Pet Mod Megas for All v7 - please switch to the new thread for v8! (There's a link in the first and last posts!)

Gravity Monkey

Que des barz comme si jtais au hebs
is a Top Artist

:rhyperior:Rhyperior-Mega Rhyperiorite
New Ability: Levitate
Type:

Stats: 115 / 170 (+30) / 40 (-90) / 125 (+70) / 110 (+55) / 75 (+35) [BST: 635]
Weight: 682.8 kg
New Moves: –
Description: Rhyperior rocket babyyy. I wanted to give this mega a different niche than its base form. The Steel/Ground + Levitate typing grants this form a very different defensive profile from its base form: you lose your Grass, Ice, Ground weaknesses but gain a Fire weakness. Thanks to a very strong 170 Atk, a very usable 125 SpA, Swords Dance and a pretty ridiculous movepool all things considered, its serves as a very powerful Wallbreaker. It can also run Rock Polish for fun but less consistent sweeper set. Its relatively slow though, and it's very frail on the physical side.
 
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:xy/rhyperior:
Mega Rhyperior

New Ability
: Sap Sipper

Type
: Ground | Rock

New Stats

HP: 115
Attack: 140 → 150 (+10)
Defense: 130 → 160 (+30)
Special Attack: 55 → 65 (+10)
Special Defense: 55 → 85 (+30)
Speed: 40 → 60 (+20)
BST: 540 → 640

New Moves:
- none

Description:
1) Flavour

Rhyperior is likely based on an ankylosaur, which is a herbivore. Hence why it has Sap Sipper.

2) Competitive
A bully that makes Sun abusers weep.

Yes, you read it right. M Heliolisk and Venusaur on Sun will no longer scare you anymore as M Rhyperior doesn't fear any Grass move thanks to Sap Sipper. It also happens to resist Fire and Poison, making it even more difficult for these Pokémon to take down M Rhyperior. While Venusaur does know Earth Power, I'd argue it's more viable to run Sludge Bomb on it in Kalos in order to deal with Hydreigon, Dragonite, Moltres, and Rotom-H, among others. There are barely any relevant Pokémon you would want to hit with Earth Power.

That being said, Ground/Rock + Sap Sipper handles Roserade, Amoonguss, and Ferrothorn very well, underlining how valuable this combo is in Kalos and allowing it to set hazards in front of them. Moreover, this pairs extremely well with Wish passers like Alomomola or Florges which naturally invite Grass Pokémon, like the aforementioned Pokémon.

In VGC, the dualtype offers great offensive and defensive synergy with Grass Pokémon; in fact, it pressures all the types Grass doesn't want to deal with, while also resisting most of them, like Fire or Flying. In turn, M Rhyperior appreciates Grass's ability to threaten Water Pokémon. The synergy between Rhyperior and Grass Pokémon is further underlined by Petal Blizzard, which hits all Pokémon on the field, just like Surf. Maractus might be the best partner because of Storm Drain and Petal Blizzard, just saying Of course, some Fairy Pokémon like Florges and Comfey are also able to learn this move and appreciate Rhyperior's presence on the field because it threatens Poison and Steel. Fairy, in turn, handles Fighting Pokémon for it.

I should note that because Grass Pokémon resist Ground moves, Rhyperior doesn't have to worry too much about its Grass ally whenever it clicks Earthquake. This further underlines the synergy between Rhyperior and Grass Pokémon. Another aspect to point out is that Amoonguss can't do anything to M Rhyperior in VGC, which is pretty huge as the mushroom Pokémon is often among the best Pokémon in a Doubles format due to its supportive and disruptive qualities. This should give M Rhyperior a valuable place on Trick Room and Balance teams. After all, you are free to run Safety Goggles on another Pokémon.
 
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:sv/Jumpluff:
Jumpluff-Mega
Grass/Flying
Ability: Chlorophyll/Infiltrator/Leaf Guard-> Allergen (On switch-in/activation, if an opponent has a super-effective attack, they are afflicted by Pollen).
Pollen- The afflicted Pokemon's highest non-HP stat is multiplied by .75x.

Stats
HP: 75
Atk: 55
Def: 90 (+20)
SpA: 100 (+45)
SpD: 125 (+30)
Spe: 115 (+5)
New Moves
: +Hurricane

Jumpluff's bad defensive typing inherently makes it hard to go the utility route- but what if you can turn its bad typing to its advantage? Enter Pollen, an annoying volatile condition fitting off an annoying Pokemon, using Jumpluff's spores to weaken the immune systems of scary attackers. This allows Jumpluff to actually take some hits while creating more switch-in opportunities for its teammates, or potentially slowing down an opposing speedster so it can get that fast U-turn off more easily. Pollen can even help soften up the defenses of certain bulky mons like defensive Pelipper and Amoonguss, making them easier to break, sometimes even by Jumpluff itself thanks to its new STAB Hurricane, which finally allows Jumpluff to apply actual offensive pressure.

Jumpluff otherwise continues to do Jumpluff things with its bag of utility moves. Strength Sap provides a source of recovery which can further weaken physical attackers and is most essential. Jumpluff's high speed allows it to throw off its choice of Sleep Powder, Stun Spore or Toxic; as Pollen naturally incentivizes the afflicted Pokemon to switch out, Jumpluff's ability grants it more opportunities to catch something with one of these statuses. Alternatively, Encore can be used to cause further disruption, Aromatherapy can potentially provide some defensive utility for its team, and HO teams can even potentially use Memento to ensure Allergen generates as much momentum as possible.

Mega Jumpluff's ability really shines in VGC given how switching isn't as big in that format, while not being quite as oppressive as the Ruinous Quartet due to its lower offenses, lack of Fissure and only affecting certain Pokemon, taking on a more support-oriented role. That said, its unique brand of stat control can be a great asset for certain teams, especially its ability to serve as an extra form of speed control. The format also allows its teammate to more immediately take advantage of Pollen, hitting a wall just a smidge harder or taking that one extra hit that allows it to be even more potent. Jumpluff's support movepool brings additional options to the table, namely Helping Hand to further boost its partner or Rage Powder for some redirection shenanigans.

:ss/Rhyperior:
Rhyperior-Mega
Ground/Rock
Ability: Solid Rock/Lightning Rod/Reckess-> Intimidate
Stats
HP:
115
Atk: 165 (+25)
Def: 140 (+10)
SpA: 75 (+20)
SpD: 75 (+20)
Spe:
65 (+25)

The rhino is a simple creature, Rhyperior the evolution of a fairly straightforward Pokemon, so fittingly they receive a simple ability in Intimidate. Because rhinos can also be very scary. Rather than taking the Landorus approach, Rhyperior mainly uses Intimidate to improve its ability to 1v1 the opponent or scare the opponent into switching, retaliating with its fierce power; it also helps that Rhyperior resists some key moves on the special side, most notably smashing standard Zapdos. Beyond the obvious STAB combo of FU1 (Earthquake) and FU2 (Stone Edge), Rhyperior also packs the likes of Ice Punch to shatter Garchomp and Gliscor, Megahorn to drill through Grass types and 2HKO an incoming Slowbro, Fire Punch to decimate incoming Ferrothorn or Toxic for a generally solid midground. Rhyperior can also take the opportunity to set Stealth Rock or begin a sweep with Swords Dance and/or Rock Polish.

Where Mega Rhyperior really gets interesting comes with how it slots onto teams. For starters, Rhyperior has the potential to be a surprisingly good fit on defensive teams, using its power to break obstacles the team may struggle while its Intimidate helps shore up the team's physical resilience. These structures allow Rhyperior to run a bulkier spread, keeping its HP up with the meaty Wishes of Sylveon or Alomomola while the team's resident Heal Bell/Aromatherapy user handles those pesky ailments. Conversely, HO teams can utilize it to invoke the fearsome SD Lando, its power and great STAB combo being a perfect fit for the style as Intimidate lets it set up easier. Pokemon like Weavile and Dragonite appreciate the softening of Steel types, Rhyperior's solid 1v1 vs non-Giga Mega Seviper does wonders to open up an Azumarill endgame and it can even pair with Garchomp for a horrifying double Ground offensive, Rhyperior's Stone Edge making most Flying types a nonfactor. Finally, balance teams can simply use it as a way to ease the Zapdos match-up that can also check scary physical attackers in a pinch, while also appreciating Rhyperior wallbreaking capabilities to prepare the late-game sweep.

VGC is where Intimidate is particularly well known these days, and Rhyperior packs an interesting role among Intimidate users in how it can body opposing Intimidate; most notably, Mega Rhyperior absolutely dominates Incineroar thanks to its Fire resistance, and gains enough speed from Mega to reliably speed creep the infamous cat, ensuring it can't freely Parting Shot versus it. Mega Rhyperior also surprisingly owns the 1v1 with Landorus-Therian himself if carrying Ice Punch, as Ice Punch has a serious OHKO chance through Intimidate while even Bando requires a crit vs Mega Rhy at -1. And also you can directly ignore opposing Intimidate if you're Stone Edge. Past Intimidate, STAB on Earthquake and Rock Slide is always a benefit, allowing Rhyperior to dish as hard as it gets with great spread damage. Its speed tier means that Rhyperior can also still fit on Trick Room, rolling a strong attacker and bonus support in one team slot.


:sv/Florges:
Florges-Mega
Fairy
Ability: Flower Veil/Symbiosis-> Berserk
Stats
HP:
78
Atk: 95 (+30)
Def:
88 (+20)
SpA: 122 (+10)
SpD: 184 (+30)
Spe: 85 (+10)


The latest edition of the PokeDex has revealed a surprising violent streak to Florges should any disturb its garden, and with the kick of Mega Energy Florges is especially prone to go Berserk when threatened. Florges' recovery options provide an interesting dynamic for the player to consider: Wish packs more PP and can provide more support for the team, but isn't immediate and tempts the use of Protect. Synthesis meanwhile is immediate but has less PP and needs to fear weather shenanigans. Whichever option you choose, Florges is naturally primed to rack up Berserk boost thanks to its monstrous special bulk, those boosts then forcing the opponent to dance around Moonblast, which can make it further impenetrable on the special side. This can be scary on a Calm Mind set with your choice of Psychic to smack Poison types (especially useful for Pex in NatDex formats) or HP Fire to roast Steel types, notably Mega Escavalier. Alternatively, the accrued boosts from Berserk ensures that defensive sets can still end up packing a punch, allowing Florges to support its team with options like Aromatherapy and Defog.
 
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:rhyperior:
Mega Rhyperior
Ability: Earth Eater
Type: GROUND | ROCK

Stats:

HP - 115
Atk - 140 (+10) --> 150
Def - 130 (+20) --> 150
SpA - 55 (+15) --> 70
SpD - 55 (+25) --> 80
Spe - 40 (+30) --> 70

New Moves:
None
Description:
Rhyperior has a drill. Drills literally eat into the earth. Besides, it just looks like the type of Pokemon to lift a boulder and crush it to pieces with a single bite.

In battle, base Rhyperior is a pretty good Stealth Rocker. It reliably beats the best Defogger in the meta, :zapdos: Zapdos, alongside :moltres: Moltres and (non-Wisp) :rotom_heat: Rotom-Heat. Its typing grants it STAB EdgeQuake, which hits everything apart from :chesnaught: Chesnaught for at least neutral damage. That being said, this typing, combined with its low Speed, is also its biggest drawback. It is weak to the essential Ground type, the bulky Water, the omnipresent :ferrothorn: Ferrothorn, meta king :weavile: Weavile, and any Fighting-type Pokemon or coverage moves.

This Mega Rhyperior aims to patch up one of its bigger weaknesses, while letting its teammates handle the rest. Immunity to Ground AND the ability to recover HP from it is fantastic, especially paired with its newfound bulk. Notably, this defeats :gliscor: Gliscor entirely, letting you threaten it with Ice Punch and set up Rocks on it with no issue. Furthermore, this stops (non-Aqua Tail) SD :garchomp: Garchomp from wreaking havoc. However, you still have to watch out for Toxic from TankChomp and :hippowdon: Hippowdon. The Speed buff lets it outspeed and threaten :aurorus: Mega Aurorus, :lanturn: Mega Lanturn, and :pangoro: Mega Pangoro.

:jumpluff:
Mega Jumpluff
Ability: Implant (This Pokemon's damaging Grass-type moves apply the Leech Seed effect to the target)
Type: GRASS | FLYING

Stats:

HP - 75
Atk - 55
Def - 70 (+25) --> 95
SpA - 55 (+55) --> 110
SpD - 95
Spe - 110 (+20) --> 130

New Moves: +Hurricane
Description:
Jumpluff is a dandelion, which spreads its seeds via the wind. Therefore, it seemed only fitting to give it a Leech Seed based ability. I also added Hurricane due to the lack of Special Flying moves in its pool.

Base Jumpluff is not very good. Its most redeeming qualities are its decent speed, its mediocre bulk, and the amount of annoying Grass-type moves it learns. Therefore, I decided to take this to the logical extreme. I gave Jumpluff a whopping 130 Speed, faster than any Mega currently in the tier. Taking inspiration from Florges, it no longer has to spare a moveslot on Leech Seed, and can instead rely on Giga Drain for the same effect. If you want to switch in to a Grass-type that's immune to the SubSeeding, you'll have to risk a Hurricane.

