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

:torterra: Mega Torterra
New Ability
: Cover Up - User resists the type of the currently active terrain. Under Grassy and Electric Terrain, 1.5x Defense; under Psychic, Acid and Misty, 1.5x Sp Def
Type: Grass / Ground

New stats:
HP: 95
Attack: 139 (+30)
Defense: 130 (+25)
Special Attack: 75
Special Defense: 130 (+45)
Speed: 56
[625 BST]

New moves: Grassy Glide, Poison Jab
Description: A weird and wacky anti-terrain mon. Rather than abusing the terrain for itself, Mega Torterra is supposed to come in whenever the foe plans to get their terrain plan going. It already has STAB to beat Electric and Crunch to beat Psychic, PJab was the next logical coverage move that made sense and dealt withbith Fairy and Grass
 
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:Empoleon: Mega <Empoleon>
New Ability
: Mirror Armor
Type: Water/steel

New stats:
HP: 84
Attack: 106 (+20)
Defense: 118 (+30)
Special Attack: 121 (+10)
Special Defense: 141 (+40)
Speed: 60
(BST) 630 (+100)

New moves: Roost , Smart strike , Iron head, Steel Beam , Flip turn
Description: The iron armor of empoleon became so polished by the water that it acquire the ability mirror armor. On the stat side , it became bulkier and gain a little bit of atk in order to exploit its acces to sword dance while still being mainly special. The new move addition give it its long awaited roost that allow it to act as a wall , the other move are addition of move it always should have had (or that would have been most likely given to him if it was playabe in 8g )
 
Mega Infernape - Fire/Fighting
Ability: Combative Instincts: This Pokemon’s Normal Type moves are Fighting type and have 1.2x BP
HP: 76
Attack: 104 > 124(+20)
Defense: 71 > 95(+24)
Spatk: 104 > 124(+20)
Spdef: 71 > 95(+24)
Speed: 108 > 120(+12)
BST: 534 > 634
New Moves: High Jump Kick, Hyper Voice, Coaching, Burning Jealousy, Snarl
Alright, Mega Infernape the sequel! This one is much more simple than the previous one that was vetoed, giving it Fighting type -ate allows this Infernape to run a cool mixed set with special fighting coverage that isn't Focus Blast, and even full special if you truly want to. It also has quite a few good options for VGC, mainly a powerful fake out and nice support options in Will O Wisp and Snarl.
 
:ss/empoleon:
Mega Empoleon
Type:
Water / Steel
Ability: Technician
Moves: Icicle Spear, Ice Shard, Flip Turn, Dual Wingbeat
Stats:
HP: 84​
Att: 116 (+30)
Def: 113 (+25)
SpA: 126 (+15)
SpD: 131 (+30)
Spe: 60​

Empoleon isn't a Pokemon you look at and think "Technician would be sick on that" but Technician is actually super sick on Empoleon. The most obvious stuff comes from the new moves. Flip Turn lets Empoleon put its unique defensive profile, great bulk, and slow speed to good use and become a pivot, Ice Shard gives it strong priority to complement Aqua Jet, and Icicle Spear and Dual Wingbeat give physical sets new ways to combat Grass-types.

But the fun doesn't stop with the new moves. The aforementioned Aqua Jet gives Empoleon strong STAB priority. Icy Wind, Bulldoze, and Rock Tomb go from being mere speed control to powerful coverage moves in their own rights, with Rock Tomb in particular being stronger than Empoleon's previous best option (Rock Slide). Avalanche is improved, giving its unboosted version a bit more punch and potentially making it usable (probably not). Hidden Power gives it strong coverage of any type. And as the final cherry on top, Empoleon receives a slight improvement to its physical Steel STAB. Technician Metal Claw has slightly more power and accuracy than Steel Wing, and it also has a more useful secondary effect.
 
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Hello, everyone!!
It's now time for submissions to close and voting to begin!!

As always, I really appreciate everyone who took the time to respond to the feedback I gave!!
A couple of subs are still being excluded, though, so I'll tag the people in question just in case they still want to make changes!
(As is the usual policy, it's not too late to update your sub if you just didn't have time in the last 24 hours! If you need to make any changes to a disqualified sub before the voting phase closes, just let me know by DM or in the Discord, and I'll add it back right away if it's fixed! As long as there are still people voting, you have time to win their votes, haha.)

With that said, subs from the following people are still being excluded at the moment:

ChoiceScarfed (:torterra: still a very unnecessary field effect, :infernape: edited but almost definitely a broken effect)
qways (:torterra::infernape::empoleon: did not make changes)
I am the Impostor (:torterra: iiit looks like you edited this at some point after I made the feedback post, so it's possible that this is just completely new, but I apologize if it was like this last night and I just didn't see it in time to respond; in any case, this also does not warrant introducing a new field effect)
Poké Legend (:torterra: did not make changes)
stinky potato (:empoleon: edited, but there is already a very similar Steely Spirit sub by someone else)
CouchPotato (:empoleon: did not make changes)
The Main Mon (:infernape: edited, but did not follow the submission rules - actually, I could swear you started with this and were told not to do it on the Discord previously?)
superstrike66 (:empoleon: did not appear to make changes - it looks like you altered the other two, but this one is the same; also, your Infernape is allowed, although my opinion on its Ability still stands, but you might as well just make it 50% at this point FWIW)
Anzeigefehler (:torterra::infernape: did not make changes)
Ema Skye (:empoleon: did not make changes)
shakespare (:infernape: did not make changes)
The_Catofdestruction (:torterra: did not make changes)

edit: sorry Shakespeare for tagging you by mistake! was going for shakespare but I can't read sometimes
later edit: I meant to tag superstrike66 but for some reason addressed that section to the completely unrelated readytolose I am so sorry

If any of you still want to make changes and get them in, now would be the time!
Every other submission (I think - if I missed any, that's a mistake, so please tell me!) is included! Thank you guys so much for your cooperation and your fantastic ideas! C:

Slate 31 Voting

Those exceptions aside, here's the list of legal submissions for your voting convenience!
Uh, the character limit was particularly tight this time around, so both Torterra and Empoleon have been split into two sections in order to fit everything necessary into three posts. Sorry for the awkward breaks!

:torterra: Mega Torterra
first lol

:sm/torterra:
Mega Torterra
Type: Grass/Ground
Ability: Gravitas (Mega Orbeetle's ability; summons Gravity on switchin)
Stats:
  • HP: 95 (+0)
  • Attack: 129 (+20)
  • Defense: 139 (+30)
  • Special Attack: 85 (+10)
  • Special Defense: 115 (+30)
  • Speed: 66 (+10)
New Moves: Grav Apple

Torterra is supposed to be based on the World Turtle, which is a giant turtle that supports the world. And IMO, something that is essentially a planet should definitely have its own gravitational force. Torterra actually benefits a lot from Gravity, as now Flying-types just can't switch into its Earthquake. Grav Apple is a great new move to fit with this; under Gravity, Grav Apple basically becomes a recoil-less Wood Hammer.
Earth.
Mega Torterra
:dp/torterra:
Type:
1615340257535-png.322127
/
1615340263827-png.322128

Ability: Overgrow/Shell Armor --> Gravitational Pull (While this pokemon is active, hazard's on the either side of the field orbits it until it switches out. While hazards are in orbit, if the opponent makes contact each hazard causes its own effect. This pokemon is also immune to hazards.)

