeroseneZanchu: Approved.
This mega is great! I love the steelworker-esque ability that essentially gives this a good stab, and work up is the perfect setup option. The stats keep this balanced as well! Great work!


'Till next time.
:zangoose:
 

Paulluxx

[Regional Manager of Big Shifu]
is a Community Contributor
The user currently known as KeroseneZanchu doesn't have his little pixels yet. So as the council(competitive)'s lapdog. I shall be pinging people all across smogspace....


:Wormadam-sandy:: Clastia, DrPumpkinz, okispokis, abismal, PalpitoadChamp, Gekokeso, jazzmat, Snowdrops, SimpyShrimp, NANI?!, Moretto, KeroseneZanchu, Paulluxx and IsoCon

:Drifblim:: Clastia, BlueRay, DrPumpkinz, okispokis, abismal, jazzmat, lydian, EeveeGirl1380, Snowdrops, SimpyShrimp, Exploziff, Yoshiblaze, KeroseneZanchu and Paulluxx

:heliolisk:: superstrike66, DrPumpkinz, okispokis, abismal, PalpitoadChamp, Gekokeso, jazzmat, lydian, Snowdrops, SimpyShrimp, RedwoodRogue, Moretto, KeroseneZanchu


Anyways, congrats to kero for becoming the leader of this mod, despite our frequent arguments, hes one of the best friends I've made on this godforsaken site. And is the best choice for a leader right now.​
 
updated my megas accordingly! congrats on taking this position kero! i'm sure the project will be in great hands with you and everyone else involved ^^

as for my post — the speed loss on drifblim wasn't minmaxing, but rather a flavor-oriented decision! and as for me mentioning Pokémon that aren't in the current meta, I may or may not have misinterpreted "XY regional dex meta" as "ORAS meta" very erroneously, hahah oops!
 

KeroseneZanchu

Banned deucer.
:zangoose:
Voting is open!
On time yet again! At long last, subs are closed, reviews are out, review-prompted reviews are in, and the sub compilation post is here! Can we keep it up? As always, we will be using our ranked-choice voting to tally your opinions, so vote for as many subs as you enjoy! It helps to make sure our winners are as accurate as possible.

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 that haven't already been edited 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 Tuesday the 8th. So, without further ado, here are the subs:

:xy/wormadam-sandy:
Type: Ground (removes primary type)
Ability: Rotation
Stone: Wormadite
Height: 0.8m
Weight: 18.5kg

Stats:
HP: 60
Atk: 79 -> 119 (+40)
Def: 105 -> 125 (+20)
SpA: 59 -> 69 (+10)
SpD: 85 -> 105 (+20)
Spe: 36 -> 46 (+10)

New Moves: Shore Up, Knock Off, Rock Slide, Rapid Spin (4)

Concept-wise, Mega Wormadam-Sandy can rapidly shift itself in the sand to camouflage and protect itself better while consuming any nutrients, aggressively attacking any predators that may stumble across it before hyper-composting them. It may resort to kicking up rocks or sand if it feels threatened.


Competitively, Rotation allows Mega Wormadam to become an amazing mixed wall while remaining decently active. With tools in Rapid Spin, Toxic, Knock Off, and Stealth Rock, there isn't much that Mega Wormadam can't do to benefit a team. While its base 65/125/105 bulk may not look all that special, in reality it is a lot more effective, being extremely customizable while remaining bulky. Offensively, Earthquake and Rock Slide cover most of the metagame, although Knock Off allows for it to remove items like Heavy-Duty Boots from Rotom-H and Weavile, or Leftovers from Rotom-W and Garchomp. Its pure Ground-type lets it check Fire-types like Mega Pyroar and Chandelure, while both Knock Off and Rock Slide threaten Flying-types like Zapdos, Moltres, and Dragonite.

Mega Wormadam is not without its flaws, though. For one, it despises Toxic and burns as they eat into its longevity and, in the case of burns, neuter Wormadam offensively. Despite offensive Ground-resisting sweepers like Mega Gogoat, Hydreigon, and Gyarados, and even bulkier Pokemon like Garchomp - while fearing Toxic - can freely set up on Mega Wormadam and proceed to sweep. Offensive staples like Volcanion, Weavile, and Zapdos do not care about Rotation, and can freely blast through Mega Wormadam. Most notably, Mega Clawitzer can come in on Mega Wormadam and abuse Download to boost one of its STABs and freely claim a KO. Finally, the role of a defensive Ground-type is heavily contested, meaning that Mega Wormadam constantly has to worry about Water-, Grass-, and Ice-type Pokemon every game.
how tf do u drag out an analysis on a submission on a sand bug oml lmao

:ss/wormadam-sandy:
Mega Wormadam (Sandy Cloak)
Type: Bug / Ground
Ability: Sand Force
Stats:
HP: 60Att: 149 (+70)Def: 135 (+30)SpA: 59SpD: 85Spe: 36
Sandy Mega Wormadam has the potential to be something rather interesting: a physically-offensive Quiver Dance user. Sure, it won't get much use out of the Special Attack boost, but the Special Defense boost compliments its naturally high Defense, and after two Speed boosts it outspeeds every unboosted mon slower than Greninja.

Unfortunately, Wormadam's movepool is rather lacking. Earthquake is a strong STAB, but its best Rock move is Rock Blast, and it doesn't really learn any other useful physical moves besides Sucker Punch. It's still got a few different options for its last slot, though. Besides the aforementioned Sucker Punch, it can run Stealth Rock for some utility if it doesn't get the chance to set up, Substitute to help it set up, or Sandstorm as a sort of double dance. Though I think the most interesting move would be Hidden Power, fitting for the evolution of Burmy. Even with its low Special Attack, after a few boosts Hidden Power becomes strong enough to 2HKO problematic foes like Ferrothorn and Gliscor.

:sm/Wormadam-Sandy:
Wormadam-Sandy-Mega
Bug/Ground
Ability: Anticipation/Overcoat-> Insulation (User heals 1/4 max HP when hit by Ice moves; immune to Ice).
Stats
HP: 60
Atk:
114 (+35)
Def: 130 (+25)
SpA:
79 (+20)
SpD: 95 (+10)
Spe: 46 (+10)
New Moves: +Leech Life, Rapid Spin

Description: Wormadam-Sandy uses the power or Mega Evolution to heat up the sand it surrounds itself with, providing in a layer of insulation against the frigid attacks of beasts like Mamoswine and Weavile. Sandydam pairs this unique defensive quirk with Sandy's natural Electric immunity and Ground resistance to build a quite respectable defensive profile in conjunction with its solid physical bulk and limited recovery thanks to its ability and new STAB Leech Life, which also allows it to take advantage of Grass types that would like to come in on its STAB Earthquake. Sandydam can use its top-like figure to make use of Rapid Spin, which allows it to take on many common hazard setters alongside its Ground resistance and potentially even set its own Rocks or spread Toxic. Mega Sandydam also pairs nicely with Alomomola, which can bolster its longevity with Wish and tank scary Fire and Water attacks while Sandy covers its Electric weakness.