Of course, this Jumpluff isn't exactly the strongest Pokemon. It is weak to Stealth Rock and cannot hold Heavy Duty Boots. :weavile: Weavile defeats it entirely, with Triple Axel to break through Substitute, and Ice Shard for priority. :ferrothorn: Ferrothorn also walls it pretty well, as it doesn't have to worry about Hurricane. That being said, I still think this could be a scarily effective wincon in the right situation (and is also cancer to play against regardless).
 
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Dear community,

the Council and Competive Council have been long working on a new Balance poll to update the current metagame and keep it fresh and exciting. Most of the Balance Change poll will involve stat and move revisions for certain Mega Pokémon; the rest is concerned with unbans.

For those who are unfamiliar with our process: If you need a more detailed explanation on our stance on this PetMod's design philosophy, especially with regard to move changes, you can read a more detailed explanation below.
During one of our discussions about the direction of this mod, we noticed many of our custom Mega Pokémon have moves that have no competitive relevance, are more of value to a base form or don't fit very well flavour wise. So, in order to be more consistent with this mod's design philosophy, we decided to take a closer look at the move additions and rectify this. Below, you can find a list of what this approach entails, based on comments by Hematite.
  • Move additions should always be made with the respective Mega Pokémon in mind rather than its base form; after all, it is not our job as a mod to fix the base form or its pre evolution or make them more viable. For example, GF added several Pulse moves to Blastoise so that its Mega Form could actually take good advantage of its ability Mega Launcher.
  • Of course, we will always try to make sure that, even if a move is focused more on the respective Mega Pokémon, it will not make its base form too overbearing. In theory, Mega Nidoking would appreciate Gunk Shot to increase its wallbreaking potential. However, adding this move would decrease the number of checks to its base form, like Slowking or Blissey. Therefore, we cannot add Gunk Shot to Nidoking.
  • So, whenever you want to add a move to a Mega Pokémon, always consider its relevance to this form and provide good reasons. This is especially true for the distribution of legendary moves or signature moves, which we want to limit more, unless there's good reason to allow them.

Here, you will find a list detailling every change of this current poll. Towards the end of this post, you will find the poll. You need to sign up with your account to participate. Don't worry, your email won't be displayed! In the poll, you can answer with "yes" or "no". Moreover, you can add your comment on our Balance Change approaches. If there's nothing you want to add, just write "no".
The following Mega Pokémon can be polled to be unbanned:
- :Toucannon: With the loss of Nasty Plot, Mega Toucannon should be much more balanced now and get real value out of using Apple Acid.

- :Jolteon: According to some members of the Competitive Council, Mega Jolteon was problematic during a Tornadus-T centric metagame, which was back in the first PetMod League tournament. To them, it was especially notable on Rain teams where it could make progress with a Yawn set due to its offensive capabilities and enable Tornadus-T as a result. However, as time went on, Tornadus-T got banned, and opinions changed and resurfaced; in fact, the metagame has access to many Pokémon in order to deal with Mega Jolteon, such as Gastroodon, bulky Grass and Dragon Pokémon, and Sleep denying terrains. The Competitive Council believes it should be fine to unban Mega Jolteon.

- :Gourgeist: Mega Gourgeist-Small (the Prankster one) heavily restricted counterplays since it could inflict Burn on almost any physical attackers and had access to Strength Sap, making it very difficult to deal with. However, since it lost Strength Sap, it should be much easier now to overwhelm it longterm.


Stat and/or Move Revision:
- :Reuniclus: looses Photon Geyser to keep in line with this mod's design philosophy. This move is also irrelevant to it as it prefers running Psycho Boost, Superpower, Thunder or Knock Off in Singles. In VGC, there's already a powerful Psychic move in Expanding Force.

- :Exploud: looses Clanging Scales as it has no competitive reason to run it. Sets consisting of Boomburst and coverage moves are much more useful to pressure as many threats as possible.

- :Murkrow: looses Parting Shot to keep in line with this mod's intention of focusing on Mega Pokémon rather than buffing non Mega Pokémon

- :Wailmer: looses Rapid Spin to keep in line with this mod's intention of focusing on Mega Pokémon rather than buffing non Mega Pokémon

- :Orbeetle: -10 Spe, +10 SpA | This allows for more counterplay in VGC as fast accurate Hypnosis can spiral out of control

- :Zebstrika: looses Snarl but gains Spikes for better competitive efficiency as it's primarily a mono Electric attacker.

- :Regice: looses Meteor Beam to keep in line with this mod's intention of focusing on Mega Pokémon rather than buffing non Mega Pokémon

- :Magmortar: - 10 Spe, rest goes either into Atk or Def which is up to your preference. The Speed drop is important in order to allow for more offensive counterplay, such as Urshifu-R and Garchomp. This also allows Mega Magmortar to be less efficient since its previous high Speed allowed it to well invest into its bulk.
Some people maintain there's no need to give Mega Magmortar any additional buff by increasing its Def since it's already powerful itself. Moreover, this is also in line with previous actions where remaining points went into the less useful stat. However, other people prefer Mega Magmortar to use its +10 Def boost to better check Weavile. Furthermore, they believe that +10 Def won't drastically change Mega Magmortar, that is to say they won't necessarily turn crucial OHKOs into 2HKOs or 2HKOs into 3HKOs, from attackers like Gliscor or Hippowdon.
How you want the remaining points to be distributed is up to you!

- :Grapploct: looses Bullet Punch because it has no competitive value

:Heliolisk: looses Morning Sun to make it more bearable in Kalos; now, people can try to wear it down through chip damage and careful plays.
Link to the Balance Change poll. You have one week to participate in the poll:
removed because voting is over.
 
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...Well R.I.P. for adding Weather Ball to things even if I agree with the reasoning for the balance changes and have already responded to them despite only seeing it now. Now to finally post this given Rhyperior took forever even though I'm still not satisfied with it even ignoring that Rhyperior-Gurren Lagann-Mega exists at the top of the page. (Also reminder that now that my offer to compile the entries still stands, Hematemesis. You'll still just have to PM though given my continued computer issues--sigh.)

:rhyperior:
Rhyperior-Mega
New Ability: Rock Driller
= "If this Pokémon receives Rock Type damage, Stealth Rocks are removed from the field and a layer of Spikes are set on the opposing side." (This does not grant immunity to Rock damage, including Stealth Rock.) [EDIT: 2023/06/21: Using Sticky Fingaaa's suggested wording now.
When this Pokémon is targeted by an opposing Rock move or switches into Stealth Rock and survives, Stealth Rocks are removed and a layer of Spikes are set on the opposing side.

New Type: Ground/Rock [unchanged]

New Stats:
HP = 115
Atk = 140 → 160 (+20)
Def = 130 → 155 (+25)
SpA = 055 → 055 (+00)
SpD = 055 → 085 (+30)
Spe = 040 → 065 (+25)
(BST = 535 → 635)

New Moves: Rapid Spin
Description: "Mega Evolution causes Rhyperior to sprout several more drills and become obsessed with drilling through other rocks. It has been known to demolish an entire mountain in half a day if unable to be stopped, something difficult to do."

With most of the obvious abilities already taken and the remaining obvious ones feeling rather redundant to what Rhyperior actually wants to do, I eventually decided to try to focus on its "have drill, will travel (through you)" nature in another way since I wanted to try to keep it Ground/Rock. While the custom ability is unfortunately wordier than I would have liked, it's consistent and you really don't want it either activating off Rhyperior's (or its allies) own Rock moves or keeping Stealth Rock around to easily abuse with pivoting moves; I also wanted to make sure it wasn't as annoying as Glimmora, especially when my would-be Toxic Debris entry got vetoed last time for Heatmor-Mega. This ability definitely would shine more in Singles than in Doubles, though I don't think Spikes has been explored much in Doubles in general since I imagine that hazards aren't used much in serious Doubles match due to needing all of one's precious move slots for actually immediate effects.

Speaking of redundant, Rapid Spin isn't as redundant as it may seem since the Rock Driller ability a) only removes Stealth Rock and not other hazards and b) doesn't prevent from Stealth Rock from being placed (back) on the field while this Rhyperior-Mega is out (or switches in) even if you get a layer of Spikes and maybe crushingly smacked in the face in return for your defiance. Still, the Gen 8 change to Rapid Spin raising Speed by one stage is also nice for this Rhyperior-Mega's new speed tier since now with max Spe and a positive nature, one single Rapid Spin Speed Boost outspeeds even max Spe positive-natured base 120 Spe mons (if I've done my math correctly). 065 base Speed also felt like the most appropriate number for Rhyperior-Mega to be still potentially useful on Trick Room teams as well as keeping it slow enough so that it didn't start effortlessly outspeeding mons like Weavile after a single Rapid Spin, which would have been weird--hilarious but weird. Finally, Rapid Spin is of course valuable for regular Rhyperior to have too.

Regardless, as recompense for all that it got, Rhyperior-Mega still needs Wish support to avoid getting worn down by the hazards it's probably removing since giving it recovery seems like it would probably make it broken, especially with Sandstorm support. So Rapid Spin those hazards out of your way for your Cleric or other Wish-passers please, and explode Drifblim-Mega (and most other Ghosts) with your Rock STAB if they try to rudely get in your way. Your Rock-weak mons will appreciate it.


:florges:
Florges-Mega
New Ability: Sheltering Light
= This Pokémon and its allies cannot be poisoned and are dealt damage with a halved offensive stat from Poison-type attacks.
New Type: Fairy [unchanged...for now]

New Stats:
HP = 078
Atk = 065 → 075 (+10)
Def = 068 → 078 (+10)
SpA = 112 → 142 (+30)
SpD = 154 → 184 (+30)
Spe = 075 → 095 (+20) [2023/06/25 EDIT: Originally 105 (+30) Speed, with -10 dumped into Atk as per recommendations.]
(BST = 552 → 652)

New Moves: Grass Whistle (live, damn you!), Light of Ruin, Weather Ball (more mons should have this already in general, even the non-Grass ones)
Description: "Florges's Mega form constantly sheds a bright, gentle, but oddly ominous pink light that seems to sooth as allies as much it assures ruination to its foes."

I was originally just going to give this the buffed version of Pastel Veil that I made for JolteMons, but then I remembered that despite Megas For All currently confining itself to Kalos, the regular Pastel Veil still technically exists. I have still essentially done that since the regular Pastel Veil is still underwhelming, but in trying to keep with the spirit of "please try not to make custom abilities that are canon abilities but Plus Ultra", Sheltering Light doesn't cure Poison or Toxic status upon coming in or Mega-evolving, so it's more like (Doubles) Immunity with half of a Poison-focused Thick Fat. Curing Poison status is easily the most expendable feature of Pastel Veil, however, since even as someone who has probably only ever touched Doubles like 20 times ever, I'm pretty sure Poison status almost never comes up. So far more importantly, even in Singles Florges-Mega gets access to an ability that a) actually works in Singles, b) makes it immune to Poison status(es), and c) reduces its weaknesses to a single 2x weakness to Steel.

The last part admittedly worries me a bit even if I feel like the ability does actually need it, but that's more because of base Florges's stats and Fairy type as a whole being stupidly privileged. I mean, it says something that Florges is a decent mon in even Singles despite essentially lack an ability (unless you Terastilize into Grass), which is why it feels like it's the easiest one to potentially break given what it already has on top of also having the highest BST. It's to the point that it feels like it giving even just one of Counter, Earth Power, Floral Healing, Leaf Storm, OR Psyshock feels like it would probably break a Florges-Mega despite all of those arguably fitting its flavor. So I had to make the two move additions I did give it more just for said flavor than for actual function since it already has everything it needs save for Earth Power...which it probably shouldn't get, though Grass Whistle is at least decent as a threat for non-setup Florges despite its immense inaccuracy. At this point, I'd rather just make it Grass/Fairy--well, Fairy/Grass--or shift around and dump some of the stats into Atk rather than change the ability in the understandable case that this gets vetoed in some aspect. All that said, I'm probably not touching its Speed since as awkward as 105 Spe ultimately is, it's still faster than at least that apparent menace Garchomp.


:jumpluff:
Jumpluff-Mega
New Ability: Optimist Prime
= This Pokémon draws Dark moves to itself to raise Sp. Atk by 1; Dark immunity. (One day I will not submit a Storm Drain clone or actual Storm Drain for a slate, but today is not that day.)
New Type: Grass/Ghost [Ghost typing replaces Flying typing]

New Stats:
HP = 075
Atk = 055 → 055 (+00)
Def = 070 → 085 (+15)
SpA = 055 → 110 (+55)
SpD = 095 → 105 (+10)
Spe = 110 → 130 (+20)
(BST = 460 → 560)

New Moves: Air Slash, Healing Wish, Shadow Ball, Weather Ball (what did I just tell you?!)
Description: "The energy of Mega Evolution overwhelms Jumpluff's small body, causing its cotton spores to burst away from it, putting its body past the brink. Yet it still persists cheerfully as an odd spirit."