Toxic Spikes = Poison, Toxic depending on the layer count
Stealth Rock = Deals the same stealth rock damage, including its type effectiveness.
Spikes = 1/8th, 1/6th, 1/4th depending on the layer count (either side)
Sticky Webs = Lower's speed 1 stage.

Stats:
HP: 95
Attack: 109 -> 138 (+29)
Defense: 105 -> 134 (+29)
SpAtk: 75 -> 92 (+17)
SpDef: 85 -> 101 (+16)
Speed: 56 -> 65 (+9)

New Moves: Grav Apple, Body Press, Meteor Beam.

Description: Upon mega evolving Torterra significantly grows in size, gaining a more spherical shape in comparison to its base form. It's large enough to sustain multiple nests for pokemon and its mysteriously capable of wielding gravity. It's underbelly transforms, resembling oceans and other small continents. This pokemon is also great for slowing down minior that enter the atmosphere. It prefers to hover very close to the ground, however it is still able to walk.

So basically Torterra looks like a planet, and more specifically it looks like the earth. It sustains life and has a rare typing, Grass/Ground. This mega doesn't do much for base Torterra other than increase its stats but it also gives it an interesting role against hazards. With its new ability, Gravitational Pull, It uses hazards on either side of the field defensively. This also brings good hazard control as Torterra can reward hazard stacking for the user, and punish hazard stacking for the opponent. Torterra can set its own stealth rocks, giving it a freebie if it wants. Torterra being capable of switching into hazards freely allows it to capitalize more on this effect, as it also cannot have its entry hazards removed while it is active. If you manage to stack a full layer of Spikes and Toxic Spikes, along with stealth rocks you can constantly rack up damage as long as the opponent makes contact. Common threats like Rillaboom and Landorus are still an issue, but they'd be less inclined to touch you as each hit they throw at you hurts them even more. Combine Torterra with leech seed or synthesis and its good to go.

So I'm pretty sure everyone's heard the way Isaac Newton was lead to develop theories about gravity. An apple falling from a tree. Torterra has a big tree on it, so why not give it Grav Apple? It makes perfect sense. Gravity and apples. Torterra becoming large enough to gain a gravitational pull, you get the point. Grav Apple is a neat addition because it can punish switching. Rather than making Torterra rock polish and sweep everything you can slowly lower the foes defense, and hit them with Body Press or Earthquake. Grav Apple also saves Torterra the trouble of having to run Wood Hammer.

Alright, that's all I have for now, I might have more submissions later.
:ss/torterra:
Mega Torterra
Grass/Ground
Ability: Grass Pelt

Hp: 95
Att: 139 (+30)
Def: 125 (+20)
SpA: 85 (+10)
SpD: 115 (+30)
Spd: 66 (+10)

New Moves: Body Press, Grassy Glide, Terrain Pulse, Head Smash, High Horsepower

Description: A great pokemon who likes rillaboom as a partner. With access to body press, grassy glide, synthesis, swords dance, rock polish, head smash, stone edge, high horsepower & other great options. This pokemon can tank physical hits like crazy when in grassy terrain with additional healing as well. btw body press doesn't work with grass pelt :(
xD90N3PmJBs5kuhXZqOafp3RGP8G4EFgz46xGnfdFoZyYCmEdOjPF616z5Fzwoe13UJTSWUEqeK_PW3a9mksT9eldvA7vkhFU6zLf7vEkp9BBXdV1u-MzSFjlkc7q11403yqAjMA

Type: Grass/Ground
Ability: Aftershock (If this Pokemon uses the move Earthquake, the opposing side will be attacked by Magnitude 2 turns afterwards. The effects only stack once.)

Stats:
Health: 95
Attack: 144 (+35)
Defense: 135 (+30)
Special Attack: 90 (+15)
Special Defense: 115 (+20)
Speed: 56

New moves: Magnitude, Rapid Spin

Describing the Ability:
So, we all know about Earthquake. That deadly, 100-BP STAB Ground move which is also one of the most popular moves in the game. The move itself is based on (of course) earthquakes in real life, which are just as deadly to us. But after earthquakes, aftershocks may occur.

Wikipedia defines an aftershock as:
‘a smaller earthquake that follows a larger earthquake, in the same area of the main shock, caused as the displaced crust adjusts to the effects of the main shock.’

So for a smaller earthquake to happen after using the move Earthquake doesn’t seem too odd now, right?

Aftershock works as a Ground-type alternative to Future Sight for Torterra-Mega, forcing the opponent to anticipate when the aftershock will arrive, and potentially take the risk of having a grounded Pokemon tank the hit and hope that it isn’t a Magnitude 8 or above.
Like Future Sight, this issue can easily be resolved with the existence of Flying-types, and unlike Dark-types, Flying-types are incredibly common in the current metagame, serving as defensive Defog utility mons.

Why Aftershock on Torterra-Mega?
It’s literally the Continental Pokemon. If it couldn’t cause huge seismic activity just from walking I’d be surprised, especially considering the fact that Torterra-Mega would be even huger when it evolves.

How will Torterra-Mega affect the competitive metagame?
Honestly, this one comes down to the player! I do have a few sets here that would work well with Torterra:

Rock Polish (Torterra)
Ability: Shell Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Polish
- Earthquake
- Wood Hammer
- Stone Edge


This one serves as a setup sweeper, being able to utilize Aftershock to pressurize checks not named Rillaboom, while also having Stone Edge to scare away the common Zapdos and Moltres. It does, however, struggle against the likes of Ferrothorn (to an extent), Tangrowth, and of course, Corviknight.

Rapid Spin (Torterra)
Ability: Shell Armor
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Toxic/Stealth Rock/Wood Hammer
- Earthquake
- Rapid Spin
- Synthesis


This is a defensive set, and arguably really good for the current M4A metagame. Besides that, it shuts down the majority of Electric-types not carrying HP Ice very well, and completely nukes Sand architecture, being able to mess with the likes of Ttar (not carrying Ice Beam), Hippowdon, Dracozolt, Flygon-Mega, and Excadrill incredibly well.

252+ Atk Choice Band Rillaboom Wood Hammer vs. 248 HP / 252+ Def Torterra in Grassy Terrain: 237-280 (60.3 - 71.2%) -- guaranteed 2HKO after Grassy Terrain recovery

Oh, and it tanks Rillaboom decently, I guess.

+2 252 Atk Garchomp Scale Shot (5 hits) vs. 248 HP / 252+ Def Torterra: 245-290 (62.3 - 73.7%) -- approx. 2HKO
Would still like to add that SD Chomp is scary asf, though.