:wormadam-sandy:Mega Wormadam-Sandy
New Ability
: Thick Fat
Type:


New stats:
HP: 60
Attack: 59 (swapped)
Defense: 155 (+50)
Special Attack: 109 (+30) (swapped)
Special Defense: 85
Speed: 56 (+20)
(BST)

New moves: Giga Drain
Description: I designed this Wormadam sub to take advantage of Quiver Dance as an effective punisher against Ground-type pokemon, allowing it to shine in the metagame, as it faces fair competition as a bulky-ground type pokemon. Boasting very high defense it can wall off most physical ground type attackers such as Garchomp, Diggersby, Gliscor and Hippowdon and resisting their STAB Earthquakes. Thick Fat allows Wormadam to invalidate Nidoking and Mamoswine much more easily. Wormadam's lack of recovery would keep it in check however, and still being somewhat slow makes it harder to get quiver dances off against fast specially offensive threats.

:ss/wormadam-sandy:
Name: Wormadam-Sandy-Mega
Typing: Bug/Ground
Ability: Technician
Stats:
60
124 (+45)
140 (+35)
59
105 (+20)
36
New Moves: Rapid Spin, Sand Tomb, Shore Up, Twineedle
Description: Wormadam-Sandy is a pokemon with a very small movepool with limited options. That's why I wanted to go with it & improve upon those limitations. Wandy is a physical attacker with EQ, Rock Blast, Twineedle, & Sucker Punch as its only real physical options. Since 2 of those + Bulldoze & Rock Tomb are below 60 bp, I decided to go for a Technician pokemon. Wandy is competing with Scizor as a Bug-type with Technician. I tried to differentiate them as Wandy would be the bulkier support version while Scizor remains the set up option. Wandy also has Rocks which is very important. Wandy gets Rock Blast/Rock Tomb, Bulldoze/EQ, & Twineedle as its main physical options. Bulldoze is a weaker EQ but adds support to the team by lowering Spe. Twineedle is its Bug STAB with a nice chance to poison on top of it. VGC would potentially prefer Bug Bite for stealing berries. Rock Blast is the harder hitting version than Rock Tomb, but Rock Tomb is similar to Bulldoze as it provides Spe support. I added to Wandy's gameplan with Sand Tomb for potential trapping sets, Rapid Spin for much needed utility as that is its thing over Scizor, & Shore Up as the flavor fits as it shores up its sandy cloak + this really needs recovery to be defensive. The only thing its missing is pivoting but it doesn't really need that as U-Turn is the only real flavor one & it doesn't reach the Technician range. Its been a while since I've made a mega so let me know if its bad or broke.

:Wormadam-Sandy:
Mega Wormadam-Sandy
Typing:
Bug
Ground

Ability: Cocoon - (Halves damage coming from fire, flying and rock type attacks)
New stats:
HP:
60
Attack: 79 ---> 109 (+30)
Defense: 105 ---> 135 (+30)
Special Attack: 59
Special Defense: 85 ---> 105 (+20)
Speed: 36 ---> 56 (+20)
New moves: Rapid Spin, Spikes,

We currently are yet to have genuinely good stealth rockers in the tier and this Mon fills that role pretty nicely. Bug Ground is such a cool typing in the way that it resists volt turn as well as switching into ground attacks while being ground type itself. Unfortunately it comes at the cost of being a bug type which hugely hampers the main selling points of a ground type which are it's ability to switch into fire types and rock types. That changes to the cocoon ability, which retains the good properties of the bug typing without the bad side effects. It's typing lends well in its ability to switch into ground moves and then spam some of its own, while the added moves it has are just generally great to give it a niche as a nice ground pivot.

Cocoon conviniently removing bug weaknesses can be applied to more mons. Flavorwise it should make sense since cocoons protect emerging larvae when they are growing.

:bw/wormadam-sandy:
mega sandy cloak Wormadam
bug/ground stats
hp- 60
atk- 79(+35)>114
def- 105(+35)>140
spa- 59
spd- 85(+30)>115
spe- 36
ability: soothing sands- when this pokemon uses or is hit by a ground move it is healed of status conditions. status immunity in sandstorm and dessert gales
new moves: spikes, leech life, shore up, sticky web

Mega Wormadam Sandy Cloak:
:ss/wormadam-sandy:

Type: Bug/Ground
Ability:
Shed Skin
Stats:
HP: 60
Attack: 109 (swapped sp. attack +30)
Defense: 125(+40)
Special Attack: 59(+30)
Special Defense:135(+30)
Speed: 36
New Moves: U Turn
- Straight and simple. Specially bulky spinner which is able to heal itself with rest, working with shed skin and not afraid of dark type, with an "ok" attack stat and sucker punch. The adding of U turn is kinda a nice buff to it.

:wormadam-sandy:
Wormadam-Sandy
Type: Bug/Ground
Ability: Gravitas

Stats:
HP: 60
Atk: 94 (+15)
Def: 115 (+10)
SpA: 84 (+30)
SpD: 110 (+25)
Spe: 56 (+20)

New moves: Shore Up

F L A V O R
It's a bagworm. Bagworms dangle in mid-air. Honestly, never really gave the flavour much thought, the idea felt right. Anyways now for the real debate

Competitive Impact
Having finally had the opportunity to play some M4A Kalos over the past week, I noticed 3 things:

1) The shocking lack of viable specially defensive Ground-types (Nidoqueen doesn't get Milk Drink, Hippowdon is primarily physical, and Gliscor doesn't appreciate special hits either)
2) The even more shocking lack of viable Stealth Rock users, although that is in due part because of the prevalence of strong defoggers like the Rotoms, Zapdos and Moltres, which are all immune to Ground moves.
3) Magnezone.

This is, to put it simply, an empathic middle finger to all three of those issues: Not only does Wormadam-Sandy Mega serve as a check to threats such as Magnezone and Nidoking, but it can also set up Stealth Rock with the additional advantage of being able to punish incoming Defoggers with STAB Earthquake/Earth Power.


Wormadam-Sandy
Level: 100
Calm Nature
Ability: Overcoat
EVs: 252 HP / 4 Def / 252 SpD
- Earthquake
- Stealth Rock
- Shore Up
- Toxic

Now this is spicy. But shinx, you may ask...

0 SpA Rotom-Heat Overheat vs. 252 HP / 252+ SpD Wormadam-Sandy: 198-234 (61.1 - 72.2%) -- guaranteed 2HKO

Wormadam is still prone to SR and Toxic chip, and while it may be able to withstand most hits on the first try...

0 SpA Rotom-Wash Hydro Pump vs. 252 HP / 252+ SpD Wormadam-Sandy: 168-198 (51.8 - 61.1%) -- guaranteed 2HKO
0 SpA Zapdos Hurricane vs. 252 HP / 252+ SpD Wormadam-Sandy: 194-230 (59.8 - 70.9%) -- guaranteed 2HKO

...it'll still die to the Pokemon that it's intended to counter, right...?

Pfft, nah.

0 SpA Rotom-Heat Overheat vs. +1 252 HP / 252+ SpD Wormadam-Sandy: 134-158 (41.3 - 48.7%) -- guaranteed 3HKO

That's where the strongest aspect of Wormadam-Sandy shines through.

+1 0 SpA Wormadam-Sandy Earth Power vs. 252 HP / 0 SpD Rotom-Heat: 504-592 (165.7 - 194.7%) -- guaranteed OHKO

Wormadam-Sandy
Level: 100
Calm Nature
Ability: Overcoat
EVs: 252 HP / 4 Def / 252 SpD
- Earth Power
- Stealth Rock
- Shore Up
- Quiver Dance

Most Pokemon that have Quiver Dance tend to use it offensively. We've seen it with Butterfree, Volcarona, Vivillon, you know how it goes. Wormadam strives to use the move defensively. Earth Power, even without a boost, can easily OHKO Rotom-H and Magnezone, but the extra QD boost allows it to not risk a 2HKO from SE moves, while also buffing it up against the likes of Hydreigon and Sylveon. With +1 Speed Wormadam is able to outspeed base 60 speed Pokemon not running a +Speed nature.