Okay, like with Heatmor, I'll be blunt here: while I do care about Jumpluff unlike Heatmor, Grass/Flying is a horrible typing, especially for a mon with such pitiful offensive capabilities. The best thing that you can say about it Grass/Flying is that you avoid non-Stealth Rock hazards...while taking 25% from Stealth Rock, squandering Grass's resistance to Electric and Ground, being quadruply weak to Ice, and missing out on Grass Terrain boosts and other Terrain immunities. Grass/Flying is bad enough that Game Freak "conveniently" spared Flapple from having it like the arguably more Dragon-like Tropius did despite Flapple visibly flying and for some reason lacking Levitate. And yet even with my enmity for the Grass/Flying, I wouldn't even have thought of Grass/Ghost if it wasn't for this randomly screwed-up dex entry that's apparently in Pokemon Scarlet:

"Jumpluff travels on seasonal winds. Once its cotton spores run out, its journey ends, as does its life."

...Dark much, Game Freak? I know I tend to personally try to lean into the "Mega Evolutions are rather dark" flavor that the canon ones tend to have, but geez. Poor little Jumpluff is too cheery for that, even as cynical as I am.

So I decided go with Grass/Ghost that literally absorbs/ignores darkness both because the most obvious leftover abilities, such as Fluffy--"Make Jumpluff more flammable? What are we? Some type of Parasect Squad?"--and Wind Rider, feel immensely underwhelming & capricious and because it still annoys me that none of the official Grass/Ghost mons are SpA-oriented still even with Brambleghast now existing (...and somehow having like no physical moves currently)--the closest is regular Decidueye. Even all the Grass/Ghost Megas made for Megas for All generally fall into this trend too outside of Gourgeist-Medium-Mega, so there's definitely space for (another) one even before this Jumpluff-Mega's new niche of also being the only would-be mon to be immune to Dark--being immune to both Pursuit and Sucker Punch help a Speed annoying mon a lot. Becoming a Ghost also fits with Jumpluff's focus on being more of an annoying support mon than anything, which is what it's basically going to be stuck as even in Mega form short of pulling a Beedrill-Mega and making it an utter glass cannon with Adaptability...that would still need access to Air Slash if nothing else. Finally when it comes to becoming Ghost, due to not starting as a Ghost, it actually has a better base HP stat than the majority of true Ghosts, and it gets to keep its "resistance" to Fighting, now an immunity, in addition to becoming immune to Normal and Dark--eat your heart out (and don't Shadow Ball me), Zoroark-Hisui, and weep (non-Mold Breaker) Pangoro(-Mega).

By the same token of being annoying, I've given it just enough SpD that if you went with Max SpD and positive nature--in this case probably Calm--then Jumpluff(-Mega's) subs have a half of a chance of taking Blissey's Shadow Ball and even a small chance of taking Blissey's Ice Beam without breaking on SubSeed sets--Chansey gets outright walled even with no SpD EVs. When it comes to other potential sets, Air Slash and Weather Ball were moves Jumpluff should have already gotten (with lack of Hurricane being understandable given it plays poorly with Sun), Shadow Ball made by far the most sense as the sole attacking Ghost STAB, and Healing Wish fits the optimistic flavor while giving it something legitimately unique to do even in its base form as a Chlorophyll mon due to being faster and differing in typing than both forms of Liligant and... Cherrim Cherubi. (It also already gets Memento and...Strength Sap, which incidentally work well with its new Ghost typing too.)
 
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Clas

pixibursting
is a Tiering Contributor
:florges:
:ss/florges::ss/florges-blue::ss/florges-orange::ss/florges-white::ss/florges-yellow:
Florges-Mega
Type:
Fairy
Ability: Flower Field - (Florges) On switch-in, Flower Field matching the user's color is set if not already, and replaces any other active Flower Field.
For 5 turns, Pokemon matching the field color will have their Base Power boosted by 1.3x, except when both Pokemon match the field color.
Color: Matches flower color (bc base florges is just white????)

Stats
HP
: 78
Atk: 65 -> 100 (+35)
Def: 68 -> 83 (+15)
SpA: 112 -> 117 (+5)
SpD: 154 -> 189 (+35)
Spe: 75 -> 85 (+10)

Description
Screenshot_20230504-230756_Discord.jpg
Coming up and balancing a concept that used Florges's colored formes came to be very very difficult, starting from ideas like giving it an extra type to extra coverage. However, not only did they not fit thematically about how it helps its ally in Double Battles, but it didn't seem logical thematically in my head. It wasn't until much later that I came up with it boosting all Pokemon on the field depending on if they shared a color with that this came into fruition. Originally, this was reliant on Florges being on the field. However, BlueRay sparked an idea in my head about making it a terrain after commenting about how only Florges would benefit in singles (although, this was as an mdiancie clone/variant). So, we end up here.

Mega Florges serves as a strong, active special wall that is able to threaten a majority of the tier, with the goal of serving as a gateway into a Color semi-archetype, much like the semi-Sand archetype with (Mega) Tyranitar in standard play. It remains defensively useful thanks to its gargantuan 189 Special Defense, recovery in both Synthesis and Wish, Aromatherapy, and Defog, while offensively having near-perfect coverage in Moonblast, Psychic, and Hidden Power Fire. This combination is enough to scare 90% of the tier, with few exceptions existing such as Moltres, Snorlax, Mantine, Mega Lanturn, or even itself being able to safely switch in. Key word is switch in, though, as Florges still struggles to break through many commonly bulky setup sweepers like Calm Mind (Mega) Espeon, Calm Mind and Nasty Plot Mega Simisear, Calm Mind (Mega) Sylveon, and Curse Snorlax without its own Calm Mind - something regular Florges is often worth using for instead due to the generally unnoticeable difference. The defensive stats are slightly worse than after two turns of Leftovers recovery, but make up in the extreme power increase and ability to outspeed uninvested base 80 Speed Pokemon like Dragonite, while also always outspeeding Adamant Tyranitar with some investment. The inability to outspeed key targets like Moltres, Mega Clawitzer, and Rotom-A, however, means that often times Florges will not be able to use its sheer breaking power as much as it would like to.
Florges (F) @ Florgesite
Ability: Flower Field
EVs: 244 HP / 200 SpA / 64 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Hidden Power [Fire]
- Synthesis

Florges (F) @ Florgesite
Ability: Flower Field
EVs: 252 HP / 168 SpA / 24 SpD / 64 Spe
Calm Nature
IVs: 0 Atk
- Moonblast
- Psychic / Hidden Power [Fire] / Aromatherapy
- Defog / Aromatherapy / Wish
- Synthesis / Protect

Florges (F) @ Florgesite
Ability: Flower Field
EVs: 252 HP / 232 Def / 24 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Aromatherapy / Toxic
- Wish / Synthesis
- Protect / Calm Mind / Defog
 
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okay so let make jumpluff op

simple

let me explain all this pokemon life is floating, it have no brain,it live a SIMPLE life

for the stats:
75->75
55->55
70-> 123 (+53)
55->102 (+47)
95->115 (+20)
110->90 (-20)

it would two new moves : calm mind and body press, with the maga jumpluff can +6 def in 1 turn and it can also boost his sp def stat with calm mind

jumpluff-mega @jumpluffite
evs: 252 hp/248 def/8sp def
-cotton guard/calm mind
-strength sap
-body press/air slash
-leech seed

ok so this could be 1 set among others...
 
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also ... i want to make a new move that change type and category depending on the megastone the user have:

(mega blast : bp 90, type: normal, category : special, change type and category depending on the user gemstone, fail if user isn't holding a gemstone)

is it possible?
i think it would help some mega to have a certain type coverage
 
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also ... i want to make a new move that change type and category depending on the megastone the user have:

(mega blast : bp 90, type: normal, category : special, change type and category depending on the user gemstone, fail if user isn't holding a gemstone)

is it possible?
i think it would help some mega to have a certain type coverage
Unfortunately, no such new moves :(
 
:rhyperior: Mega Rhyperior
New Ability
: Rocky Payload
Type:


New stats:
HP: 115
Attack: 150 (+10)
Defense: 150 (+20)
Special Attack: 125 (+70)
Special Defense: 55 (+0)
Speed: 20 (-20)
(BST: 635)

New moves: Power Gem, Gyro Ball,
Description: Mixed Attacker with Rocky Payload allowing it to retain its Rock STAB.
 
:bw/rhyperior:
Mega Rhyperior
Type: Ground/Rock
Ability: Soot Guard - This Pokémon receives 3/4 damage from neutrally effective moves (Mega Flareon’s ability)

Stats:
HP: 115
ATK: 140 -> 160 (+20)
DEF: 130 -> 160 (+30)
SPA: 55 -> 75 (+20)
SPD: 55 -> 75 (+20)
SPE: 40 -> 50 (+10)
New Moves: None

Rhyperior’s Pokédex entries say it can “withstand volcanic eruptions”. Volcanic eruptions create soot. In its mega form, Rhyperior has endured enough of these massive eruptions that its outer body is covered in a thick layer of spot. Mega-Rhyperior takes advantage of this soot to help protect itself from attacks.
Base Rhyperior is well known for being able to run the combination of Solid Rock and Weakness Policy to take advantage of its weaknesses. This oftentimes encourages opponents to instead rely on neutral hits to deal with Rhyperior to avoid having to deal with a +2 Attack behemoth. However, with Soot Guard, Mega-Rhyperior instead takes advantage of the opponent’s hesitance to use super effective attacks. It can take use the reduced damage from the attacks to either setup with Swords Dance or Rock Polish, retaliate with its already great attack stat, or set up Stealth Rock. The increase in bulk only helps it more with tanking hits, while its attack increase helps make up for the lack of item.
 
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Mega Florges
Type:
Fairy
Poison

Ability: Poison Point
Stats:
HP: 78
ATK: 65 -> 80 (+15)
DEF: 68 -> 88 (+20)
SPA: 112 -> 152 (+40)
SPD: 154 -> 164 (+10)
SPE: 75 -> 90 (+15)
New Moves: Sludge Bomb
Description: mega florges is based around flowers and plants that can produce toxins or cause irritation when touched, hence why florges gains the poison typing upon mega evolving. florges being fairy/poison also allows it to avoid being poisoned and acquire resistances to types such as fairy, as well as a 4x resistance to fighting. poison point takes advantage of florges' defensive profile and allows it to poison foes should they make contact.


Mega Jumpluff
Type:
Grass
Flying

Ability: Drift Off (The user's Flying moves cause them to switch out.)
Stats:
HP: 75
ATK: 55 -> 55 (+0)
DEF: 70 -> 85 (+15)
SPA: 55 -> 105 (+50)
SPD: 95 -> 115 (+20)
SPE: 110 -> 125 (+15)
New Moves: Tailwind, Air Slash, Hurricane, Taunt, Leaf Storm
Description: one of jumpluff's main roles in the lower tiers was as a pivot, so i wanted to centralize more on that than anything else. the combination of drift off and tailwind allows jumpluff to serve as speed control while also not lingering on the field for too long to die. taunt synergizes well with jumpluff's high speed stat, while leaf storm gives jumpluff a stronger grass move.
 
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:pumpkaboo::linoone-galar:
in collaboration with Paulluxx

:sv/jumpluff:
Mega Jumpluff
Type:
Grass / Flying
Ability: Regenerator
Moves: Wish
Stats:
HP: 75​
Att: 60​
Def: 100 (+30)
SpA: 70 (+15)
SpD: 125 (+30)
Spe: 135 (+25)

Dandelions are the bane of boring privileged people who care way too much about having a featureless plot of grass outside their house, because once they're on your lawn, it's almost impossible to get rid of them.

Mega Jumpluff is designed to be as disruptive as possible for as long as possible. Its bulk is good, but it's not so good that it can just sit in front of things and wall them all day (especially since it has to divert some of its defensive investment into Speed if it wants to outpace anything faster than base 90). However, it has enough bulk to pivot into an attack, threaten something with sleep or paralysis, and then pivot out with enough Regen healing to do again later. Wish gives it an extra layer of trickiness, as being able to threaten a move that doesn't cripple what's in front of it puts opponents in a tough spot where they have to decide between directly attacking Mega Jumpluff and risk getting a key Pokemon put to sleep, or switching to sleep fodder and risk letting Mega Jumpluff set up a Wish for free.
 

Samtendo09

Ability: Light Power
is a Pre-Contributor
View attachment 521978here it is (it is not that great i know)
It represent Mega Simisear very well, that’s what count.

I do agree it’s not that great, though generally, I’d advice against attempting to sprite onto a 3D model as it’ll look silly. 2D spriting will do the job just fine, as most Pet Mods doesn’t rely on 3D models for custom forms or Fakémons.
 
Dear community,

at long last, we've finally finished our reviews on this current slate. We apologize in advance for not doing it earlier. Between real life and tournament, it was difficult for some of us to focus on our work. Please, give a shoutout to Paul and Sticky who volunteered to share the work with us!

That being said, you have 2 days to revise your subs before voting starts on Wednesday (27.06.2023). If you made any changes to a sub, please inform the person who reviewed your sub. That would be me in Florges's case, Paul in Jumpluff's case, and Rhyperior in Sticky's case.