Overall, I see Torterra-Mega as a versatile, bulky Grass mon with both offensive viability and defensive viability. With Aftershock Earthquake it can force many switches and make the opponent play a smarter game to not get hit by overwhelming magnitudes.
:Torterra:

Mega Torterra

New Weight:
620 kg

New Ability: Desolate Land

Type: Grass | Ground

New stats:
HP: 95
Attack: 109 -> 149 (+40)
Defense: 105 -> 125 (+20)
Special Attack: 75
Special Defense: 85 -> 110 (+25)
Speed: 56 -> 71 (+15)
BST: 525 -> 625 (+100)

New moves:
Solar Blade, High Horsepower, Heat Crash

Description:
1) Concept:
Torterra has some associations with the "World Turtle" theme, which is the idea of a gigantic turtle who is always moving and carrying the whole world on its back. Since "Desolate Land" actually means "Land of the End" in Japanese according to bulbapedia, I figured the ability would reflect that part very well.

2) Competitive:
VGC: "Desolate Land" allows Torterra to use many moves that are supported by that form of weather, like Solar Blade, Synthesis, or Growth, which is something that Primal Groudon cannot do to the same extent, therefore making Torterra different from it. There is also something to be said about the unique support Torterra offers in VGC. For instance, Fairy Pokémon like Florges or Comfey have access to an ability called "Flower Veil" which protects Grass Pokémon from status issues and stat drops caused by the opponent. While the ability is useful in a vacuum, few Grass Pokémon synergize well with these Fairy Pokémon because one of them must be able to deal with Poison Pokémon like Amoonguss, and sturdy Steel Pokémon like Ferrothorn or Celesteela. As Torterra has a secondary Ground type and new access to Heat Crash, it can work very well with Florges or Comfey and their ability "Flower Veil" to deal with obnoxious Steel Pokémon and get around Intimidate.

Torterra as a "Desolate Land" user also invites other types, such as the Rock type. Rock Pokémon resist Flying and Fire Torterra is weak to. Furthermore, the Rock type can hit these types as well as the Ice and Bug type for effective damage, which are other types Torterra is weak to. Torterra, on the other hand, has access to Wide Guard to protect Rock Pokémon from Earthquake. Its ability makes them no longer worry about Water moves anymore, and thanks to its Grass type, it can deal with Ground and Water Pokémon very easily.

While Torterra has great bulk and is quite strong offensively (after all, Solar Blade, Earthquake, and Heat Crash have high BP and hit many targets for effective damage), it is balanced out by its crippling weakness to Ice and Fire, the latter being worsened by "Desolate Land".

Singles: There's not much to say except that it's fast and strong enough to run Rock Polish if you want to. Just look at the three moves I just listed above. Torterra can also work defensively since it has a useful Rock and Ground resistance and is immune to Electric and Water thanks to "Desolate Land". As a bulky attacker, it probably won't have a difficult time finding a place on a team, especially when it has a strong offensive presence due to its movepool.
:xy/torterra:
Torterra-Mega @ Torterrite

Ability: Ecosystem - At the end of the turn, Torterra-Mega restores 1/8 of it’s max hp if below 1/2 Max hp rounded up, or deals damage to all opposing pokemon equal to 1/8 of their max hp if above 1/2 max hp rounded up.
(Ecosystems are like one body. They are resilient against outsiders and can heal themselves when damaged if undisturbed, however, completely destroying it [aka fainting Torterra] Will prevent all of that. I mean, Torterra can probably host a whole miniature ecosystem on it’s back when it’s mega-evolved instead of just a few small bugs and birds.)

Stats:

Hp: 95

Atk: 129 (+20)

Def: 140 (+35)

Spa: 95 (+20)

Spd: 110 (+25)

Spe: 56



New Moves: (Bold=Notable) Body Press, Grassy Glide, High Horsepower (notable in doubles)



Overview: To Be Added
Mega Torterra
torterra.gif

grass.gif
ground.gif

Ability - Overgrow; Shell Armor ➝ Turtle All The Way Down (At the end of each turn, the user gains 1/32 HP for each turn it has spent on the battlefield up until the current turn, up to a maximum of 1/4 HP.)

HP - 95 ➝ 95
Atk
- 109 ➝ 115 (+6)
Def - 105 ➝ 130 (+25)
SpA - 75 ➝ 115 (+40)
SpD - 85 ➝ 130 (+45)
Spe - 56 ➝ 40 (-16)
BST - 525 ➝ 625 (+100)

Movepool Changes - n/a
Competitive Corner - Turtle All The Way Down rewards Mega Tortorra for sticking on the battlefield and doing what it does best, just staying there... Still... Forever! Nah, just kidding it can use Leech Seed and Curse, and in general just be a bit of a nuisance, it's ability starts slow, but once it gets going it can be quite the trouble, thankfully Torterra has like, what, four weaknesses? And not much counterplay to this move called "Toxic", so hopefully this is kinda balanced?
Flavor Corner - Quoting Wikipedia here because whoever wrote this put it better than I ever possibly could "'Turtles all the way down' is an expression of the problem of infinite regress. The saying alludes to the mythological idea of a World Turtle that supports the flat earth on its back. It suggests that this turtle rests on the back of an even larger turtle, which itself is part of a column of increasingly large world turtles that continues indefinitely (hence, 'turtles all the way down')". Therefore, we can see the double meaning of the phrase, as Torterra is very clearly inspired on the world turtle, and its ability rewards recursiveness and going on forever, just like the infinitely many turtles that support the flat earth! (P.S. I think flat earthernism would be much more appealing if they brought back world turtles, just saying :P)
:dp/torterra:
:torterra: Mega Torterra
New Ability
: Dauntless Shield
Type: Grass/Ground

New stats: 95/139/145/85/105/56
HP: 95 (+0)
Attack: 109 --> 139 (+30)
Defense: 105 --> 145 (+40)
Special Attack: 75 --> 85 (+10)
Special Defense: 85 --> 105 (+20)
Speed: 56 (+0)
(BST) 525 --> 625

New moves: Body Press
Description: The Canadian Shield is a layer of bedrock that covers a large part of Canada and of the United States. It notably protects the region from earthquakes. Now that you know what this Mega-Torterra is based on, let's get on to competitive relevance. Massive defense stat boosted by Dauntless Shield makes it a physically defensive behemoth. Its bulk and resistances let it take on most ground types very well and also let it wall threats such as Rillaboom, Kartana and Terrakion if invested in physical bulk. However, it might prefer investing in special bulk to make up for its lower spdef stat. Many special attacker like carrying an ice move or choice specs though so don't expect Mega-Torterra to be unbreakable on the special side. It also is rather weak to status as burn and toxic damage add up quickly and its only way to heal status is through rest. Synthesis is also unreliable and will not let Torterra survive the whole way during long games. Despite those weaknesses though, Torterra is an incredibly tough physical wall and can just take on nearly every physical attacker.
:torterra: Torterra-Mega @ Torterrite
Typing:
GrassIC_Big.png
/
GroundIC_Big.png

New Ability: Evergreen Endurance - This pokemon is immune to Ice attacks, damage from Hail, and freezing status.