Obviously, the low speed tier means that it is possible to knock out Wormadam before it can snowball out of control: Pyroar can break it down with 2 Fire Blasts, Zapdos can KO it with Hurricanes on the switch-in, and obviously strong physical attackers such as Weavile decimate it. Rain also does not favor Wormadam at all, turning potential 2HKOs into OHKOs even with QD stacks. Grass type Pokemon such as Chesnaught, Ferrothorn and Gogoat-Mega can safely switch in and force it out handily. Finally, Toxic chip is always handy to wear down the bagworm, as are hazards

You wanted a specially defensive Ground type? You wanted something to fuck over those stupid Electric birds? You wanna win games with a fucking bagworm? Here you go.

:wormadam_sandy:
Mega Wormadam-Sandy
Ability:
Airhead (This Pokemon draws Flying moves to itself to raise Atk by 1; Flying immunity) essentially Flying Lightning Rod
Type:


Stats:
HP- 60
Attack- 79
(+35) ---> 114
Defense- 105 (+30) ---> 135
Sp. Atk- 59
Sp. Def- 85
Speed- 36
(+35) ---> 71
BST- 424 (+100) ---> 524

New Moves: Stone Edge, Spikes, Sticky Web, U-turn, Shore Up
Description:
Flavor
An interesting thing about Bug types is how the Pokedex often mentions their interaction with Flying types. Wormadam's Legends: Arceus Pokedex entry reads- "Its earthen skin is reasonably hard—it has no problem repelling a Starly's pecking, at least." Mega Evolution naturally enhances this ability further, to the point where the predator becomes the prey. As for my name choice, I settled on Airhead because:

1) It's a pun on how Wormadam is now completely oblivious to Flying type attacks.
2) It's vague enough to be justified on a lot of things in the case that this submission wins.

Competitive
Wormadam-Sandy is the only fully evolved Pokemon with the typing of Bug-Ground. This grants it important resistances to Ground and Fighting, as well as the ability to break through Grass types that resist its Earthquake. Unfortunately, the advantages end there, as Bug brings a plethora of uninvited weaknesses, its strongest physical Bug move is Bug Bite, and Flying resists both its STABs anyway. However, Mega Evolution grants us the opportunity to play to its strengths while also being mindful of its weaknesses.

The most glaring flaw with base Wormadam is that it's a Stealth Rock setter that cannot beat Flying type Defog users. Its strongest Rock move is Rock Blast, and the most it can possibly do is Toxic on the switch-in followed by Protect. But now, it gets access to Stone Edge alonside a Flying immunity. The latter not only covers up its weakness, but also makes it immune to Defog. By blocking this completely, Wormadam goes from a pitiful outclassed hazard setter to the best Pokemon in the game when it comes to keeping hazards up.

But that's not all. Mega Wormadam gets access to Spikes or even Sticky Web if that's what you wish to build your team around. It gains U-turn to pivot out of tight spots or to progress the game after setting your hazards. And since it will be forced to switch in several times throughout the game, it gets Shore Up for regaining the health lost to hazards or chip. It even has much better Defense to reduce the damage taken from the mostly physical hits it will switch in on.

That being said, don't mistake Wormadam for a passive hazard setter. Once it gets to +1, even :zapdos: Zapdos is 2HKOd by Stone Edge, and :volcanion: Volcanion falls to Earthquake. Even :slowbro: Slowbro, who has no problem tanking these moves, does not appreciate a U-turn. So a wrong prediction could cost the opponent big time.

However, Wormadam-Sandy retains the same problems as base. It is still weak to common Water, Fire, and Ice moves. Its Special Defense has not increased, so neither has its ability to take these hits. Furthermore, it is completely countered by :pyroar: Mega Pyroar, who naturally beats both Bug types and hazard stacking teams. Finally, blocking Defog also allows Rapid Spin. At the end of the day, how you wish to utilize Wormadam is up to you. But it should definitely not be underestimated.


Mega Wormadam-Sandy
Types
:

Ability: Regenerator
Stats: 60 / 79 / 125 (+20) / 119 (+60) / 85 / 56 (+20) (524 BST)
New Moves: U-Turn, Power Gem
Description: qdmon with regen so its able to keep longevity through the game and even switch to clerics if needed. can also run like bulky uturn.

Mega:swsh/wormadam-sandy:Wormadam-Sandy
Type: Bug/Ground
Mega Stone: Wormadamite

Ability: Undeterred - This Pokemon's Attack raises one stage upon landing a not very effective move.

Stats:
HP - 60 (+0)
ATK - 99 (+20)
DEF - 125 (+20)
SPA - 79 (+20)
SPD - 95 (+10)
SPE - 66 (+30)

New Moves: Leech Life

Description:
Dex Entry: Mega Wormadam's persistent demeanor prevents it from being discouraged - it is the pinnacle of determination. Its dedication lets it build up its hard, rocky cloak to weather even the strongest of foes, and wear down the hardest of them.
Mega Wormadam's premise here is simple - Ground is a really solid neutral attacking type. It's not resisted by much except Bug, Grass, and Flying. One of those isn't exactly a popular type. This ability highlights Wormadam's own Bug typing by allowing it to pick up attack boosts on the MANY types that resist it, and the addition of Leech Life means it can also get increasingly high draining to survive and provide its "Power-Up Punch" more utility and power. Bug directly interacts by shredding through Grass with SE after a resisted EQ boosts attack, and allows it to stack up repeated attack boosts on any Flying types that can't quickly force it out. In addition, Mega Wormadam has access to Rock Blast. This provides it with SE on both Bug and Flying. In addition, it allows it to pick up multiple attack boosts in a turn if the enemy tries to wall it with, say, Ferrothorn - who is otherwise neutral against both Mega Wormadam's STABs. However, while Rock Blast has some crazy potential, it's non-STAB and quite unreliable, which might put it into a similar position as Mega Dodrio. In addition, its low speed tier means its very efficient at wallbreaking, but much harder to sweep or run away with games. It has access to Quiver Dance potentially to shore up its special defense and speed if it wants to do so, but taking it means foregoing coverage. Finally, converting to special sets entirely is likely an unviable option for it.

ISO AND PAUL TEAM UP: EPIC HIJINX ENSUE, COOL NEW KALOS MEGA SLIDES IN A LITTLE BIT LATE BUT EQUALLY READY TO PARTY

:bw/wormadam-sandy:
:Wormadam-Sandy: Mega Wormadam
New Ability: Anticipation/Overcoat ---> Poison Heal
Type: Bug/Ground

New Stats:
HP: 60
Attack: 79 -> 91(+12)
Defense: 105 -> 155 (+50)
SpAtk: 59 -> 74 (+15)
SpDef: 85 -> 105 (+20)
Speed: 36 -> 39 (+3)

New Moves: None

Competitive Concept, and How it relates to its function:

So this started with me looking at pokedex entries, and I noticed it said "When Burmy evolved, its cloak became a part of this Pokémon's body. The cloak is never shed." Immediately I thought of Shed Skin, which would be excellent on this, but of course it doesn't fit flavor-wise at all. From there, considering Shed Skin's competitive appeal, I realized how cool a Poison Heal Mega Quiver Dancer would be.