Below, the reviews.
:Florges:
DrPumpkinz—Considering the context behind E-Floette‘s resurrection as well as the Mega Stone’s origin, Soul Heart looks like a fitting choice on M Florges. The latter can proc its ability through different ways, such as Ally Switch, Heal Pulse to give your ally more chances to take down opposing Pokémon, or damage manipulation through moves like Chilling Water or Helping Hand. This makes M Florges different from Magearna and underlines the potency of its support set. [approved]

Giyu—Fairy/Grass + Misty Surge is a nice combo on M Florges, allowing it to switch into Ground Pokémon more comfortably, especially those that love spreading status conditions, such as Gliscor, Garchomp or Hippowdon. If you want to emphasize this competitive aspect, it wouldn’t hurt to mention it, otherwise it might be more difficult for people to accept the dualtype on M Florges. After all, flowers are not necessarily part of Florges’s biology. The Flabébé line is more in a symbiotic relationship with them, and it controls and tends to garden, etc. That being said, Florges doesn’t look like the kind of Pokémon to learn Leaf Blade. It already knows Petal Blizzard, which is much more fitting and has the same base power. [approved but may want to explain more the reason behind the dualtype]

Lord Fernado—Triage is a very powerful ability that underlines Florges’s support potential, especially in VGC where it can quickly patch up an ally. In Singles, it looks very dangerous with these move additions as well as its great bulk. Which is why, I recommend lowering M Florges’s physical bulk significantly to ensure opponents can keep it in check at all. Moreover, I’d remove Sleep Power, Mystical Fire, and Jungle Healing. The latter is not the kind of move I’d associate with Florges, which is more related to gardens rather than to jungles. You could consider Life Dew for its VGC potential, and Florges already knows some Water moves. The loss of Mystical Fire forces M Florges to choose a coverage type with Hidden Power, making it more manageable. Sleep Powder, on the other hand, enables M Florges to a significant degree, allowing it to set up several times while also potentially getting around would-be checks. [not approved until balanced]

Exploziff—Grassy Surge on a mono Fairy type is an interesting approach. It accentuates Florges’s defensive profile while not allowing for some unfortunate weaknesses from the Ice type. Moreover, I like the synergy with Wish and Protect, making this Pokémon different from other Grassy Terrain setters. A Fairy Pokémon with overall good bulk and that fast looks spooky since there aren’t many (fast) Pokémon able to check it, of the top of my head. So, if you could mention how opponents can deal with it in general without burdening the teambuilder too much, that would be well appreciated. [not approved until there’s a reasonable explanation behind the stat distribution]

War Incarnate—Flower Veil is an excellent choice to provide M Florges with a rather unique niche in Singles and good value in VGC. In the first case, it can reliably click Defog, even in the face of many of the common hazard setters (usually Ground Pokémon). The synergy with Wish and Calm Mind is also well appreciated, especially in VGC where it isn’t bothered by Snarl or Struggle Bug. Great presentation! [approved]

Okispokis—Berserker is an excellent flavour choice to reference its wrath upon those daring to destroy gardens. Competitively, it also comes with the unique combo of synergizing well with HP draining moves or Wish, making M Florges very different from M Hydreigon and G Moltres; it acts while healing itself. Moreover, it forces the opponent to attack it, which could trigger M Florges’s ability again and again. It also goes without saying that since M Florges loves to support its ally in VGC, getting hit by the opponent will make it even more dangerous. In a way, it’s like Soul Heart where you create a catch-22 for the opponent. If you lower Spe and SpA by 10 points respectively to keep it more balanced (Fire Pokémon like Moltres and Rotom-H can try to check it better, for instance), I would accept this sub. [approved if stats are more balanced]

NANI?!—You did a good job explaining the flavour behind M Florges's ability and how it can use it competitively. Unfortunately, its typing, stats as well as the fact it can't be worn down by status makes it extremely obnoxious to face. This is further stressed by the fact how spammable its Fairy moves are. Which is why I can't accept this sub at its current state. If you still want to go for a similar effect, I'd recommend putting a stronger limitation on it. [not approved until sub is balanced]

TheDamned—To comment on what you said “since even as someone who has probably only ever touched Doubles like 20 times ever, I'm pretty sure Poison status almost never comes up”, well, time has changed. In gen 9, Poison is a lot more common thanks to Toxic Spikes and Toxic Debris making sure to wear down bulky Pokémon like Dondozo Tatsugiri, among others. But to be fair, you are right. Pre-gen 9, Poison rarely comes into effect in general. That being said, this M Florges sounds more useful in gen 9 VGC than in gen 8’s. So, if you wanted to, you could talk about its use in the new generation and convince people of this idea. I’d lower Florges’s Speed by 10 to ensure it’s more kept in check; its Poison immunity is already huge on its own in Singles as it can’t easily get worn down. So, you have to brute force it.

Clas—Flower Field is an interesting choice to make Florges’s different forms relevant and promote pretty unique team styles based on colours. It wouldn’t hurt to list some potential partners that greatly benefit from this ability to give the audience a better idea of how useful this Mega Pokémon is. Speaking of ability, I think you need to be more clear on the last part of your ability description: “For 5 turns, Pokemon matching the field color will have their Base Power boosted by 1.3x, except when both Pokemon match the field color. For 5 turns, Pokemon matching the field color will have their Base Power boosted by 1.3x, except when both Pokemon match the field color.”. Do you mean to say there’s no power boost if the user attacking the target (usually on the opponent’s side) shares the same colour with it?

Awaterbucketonlava—I can’t access your google document. I’d appreciate it if you could post your sub with all of its information here, on smogon.

Chemicalmines—I believe this is the first time you post here in our forum. So, welcome! And thank you very much for posting your idea here! I appreciate Grassy Surge on a non Grass Pokémon to underline Florges’s potential, such as with Wish. However, there’s some overlap with Exploziff’s sub which, although his Florges is pure Fairy, gains much more from the ability than yours with Fairy/Poison. After all, his Florges’s comes with the benefit of comfortably switching into and pressuring Ground Pokémon much better. Therefore, I have to ask how your Florges benefits from Grassy Terrain in particular while also being different from Exploziff’s sub? Also, why is M Florges a Poison Pokémon? [not approved until there’s an explanation on Grassy Surge + dualtype]

:Rhyperior:
DrPumpkinz— Rocky Payload got me scared of approving it at first, the sky-high attack + Rock type Transistor could be very overwhelming, but after thinking about it more carefully, the low SpD and Speed should really make it more balanced, making it an absolute nuclear wallbreaker without making it broken. I just need to point that tangrowth isn't in the Kalos Dex just in case you tried to balance your sub around it, but other than that the sub is fine. [Approved]

Giyu— For me, Rhyperior is a very iconic hazard setter, as it can beat a lot of common hazards removals through SD sets, so I like how you focused on that aspect, but Excavate sounds very unhealthy, being able to set hazards simply by spamming one of the most spammable moves in the game, Earthquake, can be really hard to deal with, even if it's a 50% chance, even harder because of Rhyperior's amazing bulk and nowonl Ground type which removes both of its 4x weaknesses, making it not only a scary wallbreaker but also a progress machine. [Not Approved until ability is reworked]

LOrd Fernado— Excavate is a very interesting ability for Rhyperior, but we already have a very similar ability, Trash Compactor, so I'd suggest either changing the effect of the ability or changing it to Trash Compactor, it even fits the flavor pretty well so I don't think anyone would mind it. I also ask you to dump some of Rhyperior's Sp.Def into another stats, as 115/155/120 bulk is overwhelming even if it's on a Pokémon with two 4x weaknesses. [Not Approved until Ability and Stats are reworked/changed]

Lysion— I like how there's a contrast between Solid Rock's effect and Weak Armor, it makes the player have to think a bit before mega evolving Rhyperior, it also allows you to run coverage over the usual Rock Polish slot which makes it easier for Rhyperior to break through teams and sweep. [Approved]

Exploziff—MOLD BREAKER GANG. Mold Breaker is a banger ability for Rhyperior, allowing it to scare soft checks like Rotom-Wash from switching into it, anc forcing non Mega Rhyperiors to switch out, although I don't think there's much more to say other than that. It looks very strong but not enough to be broken. [Approved]

War Incarnate—Desolate Lands is very nice for Rhyperior, it fits into its toolkit well and synergizes incredibly with its partners in VGC, although I'd like to see a bit more justification to back the ability up flavor wise, and I'd recommend dumping a bit of Defense into the Special Attack in order to make it more bearable in singles. [Approved but more flavor and stats rework are advised]

Mossy Sandwich— I really love the concept of a more mechanical like Mega Rhyperior that powers itself up with a Steam Engine, but this feels like it could get out of hand quite easily, as there a fair amount of fire types right now which could activate Rhyperior's ability, so I suggest reworking it's defensive stats a bit or maybe even changing its type to make the ability more risky, but in my eyes it should be fine, so I'll keep it as a suggestion only. [Approved but stats rework is advised]

XtheGAMEmaster— I really like the idea of spamming Rock Wreckers without having to worry, although there's a big problem, Rock Polish allows it go crazy when it is able to 2hko the vast majority of the meta while still being able to havr a jolly nature and run Swords Dance, as Rock Wrecker + Earthquake/Meteor Assault are the only moves you need, also having Solid Rock pre mega and an amazing bulk in both forms doesn't help either, as the few mons able to outspeed it at +2 or hit it with priority moves aren't able to reliably knock it out, even with super effective damage, and the defensive answers are either 1hkoed by +2 Rock Wrecker or can't 2hko it, such as Hippowdon, which is probably the best defensive check to Rhyperior, which isn't able to properly check it for a variety of reasons. [Not approved until stats are reworked]

Abismal— Armor Tail is incredible for Rhyperior, allows it to sweep more easily as it's harder to revenge kill it or even to use choice locked priority users as setup fodder, and it shines even more in VGC where it is an amazing support for most teams. [Approved]

Gravity Monkey— This was a hard one, the difference in the defensive profile of the mega and the base form might make it hard to deal with, but I respect how you made it very physically fragile for priority, I also love offensive steel types anyway. I would suggest reducing some stats in order to make sure it isn't overwhelming but I don't think it's mandatory. [Approved]

BlueRay— Sap Sipper turns Rhyperior into a menace in any meta and I'm all for it, Amoonguss now has a hard time trying to spam Spore as Rhyperior is able to switch into it and nuke something, in Natdex it simply bullies Rilla while working as a soft check for Tapu Koko. I'll say that although I really like it the Special Defense looks pretty high for it, I'd reduce it a bit in order to make it easier to wear down. [Approved but stats need to be reworked]

Okispokis— Landorus-Therian has been real quiet since this dropped. I enjoy how simple but effective Intimidate Rhyperior is, it can work well as a soft check to many physical attackers by eating hits with its incredible bulk and forcing them out with its 165 base attack, and it also looks phenomenal in VGC. [Approved]

NANI?!— Landorus has been REAL quiet since this dropped. I recommend lowering the Special Defense a bit, Earth Eater is a powerful ability for Rhyperior, and I think it could be too overwhelming with that much SpD. Special Bulk aside, I really like this sub and how it just deletes every defogger from the game. [Approved but stats need to be reworked]

The Damned— I like the flavor, it also twists Rhyperior's role a bit, it remains as an interesting Hazard setter, but now it also removes it, the ability also incentives Rhyperior to stay healthy throughout the game in order to keep setting its Hazards. [Approved]

Swagodile— I respect this sub a lot, Rhyperior is very hard to balance around, specially when trying to get rid of the Rock type, but this one does it very well, while still maintaining itself faithful to the original form. [Approved]

EeveeGirl1380—I love Soot Guard Rhyperior, I'd also love to see a more flavor to justify the mega more, but it's not big deal. Soot Guard sounds much more efficient in Natdex than it is in Kalos, with the ever so presents Tapu Koko, Clefable, and Volcarona lacking Giga Drain, although it still has some great potential, being able to switch into certain choice locked Pokémon more easily as your opponent has to think twice before spamming their stabs at you, examples being Band Tyranitar, Specs Chandelure and Gengar. It has some good potential as a slow setup breaker and I like it. [Approved]

:Jumpluff:
Giyu- Approved, You dont really need to add gust, we've sort've moved away from move additions for parity so that needs to get removed but, other than that its solid flavorfully and balanced decently well. I do worry that it will struggle but most jumpluff have a similar issue and that will be tackled later on.

Turtlek- Approved, This one is very weak, it cant switch in on much after rocks and also why did you use non-meta comparions. It needs to be a bit more bulky to be useful.

Exploziff- Approved, not much to say, interesting bulky grass. Obviously suffers from its rocks weakness but I do find it funny you said it would be good in TCG.... LOL

Flareth13- Approved, weird flavorfully but definitely not absurd. I like how it keeps its 4x ice weakness. It could be stronger, as it doesn't really have much it can switch in on to irritate since it just gets U-Turned on by ground types but its not too weak.

Okispokis- Approved, interesting custom ability and keeps with its existing competitive design. Big fan of this one. Its also balanced well around its bulk.

Nani- Make it damaging attacks, strength sap+leech seed in one move is crazy move compression on one mon and just shouldn't exist. Once that's done it will be more than fine.

TheDamned- Approved, weird but I'm actually viewing this interestingly. Its like its seeds were blown away but the plant still lives. Its kind've cool. I like it competitively as well. Grass Ghost is solid typing-wise and obviously a knock immunity. Healing wish is a good addition.

AWaterbucketonlava- Not yet, You definitely made Jumpluff OP. But honestly its only cause its faster than everything and can just sleep it. With less speed, like 115 or so it would be totally fine cause Weavile smashes it if its defense is also in the 90 or so range. Then it would be totally fine.

chemicalmines- Not yet, no LGPE moves are allowed but this actually has an interesting concept if it was built around it better. Make this a tailwind setter in singles.