NEW STATS: [EDIT #1: Having done like...50 calcs finally as of 2021/03/13, 105 SpA doesn't hit much I want outside of Garchomp. So stats shift.]
HP: 095
Atk: 109 => 135 (+26) {previously 130 (+21)}
Def: 105 => 145 (+40) {previously 140 (+35)}
SpA: 075 => 095 (+20) {previously 105 (+30)}
SpD: 085 => 110 (+25) {previously 105 (+20)}
Spe: 056 => 045 (-11) {previously 050 (-06)}
(BST: 525 => 625)

Movepool Additions: Body Press, Petal Blizzard, Refresh, Smack Down, Spikes [EDIT #1: Loses High Horsepower for both Petal Blizzard and Smack Down. As much as I wanted to try to stick to at most 4 moves, Torterra needs all the reasonable help it can get and High Horsepower is a bit redundant when it's not beating Rillaboom or Tapu Bulu most times anyway. Petal Blizzard is the most on-flavor high BP attack I can give it that doesn't kill itself unlike Wood Hammer, which is good a tank, while Smack Down just really helps its coverage.]

Pokedex Description: "The energy of Mega Evolution has made Torterra and the biome on its back larger and more enduring, but Torterra has become more sluggish under the constant strain."

Admittedly, I am...unsure if Evergreen Endurance does too much, Hematite, especially since I apparently have techbane especially hard when it comes to Discord given how much it acts up whenever I've tried to use it. So I'll assume you'll tell me when this slate is near its end despite how coherent the ability is otherwise, even if it's not like it couldn't forego immunity to Hail damage. I wouldn't have even bothered with the anti-freeze clause, really, if not for the fact that both Tri-Attack and now Freezing Glare exist as well.

Flavor-wise: As the last starter I ever had in the last generation I ever physically touched, I remember Torterra being rather...underwhelming. It is a mon clearly meant to be a slow tank...that is cursed with both getting obliterated by a quad weakness to one of the best offensive types in the game and a middling-at-best STAB combination that three types naturally resist. To that end, Evergreen Endurance tries to fix half of that issue, now giving it the ability to both just not die to Ice--Mold Breaker and its variants aside--and the capacity to actually switch into Water mons and threaten them out instead of dying to their likely Ice coverage. This even if it still has the additional issue of being basically the only official Grass mon still to not resist Water (and Grass, for that matter) since both Cradily and Lileep basically always uses Storm Drain competitively post-Baton Pass ban. Still, that flaw is part of why I think Evergreen Endurance is fair despite all it seems to cover.

Evergreen Endurance also fits with the theme of Torterra supposedly supporting a biome that contains life that basically spends its entire lifetime on Torterra's back. It also seemed a bit weird to me that something that almost automatically dies to Powder Snow is somehow able to ferry other things through the winter. Finally, Evergreen Endurance makes it one of the few mons who resist the extremely potent attacking combination of Ice/Ground and also the only mon to do so while also being resistant to Ground/Rock (and not weak to Freeze-Dry).

Movepool-wise: I figure that Body Press and High Horsepower are inevitable additions to Torterra once it officially comes back, so those were the easiest picks. Refresh was chosen given it reflects the seasons that Torterra endures through as well as helps it take Scalds without being rendered useless unlike most other physical Grass mons (who actually resist Water besides). I was originally going to give it Slack Off as the fourth move, but then I remembered that Synthesis was something it already had and that seemed the safer recovery to keep given its newfound type, weather, and status immunity and possible obnoxiousness with Curse. So I eventually decided its fourth move "should" be Spikes, in part due to Torterra already being based on an ankylosaur and thus seems likely to get at least a bit more spiky upon Mega Evolving.

Shrug. I'm no artist, especially not a visual one.

Gameplay-wise: Torterra remains a tanky pokemon in becoming Torterra-Mega, except that it can actually do its job now in part due to losing its worst weakness completely. Access to Body Press and Spikes gives it more offensive pressure that it desperately needs while both remaining a supportive mon and actually fair given, respectively, Fighting attacks happen to be actually still be bad against two of the three types that naturally resist Grass/Ground and Torterra still naturally has issues with the majority of Defog mons STAB-wise due to the majority of them being Flying. Thankfully Torterra already gets access to Rock Slide and Stone Edge (and Rock Tomb), so it isn't quite as much of a problem that it would otherwise would be.

Torterra-Mega's SpA is okay enough that it can feasibly use Giga Drain and Earth Power alongside Body Press if you don't want to have to worry too much about switching into Scalds or dealing with opposing Intimidates, especially since Body Press mauls Chansey and especially Blissey even without STAB to back it up. Giga Drain's recovery is at least more active than every other form of recovery Torterra-Mega has, though it's not going to be OHKOing most things even at max SpA.

Hey, we can't at all have Serperior's good fortune of being an aggressively mediocre (Grass) starter mon and then getting gifted into a completely busted ability, especially since Megas for All actually strives for balance. At least this version of Torterra-Mega should be able to the actual tanking that was clearly intended of Torterra originally in addition to being more supportive and possibly even an outright threat with either Curse or Trick Room support.

EDIT #2: I finally am remembering to note that with its ability now confirmed to be legal, Torterra-Mega is also one of the only mons who resists both sides of Boltbeam cover and the only mon besides Shedinja to be outright immune to both types. So that's also something important to finally note.
:bw/torterra:

New Ability: Rocky Ambush (Lays Stealth Rock when using a an attacking Rock move and lays Spikes when using an attacking Ground move)
Type:
grass.gif
ground.gif


New Stats:
HP: 95 => 95 (+0)
Atk: 109 => 139 (+30)
Def: 105 => 135 (+30)
SpA: 75 => 100 (+25)
SpD: 85 => 100 (+15)
Spe: 56 => 56 (+0)
BST: 525 => 625

New moves: Body Press, Grassy Glide
Description: Torterra serves as a offensive Hazard setter without needing to have any Hazards in its moveset. Earthquake is a great Stab move and Stone Edge works really well with it. Together, they just don't have great coverage, but they stack hazards on your opponents side while still dealing damage. Something like Corviknight is a good check, but it can struggles against Leech Seed and the turn is uses Defog can be abused by Bisharp, Zapdos-Galar and Magnezone. Alternatively, could run a Curse with EdgeQuake, Curse and either Leech Seed, Synthesis, Body Press or Wood Hammer. The hazards you stack can also help Torterra to sweep more easily.

Bulky Attacker
Torterra @ Torterrite
Ability: Rocky Ambush
EVs: 180 HP / 252 Atk / 76 Spe
Adamant Nature
- Wood Hammer
- Earthquake
- Stone Edge
- Leech Seed

Physical Tank
Torterra @ Torterrite
Ability: Rocky Ambush
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Wood Hammer
- Rock Slide
- Body Press
- Synthesis
:Torterra:

Mega Torterra
New Ability: Water Absorb
Type: Grass/ Ground
New stats:
HP: 95
Attack: 129
Defense: 135
Special Attack:95
Special Defense: 115
Speed: 56
(+20 to each attack and 30 to each defense)
New moves: Snack Down, Body Press, Grav Apple

Description: The goal was to make torterra a bulky attacker
torterra.png

Ability: Moving Forest
Ability Description: Surge Surfer For Grassy Terrain.
Types:
Grass.png
Ground.png

Stats: 95/149(+40)/125(+20)/75/115(+30/66(+10)
Moves: Terrain Pulse, Grassy Glide
Description:
Based on its Pearl dex entry. "Groups of this Pokémon migrating in search of water have been mistaken for "moving forests."
:ss/torterra: Mega Torterra
New Ability
: Thick Fat
Type: Grass/Ground

New stats:
HP: 95
Attack: 109 -> 129 (+20)
Defense: 105 -> 145 (+40)
Special Attack: 75
Special Defense: 85 -> 125 (+40)
Speed: 56
(BST) 625

New moves: Taunt,
Description: Look at those Defenses! You can Set up SRocks or a Swords Dance, Stall with Leech Seed, Toxic, and Synthesis, attack with Earthquake, Stone Edge or Seed Bomb, or even spam Wide Guard for doubles. Mega Torterra's Thick Fat ability neutralizes two of its weaknesses, and unlike Venusaur, you have more tools at your disposal with the aforementioned Taunt, Stealth Rocks, and Wide Guard.