How it works: Offensively this is a dynamic Quiver Dance Sweeper with ample oppurtunity for EV fluidity. Even with that though it doesn't blow past everything. For example when modest, after a Quiver Dance, it's still outsped by timid Volcanion, although, when timid, it can outrun Weavile at +2. It creates a lot of flexibility in sets as its coverage is pretty set. Earth Power+Hidden Power Ice+Bug Buzz hits surprisingly strong with its special attack packed up by the Quiver Dances it can collect.


Defensively it's a very interesting mon too: its biggest need for bulk is to facilitate Quiver Dances. Wormadam is actually quite prepared, with high physical bulk, a ground resist and most of its weaknesses being special and covered up by the special defense boosts. And now it gets Poison Heal, giving it not only a toxic immunity but, actively dissuade toxic from being used against the team because of how quickly a Mega-Wormadam could kill your entire team. This all means that a more defensive Mega-Wormadam spread can threaten to clean out your team by getting more Quiver Dances than an offensive variant due to its superior bulk.

Counterplay: From all of this, it honestly might seem to be a bit overwhelming and - while it is strong - it definitely isn't broken. It is slow, doesn't hit extremely hard even when set up, misses out on crucial KO ranges, and lacks recovery so its bulk doesn't pertain long-term unless poisoned..

Herbs and Spices:

The idea of this, to match the aforementioned pokedex entry, has to do with its cloak never shedding. In this situation, the cloak would more-or-less become part of the Wormadam's body, so it makes sense that with a Mega Evolution the cloak would become more valuable as protection for Wormadam, explaining the large increase in defense as well as the Poison Heal ability.

:drifblim:
:xy/drifblim:
Type: Ghost / Flying
Ability: Ignite
Stone: Drifblite
Height: 2.3m
Weight: 90kg

Stats:
HP: 150
Atk: 80 -> 115 (+35)
Def: 44 -> 49 (+5)
SpA: 90 -> 124 (+35)
SpD: 54 -> 69 (+15) (nice)
Spe: 80 -> 90 (+10)

New Moves: Hurricane, Tri Attack, Poltergeist, Work Up (4)

Description Drifblim was in all honesty a challenge to design. More specifically, its combination of Calm Mind and Strength Sap along with its pitiful Flying-type coverage meant that I did not have as many options as I would have liked. The concept was pretty simple, however - Drifblim effectively uses souls to fly, and so Mega Drifblim converts these heated-up souls into literal flaming balls of death to fly and grow and who doesn't love that? These balls can also force fierce winds down, causing tempest weathers unexpectedly before flinging objects towards those unfortuate enough to be stuck before consuming them.


Competitively, Mega Drifblim is meant to serve as a strong Special attacker and wallbreaker thanks to its powerful coverage in Shadow Ball and Poltergeist, Hurricane, and Fire-type Hyper Voice, Return and Explosion that competes for the role of a Fire-type breaker with other options like Rotom-H, Chandelure, and Moltres (not like moltres is a very effective breaker lol its rather just the most relevant here coverage-wise). Hurricane serves as a way for Drifblim to touch Conkeldurr and spam an actually damaging special STAB, although it can also be threatened by a +1 Stone Edge OHKO if it isn't careful and Hurricane isn't known for its accuracy either. Tri Attack gives Mega Drifblim a spammable Fire-type STAB that isn't overbearing in power while still being strong enough that Mega Drifblim can still check standard sun teams, especially Venusaur. Notably, however, Thick Fat Mamoswine can tank 1 Tri Attack cleanly from Drifblim freely and smack it with any of its STABs, or two Tri Attacks if Stealth Rock is not up. Shadow Ball lets it hit all other resists like Rock-type Pokemon except Tyranitar reliably (who stone-walls Drifblim), Rotom-H and Rotom-W for noticeable damage. Strength Sap gives Mega Drifblim much-needed recovery, and serves as a pseudo-fix to its abysmal base 54 Defense.

On the flipside, however, Mega Drifblim can also be a dangerous physical attacker thanks to Poltergeist and Fire-type Return and Explosion. Poltergeist in particular is scary as it targets traditional special blanket checks like Mantine and Rotom-W, slamming them if not careful. Return, on the other hand, makes walls like Ferrothorn and (presumably) Mega Wormadam think twice before switching in on a Poltergeist. Explosion can serve as a one-time nuke to break nearly every wall in the metagame at the cost of its own life, whereas Work Up can allow Mega Drifblim to extend its pressure on even neutrally resisting walls like Moltres and Gliscor and allows for a generally easier time cleaning for teammates without removing itself from play too. Once again, Strength Sap lets Mega Drifblim have a stream of much-needed recovery on top of giving it a way to handle slower physical behemoths defensively.

Despite Mega Drifblim's early-game power in its set diversity, it's not without its problems - faster staples like Weavile, Gengar, and offensive Zapdos can often render Mega Drifblim worse off in most matchups, and Mega Drifblim's base 90 Speed tier is no better either. Furthermore, Mega Drifblim's weakness, dependency on its HP stat, and inconsistent recovery can quickly force Mega Drifblim into trouble if used too liberally. Pursuit trappers like Tyranitar, Krookobile, and Weavile all pray on Mega Drifblim's weakness to physical attacks and Dark-types, further restricting its progress. Toxic and Thunder Wave, along with burns for physical sets, also completely cripple Mega Drifblim as they effectively remove its longevity and offensive capabilities alike, including allowing for even slower threats like Conkeldurr and Magnezone to berate it.

:Drifblim:
Mega Drifblim

New Ability: Neutralizing Gas

Type: Ghost | Flying

New stats
:
HP: 150
Attack: 80
Defense: 44
Special Attack: 90 → 145 (+55)
Special Defense: 54 → 89 (+35)
Speed: 80 → 90 (+10)
BST: 498 → 598

Description:
1) Concept
Drifblim is based on hot air balloons. As such, they are reliant on gas to "fly". After all, the gas used to fuel the burner heats the envelope. The air inside becomes hot and rises upwards. Against this background, the gas reference in the Pokédex entry makes a lot of sense on Drifblim; in fact, it mentions how the gas inside this Pokémon's body is made of souls. So, basically, every time Drifblim rises, you could interpret it as burning souls.
Here, Neutralizing Gas is supposed to underline Drifblim's pragmatic nature. Below, you will realize how exactly this will manifest.

2) Competitive
This Mega Drifblim mainly uses Neutralizing Gas to underline the unique defensive strengths of its dual Ghost and Flying type.

a) Mega Drifblim walls Guts users like Conkeldurr or Heracross. Normally, if Guts were shut down, these two Fighting Pokémon would still have the option to resort to Facade, which ignores the halfed damage from Burn and doubles in its power. However, because Mega Drifblim is a Ghost type, Conkeldurr and Heracross cannot touch it with Facade. That's a very valuable niche to have in a Kalos centric metagame since these two Fighting Pokémon are notoriously difficult to handle on the defensive side. This niche can extend even to VGC where Ursaluna, another terrifying Guts user, becomes helpless in the presence of a hot air balloon.

b) Mega Drifblim shuts down any ate-ability, therefore making it immune to any Normal move as a Ghost Pokémon. This means Pokémon like Sylveon can no longer rely on Hyper Voice to break through teams. This advantage becomes even more prevalent in VGC where Pokémon like Mega Salamence or Mega Gardevoir loose a lot of their main power.

c) Other unique defensive applications involve checking Huge Power Diggersby, Pure Power Medicham, and Chlorophyll Venusaur in Kalos. Moreover, in VGC, Mega Drifblim can avoid taking damage from an ally's Earthquake thanks to its Flying type while allowing its partner to ignore opposing Levitate users, like Rotom-Wash.

d) On the offensive side, Mega Drifblim can spam Shadow Ball without having to worry about Bulletproof (from Chesnaught, for instance) or abilities that take advantage of stat drops, such as Competitive (from Wigglytuff), Contrary (from Malamar) or Defiant (from Bisharp). Mega Drifblim can even use Strength Sap without having to worry about these punishing abilities.

e) Utility wise, Mega Drifblim can spread Will-O-Wisp without having to worry about Synchronize (from Umbreon), Flash Fire (from Houndoom) or Magic Bounce (from Espeon). This synergizes very well with Hex as this Pokémon inflicts status conditions more reliably.