Addendum from Sticky, concerning DrPumpkinz and Paul's sub: I love fast Regenerator pivots, specially when they are balanced to not be overwhelming defensively/offensively wise chelp was something else I swear, making it a status spreader and a Wish passer makes it even better, I really like it. [Approved]
 
Oh, in case anyone doesn't want to sift through the past few pages, here is all the information for the submissions:
:Jumpluff: Mega Jumpluff (Jumpluffite)
Type: Grass / Flying
Ability: Cotton Down
New stats:
HP - 75
Attack - 60 (+5)
Defense -110 (+40)
Special Attack - 60 (+5)
Special Defense - 125 (+30)
Speed - 130 (+20)
BST - 560 (+100)
New moves:
+ Hurricane
+ Gust
+ Body Press
Description:
Mega Jumpluff's defensive utility is further increased with Cotton Down and more optimized defensive stats. I decided to give it Hurricane and Gust due to it's strange lack of Flying-type moves, although, I doubt they will be used over the vast amounts of utility options it has instead. Body Press allows it to not be passive and takes advantage of Cotton Guard. It's a pretty nice defensive wall in general and makes up for it's poor defensive typing with some nice status moves.
Jumpluff @ Jumpluffite
Ability: Infiltrator
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Body Press
- Cotton Guard
- Strength Sap
- Leech Seed / Aromatherapy

Jumpluff @ Jumplufite
Ability: Infiltrator
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- U-turn
- Strength Sap
- Leech Seed / Encore
- Toxic / Aromatherapy / Stun Spore
:sv/jumpluff:
Jumpluff
Grass/Flying
Ability:
Effect Spore
HP: 75
Attack: 55 ---> 85
Defense: 70 ---> 104
Special Attack: 55 ---> 55
Special Defense: 95 ---> 120
Speed: 110 ---> 111
Movepools additions: Defog, Hurricane, Gust, Air Slash
A solid pivot, abusing Strength Sap properties and its nature of mega to come on Fighting- and Water- type physical moves and Knock Off, potentially get a status, and then Sap Strength or U-Turn out.
Jumpluff @ Jumpluffite
Ability: Infiltrator
Tera Type: Grass
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Strength Sap
- Encore
- U-turn
- Defog
:xy/jumpluff:

Mega Jumpluff (Grass/Flying)
Ability : Delta Stream
Hp : 75
Atk: 55
Def: 100 (+30)
SpA: 89 (+34)
SpD: 105 (+10)
Spe: 136 (+26)
New move : Hurricane, Air Slash , Whirlwind

Mega Jumpluff is pollen , pollen are annoying ---> Jumpluff is annoying !
This mega is the embodiment of that. With enhanced bulk and Delta stream removing flying type weakness , Jumpluff can take full advantage of it's great utility movepool to annoy the shit out of the opponent and make slow progress through leech seed , statut in sleeping and stun powder or even using its speed to encore. With Strenght Sap you can abuse the huge speed to make sure to neuter physical attacker, or you could use synthesis as reliable recovery without having to be afraid of weather reducing your healing potential. The ability is also great at dealing with weather if your team struggle to play against rain , as Jumpluff can easily switch on most rain abuser. In TCG , in addition to the previous option , it can also use tailwind and rage powder with it's great bulk to support it's teamate.
:Jumpluff: Mega Jumpluff
New Ability
: Earth Eater
Type: Grass/Ground

New stats:
HP: 75 (+0)
Attack: 95 (+40)
Defense: 75 (+5)
Special Attack: 95 (+40)
Special Defense: 100 (+5)
Speed: 120 (+10)
(560 BST)

New moves: Ingrain, Bulldoze, Earth Power
Description: The premise is simple. Jumpluff has decided to land and set down its roots. Earth Eater is it's ability because it's now getting nutrients from the earth, which just so happens to have the Mega keep the Ground type Immunity of its base form. Ingrain's mostly there for flavor reasons, but using it also prevents you from getting swapped out, which might be useful in certain scenarios.
:sv/Jumpluff:
Jumpluff-Mega
Grass/Flying
Ability: Chlorophyll/Infiltrator/Leaf Guard-> Allergen (On switch-in/activation, if an opponent has a super-effective attack, they are afflicted by Pollen).
Pollen- The afflicted Pokemon's highest non-HP stat is multiplied by .75x.

Stats
HP: 75
Atk: 55
Def: 90 (+20)
SpA: 100 (+45)
SpD: 125 (+30)
Spe: 115 (+5)
New Moves
: +Hurricane

Jumpluff's bad defensive typing inherently makes it hard to go the utility route- but what if you can turn its bad typing to its advantage? Enter Pollen, an annoying volatile condition fitting off an annoying Pokemon, using Jumpluff's spores to weaken the immune systems of scary attackers. This allows Jumpluff to actually take some hits while creating more switch-in opportunities for its teammates, or potentially slowing down an opposing speedster so it can get that fast U-turn off more easily. Pollen can even help soften up the defenses of certain bulky mons like defensive Pelipper and Amoonguss, making them easier to break, sometimes even by Jumpluff itself thanks to its new STAB Hurricane, which finally allows Jumpluff to apply actual offensive pressure.

Jumpluff otherwise continues to do Jumpluff things with its bag of utility moves. Strength Sap provides a source of recovery which can further weaken physical attackers and is most essential. Jumpluff's high speed allows it to throw off its choice of Sleep Powder, Stun Spore or Toxic; as Pollen naturally incentivizes the afflicted Pokemon to switch out, Jumpluff's ability grants it more opportunities to catch something with one of these statuses. Alternatively, Encore can be used to cause further disruption, Aromatherapy can potentially provide some defensive utility for its team, and HO teams can even potentially use Memento to ensure Allergen generates as much momentum as possible.

Mega Jumpluff's ability really shines in VGC given how switching isn't as big in that format, while not being quite as oppressive as the Ruinous Quartet due to its lower offenses, lack of Fissure and only affecting certain Pokemon, taking on a more support-oriented role. That said, its unique brand of stat control can be a great asset for certain teams, especially its ability to serve as an extra form of speed control. The format also allows its teammate to more immediately take advantage of Pollen, hitting a wall just a smidge harder or taking that one extra hit that allows it to be even more potent. Jumpluff's support movepool brings additional options to the table, namely Helping Hand to further boost its partner or Rage Powder for some redirection shenanigans.
:jumpluff:
Mega Jumpluff
Ability: Implant (This Pokemon's damaging Grass-type moves apply the Leech Seed effect to the target)
Type: GRASS | FLYING

Stats:

HP - 75
Atk - 55
Def - 70 (+25) --> 95
SpA - 55 (+55) --> 110
SpD - 95
Spe - 110 (+20) --> 130

New Moves: +Hurricane
Description:
Jumpluff is a dandelion, which spreads its seeds via the wind. Therefore, it seemed only fitting to give it a Leech Seed based ability. I also added Hurricane due to the lack of Special Flying moves in its pool.

Base Jumpluff is not very good. Its most redeeming qualities are its decent speed, its mediocre bulk, and the amount of annoying Grass-type moves it learns. Therefore, I decided to take this to the logical extreme. I gave Jumpluff a whopping 130 Speed, faster than any Mega currently in the tier. Taking inspiration from Florges, it no longer has to spare a moveslot on Leech Seed, and can instead rely on Giga Drain for the same effect. If you want to switch in to a Grass-type that's immune to the SubSeeding, you'll have to risk a Hurricane.

Of course, this Jumpluff isn't exactly the strongest Pokemon. It is weak to Stealth Rock and cannot hold Heavy Duty Boots. :weavile: Weavile defeats it entirely, with Triple Axel to break through Substitute, and Ice Shard for priority. :ferrothorn: Ferrothorn also walls it pretty well, as it doesn't have to worry about Hurricane. That being said, I still think this could be a scarily effective wincon in the right situation (and is also cancer to play against regardless).
:jumpluff:
Jumpluff-Mega
New Ability: Optimist Prime
= This Pokémon draws Dark moves to itself to raise Sp. Atk by 1; Dark immunity. (One day I will not submit a Storm Drain clone or actual Storm Drain for a slate, but today is not that day.)
New Type: Grass/Ghost [Ghost typing replaces Flying typing]

New Stats:
HP = 075
Atk = 055 → 055 (+00)
Def = 070 → 085 (+15)
SpA = 055 → 110 (+55)
SpD = 095 → 105 (+10)
Spe = 110 → 130 (+20)
(BST = 460 → 560)

New Moves: Air Slash, Healing Wish, Shadow Ball, Weather Ball (what did I just tell you?!)
Description: "The energy of Mega Evolution overwhelms Jumpluff's small body, causing its cotton spores to burst away from it, putting its body past the brink. Yet it still persists cheerfully as an odd spirit."

Okay, like with Heatmor, I'll be blunt here: while I do care about Jumpluff unlike Heatmor, Grass/Flying is a horrible typing, especially for a mon with such pitiful offensive capabilities. The best thing that you can say about it Grass/Flying is that you avoid non-Stealth Rock hazards...while taking 25% from Stealth Rock, squandering Grass's resistance to Electric and Ground, being quadruply weak to Ice, and missing out on Grass Terrain boosts and other Terrain immunities. Grass/Flying is bad enough that Game Freak "conveniently" spared Flapple from having it like the arguably more Dragon-like Tropius did despite Flapple visibly flying and for some reason lacking Levitate. And yet even with my enmity for the Grass/Flying, I wouldn't even have thought of Grass/Ghost if it wasn't for this randomly screwed-up dex entry that's apparently in Pokemon Scarlet:

"Jumpluff travels on seasonal winds. Once its cotton spores run out, its journey ends, as does its life."

...Dark much, Game Freak? I know I tend to personally try to lean into the "Mega Evolutions are rather dark" flavor that the canon ones tend to have, but geez. Poor little Jumpluff is too cheery for that, even as cynical as I am.

So I decided go with Grass/Ghost that literally absorbs/ignores darkness both because the most obvious leftover abilities, such as Fluffy--"Make Jumpluff more flammable? What are we? Some type of Parasect Squad?"--and Wind Rider, feel immensely underwhelming & capricious and because it still annoys me that none of the official Grass/Ghost mons are SpA-oriented still even with Brambleghast now existing (...and somehow having like no physical moves currently)--the closest is regular Decidueye. Even all the Grass/Ghost Megas made for Megas for All generally fall into this trend too outside of Gourgeist-Medium-Mega, so there's definitely space for (another) one even before this Jumpluff-Mega's new niche of also being the only would-be mon to be immune to Dark--being immune to both Pursuit and Sucker Punch help a Speed annoying mon a lot. Becoming a Ghost also fits with Jumpluff's focus on being more of an annoying support mon than anything, which is what it's basically going to be stuck as even in Mega form short of pulling a Beedrill-Mega and making it an utter glass cannon with Adaptability...that would still need access to Air Slash if nothing else. Finally when it comes to becoming Ghost, due to not starting as a Ghost, it actually has a better base HP stat than the majority of true Ghosts, and it gets to keep its "resistance" to Fighting, now an immunity, in addition to becoming immune to Normal and Dark--eat your heart out (and don't Shadow Ball me), Zoroark-Hisui, and weep (non-Mold Breaker) Pangoro(-Mega).

By the same token of being annoying, I've given it just enough SpD that if you went with Max SpD and positive nature--in this case probably Calm--then Jumpluff(-Mega's) subs have a half of a chance of taking Blissey's Shadow Ball and even a small chance of taking Blissey's Ice Beam without breaking on SubSeed sets--Chansey gets outright walled even with no SpD EVs. When it comes to other potential sets, Air Slash and Weather Ball were moves Jumpluff should have already gotten (with lack of Hurricane being understandable given it plays poorly with Sun), Shadow Ball made by far the most sense as the sole attacking Ghost STAB, and Healing Wish fits the optimistic flavor while giving it something legitimately unique to do even in its base form as a Chlorophyll mon due to being faster and differing in typing than both forms of Liligant and... Cherrim Cherubi. (It also already gets Memento and...Strength Sap, which incidentally work well with its new Ghost typing too.)

Mega Jumpluff
Type:
Grass
Flying

Ability: Drift Off (The user's Flying moves cause them to switch out.)
Stats:
HP: 75
ATK: 55 -> 55 (+0)
DEF: 70 -> 85 (+15)
SPA: 55 -> 105 (+50)
SPD: 95 -> 115 (+20)
SPE: 110 -> 125 (+15)
New Moves: Tailwind, Air Slash, Hurricane, Taunt, Leaf Storm
Description: one of jumpluff's main roles in the lower tiers was as a pivot, so i wanted to centralize more on that than anything else. the combination of drift off and tailwind allows jumpluff to serve as speed control while also not lingering on the field for too long to die. taunt synergizes well with jumpluff's high speed stat, while leaf storm gives jumpluff a stronger grass move.
:sv/jumpluff:
Mega Jumpluff
Type:
Grass / Flying
Ability: Regenerator
Moves: Wish
Stats:
HP: 75​
Att: 60​
Def: 100 (+30)
SpA: 70 (+15)
SpD: 125 (+30)
Spe: 135 (+25)

Dandelions are the bane of boring privileged people who care way too much about having a featureless plot of grass outside their house, because once they're on your lawn, it's almost impossible to get rid of them.