Defensive:
Torterra @Torterrite
Ability: Shell Armor
EVs: 252 HP / 4 Atk / 252 Def
-Leech Seed
-Taunt
-Stealth Rock
-Earthquake/Seed Bomb

Offensive:
Torterra @Torterrite
Ability: Overgrow
EVs: 252 HP / 252 Atk / 4 Def
-Seed Bomb
-Earthquake
-Stone Edge
-Swords Dance
Ok, this one might be risky, but here I go
Mega Torterra @ Torterranite
:bw/torterra:
Type: Grass Ground
Ability: Sand Rush
Hp: 95
Attack: 149
Defense: 125
Special attack: 95
Special defense: 91
Speed: 70
Total: 625
New moves: Body press
Description: Bit more simple here, Sand rush helps torterra outspeed some opponents, and body press gives it a good coverage move to use its massive defense stat.
:ss/torterra:

Mega-Torterra
Types: Grass/Ground
Torterrite
Ability: Permafrost → This Pokemon's attacking stat is multiplied by 1.5 while using an Ice-type attack.
HP: 95
Atk: 109 → 140 (+31)
Def: 105 → 95 (-10)
SpA: 75 → 100 (+25)
SpD: 85 → 95 (+10)
Spe: 56 → 100 (+44)
Total: 625
New Moves: Icicle Crash - Ice Beam

Description: When Torterra interacts with Mega Energy, A thin layer of permafrost grows on its shell, taking on the power of ice.

Analysis: Permafrost is ground that continuously remains below 32°F for two or more years, only located in a few places in the world, in Japan the Permafrost is located in Hokkaido, and Sinnoh Region is based on this prefecture. I think that ability fit perfectly with Torterra. Now get a better coverage and offer us a different role in the teambuilder from a defensive or hazard set up mon to an offensive mon with still decent bulk 95/95/95

Sample Set:

Torterra @ Torterrite

Ability: Permafrost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Crash
- Wood Hammer
- Earthquake
- Rock Polish
Torterra-Mega @ Torterrite
Type: Grass/Ground
Ability: Looming Mountains(When this Pokemon uses a Rock type move, its defense increases by 1. If the move misses or is protected against, this doesn't apply.)

Description: When Torterra interacts with Mega Energy, enormous power causes mountains to grow out of its shell, becoming a titanic creature the size of a continent.

Stats: 95/149(+40)/155(+50)/75/95(+10)/56
New Moves: Avalanche, Stone Edge

Analysis: Looming Mountains makes Torterra a very strong defensive presence, with its Special Defense being just competent enough to survive a neutrall effective attack. It also gets Synthesis in base form for recovery. Avalanche was added for coverage and a powerful attack, besides mountains being consistently associated with snow makes me want to add it anyway. Stone Edge simply makes sense for Torterra and allows it to gain another solid coverage option.

Sample Set: Earthquake/Synthesis/Wood Hammer/Stone Edge

Let me know what you think! :D
:dp/Torterra:
Type: Grass/Ground
Ability:
Seed Patrol
The pokemons that lives on Torterra's biome reunite to protect and preserve their home, spreading and throwing seeds on the field.

"Seed" type moves (Seed Bomb, Bullet Seed, Seed Flare, Leech Seed and Worry Seed) will trigger "Seeded" status.
At the end of the next turn, the Seeded pokemon will be ingrained (be under the effects of Ingrain).

New Moves: Body Press, Skitter Smack
Stats:
95 / 109 / 105 / 75 / 85 / 56 > 95 / 129 (+20) / 145 (+40) / 85 (+10) / 125 (+40) / 46 (-10)

Why would this be useful? Ingrain heals the enemies!


It also traps them. Beyond this, it also keeps the enemies trapped if Torterra switches/faints. It's an unnique trapping move.
Also, Ingrain forces Flying/Levitate pokemon to be grounded. So, for exemple, Flying types can be leech seeded on switch, and if they fail to KO torterra (and it is quite bulky now), they will be suscetible to EQ and Trapped next turn.

It is also fun to scare away regenerator pivots negating Regenerator with Worry Seed. Yes, use worry seed in a slow telporting pokemon and they will not be regenerating for that switch, since... Well, their ability will be Insomnia.
:bw/torterra:

grass/ground

stats

hp- 95

atk- 109

def- 105(+50)>155

spa- 75(+34)>109

spd- 85(+40)>125

spe- 56(-24)>32



ability: cultivator- uses rototiller after using a ground type attack



new moves- gyro ball, iron defense, body press, grassy glide



Fun Fact! torterra is the only pokemon that both knows rototiller and can benefit from it, so i had to do something with that. mega torterra learns to cultivate the earth, with enough energy to replant the amazon in just a year
:swsh/torterra:
:torterra: Mega-Torterra
Typing: Grass/Ground
Ability: No name idea for this help please (This Pokemon's primary type is replaced by the primary type of the last unfainted Pokemon in it's party. effect does NOT wears off when getting hit)
Stats:
HP: 95
Atk: 129(+20)
Def: 155(+50)
SpA: 95(+20)
SpD: 75(-10)
Spe: 76(+20)
New Moves: Scorching Sands, Body Press
Description: Okay, at first, this may seem redundant with Zoroark and Hawlucha, but i promise that changing typing (and also keeping it when hit) has widely different implications than abilities and items. First of all, unlike those two this is defensive, which is already a really big difference. Secondly, using an ability like this defensively Changes your checks depending on your type, singe you change your weaknesses. And since you can change it every time you switch, that means that even pretty bad defensive types be good depending on the situation. And i'm going to list every one of them:

Pure Ground: This is a very solid type, as you know, and overall will probably not be used that much for it's defensive interactions and more because Ground types are common. Notable examples of primarly Ground types Pokemon include :landorus-therian:Landorus, :excadrill:Excadrill and :gliscor:Gliscor.

Normal/Ground is surprisingly pretty cool, having two immunities, which can help take back momentum. Main problem is the fact the only viable Normal type rn is :blissey:Blissey

Fighting/Ground is a pretty effective typing on this, but pretty much only because you don't have to always keep it. Even if it gives weaknesses to common types like Fairy, Psychic or Ice, it helps take minimal damage from Stealth Rock(4× resist), Knock Off or U-Turn. Possible teammates include :zapdos-galar:Zapdos-Galar, :Urshifu-Rapid-Strike:Urshifu-Rapid-Strike, :conkeldurr:Conkeldurr or :hawlucha:Hawlucha. It also gives STAB on Body Press, which is cool with such a high defense stat.