All these qualities make Mega Drifblim a very unique user of Neutralizing Gas, be it in Singles or in VGC. I believe it would be a healthy addition to these metagames since it further stabilizes them with its unique utility options and defensive applications as a dual Ghost and Flying type.

While it is true that Ghost in combination with Calm Mind, Will-O-Wisp, and Strengh Sap can be very scary, Mega Drifblim isn't very fast. So, it can't become a fast oppressive threat. There's enough counterplay in Kalos. A lack of Taunt means Mega Drifblim becomes very susceptible to status, such as Toxic. Moreover, its Def is very low, making it therefore an easy target from fast physical attackers, like Krookodile, Sharpedo or Aerodactyl. There are also special attackers like Hydreigon, Heliolisk, Zapdos or Pyroar that can keep it at bay, even more so if Stealth Rock is on the field.

:ss/drifblim:
Mega Drifblim
Type:
Ghost / Flying
Ability: Perish Body
Stats:
HP: 150Att: 100 (+20)Def: 104 (+60)SpA: 110 (+20)SpD: 34 (-20)Spe: 100 (+20)
Mega Drifblim dominates any physical attacker that dare oppose it. Its titanic physical bulk makes any attack from them bounce off, it can burn them with Will-O-Wisp to make their attacks bounce off Mega Drifblim's allies, it can weaken them with Strength Sap and heal itself back up at the same time. Most devious of all, if the physical attacker ever touches it, Mega Drifblim puts them on a Perish Song timer, and it can even ensure they won't escape with Bind. What can be done to stop this defensive menace?

Well, just don't use a physical attacker. Not only is Mega Drifblim's special bulk significantly worse than its physical bulk, but none of its tools are effective against special attackers. They don't care about burns, they don't care about Strength Sap drops and give less healing in return, and they'll almost never activate Perish Body. Mega Drifblim can't even turn the tables on them with Calm Mind, since if it tries setting up a physical attacker can come in and force it out with its own Perish Body. Speaking of being forced out by Perish Body, Mega Drifblim is weak to Stealth Rock, meaning that whenever it switches out after Perish Bodying a physical attacker, it'll often take a 25% health penalty when it comes back in. It's also extremely vulnerable to U-turn despite its double resistance, since it'll be left with a countdown while the attacker gets away.

:ss/Drifblim:
Drifblim-Mega
Ghost/Flying
Ability: Aftermath/Unburden/Flare Boost-> Flammable Gas (User's attacks are critical hits if the target is burned).
Stats
HP: 150
Atk: 110 (+30)
Def: 49 (+5)
SpA: 125 (+35)
SpD: 69 (+15)
Spe: 95 (+15)
New Moves
: +Burning Jealousy, Heat Wave

Drifblim is dependent on hot gases to stay afloat, and in Mega form that gas becomes potent enough that it can erupt at the slightest spark- such as an opponent's burn. A Ghost like Drifblim is decently equipped to make use of such an ability between a monstrous STAB Hex and its own ability to spread burns with Will-o-Wisp, though it also appreciates Scald support. With this power Mega Drifblim can serve as either an annoying midgame tank with Strength Sap, pairing with burn to sufficiently compensate for its low Defense, or a terrifying late-game sweeper with Calm Mind, utilizing coverage like Thunderbolt to tear through bulkier Waters or HP Fighting to decimate threats like Weavile and Bisharp on the switch. Mega Drifblim also has the tools to succeed in Doubles, with Burning Jealousy allowing it to spread even more burns, Heat Wave as an additional spread move that can pack quite the punch on burned opponents and classic options like Tailwind, Imprison and Strength Sap.

:drifblim:
:drifblim: Mega Drifblim
New Ability
: Rattled
Type:


New stats:
HP: 150
Attack: 85 (+5)
Defense: 74 (+30)
Special Attack: 145 (+55)
Special Defense: 54
Speed: 90 (+10)
(BST)

New moves: none
Description: Drifblim is a pokemon that has really nice potential for shutting down physical attackers in the tier, common types such as Fighting, Ground, Bug, and Normal when counting pokemon like Diggersby. I think leaning into the physically defensive side of Drifblim to explore its capabilities is the right approach, as a Calm Mind user and bearing several utility moves as a Ghost type pokemon. It's quad resistance to U-Turn easily makes it annoying to deal with, and most pivots cannot bring out a physical attacker immediately to follow up with, as they may fear a will-o-wisp or strength sap. Instead they would bring in special attackers to target its lower SpD and hit it much harder. Drifblim isn't all too fast either still making it susceptible to taunt. Rattled allows it to deal with Intimidaters like Krookodile to quickly burn and remove their possibility of being a threat. The speed boost given from a strong Knock Off from weavile lets it outspeed weavile with Timid and 68 speed EV's to follow up with Strength Sap and Will-o-Wisp. It has the option to run substitute as well thanks to its ability to become faster, an aspect of Drifblim that was showcased with unburden in other metagames. Because it looses its item slot, it cannot run Flame Orb for Flare Boost boosting. I circumvented this by giving it 145 sp.attack to let it reach just barely above the power flare boost naturally grants it without any EV investment, but Flare Boost still reigns supreme otherwise.

:bw/drifblim:
mega drifblim

ghost/flying
stats
hp- 150
atk- 80(+40)>120
def- 44(+20)>64
spa- 90(+30)>120
spd- 54(+10)>64
spe- 80

ability: flash fire

new moves: flame charge, mystical fire, heat wave

Mega Drifblim



Ability - Aftermath, Unburden; Flare Boost ➝ Levitate

HP
- 150 ➝ 150
Atk - 80 ➝ 121 (+41)
Def - 44 ➝ 83 (+39)
SpA - 90 ➝ 111 (+21)
SpD - 54 ➝ 73 (+19)
Spe - 80 ➝ 60 (-20)
BST - 498 ➝ 598 (+100)

Movepool Changes - Flash Cannon, Iron Defense
Competitive Corner - With phenomenal defensive typing, bulk, and ability, Mega Drifblim is poised to be one of the best walls in the tier! Defog gives it further utility, and Will-O-Wisp and Strength Sap make it able to bother and prolongate its longevity against physical attackers, respectively. However, it is kept at bay by special attackers, even the Latios and Alakazam it might be intended to check are able to bypass its lead-hard defenses with some well timed coverage moves, like Shadow Ball and Mystical Fire, respectively, and able to negate its recovery by pivotting into a Pokémon with low attack. On top of that, staples like Heatran can very easily come in and force it out. Mega Drifblim plays around with the strengths and weakness of having Strength Sap as your recovery when you're forced to check Psychic-types and the likes, Mega Drifblim's arsenal makes it a fantastic check to physical attackers, but its Steel-typing makes it strongly pressured to act as a check to the common fast-Psychic archetype. Is Mega Drifblim able to keep itself afloat with Strength Sap alone? Or will it go down like a lead balloon trying?
Flavor Corner - Mega Drifblim is based on the common pop culture imagery of a lead balloon. From the idiom "go down like a lead balloon", to Led Zeppelin, to the Lead Bloon from everyone's favorite tower defense franchise (or second favorite if you're into plants and zombies, despite hating EA and what they did to your beloved series—both are acceptable answers), lead balloons really are everywhere, and what better than a Ghost-type to make this paradoxical construct work! After all, according to all known laws of aviation, there is no way that a lead balloon should be able to float. Its density is too high to get its fat metallic body off the ground. The balloon, of course, floats anyways. Because ghosts don't care what humans think is impossible.