Mega Jumpluff is designed to be as disruptive as possible for as long as possible. Its bulk is good, but it's not so good that it can just sit in front of things and wall them all day (especially since it has to divert some of its defensive investment into Speed if it wants to outpace anything faster than base 90). However, it has enough bulk to pivot into an attack, threaten something with sleep or paralysis, and then pivot out with enough Regen healing to do again later. Wish gives it an extra layer of trickiness, as being able to threaten a move that doesn't cripple what's in front of it puts opponents in a tough spot where they have to decide between directly attacking Mega Jumpluff and risk getting a key Pokemon put to sleep, or switching to sleep fodder and risk letting Mega Jumpluff set up a Wish for free.


:sv/rhyperior:
Mega Rhyperior
Type:
Ground / Rock
Ability: Rocky Payload
Stats:
HP: 115​
Att: 170 (+30)
Def: 180 (+50)
SpA: 85 (+30)
SpD: 55​
Spe: 30 (-10)

The flavor of Rocky Payload (also called Rock Transport) is that the Pokemon moves rocks that are not part of its body from one place to another. Launching rocks out of a cannon is a method of moving rocks. A very violent method of moving rocks.

Mega Rhyperior doubles down on its Rock STAB, to nuclear results. Its Stone Edge can 2HKO phydef Tangrowth and neatly OHKOs after a Swords Dance, and its Rock Slides in doubles are the second strongest in the game, only being beaten by a Rampardos boosted by Sheer Force and either Life Orb or Choice Band. And of course, if Mega Rhyperior wants to just delete whatever's in front of it, it can launch a supercharged Rock Wrecker, the force of which has a decent chance to OHKO physdef Skarmory after rocks.
:Rhyperior: Mega Rhyperior
New Ability
: Weak Armor
Type: Ground / Rock

Stats:
HP: 115
Attack: 140 + 10 = 150
Defense: 130 +10
Special Attack: 55 +30 = 85
Special Defense: 55 + 20 = 75
Speed: 40 + 30 = 70
(BST: 635)

New Moves: None
Description:
Its armor is getting weaker with the mega evolution + the lava. Now, it can easily crackle (it's still an extremely solid one).

Weak Armor + bulk + Swords Dance + EdgeQuake is something I likely don't need to explain. I didn't want to focus on a bulky/defensive approach because it's kinda hard to make a bulkier mon than Rhyperior due to Solid Rock being as good as it is, so I wanted to try Weak Armor so it can trade bulk for setup. Even after Weak Armor, it can still be outsped by some Scarfers, and bulky Water like Slowbro or Rotom-Wash can still wall it and take it down. Despite this, it can be extremely strong as it can find a setup opportunity and just sweep a game.


First sub here, despite being around for a while lol
:xy/rhyperior:
Mega Rhyperior (Ground/Rock)
Ability : Mold Breaker
Hp : 115
Atk: 185 (+45)
Def: 140 (+10)
SpA: 65 (+10)
SpD: 70 (+15)
Spe: 60 (+20)

Similarly to Mega Heracross , Mega Rhyperior is the definition of a wall breaker. With Mold breaker allowing it to ignore ability such as unaware and levitate, Rhyperior can use it's insane attack to wreck havoc through opponent team. The slight increase in speed help in dealing with slow wall with a bit of investment , while rehyperior natural bulk help him tank 1 or 2 hit from faster threath. With it rather low speed, Mega Rhyperior enjoy support from TR, or sticky web to compensate for its middling speed.
:rhyperior:
Mega Rhyperior
New Ability
: Desolate Land
Type: Rock/Ground

New stats:
HP: 115
Attack: 150 (+10)
Defense: 150 (+20)
Special Attack: 85 (+30)
Special Defense: 85 (+30)
Speed: 50 (+10)
(635 BST)

New moves: lol
Description: A powerful tank that uses its massive physical bulk to stomach hits and its massive attack stat to dish out tons of damage with STAB EdgeQuake, which is always useful to have. Its defensive typing, despite being riddled with weaknesses, is decent enough to let it tank a variety of hits from a variety of mons in the tier. Desolate Land is the cherry on top of the cake, giving it a free Water immunity to ensure maximum survivability while having the added benefit of boosting its Fire coverage to hit the few mons that don't fear STAB EdgeQuake. Meanwhile, in VGC, it could serve the role of a budget Groudon, lending credit to STAB EdgeQuake coming off of a massive 150 attack and Desolate Land boosting its Fire coverage to staggering levels. Having amazing physical bulk and serviceable special bulk also works to its advantage as well in Doubles, which lets it survive a lot of hits if it needs to. All of these traits combined make it a great partner for Grass-type mons in VGC, which appreciate Rhyperior's ability to resist and check the Fire- and Flying-types that threaten them as well as the benefits of Desolate Land, which can activate Chlorophyll and boost their Fire coverage to threaten Steel-types that would resist them. In addition, it also has plenty of notable matchups versus other weather setters, notably matching up well versus Dhelmise if Mega Rhyperior switches in on it first [though if Dhelmise switches in on Mega Rhyperior you're basically dead].

Rhyperior's rock-hard skin has adapted further, becoming almost entirely made up of igneous rock due to volcanic influences [and on the inside I suppose it has a lot of magma within it as well, but this magma is not ever visible, preventing it from being part Fire-type]. This has made its exterior even tougher and I suppose now it is able to emanate a ton of heat as a result of these influences. This heat causes any and all water to evaporate before it can make contact, while boosting its Fire moves even further [since Rhyperior learns a decent amount of them].
:dp/rhyperior:
:rhyperior: Mega Rhyperior
New Ability
: Steam Engine
Type: Ground/Rock

New stats: 115/150/170/70/80/50
HP: 115 (+0)
Attack: 140 --> 150 (+10)
Defense: 130 --> 170 (+40)
Special Attack: 55 --> 70 (+15)
Special Defense: 55 --> 80 (+25)
Speed: 40 --> 50 (+10)
(BST) 535 --> 635

New moves: Doesn't need it
Description: Here's the thing about Rhyperior: The base form is already extremely strong and could probably carve a niche in any OU format solely due to its STAB combo and incredible Attack and bulk. As such, I wanted to keep what made Rhyperior strong without investing in a great ability. Steam Engine can obviously be very powerful, as you can get to +6 Speed and crush most mons under the weight of your raw stats at this point. However, activating it is not without its risks. Rhyperior has the bulk to take weaker Water moves, but it has to be very healthy to do so and can leave itself open to a Scald burn or many forms of priority. Taking Fire moves is safer, but Fire types will have tools to cripple it as they're generally good users of status options such as Will-O-Wisp and Toxic. However, its potential is sky-high if you can get it to activate safely, which is especially realistic for VGC. The most relevant thing about Rhyperior isn't Steam Engine though, it's that it remains the tank it is in base form. With improved Defenses to takes hits, higher Speed to make outspeeding defensive mons easier and just a little bit of Attack, Rhyperior can be an important part of your gameplan, both offensively and defensively, without needing any gimmicks. So you can pretty much use it like you would use regular Rhyperior: A Stealth Rock Setter or a Swords Dance breaker that's very hard to kill and that has a STAB combo that's very hard to deal with.

Type: Ground/Rock
Ability: Relentless - The user bypasses the recharge time of certain moves. (Let's be honest, we all saw an ability like this coming LMAO)

-Stats-
Hp: 115
Atk: 140 -> 190 (+50)
Def: 130 -> 150 (+20)
SpA: 55 -> 65 (+10)
SpD: 55 -> 65 (+10)
Spe: 40 -> 50 (+10)
Bst: 535 -> 635 (+100)

-New Moves-
Meteor Assault

“It's plate armor becomes so heavy through Mega Evolution that Mega Rhyperior prefers to carry it on all fours. A side effect of this behavior is that Mega Rhyperior shows an almost lower level of intelligence than Rhyhorn, but it will still respond to basic commands and remember its Trainer's name. It can completely level a major city in minutes.”

Rhyperior on paper is a very simple mon- Send it out at a good opportunity, click your banded physical moves, watch a resist take almost 50%, rinse and repeat. Mega Rhyperior aims to play to those strengths to become an even more monstrous physical wallbreaker that clicks one or two VERY good buttons, with the option to become one of the most dangerous cleaners in the game after a Rock Polish or an OHKO machine after an SD.

Mega Rhyperior's excellent bulk means it can tank neutral hits very well, especially from more passive Pokémon, and tries to find it's entry point there to start brute-forcing holes though the opponent's team until they've been weakened enough to sweep after a Rock Polish. However, it's incredible STAB typing also comes with the drawback of being easy to lure- A random HP Grass or quad super-effective coverage move will rip through it on the switch, especially after loosing Solid Rock, limiting it's overall sweeping potential.

Base 53 speed is a particularly good speed tier for a wallbreaker to hit, and with Jolly and max investment, Mega Rhyperior can outspeed the most popular scarfer in M4A Kalos- Rotom Wash. However, this is at the cost of not using Adamant to get the most amount of damage out of Rhyperior on a game-to-game basis and achieving almost gamebreaking feats such as 2hkoing Physdef Tangrowth with Rock Wrecker without Stealth Rocks.

Meteor Assault gives Mega Rhyperior an impressive Fighting-type option to abuse it's ability and does about as much as STAB Earthquake without giving Base Rhyperior a better fighting type move to use.

6-28-23: Edited stats- Less speed, less bulk, and even higher attack! This should change the playstyle a bit to lean more heavily on wallbreaking, aiming for 2hkos on even the bulkiest of pokemon and ohkoing everything it can after an SD, held back by now being checked by Scarf Rotom-Wash.
:bw/rhyperior:
Mega Rhyperior
New Ability
: Armor Tail ("This pokemon and its allies are protected from opposing priority moves")
Type:


New stats:
HP: 115
Atk: 180 (+40)
Def: 150 (+20)
SpA: 45 (+10)
SpD: 75 (+20)
Spe: 50 (+10)
(635)

New moves: none!
Description: Back in SWSH OU, Rhyperior gained popularity for a time thanks to its Rock Polish weakness policy set. I decided to give it a different way of abusing rock polish and other speed altering moves. Armor Tail helps prevent priority moves its naturally weak to such as Aqua Jet, Bullet Punch, Mach Punch or even Grassy Glide from touching it, allowing it to wreak havoc after its speed gets up. Additionally because of its low speed but gargantuan attack, running it alongside Trick Room in VGC is just as applicable, preventing its allies from being faked out before they can set trick room, making it harder to punish after the fact and then enabling it to spam rock slide to its hearts content.

:rhyperior:Rhyperior-Mega Rhyperiorite
New Ability: Levitate
Type:

Stats: 115 / 170 (+30) / 40 (-90) / 125 (+70) / 110 (+55) / 75 (+35) [BST: 635]
Weight: 682.8 kg
New Moves: –
Description: Rhyperior rocket babyyy. I wanted to give this mega a different niche than its base form. The Steel/Ground + Levitate typing grants this form a very different defensive profile from its base form: you lose your Grass, Ice, Ground weaknesses but gain a Fire weakness. Thanks to a very strong 170 Atk, a very usable 125 SpA, Swords Dance and a pretty ridiculous movepool all things considered, its serves as a very powerful Wallbreaker. It can also run Rock Polish for fun but less consistent sweeper set. Its relatively slow though, and it's very frail on the physical side.
:xy/rhyperior:
Mega Rhyperior

New Ability
: Sap Sipper

Type
: Ground | Rock

New Stats

HP: 115
Attack: 140 → 150 (+10)
Defense: 130 → 160 (+30)
Special Attack: 55 → 65 (+10)
Special Defense: 55 → 85 (+30)
Speed: 40 → 60 (+20)
BST: 540 → 640

New Moves:
- none

Description:
1) Flavour

Rhyperior is likely based on an ankylosaur, which is a herbivore. Hence why it has Sap Sipper.

2) Competitive
A bully that makes Sun abusers weep.

Yes, you read it right. M Heliolisk and Venusaur on Sun will no longer scare you anymore as M Rhyperior doesn't fear any Grass move thanks to Sap Sipper. It also happens to resist Fire and Poison, making it even more difficult for these Pokémon to take down M Rhyperior. While Venusaur does know Earth Power, I'd argue it's more viable to run Sludge Bomb on it in Kalos in order to deal with Hydreigon, Dragonite, Moltres, and Rotom-H, among others. There are barely any relevant Pokémon you would want to hit with Earth Power.

That being said, Ground/Rock + Sap Sipper handles Roserade, Amoonguss, and Ferrothorn very well, underlining how valuable this combo is in Kalos and allowing it to set hazards in front of them. Moreover, this pairs extremely well with Wish passers like Alomomola or Florges which naturally invite Grass Pokémon, like the aforementioned Pokémon.

In VGC, the dualtype offers great offensive and defensive synergy with Grass Pokémon; in fact, it pressures all the types Grass doesn't want to deal with, while also resisting most of them, like Fire or Flying. In turn, M Rhyperior appreciates Grass's ability to threaten Water Pokémon. The synergy between Rhyperior and Grass Pokémon is further underlined by Petal Blizzard, which hits all Pokémon on the field, just like Surf. Maractus might be the best partner because of Storm Drain and Petal Blizzard, just saying Of course, some Fairy Pokémon like Florges and Comfey are also able to learn this move and appreciate Rhyperior's presence on the field because it threatens Poison and Steel. Fairy, in turn, handles Fighting Pokémon for it.