Flying/Ground is extremely cool, as it only has two weaknesses, but offers some really nice resists, like Bug (U-Turn) and Fighting, and an immunity to both Electric and Ground, which are both really common. Except for Flip Turn, it also takes very minimal damage from pivotin moves since it resists U-Turn and is immune to Volt Switch. Really, it's main flaw is that you're pretty much forced to use :corviknight:Corviknight to use it.

Poison/Ground has some really interesting properties, mainly being immune to Toxic, but also being able so switch in easily into the rare Poison attacks, or the more common Fairy, Bug and Fighting moves, as well as resisting Stealth Rock (Even if that comes from the Ground type). It also changes Ground's weakness to Grass into a neutrality, which can be useful in some situations. Again, it's biggest flaw is the fact the only non-mega Pokemon in OU that is primarly Poison type is :toxapex:Toxapex.

Rock/Ground has some very specific uses, as while it offers a 4× resist to Poison and an useful resistance to Flying, Rock and Fire, it has very hindering weaknesses in Ground, Ice and Fighting, in addition to two double weaknesses to Water and Grass. It's main use will be when paired with :Tyranitar:Tyranitar (which is also the most viable primarly Rock type Pokemon,the other two viable ones being :nihilego:Nihilego and :terrakion:Terrakion), as it will boost it's special defense, which is the side where it's the frailest.

Bug/Ground has a very specific niche, as it's the only type that resist Ground but doesn't have a double weakness. This gives it a niche, especially since it also doesn't have a weakness to Stealth Rock. Viable primarly Bug Pokemon to play this with are :scizor:Scizor, :volcarona:Volcarona, :buzzwole:Buzzwole and :scolipede:Scolipede (Buzzwole and Scolipede are less viable than the other two though)

Ghost/Ground's main appeal is that it helps switch easily into a lot of moves, with three immunities to Normal, Fighting and Electric, a double resist to Poison, and a resist to U-Turn and Stealth Rock. However, it's weaknesses are very bad to have. Ghost, Dark, Water, Ice and Grass are all very common. The main primarly Ghost types are :gengar:Gengar and :chandelure:Chandelure.

Steel/Ground is an amazing typing. It has two immunities, a 4× resist to Rock, ans useful resists to Dragon, Fairy, Flying, Psychic and Bug, even if being weak to Ground, Fighting, Fire and Water can be bad (which is compensated since it can switch out and change it's typing). It can check a lot of mons with this one, and just switch out against other ones. It can be played along :melmetal:Melmetal, :aegislash:Aegislash, :celesteela:Celesteela, :jirachi:Jirachi, :magearna:Magearna, :skarmory:Skarmory... It also has a Poison and Toxic immunity.

Fire/Ground, despite seeming like a very bad pick at first because of it's 4× weakness to Water is actually pretty good! It gets only two weaknesses in Ground and Water, and has a good set of resistances in Bug, Poison, Steel, Fairy and Fire. Good Pokemon to pair this with are:Blacephalon:Blacephalon or :heatran:Heatran.

Water/Ground is absolutely great. Only one weakness to Grass (which isn't even common outside of Rillaboom) is great, as is it's resistances, and it's always a good typing to have defensively (see Swampert or Gastrodon). Probably one of the best defensive typings in the game to be honest. You can also use it with great mons like :manaphy:Manaphy, :tapu-fini:Tapu Fini, :azumarill:Azumarill, :gyarados:Gyarados, :keldeo:Keldeo, :greninja:Greninja...

Grass/Ground has one niche and one only, and that's that it's the only typing that resists Ground and Stealth Rock at the same time. Outside of that, it's pretty bad (Flying/Ground is pretty much better in every way). Though, it can be played with :rillaboom:Rillaboom.

Electric/Ground is a very cool typing, as while it may at first seem not that good due to a weakness to four common types (Ground Water Ice and Grass), it's set of resistance can be pretty useful, but most importantly, Torterra's good bulk and the fact it can change to Bug/Ground, Grass/Ground or Flying/Ground if it wants makes it a good pair with Electric types like :zapdos:Zapdos, :regieleki:Regieleki, :magnezone:Magnezone or :tapu-koko:Tapu Koko. This one is mostly good for the synergy Torterra has with common mons of that type than it's resistances.

Psychic/Ground isn't very good. It gives a weakness to Bug (so U-Turn), Ghost and Dark (so Knock Off), and the only meaningful resistances it gives are Fighting and Psychic (to note though, it's the only type combination that resists both, so i guess you can consider it a niche). It can be used with :tapu-lele:Tapu Lele, :victini:Victini or :Hoopa-unbound:Hoopa

Ice/Ground has absolutely no possible utility defensively. It's only resistance is Poison (alongside the immunity to Electric all of those double types share), and a lot other types are better in that regard. It also has 5 weaknesses, to Fighting and Fire (two of the most common coverage types in the game), Steel (Melmetal) Water (Scald) and Grass (Rillaboom and Cacturne-Mega). So uh, please avoid using :Ninetales-Alola:Ninetales-Alola, :mamoswine:Mamoswine or :glastrier:Glastrier with this Torterra.

Dragon/Ground is a very good typing (as you probably know, just see Garchomp or Zygarde). It only has three weaknesses to Fairy, Dragon and Ice, but has resistances to Poison, Fire and Rock (and an immunity to Electric of course), and also removes Ground's weakness to Water and Grass. It's overall very solid, and can be played with :kommo-o:Kommo-o, :dragonite:Dragonite, :Garchomp:Garchomp, :Latios:Latios :kyurem:Kyurem or :Regidrago:Regidrago.

Dark/Ground has some interesting properties, the main one being that it's immune to two types (two pretty common ones at that), has a resistance to Stealth Rock, Ghost and Dark. Outside of that, it still has a weakness to Fighting, Bug, Water, Grass, Ice and Fairy. Can be played alongside :weavile:Weavile, :bisharp:Bisharp or :grimmsnarl:Grimmsnarl.

Fairy/Ground is a very unique typing (quite literally, nothing has it), offering two immunities, and resistances to Bug, Dark and Fighting. It's weaknesses are also not that bad to have compared to some other here. It can be played with :clefable:Clefable, maybe :togekiss:Togekiss, and that's pretty much all (primarly Fairy types are rare).

Phew, that was a lot!

But do not think it's over, I still have a lot to say about this sub...

First of all, what it actually does with it's movepool.

Well, as it turns out, Torterra's movepool (with the two additions i made) has all it needs to function as a wall! It gets Synthesis for recovery, allowing it to function under Sun, and giving it more longevity, Leech Seed, a very useful tool that allows it to chip it's opponents easily and be a pain to face, Roar, to counter set-up from Pokemon that resist it's offensive moves (specifically, Flying types which are immune to both Earthquake and Scorching Sands and resist Body Press), Body Press to deal high damage, Earthquake for reliable powerful STAB, Scorching Sands to spread burns (and it's STAB so it will still deal damage despite coming from it's weaker offense), Superpower, Wood Hammer, Stone Edge and Swords Dance if you want to run a more offensive set... Alongside it's very high physical bulk, all of this gives it a good matchup against most physically offensive Pokemon.