Oh and this design is also based on since fiction balloon-like spaceships and satellites, after all, Drifblim is based on atmospheric balloons and other similar cryptids, so adding UFOs and space stuff into the mix adds another layer of conspiracy theories, especially since very commonly these very atmospheric balloons are associated with UFOs and the likes! So Mega Drifblim will pull some of that into its design too!

:bw/drifblim:
Mega Drifblim
Ghost/Flying
Ability: Flame Body

Stats:
HP: 150
ATK: 80 -> 105 (+25)
DEF: 44 -> 44
SPA: 90 -> 125 (+35)
SPD: 54 -> 79 (+25)
SPE: 80 -> 95 (+15)
New Moves: None

Mega Drifblim is a Pokémon designed to take advantage of its special bulk and physical resistances. Due to its lower defense, it is more vulnerable to physical moves. However, most common physical moves are either contact, resisted, or both! A good example of this is Weavile, one of the most dominant Pokémon in the current meta. Both of its stabs are super effective against Drifblim, so logically it would be able to beat it, right? However, there are a few problems that pop up. First of all, Mega Stones cannot be knocked off. Second of all, the other stab move, Triple Axel, is a multi hit move, increasing Weavile’s chances of getting burned. After Drifblim takes the damage, it can heal back up with Strength Sap. This scenario can apply to many other physical attackers that come in to threaten Drifblim too. On the special side, Drifblim’s higher special bulk and ability to increase its special defense with Calm Mind can help it deal with special attackers who aren’t threatened by Flame Body or Strength Sap. However, it can still be worn down over time with statuses, chip damage, and it’s weakness to rock.

Another cool interaction with Flame Body is stab Hex. Being able to spread burns more easily can enable Mega-Drifblim to run Hex without needing to take up another move slot for something like Will-O-Wisp or Thunder Wave. With 125 base special attack and access to Calm Mind to increase its power too, it can be a real threat. 95 speed allows Mega Drifblim to outspeed Mega Gogoat at +1 with 72 evs, but underspeed Hydregion.

Flame Body Mega Drifblim takes its inspiration from hot air balloons, with them being able to take flight due to fire and hot air.

1662062444379.png

(Rewatch this image after reading SS pokedex description :3)

:drifblim:Drifblim :drifblim:
Ability: Drifter (Boost Atk and SpA by 1.3 while under Tailwind)

Hp : 150
Atk : 117 (+37)
Def : 54 (+10)
SpA : 117 (+27)
SpD : 64 (+10)
Spe : 96 (+16)

New move : Hurricane, Poltergeist

This mon was designed as both a Double and Single format pokemon. In double, it can use tailwind to set itself and it mate up or use the boost provided by another teamate while providing utility.Under Tailwing this pokemon boast incredible firepower with 2 hard to wall stab and good offense on both side making it hard to predict, special wall such as mantine , florge or sylveon could end up hurt pretty badly by a Poltergeist.
It is however rather frail due to it's defense being barely boosted and rely on setting up the tailwind by itself in simple. Base 96 speed allow to naturally outspeed gliscor so that you can be able to use WoW before it get to activate it's toxic orb , as well as wide range of 95 and lwoer bst mon.Under tailwind it can outspeed every max speed non scarf mon (baring ninjask) while being non invested, you could the use the ev investment toward bulk to ease setup or fine tuning his speed to outspeed specific scarfer you might expect.

Mega:swsh/drifblim: Drifblim - Collab with Paullux!
Type:
Ghost/Fire
Mega Stone: Drifblite

Ability: Uplifting

Stats:

HP - 150 (+0)
ATK - 80 (+0)
DEF - 84 (+40)
SPA - 100 (+10)
SPD - 83 (+29)
SPE - 101 (+21)

New Moves: Mystical Fire (Already in LA), Volt Switch.

Description:
Dex Entry: Mega Drifblim's inner fire flares to light, sending it to greater heights than ever before - and in doing so, taking with it those around it. Whether you enjoy the ride, however, is up to you.

EDIT (11/1/22): Volt switch makes sense to Drifblim for a few reasons, first is that Blimps, what our Drifblim is based upon use electric propellors to move around the sky. Second is that Drifblim actually already has a lot of electric flavor built into its movepool. Having the moves most common among electric types, Thunderbolt, Thunder Wave, Thunder but, also some lesser spread ones like Charge Beam, and Shock Wave. So Volt Switch builds off this theming.
With Uplifting, Mega Drifblim retains the benefits (and some important drawbacks) of being Ghost/Flying, but gains both an even better defensive profile and a usable STAB. The switch keeps its helpful Ground and Spikes/TSpikes immunities - however, changing Flying out for Fire also means it retains its Stealth Rock weakness. It also trades out its Electric weakness for a Water weakness, both of which are arguably equally important. In addition, it keeps the Grass resist and double Bug resist. However, now it trades its Ice weakness for an Ice resistance (important for Weavile, since though it is weak to Dark, it's a Mega for weakened Knock with both Wisp and Strength Sap), and gains resistances to both Fairy and Steel. However, due to Drifblim's raw potential, I wanted to make the sub conservative with plenty of room to buff in the future, if need be - the stat additions are relatively tame because of how much value it gets out of the typing switch. In addition, Uplifting also exists to nerf it slightly instead of Levitate - this mon would absolutely love to be paired with Ferrothorn, but in doing so also gives enemies chances to switch in without worrying about Ferro's spikes. Also, since there are no terrain setters in the tier and creating them will likely be a popular route for mega designs this season, all of them will have to contend with Mega Drifblim and ensure they have ways to beat it if this sub were to win.

EDIT (11/5/22): We chose Volt Switch over U-Turn because of its competitive context - we believed that the blockable nature of Volt Switch was an interesting and engaging interaction due to the blockers being Ground-type, and Drifblim itself being a non-grounded Pokemon.

Mega Heliolisk
Ability:
Forecast (Instead of becoming a pure type in weather, its secondary type will change to Water, Fire, Ice or Rock depending on the weather)
Typing: Electric/Normal
HP: 62
ATK: 55 => 85 (+30)
DEF: 52 => 92 (+30)
SPA: 109=> 149 (+40)
SPD: 94
SPE: 109
New Moves: None!
Description: Mega evolution has caused Heliolisk's frill to sense weather conditions and adapt to these patterns. Using this newfound power, Mega Heliolisk is designed to be used in any weather thanks to its unique ability. This lizard will change its type based on the current weather, allowing it to get excellent STAB combos and fire off powerful STAB Thunderbolts, Thunders and Weather Balls. It can also be used as a counterpick to weather teams by profiting off of the opponent's weather. However, it is very frail and has no boosting options, which makes breaking through special walls very challenging.