I should note that because Grass Pokémon resist Ground moves, Rhyperior doesn't have to worry too much about its Grass ally whenever it clicks Earthquake. This further underlines the synergy between Rhyperior and Grass Pokémon. Another aspect to point out is that Amoonguss can't do anything to M Rhyperior in VGC, which is pretty huge as the mushroom Pokémon is often among the best Pokémon in a Doubles format due to its supportive and disruptive qualities. This should give M Rhyperior a valuable place on Trick Room and Balance teams. After all, you are free to run Safety Goggles on another Pokémon.
:ss/Rhyperior:
Rhyperior-Mega
Ground/Rock
Ability: Solid Rock/Lightning Rod/Reckess-> Intimidate
Stats
HP:
115
Atk: 165 (+25)
Def: 140 (+10)
SpA: 75 (+20)
SpD: 75 (+20)
Spe:
65 (+25)

The rhino is a simple creature, Rhyperior the evolution of a fairly straightforward Pokemon, so fittingly they receive a simple ability in Intimidate. Because rhinos can also be very scary. Rather than taking the Landorus approach, Rhyperior mainly uses Intimidate to improve its ability to 1v1 the opponent or scare the opponent into switching, retaliating with its fierce power; it also helps that Rhyperior resists some key moves on the special side, most notably smashing standard Zapdos. Beyond the obvious STAB combo of FU1 (Earthquake) and FU2 (Stone Edge), Rhyperior also packs the likes of Ice Punch to shatter Garchomp and Gliscor, Megahorn to drill through Grass types and 2HKO an incoming Slowbro, Fire Punch to decimate incoming Ferrothorn or Toxic for a generally solid midground. Rhyperior can also take the opportunity to set Stealth Rock or begin a sweep with Swords Dance and/or Rock Polish.

Where Mega Rhyperior really gets interesting comes with how it slots onto teams. For starters, Rhyperior has the potential to be a surprisingly good fit on defensive teams, using its power to break obstacles the team may struggle while its Intimidate helps shore up the team's physical resilience. These structures allow Rhyperior to run a bulkier spread, keeping its HP up with the meaty Wishes of Sylveon or Alomomola while the team's resident Heal Bell/Aromatherapy user handles those pesky ailments. Conversely, HO teams can utilize it to invoke the fearsome SD Lando, its power and great STAB combo being a perfect fit for the style as Intimidate lets it set up easier. Pokemon like Weavile and Dragonite appreciate the softening of Steel types, Rhyperior's solid 1v1 vs non-Giga Mega Seviper does wonders to open up an Azumarill endgame and it can even pair with Garchomp for a horrifying double Ground offensive, Rhyperior's Stone Edge making most Flying types a nonfactor. Finally, balance teams can simply use it as a way to ease the Zapdos match-up that can also check scary physical attackers in a pinch, while also appreciating Rhyperior wallbreaking capabilities to prepare the late-game sweep.

VGC is where Intimidate is particularly well known these days, and Rhyperior packs an interesting role among Intimidate users in how it can body opposing Intimidate; most notably, Mega Rhyperior absolutely dominates Incineroar thanks to its Fire resistance, and gains enough speed from Mega to reliably speed creep the infamous cat, ensuring it can't freely Parting Shot versus it. Mega Rhyperior also surprisingly owns the 1v1 with Landorus-Therian himself if carrying Ice Punch, as Ice Punch has a serious OHKO chance through Intimidate while even Bando requires a crit vs Mega Rhy at -1. And also you can directly ignore opposing Intimidate if you're Stone Edge. Past Intimidate, STAB on Earthquake and Rock Slide is always a benefit, allowing Rhyperior to dish as hard as it gets with great spread damage. Its speed tier means that Rhyperior can also still fit on Trick Room, rolling a strong attacker and bonus support in one team slot.
:rhyperior:
Mega Rhyperior
Ability: Earth Eater
Type: GROUND | ROCK

Stats:

HP - 115
Atk - 140 (+10) --> 150
Def - 130 (+20) --> 150
SpA - 55 (+15) --> 70
SpD - 55 (+25) --> 80
Spe - 40 (+30) --> 70

New Moves:
None
Description:
Rhyperior has a drill. Drills literally eat into the earth. Besides, it just looks like the type of Pokemon to lift a boulder and crush it to pieces with a single bite.

In battle, base Rhyperior is a pretty good Stealth Rocker. It reliably beats the best Defogger in the meta, :zapdos: Zapdos, alongside :moltres: Moltres and (non-Wisp) :rotom_heat: Rotom-Heat. Its typing grants it STAB EdgeQuake, which hits everything apart from :chesnaught: Chesnaught for at least neutral damage. That being said, this typing, combined with its low Speed, is also its biggest drawback. It is weak to the essential Ground type, the bulky Water, the omnipresent :ferrothorn: Ferrothorn, meta king :weavile: Weavile, and any Fighting-type Pokemon or coverage moves.

This Mega Rhyperior aims to patch up one of its bigger weaknesses, while letting its teammates handle the rest. Immunity to Ground AND the ability to recover HP from it is fantastic, especially paired with its newfound bulk. Notably, this defeats :gliscor: Gliscor entirely, letting you threaten it with Ice Punch and set up Rocks on it with no issue. Furthermore, this stops (non-Aqua Tail) SD :garchomp: Garchomp from wreaking havoc. However, you still have to watch out for Toxic from TankChomp and :hippowdon: Hippowdon. The Speed buff lets it outspeed and threaten :aurorus: Mega Aurorus, :lanturn: Mega Lanturn, and :pangoro: Mega Pangoro.
:rhyperior:
Rhyperior-Mega
New Ability: Rock Driller
= "If this Pokémon receives Rock Type damage, Stealth Rocks are removed from the field and a layer of Spikes are set on the opposing side." (This does not grant immunity to Rock damage, including Stealth Rock.) [EDIT: 2023/06/21: Using Sticky Fingaaa's suggested wording now.
When this Pokémon is targeted by an opposing Rock move or switches into Stealth Rock and survives, Stealth Rocks are removed and a layer of Spikes are set on the opposing side.

New Type: Ground/Rock [unchanged]

New Stats:
HP = 115
Atk = 140 → 160 (+20)
Def = 130 → 155 (+25)
SpA = 055 → 055 (+00)
SpD = 055 → 085 (+30)
Spe = 040 → 065 (+25)
(BST = 535 → 635)

New Moves: Rapid Spin
Description: "Mega Evolution causes Rhyperior to sprout several more drills and become obsessed with drilling through other rocks. It has been known to demolish an entire mountain in half a day if unable to be stopped, something difficult to do."

With most of the obvious abilities already taken and the remaining obvious ones feeling rather redundant to what Rhyperior actually wants to do, I eventually decided to try to focus on its "have drill, will travel (through you)" nature in another way since I wanted to try to keep it Ground/Rock. While the custom ability is unfortunately wordier than I would have liked, it's consistent and you really don't want it either activating off Rhyperior's (or its allies) own Rock moves or keeping Stealth Rock around to easily abuse with pivoting moves; I also wanted to make sure it wasn't as annoying as Glimmora, especially when my would-be Toxic Debris entry got vetoed last time for Heatmor-Mega. This ability definitely would shine more in Singles than in Doubles, though I don't think Spikes has been explored much in Doubles in general since I imagine that hazards aren't used much in serious Doubles match due to needing all of one's precious move slots for actually immediate effects.

Speaking of redundant, Rapid Spin isn't as redundant as it may seem since the Rock Driller ability a) only removes Stealth Rock and not other hazards and b) doesn't prevent from Stealth Rock from being placed (back) on the field while this Rhyperior-Mega is out (or switches in) even if you get a layer of Spikes and maybe crushingly smacked in the face in return for your defiance. Still, the Gen 8 change to Rapid Spin raising Speed by one stage is also nice for this Rhyperior-Mega's new speed tier since now with max Spe and a positive nature, one single Rapid Spin Speed Boost outspeeds even max Spe positive-natured base 120 Spe mons (if I've done my math correctly). 065 base Speed also felt like the most appropriate number for Rhyperior-Mega to be still potentially useful on Trick Room teams as well as keeping it slow enough so that it didn't start effortlessly outspeeding mons like Weavile after a single Rapid Spin, which would have been weird--hilarious but weird. Finally, Rapid Spin is of course valuable for regular Rhyperior to have too.

Regardless, as recompense for all that it got, Rhyperior-Mega still needs Wish support to avoid getting worn down by the hazards it's probably removing since giving it recovery seems like it would probably make it broken, especially with Sandstorm support. So Rapid Spin those hazards out of your way for your Cleric or other Wish-passers please, and explode Drifblim-Mega (and most other Ghosts) with your Rock STAB if they try to rudely get in your way. Your Rock-weak mons will appreciate it.
:rhyperior: Mega Rhyperior
New Ability
: Rocky Payload
Type:


New stats:
HP: 115
Attack: 150 (+10)
Defense: 150 (+20)
Special Attack: 125 (+70)
Special Defense: 55 (+0)
Speed: 20 (-20)
(BST: 635)

New moves: Power Gem, Gyro Ball,
Description: Mixed Attacker with Rocky Payload allowing it to retain its Rock STAB.


rhyperior become fast with the time it is a powerfull beast but it lacks of recovery
:bw/rhyperior:
Mega Rhyperior
Type: Ground/Rock
Ability: Soot Guard - This Pokémon receives 3/4 damage from neutrally effective moves (Mega Flareon’s ability)

Stats:
HP: 115
ATK: 140 -> 160 (+20)
DEF: 130 -> 160 (+30)
SPA: 55 -> 75 (+20)
SPD: 55 -> 75 (+20)
SPE: 40 -> 50 (+10)
New Moves: None

Rhyperior’s Pokédex entries say it can “withstand volcanic eruptions”. Volcanic eruptions create soot. In its mega form, Rhyperior has endured enough of these massive eruptions that its outer body is covered in a thick layer of spot. Mega-Rhyperior takes advantage of this soot to help protect itself from attacks.
Base Rhyperior is well known for being able to run the combination of Solid Rock and Weakness Policy to take advantage of its weaknesses. This oftentimes encourages opponents to instead rely on neutral hits to deal with Rhyperior to avoid having to deal with a +2 Attack behemoth. However, with Soot Guard, Mega-Rhyperior instead takes advantage of the opponent’s hesitance to use super effective attacks. It can take use the reduced damage from the attacks to either setup with Swords Dance or Rock Polish, retaliate with its already great attack stat, or set up Stealth Rock. The increase in bulk only helps it more with tanking hits, while its attack increase helps make up for the lack of item.

:sv/florges::sv/florges-blue::sv/florges-orange::sv/florges-white::sv/florges-yellow:
Mega Florges
Type:
Fairy
Ability: Soul-Heart
Stats:
HP: 78​
Att: 95 (+30)
Def: 78 (+10)
SpA: 132 (+20)
SpD: 184 (+30)
Spe: 85 (+10)

AZ originally designed the ultimate weapon to harvest souls and transfer them into his Floette. It isn't much of a stretch that the mega stones spawned from the ultimate weapon would bestow similar abilities onto Florges.

A Fairy-type with Soul-Heart immediately draws dangerous comparisons to Magearna, though despite that I don't think Mega Florges will be broken. It lacks a lot of Magearna's dominating traits, such as its Steel typing, great physical bulk (to complement Calm Mind), amazing coverage, and the ability to boost its Speed. That said, it does have some things going for it. Its special bulk is outstanding, and it can back it up with semi-reliable recovery in Synthesis and Wish. It has access to Moonblast, making it stronger than Magearna in terms of general-purpose Fairy STAB (though of course it lacks the burst damage of Fleur Cannon). Its coverage isn't anything spectacular, but it has just the tools it needs between Psychic and Hidden Power to hit Fairy resists. And while it can't boost its Speed, its unboosted Speed is good enough to outrun most defensive Pokemon without investment.

Soul-Heart also plays into and perverts base Florges's doubles theming. Both of Florges's abilities serve only to support its ally in a double battle, but Soul-Heart does the opposite. Not only does it only benefit Mega Florges, but it benefits Mega Florges by hurting its ally, because the ally boosts Soul-Heart by fainting.
:Florges: Mega Florges (Florgesite)
Type: Fairy / Grass
Ability: Misty Surge
New Stats:
HP - 78
Attack - 105 (+40)
Defense - 79 (+11)
Special Attack - 136 (+24)
Special Defense - 167 (+13)
Speed - 87 (+12)
BST - 652 (+100)
New Moves:
+ Leaf Storm
+ Leaf Blade
+ Bullet Seed
Description:
A great typing, ability, and utility options allows Mega Florges to shine as a defensive Pokemon and due to it's great offensive stats it's far from passive. Not much else to say about this except that the Grass-typing is long deserved.
Florges @ Florgesite
Ability: Flower Veil
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Giga Drain
- Synthesis
- Defog / Aromatherapy / Magic Coat

Florges @ Florgesite
Ability: Flower Veil
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Draining Kiss
- Synthesis
- Calm Mind
:xy/florges:

Florges Mega (Fairy)
Ability : Grassy Surge
Hp : 78
Atk : 92(+27)
Def : 93(+25)
SpA: 139 (+27)
SpD: 162 (+8)
Spe: 87(+11)

With the absence of terrain setter (and especially grassy terrain) , as well as the limitation on bulky grass and flying, the metagame is very open for one pokemon to tear down balance team : Garchomp. With a life orb set being able to go mixed even dedicated wall like skarmory or tangrowth get obliterated by fire blast, leaving the only option to deal with the monster to outspeed and revenge kill it with mon like weavile. But fear no more , as Mega Florges enter the fray as THE anti-chomp. With an upgraded bulk allowing Florges to avoid 3HKO from LO EQ chomp with only HP investment and kill it on a roll with univested moonblast , this mega will make sure to send the shark back to the sandbox. It also allow Florges to gain an almost secondary stab on its usually unused grass move like giga drain , or seed bomb for the more heat player. The passive recovery from grassy terrain also pair well with wish tec set. It is however still unable to beat steel type whatsoever as it lack the coverage to do so. And hu flavor , it's a damn flower
(Edited)
:florges:
Mega Florges
New Ability
: Flower Veil
Type: Grass/Fairy

New stats:
HP: 78
Attack: 80 (+15)
Defense: 98 (+30)
Special Attack: 142 (+30)
Special Defense: 169 (+15)
Speed: 85 (+10)
(652 BST)

New moves:
Description:
Flower Veil is such a good ability, granting a free status immunity on top of a niche yet useful stat-lowering immunity. The problem is that no Grass-types, which the ability interacts with, get it. Say no more!