Secondly, from what i've said so far about the typings, it may seem like a passable ability at first, since except maybe Fire/Ground, Steel/Ground, Water/Ground or Flying/Ground, most of those aren't that great by themselves.
That's the thing though.
You can change them by changing the team order.
Which means that with really careful switches, you can change your typing to change your weaknesses and resistances to adapt to the situation. For example, you can switch on Grass and Ice moves more easily if your last party member is Fire type.

But while this may seem very very scary (and that's understandable i'm myself very scared), it actually has a very good property for checking it: You're always Ground type. That means that Water, Grass and Ice (which are all pretty common) will always hit you at least neutrally. Taking into account the fact Torterra's special bulk is decent but not amazing and that it's speed tier isn't that good, de can see some excellent checks:

-:rillaboom:Rillaboom, even if it's not a special attacker and thus has to hit Torterra on the side where it's the bulkiest, hits so hard with Band, that Wood Hammer can 2HKO fully invested physically defensive Torterra when it's a neutrality, and also outspeeds it.

-Specially offensive Pokemon that use Ice moves (specifically :kyurem:Kyurem and Pokemon that use it as coverage like :magearna:Magearna) can take on Torterra without much trouble, especially since it most likely won't run Superpower.

-Water types such as :Araquanid:Mega-Araquanid, :keldeo:Keldeo or :barraskewda:Barraskewda Can beat it without much trouble, especially on the switch.

-Defensive Pokemon like :ferrothorn:Ferrothorn or :corviknight:Corviknight or even :landorus-therian:Landorus can scout if Torterra is running a defensive or offensive set to then switch to the appropriate response, as well as chipping it.

-Once the set has been scouted, defensive Pokemon can wall it for free if defensive (specifically, Ferrothorn is great for that) and revenge-killers/offensive mons know it's probably not fully invested in bulk if offensive.

Physically Defensive
Torterra @ Torterrite
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
-Leech Seed
-Scorching Sands / Body Press
-Roar
-Synthesis

(Just switch the investments and nature around if you want to go specially defensive)

Offensive
Torterra @ Torterrite
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
-Earthquake
-Swords Dance
-Stone Edge
-Synthesis

Also the flavor for the ability is that it's teammates are chilling on it's back which i find very cute.

Thanks for reading all of this wall of text (14600 characters when including the formatting...)! I hope you liked this sub (and that it's not broken because if it is i'll have wasted my time writing this)!
:Torterra: Mega Torterra
New Ability
: Atlas (The user is healed of 1/8 of its max hp each turn , but always move last in its priority bracket )
Type: Grass/groud

New stats:
HP: 95
Attack: 139(+30)
Defense: 140 (+35)
Special Attack: 90 (+15)
Special Defense: 125 (+40)
Speed: 36(-20)

Weight : +200kg

New moves: Body press , Power whip
Description: Based on the atlas of mythologie who can't move and is condamned to hold the world , Torterra trade some speed for bulk .The ability go in the same direction making it move last but giving him sustainability acces . Torterra is still threatened by ice move but can prove to be a pain to deal with by combining the recovery from his ability with leech seed or protect , or by being able to set up sword dance to wall break thank to its great bulk.
Mega-Torterra

torterra-png.322532


Type: Grass/Ground
Stats:
HP: 95
Atk: 109
---> 145 (+36)
Def: 105
---> 155 (+50)
Sp.Atk: 75
---> 75 (+0)
Sp.Def: 85
---> 99 (+14)
Speed: 56
---> 56 (+0)

New Ability:
Wild Moisturization:
The user gets an added weakness to Fire type moves, but gets the "Water Absorb" effect on Water and Ice type moves.


New moves: Body Press, Jungle Healing.

Description:
I like Torterra, I like being inmune to water and ice : )
In all seriousness, Torterra gets all big and green and is now a good Toxapex switch-in? Wow, just think about that for a minute.
Being weak to Fire is detrimental while having in mind that you are a ground type, but that is where the bad news end for M-Torterra as you are a big chunky wall to a lot of common meta pokemon such as Slowbro, Toxapex, Garchomp, Landorus-T, etc.
:swsh/torterra:

Mega Torterra
New Ability
: Dragons Maw
Type
: Grass/Ground

New Stats:
HP: 95
Attack: 109 -> 146 (+37)
Defense: 105 -> 125 (+20)
Special Attack: 75
Special Defense: 85 -> 125 (+40)
Speed: 56 -> 59 (+3)
(BST: 625)

New moves: Dragon Claw, Dragon Dance
Description:
:torterra:
Mega Torterra
grass.gif
/
ground.gif


HP: 95
Attack: 119 (+10)
Defense: 145 (+40)
Special Attack: 85 (+10)
Special Defense: 125 (+40)
Speed: 56
New Moves: None

Ability: Settle (When using a given special move for the first time in at least three turns, this Pokémon uses its Attack stat, and the power is increased by 100%. Has no effect if the same special move has been used in the last three turns.)

Description: Mega Torterra is a bulky, slow attacker with great power thanks to Settle. It lets it hit stupidly hard with Leaf Storm while bypassing Leaf Storm's classic shortcoming (the Special Attack drop) by using the Attack stat instead. Couple this with Swords Dance and it seems almost unstoppable. However, you need to bear in mind that Torterra has a bad special movepool, with basically only STAB moves. Grass / Ground STAB has some serious flaws as well, being poor against defensive Flying-types and Grass-types especially. Defensive mons like Corviknight, Tangrowth, Mandibuzz, or Zapdos are all capable of pivoting in, even against a super strong Leaf Storm. This poor STAB coverage, low speed, prediction-reliance, plus the restriction of Settle means that Mega Torterra can be not too difficult to play around most of the time. In the right situation though, it can go wild, cleaning up teams with Rock Polish and just enough speed to make it work, or smacking some of its would-be Flying-type checks with Stone Edge.
Mega Torterra
Types: Grass/Ground
Ability: Mimicry
New Moves: Steel Roller, Grav Apple, Ancient Power
Stats:
HP: 95
ATK: 126(+17)
DEF: 119(+14)
SP.ATK: 104(+29)
SP.DEF: 119(+35)
SPEED: 61(+5)
BST: 625(+100)
Imagine if the ground under your feet suddenly lifted slightly, and started moving. Imagine that it carries around the aspects of the place it was before. Be it some weird mist, electric currents, or abundant grass. It just keeps moving along with whatever was there. Sturdy, strong, and majestic in its own way. Maybe it looks too brute and... unmovable, but hey, it actually can adapt pretty well! Be it by abusing Grassy Terrain's healing over time, Misty Terrain's protection against status ailments, or even Psychic Terrain's protection against priority moves, adapting itself to the terrain, set by either you or the opponent makes Mega Torterra somewhat scary. Its bulky build can shake off damage from Tapu Lele, for example, while also being able to stop a Tapu Fini from setting up. But that does not mean it is limited to terrains, and such. In fact, with Steel Roller, it can even remove them if needed, to then proceed to using it's STAB moves normally. Of course, It does have STAB in terrain too, afterall, it learns Nature's Power... convenient, huh?
Well, i surely do hope this Mega Torterra sounds fun to use, because it definetly was fun to design. Mimicry offers new challenges when designing a user for it, and it was a really interesting change of pace. Either way, hope you enjoy!
1615517405019-png.322616