Hematite said:
From slate 43 through slate 52, M4A will be focused on a Kalos dex format, which we will begin with no preexisting Mega Evolutions - not even official ones that were included in the original X and Y!
No pre-existing megas means no more Mega Swampert. With the literal perfect rain abuser out of the picture, there's now room to experiment with other Swift Swim mega designs.

:ss/heliolisk:
Mega Heliolisk
Type:
Electric / Normal
Ability: Swift Swim
Stats:
HP: 62​
Att: 65 (+10)
Def: 62 (+10)
SpA: 149 (+40)
SpD: 124 (+30)
Spe: 119 (+10)

The most striking ability of real-world basilisk lizards is their ability to run across the surface of water.



Incredible. The beauty and grace with which these magnificent creatures move is truly unmatched.

In addition to boosting its Speed to near-unreachable levels, Mega Heliolisk can make use of the rain to boost the accuracy of its Thunder, as well as power up its Surf coverage. It also has the option to replace Surf with Weather Ball, which is slightly stronger at the cost of not being able to be used effectively outside of rain. Additionally, its access to Volt Switch (and U-turn??? which it's been able to learn since its inception??? I never knew this thing could learn U-turn until now) allows it to draw in Grass-types and pivot out to a Hurricane user.

I considered going with Slush Rush to complete the quadfecta of weathers, but since Heliolisk already had strong anti-Ground coverage in Surf, I decided that Ice-type Weather Ball wasn't actually all that interesting. Maybe on a different Electric-type, but not Heliolisk.

:ss/Heliolisk:
Heliolisk-
Mega
Electric
/Normal
Ability: Dry Skin/Solar Power/Sand Veil-> Weather or Not (While weather is active, user and allies are immune to any moves which match the weather.)
Stats

HP: 62
Atk: 70 (+15)
Def: 72 (+20)
SpA: 124 (+15)
SpD: 134 (+40)
Spe: 119 (+10)
New Moves: None!


In the spirit of how weather- centric Heliolisk is, Mega Heliolisk becomes a flexible weather partner with its new ability Weather or Not, adding a layer of defensive utility to weather teams thanks to key immunities, notably preventing Rain being counterswept by opposing Waters or Sun being counterswept by nuclear Fire moves. This also ironically makes it a great anti-weather Mega, stifling scary Water, Fire, Ice or Rock moves with enough special bulk to take other common attacks from special weather abusers; it especially excels in or against Rain thanks to resistances to Thunder and Hurricane while also throwing out Thunders and Surfs of its own. Regardless of "weather" it fights for or against weather abusers, Heliolisk naturally packs the movepool to counter them: Weather Ball to pair with any weather, Volt Switch/U-turn for momentum, Glare to cripple weather-based speedsters and coverage like Surf, Focus Blast and HP Ice. Mega Heliolisk especially benefits in Doubles, where weather is even better, packing useful utility like Discharge and Electroweb while also shielding its ally with its ability, which is especially appreciated by Ground type partners who can take advantage of a potential Water or Ice immunity while they let Heliolisk more freely spam Discharge.

:heliolisk:
:heliolisk:Mega Heliolisk
New Ability
: Regenerator
Type:


New stats:
HP: 62
Attack: 55
Defense: 72 (+20)
Special Attack: 139 (+30)
Special Defense: 134 (+40)
Speed: 119 (+10)
(BST: 581)

New moves: none
Description: Offensive Pivot. It uses Regenerator to increase its longevity under weather teams, especially sun in where it would normally run Solar Power, mega evolving can recover the health lost from it. This pokemon also benefit on Hail and won't worry about Hail chip with Regenerator and also gains Ice-type Weather Ball for coverage against Ground types, especially those that are 4x weak to Ice. Because its special attack is so high, defensive/utility sets can run more flexible spreads investing in special defense.

:Heliolisk:
Mega Heliolisk
Typing:
Electric
Normal

Ability: Cloud Nine
HP:
62
Atk: 55 ---> 55 (0)
Def: 52 ---> 72 (+20)
SpA: 109 ---> 124 (+15)
SpD: 94 ---> 139 (+45)
Spe: 109 ---> 129 (+20)
New moves: Morning Sun, Flame Burst,
Interesting isn't it? Why would i give Heliolisk, a mon whose entire design relies in taking in advantage of weather, an ability that just nullyfies weather effects? The answer relies on how weather abusers work. Quoting Hematite during the dog slate, as he explains it better than i do:

I am always really uncomfortable with people flinging around weather-reliant Abilities so readily on every Pokémon that has the right type or remotely appropriate flavor, and I think it's a lot harder than people realize for a Mega to be even good on a weather The thing is that it has to be strong enough to justify using a Mega Stone over any other item, to justify using the Mega slot over any other Mega on a weather team and demands a ton more active team support in return than any Mega that functions effectively outside of specific conditions

For comparison, Swampert has a lot more justifying its own use on rain than its stats - in addition to its incredible bulk and Attack, Ground is a crucial defensive type because rain is otherwise incredibly Electric-weak, Mega Swampert is the best rain abuser at setting Stealth Rock to support its team, Mega Swampert can easily beat Mega Sableye in rain (this is the Pokémon best known for preventing hazards from going up and wants to be able to switch in on a rocker), and many other prominent rain abusers including the best setter are specially offensive so Swampert can break different walls from them This is on top of the fact that one of its attacking types is both important and not redundant to other rain users (Ground, objectively one of the best attacking types in the game if not the best, and no other Pokémon on a Swampert rain team is going to have that), while its other type actually has direct benefits from rain and gets a significant power boost from it. Swampert is incredibly thoughtful, incredibly optimized and does so much more to carry the archetype than just having Swift Swim and good stats.
So, how does heliolisk justify its use over other megas in weather and outside of it? The answer relies on Heliolisk's role in any weather team. You see, the biggest enemy that weather team might have aside from excesively fat teams (which can still fall to stall breakers like Darmanintan or Others) is opposing weather teams. Opposing weather teams make it so weather war are often determined by who positions its weather users the best, and as such these teams are left at pretty disadvantegous positions whenever they are not controlling the weather. Heliolisk helps against opposing weather teams and even regular teams alike by neutering/aiding a variety of weather based teams in various numerous ways:

Rain: This is the weather that heliolisk disrupts the most, being able to twart it in multiple ways. For starters, cloud nine nullifies the effects of rain, meaning that heliolisk can afford to take water types attacks like nobody's buisness as well as click its fire coverage under rain to nail fire weak mons who thought they could easily abuse the weather. It is very annoying for rain to face as it ruins the day of two notorious non-water type abusers in Scizor and ferrothorn. It also has a particularly easy time switching into pelipper, and swift swimmers like kingdra or kabutops get outsped.

Sun: Sun is in a similar boat as rain. It being able to fire water type coverage in surf under sun can prove genrally useful for sun teams, as well as working against them when said water type attacks prey on their vulnerable fire types. Torkoal doesn't like this coming in unless it has body press and chlorophyll sweepers (namely venusaur) are unable to abuse the nuclear power of weather ball and/or growth, making Heliolisk a hard stop for the special leaning ones.

Sand: Sand is interesting. While it cannot really switch into any sand abuser an thus proving this to be its worst matchup (even if this is irrelevant to kalos meta due to no sand sweepers), it hits the sand setters (ttar in particular hates this mon) for decent enough damage so that they cannot switch in safely either. In Nat dex it could probably try to outspeed and ohko exca with Fblast but its an iffy matchup thanks to Excadrill's huge damage output and rapid spin to make Cloud Nine useless.