This Mega Florges aims to be a powerful mon that can go either defensive or offensive depending on its team's needs. Sporting massive special bulk and a surprisingly useful defensive typing that carries a variety of useful resistances to common types like Electric, Water, Dark, Fighting, and Ground, it can prove a potent defensive option. Flower Veil's status immunity and good movepool sporting access to moves such as Defog, Synthesis, and Wish also help in this regard, with the former making it hard to chip down and the latter granting a bevy of additional traits, such as reliable recovery as well as additional means of support. And it's no slouch offensively either - its coverage may not be amazing, but between Calm Mind and an already massive base special attack, it can prove itself a potent threat on the field that can be hard to get rid of, lending credit to its great bulk.

In VGC, this mon could potentially prove an interesting offensive threat that can be hard to stop once it gets going. Thanks to part-Grass typing, it has an innate Spore and Rage Powder immunity that makes it harder to stop [on top of all the valuable resists its Fairy typing provides in tandem]. Flower Veil's immunity to stat lowering ensures that Snarl/Struggle Bug and Intimidate don't stop it either, and it's massive special and respectable physical bulk lets it take a hit. As Flower Veil also applies to its allies, mons like Rillaboom, Tapu Bulu, and Amoonguss are great partners to benefit Florges' ability, with the former's Grassy Surge boosting Florges' Grass STAB while being shielded form Intimidate thanks to the ability, while the latter provides coveted support in Rage Powder, Spore, and Pollen Puff.
:sv/Florges:
Florges-Mega
Fairy
Ability: Flower Veil/Symbiosis-> Berserk
Stats
HP:
78
Atk: 95 (+30)
Def:
88 (+20)
SpA: 122 (+10)
SpD: 184 (+30)
Spe: 85 (+10)


The latest edition of the PokeDex has revealed a surprising violent streak to Florges should any disturb its garden, and with the kick of Mega Energy Florges is especially prone to go Berserk when threatened. Florges' recovery options provide an interesting dynamic for the player to consider: Wish packs more PP and can provide more support for the team, but isn't immediate and tempts the use of Protect. Synthesis meanwhile is immediate but has less PP and needs to fear weather shenanigans. Whichever option you choose, Florges is naturally primed to rack up Berserk boost thanks to its monstrous special bulk, those boosts then forcing the opponent to dance around Moonblast, which can make it further impenetrable on the special side. This can be scary on a Calm Mind set with your choice of Psychic to smack Poison types (especially useful for Pex in NatDex formats) or HP Fire to roast Steel types, notably Mega Escavalier. Alternatively, the accrued boosts from Berserk ensures that defensive sets can still end up packing a punch, allowing Florges to support its team with options like Aromatherapy and Defog.
:florges:
Florges-Mega
New Ability: Sheltering Light
= This Pokémon and its allies cannot be poisoned and are dealt damage with a halved offensive stat from Poison-type attacks.
New Type: Fairy [unchanged...for now]

New Stats:
HP = 078
Atk = 065 → 075 (+10)
Def = 068 → 078 (+10)
SpA = 112 → 142 (+30)
SpD = 154 → 184 (+30)
Spe = 075 → 095 (+20) [2023/06/25 EDIT: Originally 105 (+30) Speed, with -10 dumped into Atk as per recommendations.]
(BST = 552 → 652)

New Moves: Grass Whistle (live, damn you!), Light of Ruin, Weather Ball (more mons should have this already in general, even the non-Grass ones)
Description: "Florges's Mega form constantly sheds a bright, gentle, but oddly ominous pink light that seems to sooth as allies as much it assures ruination to its foes."

I was originally just going to give this the buffed version of Pastel Veil that I made for JolteMons, but then I remembered that despite Megas For All currently confining itself to Kalos, the regular Pastel Veil still technically exists. I have still essentially done that since the regular Pastel Veil is still underwhelming, but in trying to keep with the spirit of "please try not to make custom abilities that are canon abilities but Plus Ultra", Sheltering Light doesn't cure Poison or Toxic status upon coming in or Mega-evolving, so it's more like (Doubles) Immunity with half of a Poison-focused Thick Fat. Curing Poison status is easily the most expendable feature of Pastel Veil, however, since even as someone who has probably only ever touched Doubles like 20 times ever, I'm pretty sure Poison status almost never comes up. So far more importantly, even in Singles Florges-Mega gets access to an ability that a) actually works in Singles, b) makes it immune to Poison status(es), and c) reduces its weaknesses to a single 2x weakness to Steel.

The last part admittedly worries me a bit even if I feel like the ability does actually need it, but that's more because of base Florges's stats and Fairy type as a whole being stupidly privileged. I mean, it says something that Florges is a decent mon in even Singles despite essentially lack an ability (unless you Terastilize into Grass), which is why it feels like it's the easiest one to potentially break given what it already has on top of also having the highest BST. It's to the point that it feels like it giving even just one of Counter, Earth Power, Floral Healing, Leaf Storm, OR Psyshock feels like it would probably break a Florges-Mega despite all of those arguably fitting its flavor. So I had to make the two move additions I did give it more just for said flavor than for actual function since it already has everything it needs save for Earth Power...which it probably shouldn't get, though Grass Whistle is at least decent as a threat for non-setup Florges despite its immense inaccuracy. At this point, I'd rather just make it Grass/Fairy--well, Fairy/Grass--or shift around and dump some of the stats into Atk rather than change the ability in the understandable case that this gets vetoed in some aspect. All that said, I'm probably not touching its Speed since as awkward as 105 Spe ultimately is, it's still faster than at least that apparent menace Garchomp.
:ss/florges::ss/florges-blue::ss/florges-orange::ss/florges-white::ss/florges-yellow:
Florges-Mega
Type:
Fairy
Ability: Flower Field - (Florges) On switch-in, Flower Field matching the user's color is set if not already, and replaces any other active Flower Field.
For 5 turns, Pokemon matching the field color will have their Base Power boosted by 1.3x, except when both Pokemon match the field color.
Color: Matches flower color (bc base florges is just white????)

Stats
HP
: 78
Atk: 65 -> 100 (+35)
Def: 68 -> 83 (+15)
SpA: 112 -> 117 (+5)
SpD: 154 -> 189 (+35)
Spe: 75 -> 85 (+10)

Description
Coming up and balancing a concept that used Florges's colored formes came to be very very difficult, starting from ideas like giving it an extra type to extra coverage. However, not only did they not fit thematically about how it helps its ally in Double Battles, but it didn't seem logical thematically in my head. It wasn't until much later that I came up with it boosting all Pokemon on the field depending on if they shared a color with that this came into fruition. Originally, this was reliant on Florges being on the field. However, BlueRay sparked an idea in my head about making it a terrain after commenting about how only Florges would benefit in singles (although, this was as an mdiancie clone/variant). So, we end up here.

Mega Florges serves as a strong, active special wall that is able to threaten a majority of the tier, with the goal of serving as a gateway into a Color semi-archetype, much like the semi-Sand archetype with (Mega) Tyranitar in standard play. It remains defensively useful thanks to its gargantuan 189 Special Defense, recovery in both Synthesis and Wish, Aromatherapy, and Defog, while offensively having near-perfect coverage in Moonblast, Psychic, and Hidden Power Fire. This combination is enough to scare 90% of the tier, with few exceptions existing such as Moltres, Snorlax, Mantine, Mega Lanturn, or even itself being able to safely switch in. Key word is switch in, though, as Florges still struggles to break through many commonly bulky setup sweepers like Calm Mind (Mega) Espeon, Calm Mind and Nasty Plot Mega Simisear, Calm Mind (Mega) Sylveon, and Curse Snorlax without its own Calm Mind - something regular Florges is often worth using for instead due to the generally unnoticeable difference. The defensive stats are slightly worse than after two turns of Leftovers recovery, but make up in the extreme power increase and ability to outspeed uninvested base 80 Speed Pokemon like Dragonite, while also always outspeeding Adamant Tyranitar with some investment. The inability to outspeed key targets like Moltres, Mega Clawitzer, and Rotom-A, however, means that often times Florges will not be able to use its sheer breaking power as much as it would like to.
Florges (F) @ Florgesite
Ability: Flower Field
EVs: 244 HP / 200 SpA / 64 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Hidden Power [Fire]
- Synthesis

Florges (F) @ Florgesite
Ability: Flower Field
EVs: 252 HP / 168 SpA / 24 SpD / 64 Spe
Calm Nature
IVs: 0 Atk
- Moonblast
- Psychic / Hidden Power [Fire] / Aromatherapy
- Defog / Aromatherapy / Wish
- Synthesis / Protect

Florges (F) @ Florgesite
Ability: Flower Field
EVs: 252 HP / 232 Def / 24 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Aromatherapy / Toxic
- Wish / Synthesis
- Protect / Calm Mind / Defog

Mega Florges
Type:
Fairy
Poison

Ability: Poison Point
Stats:
HP: 78
ATK: 65 -> 80 (+15)
DEF: 68 -> 88 (+20)
SPA: 112 -> 152 (+40)
SPD: 154 -> 164 (+10)
SPE: 75 -> 90 (+15)
New Moves: Sludge Bomb
Description: mega florges is based around flowers and plants that can produce toxins or cause irritation when touched, hence why florges gains the poison typing upon mega evolving. florges being fairy/poison also allows it to avoid being poisoned and acquire resistances to types such as fairy, as well as a 4x resistance to fighting. poison point takes advantage of florges' defensive profile and allows it to poison foes should they make contact.


If I made any errors in this compilation, message me as soon as possible, preferably on Discord so I get a notification on my phone. Y'all have until Sunday to cast your votes.

Also because of his helpfulness, welcome DrPumpkinz to the council!
Unfortunately, DrPumpkinz stepped down for the council.
I never stepped up. You just kinda put me there. :bloblul:
 
Here are my votes:

:Jumpluff:
1) Exploziff
2) DrPumpkinz + Paullux
3) okispokis
4) Turtlek

:Rhyperior:

1) BlueRay
2) DrPumpkinz
3) Lysion
4) XtheGAMEmaster
5) War Incarnate
6) Exploziff
7) Gravity Monkey
8) NANI!?
9) EeveeGirl1380

:Florges:
1) DrPumpkinz
2) Exploziff
3) okispokis
4) War Incarnate
5) Giyu

Overall, a lot of nice subs lol
 
Thanks for compiling everything, DrPumpkinz.

Usual Top 10 votes despite this month being...annoying and stressful personally. Incidentally Top 10 covers all of the Jumpluff and Florges entries, which I thought there were more of those, particularly the latter, but apparently not--huh:

:rhyperior: Rhyperior-Mega Votes
01. abismal
02. DrPumpkinz
03. Gravity Monkey
04. BlueRay
05. NANI?!
06. Exploziff
07. The Damned (self-vote)
08. EeveeGirl1380
09. Lysion
10. okispokis

:florges: Florges-Mega Votes
01. Exploziff
02. War Incarnate
03. okispokis
04. DrPumpkinz
05. The Damned (self-vote)
06. Giyu
07. chemicalmines
08. Clas

:jumpluff: Jumpluff-Mega Votes
01. chemicalmines
02. NANI?!
03. The Damned (self-vote)
04. okispokis
05. DrPumpkinz & Paulluxx
06. Giyu
07. Exploziff
08. Turtlek
09. flareth13
 
:florges:
Believes in the power of nature, nobility, and not much more.
1. War Incarnate
2. okispokis
3. Exploziff
4. The Damned
5. DrPumpkinz
6. Giyu

:rhyperior:
Fun first, safety second.
1. War Incarnate
2. XtheGAMEMaster
3. abismal
4. BlueRay
5. Mossy Sandwich
6. DrPumpkinz
7. Lysion
8. Gravity Monkey

:jumpluff:
Wherever they go, they bring cuteness!... and allergies. Lots and lots of them.
1. okispokis
2. chemicalmines
3. Exploziff
4. Giyu
5. DrPumpkinz & Paulluxx
6. flareth13
 

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