Hail: In nat dex it likely doesn't do too much to hail teams besides possibly outspeeding Arctozolt and nailling it with Focus Blast but given that hail is super dead in kalos meta that doesn't matter here.

Flame Burst hits grass types and Steel types that usually love rain like Ferro or Scizor and Morning Sun is recovery that remains constant regardless of the weather. Sdef helps it switch into various special attacks (i debated making it higher at some moment.) Speed is good enough to outspeed a significant amount of targets, specifically weather sweepers as it is able to outspeed adamant Barraskewda on rain (not relevant to kalos meta but is neat on nat dex as well). It got a smidge of defense so it doesn't fold to priority physical attacks but otherwise that should be what keep this in check, alongside scarfers and fat mons.
 

KeroseneZanchu

Banned deucer.
:sm/heliolisk:
mega heliolisk

electric/normal
stats
hp- 62
atk- 55
def- 52(+27)>79
spa- 109(+20)>129
spd- 94(+33)>127
spe- 109(+10)>119

ability: sungazer- the user feels the effects of sun regardless of the weather (its fire moves deal 1.5x damage, takes 0.5x from water, weather ball is fire type and solar beam has no recharge, morning sun heals 2/3, etc)

Mega Heliolisk



Ability - Dry Skin, Sand Veil; Solar Power ➝ Solar Power

HP
- 62 ➝ 62
Atk
- 55 ➝ 85 (+30)
Def - 52 ➝ 62 (+10)
SpA - 109 ➝ 129 (+20)
SpD - 94 ➝ 124 (+20)
Spe - 109 ➝ 129 (+20)
BST - 481 ➝ 581 (+100)

Movepool Changes - Dragon Tail, Morning Sun
Competitive Corner - Mega Heliolisk stands as a powerful attacker for sun teams, with Electric and Dragon as STAB options, and Solar Beam and Weather Ball at its disposal to nuke Electric-resistant Pokémon. Morning Sun is also an option to give it more longevity, and counteract the hazard and Solar Power chip damage! It can also be used without a specific weather synergy, and make use of Surf, however, without Solar Power its output is not as notable. The main competitive idea at play here, is to test how an off-type Sun-attacker would benefit those teams (especially a Dragon-type one, as Dragon is the only single type that resists both Fire and Grass), as well as how its secondary move options (i.e. its non-STAB options) play around with weather dependency, from Weather Ball and Solar Beam, to Morning Sun, aside from the obvious Solar Power which is what defines Heliolisk as a Sun-reliant attacker to begin with!

shinxthe17! also kindly pointed out that this fella has a really good matchup against rain, and that could be very helpful for a Sun sweeper! by resisting Water STAB, and threatening back with a powerful Thunderbolt (or Dragon Pulse in metas where Mega Swampert is allowed). Fast Volt Switch and/or U-turn allows it to keep up momentum as well, which is incredibly important on a weather battle, and Dry Skin pre-Mega can help Heliolisk's longevity too, if needed, to outlast the weather war!
Flavor Corner - The frilled lizard, Heliolisk's inspiration, is also known as the frilled dragon! On top of this, many dragons in pop culture have neck frills similar to Heliolisk and frilled lizards, such as Niv Mizzet, from Magic, say! As for its design, Mega Heliolisk also pulls inspiration from parabolic reflectors, with its frills acting as one, and its neck lengthening further, so that all light is directed right to its head, boosting the solar absorption, and thus, Mega Heliolisk's power output.

:xy/Heliolisk:
Heliolisk-Mega
Type: Electric/Normal-->Electric/Poison
Ability: Solar Power --> Liquid Pollution(Turns Water-type moves into Poison-type)


Stats:
HP/Atk/Def/SpA/SpD/Spe
It changes from
62/55/52/109/94/109
To
62/77/80/131/100/121
62/(55+22)/(52+28)/(109+22)/(94+6)/(109+12)


New moves: Sludge Bomb, Flip Turn, Pain Split
Walled by excadrill(nonexistant) or steelix now unless focus blast or premega surf.


This has a good coverage, and can carry glare+3 attacks or 4 attacks, i dont have calculations on my mind but trust me some mons do wall it and it breaks through a lot too.
This thing also lacks viable recovery so i hope it can be balanced


Mega Heliolisk
Types
:

Ability: Swift Swim
Stats: 62 / 85 (+30) / 72 (+20) / 129 (+20) / 114 (+20) / 119 (+10) (581 BST)
New Moves: Fiery Dance
Description: really epic pokemon fr. No but like seriously it's a super funny rain mon. Deals with ferrothorn but also gets snapped by water mons if its switching in because it's not the bulkier of mons kek. Also can get used as an offensive pivot with U-Turn and Glare!!! I changed its typing not only because Electric normal is mid competitive-wise but also because fire and the Sun part of heliolisk synergizes with the weather part of heliolisk, hence why Swift swim and the typing change. Its second stab is not benefitial to it in rain scenarios outside of Ferrothorn and specific mon matchups but its fun to help other Rain mons.

Mega:swsh/Heliolisk:Heliolisk
Type: Normal/Electric
Mega Stone: Heliolite

Ability: Grounded - This Pokemon's Ground-type moves are boosted by 50%

Stats:
HP - 62 (+0)
ATK - 135 (+80)
DEF - 42 (-10)
SPA - 139 (+30)
SPD - 94 (+0)
SPE - 109 (+0)

New Moves: Stomping Tantrum, Work Up

Description:
Dex Entry: Mega Heliolisk adapts to its arid environment and learns to use the sand to its advantage - sliding across the sand like a surfer, it kicks dirt into its enemies eyes to blind them and go in for its attack.
This ones relatively simple, but with cool interactions. Again, Ground is a good spammable STAB, whose biggest counter is simply Flying types. Heliolisk naturally turns them into fried chicken with its STAB Electric moves - and when Ground-types try to switch in to eat its Electric moves, suddenly its Ground STAB, Stomping Tantrum, is 'SE' and doubled in power. And when paired with HP Ice for issues like Gliscor who are immune to both its STABs, or fast/bulky menaces like Garchomp/Hippowdon (respectively) who force it out, it becomes exceedingly good coverage. Especially when you take into account this coverage is split as a mixed attacker, meaning blanket checks to the physical/special splits also have a hard time, and this thing gets Work Up as an option to boot. In addition, it's a super efficient Toxic setter, as nothing that's immune to it wants to come in on it (it even gets Fire Punch for Ferro), and Toxic also works to help wear down bulky walls who would otherwise stop its relatively low raw power and allow it to break through them, then abuse its coverage to tear through the off-tanks/bulky attackers and squishies on the enemy team afterwards.

'Till next time.
:zangoose:
 

ItzaDelta

formerly I-Deepblue-I
:wormadam-sandy:
1. Paulluxx and IsoCon
2. shinxthe17!
3. KeroseneZanchu
4. Clastic
5. DrPumpkinz
6. PalpitoadChamp

:drifblim:
1. okispokis
2. BlueRay
3. EeveeGirl1380
4. DrPumpkinz
5. abismal
6. KeroseneZanchu and Paulluxx

:heliolisk:
1. Gekokeso
2. abismal
3. Moretto
4. jazzmat
5. DrPumpkinz
6. okispokis

Glad to see the mod back again
 
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