Special thanks to Moretto for suggesting Mimicry on Mega Torterra, which ended up being pretty cool and fun to do!
Mega Torterra
Type: Grass/Ground => Grass/Rock
Ability: Sand Stream

HP: 95
Atk: 109 => 149 (+40)
Def: 105 => 135 (+30)
SpA: 75 => 85 (+10)
SpD: 85 => 105 (+20)
Spe: 56
New Moves: Hone Claws, Shore Up
Description: With a sky high attack, a great offensive STAB combo and Hone Claws, Mega Torterra becomes an insane Physical attacker.
:torterra: Mega Torterra
New Ability: Hard Shell (NVE moves deal 1/3 damage instead of 1/2. Applies to SR.)
Type: Grass, Ground

New stats: 95, 124, 125, 95, 95, 91
HP: 95
Attack: 109 -> 124 (+15)
Defense: 105 -> 125 (+20)
Special Attack: 75 -> 95 (+20)
Special Defense: 85 -> 95 (+10)
Speed: 56 -> 91 (+35)
(625 BST)


New moves: High Horsepower, Grassy Glide
Description: i wanna make smth rn but i really got nothing to say other than it takes 4.17 (rounded up) damage from rocks and that 4x resists are not affected
:ss/torterra:

New Ability: Rooted: This pokemon uses Ingrain on switch-in.
Type: Grass/Ground

New stats:
HP: 95
Attack: 109 ->129 (+20)
Defense: 105 ->130 (+25)
Special Attack: 75
Special Defense: 85 ->140 (+55)
Speed: 56
(BST) 525 ->625

New moves
: U-Turn
Description: Torterra grows roots, helping the tree on its back grow.
Edit: fixed typo by jazzmat's request!

This is as far as the character limit will allow, so there are more Torterra in the following post!
 
Last edited:
:torterra: Mega Torterra (continued ... More Terra?)
Torterra-Mega :torterra:
:sm/torterra:

Grass-type
Ground-type

Overgrow/Shell Armor--->Flower Veil
This is a rather obscure ability that already exists in-game.
The effects are: Grass-type Pokemon on this Pokemon's side cannot have their stat stages lowered by other Pokemon or have a non-volatile status condition inflicted on them by other Pokemon.
New Stats: 95/149/135/75/115/56
HP: 95--->95 (+0)
Attack: 109--->149 (+40)
Defense: 105--->135 (+30)
Special Attack: 75--->75 (+0)
Special Defense: 85--->115 (+30)
Speed: 56--->56 (+0)
Total: 525--->625 (+100)
New Moves: Grassy Glide, Body Press, Terrain Pulse, Petal Blizzard, High Horsepower

1615572120122.png


Description: The tree on Torterra's back is in full bloom!

This Mega Torterra uses the ability "Flower Veil" to excellent effect, being the only Grass type to receive the ability. Flower Veil provides an immunity to Intimidate, and other annoying stat drops from Parting Shot, Shadow Ball, Psychic, etc. It also cancels Scald burns, Sludge Bomb poisoning, and more! This is a very potent ability due to it allowing the user to shake off many of the things that hinder you in combat. Additionally, it pairs extremely well with the unique typing and stat combo which Torterra possesses, allowing it to act as a bulky utility Pokemon and setup sweeper in singles, or a phenomenal support Pokemon in Doubles! Helpful boosts to the defenses and attack make it even better at its job, and the move additions allow Torterra to work well with Grass type teammates such as Rillaboom in Doubles. In Singles, Petal Blizzard is a weaker alternative to Wood Hammer that doesn't make contact or have recoil, while Rapid Spin and Body Press provide useful utility options and coverage.
Overall, a super fun Pokemon in both Singles and Doubles that does its job really well that retains Torterra's unique typing. (Guys, seriously, don't change its type. It's the only one of its kind.)
1615567290556-png.322742

Torterra-Mega
Grass/Ground
Overgrow/Shell Armor-> Retaliation (If the user is successfully targeted by a super-effective attack, the user's last selected move automatically activates, targeting the attacker if applicable. Fails if the user has not used a move since switching in. [Does consume PP]).
Stats
HP: 95
Atk: 109->
139 (+30)
Def: 105-> 155 (+50)
SpA: 75-> 85 (+10)
SpD: 85-> 105 (+20)
Spe: 56-> 46 (-10)
New Moves: +Body Press, High Horsepower

"Some Pokémon are born on a Torterra's back and spend their entire life there."

Description: The Mega energy that fills Torterra also energizes the various small Pokemon that live on its back, making them very aggressive towards anyone who would attack their home. So when an opponent tries to tear through it with a super-effective attack, the residents will target that opponent with the move their host last used as retaliation (but since some moves wouldn't target one mon, those moves are just repeated). Getting to potentially move twice in one turn is potentially huge, albeit balanced out since a) you need to take a super-effective attack b) you need to make a move after coming in and c) your opponent knows which move will be repeated. Even being predictable, though, you still get amazing perks like attacking twice, getting additional set-up or healing off damage with Synthesis, all of which can be highly useful; that said, the ability does still consume PP, so one should be careful with options like Synthesis or Stone Edge. Opponents can avoid this by simply not using a SE attack- and instead contend with Mega Torterra's stellar bulk backed up by Synthesis (defenses were partially chosen specifically to tank at least one SE hit, namely an ICE move). Whether used in an offensive or support capacity, Torterra has a variety of useful options alongside this ability, and can also translate to decent speed control in Doubles. As for new moves, I stuck to Press and Horsepower since Tort would probably get both of these anyway while I didn't feel either STAB tutor move really fit it.

"Enveloped by a small grove of trees on Mega Torterra's back, the Pokemon that live on top of Torterra will valiantly fight to protect their home".
bonsai-torterra-jpg.322891


Mega Torterra
Tortenite
Ability: Zen Mode

Mega Torterra Bonsai Mode:
HP: 95 (+0)
ATK: 115 (+6)
DEF: 140 (+35)
SPA: 75 (+0)
SPD: 140 (+55)
SPE: 60 (+4)

Mega Torterra Banzai Mode:
HP: 95 (+0)
ATK: 155 (+40)
DEF: 80 (-60)
SPA: 155 (+80)
SPD: 80 (-60)
SPE: 120 (+60)

New Moves: Zen Headbutt, Power Gem, Calm Mind

Description: Just look at the turtle! That's definitely a bonsai tree on its back. Bonsai trees are usually associated with (especially in japanese culture) peace and serenity, often featured in, you guessed it, zen gardens!

At first I was just gonna do a "Peace of Mind" or "Zen Garden" ability that was just another Clear Body clone, but then I thought of Darmanitan's ability. Taking a look at its movepool, I noticed a lot of fun tools it can use to manipulate this ability. Wood Hammer helps it get low if it wants to force Zen like Belly Drum does, and it has Swords Dance to help it set up while its in its defensive Bonsai form. Synthesis lets it get back up into its defensive form if it wants to, giving it more time to set up and sweep.

The mixed attack its Banzai mode has let it do some interesting things that other mixed attackers can't, due to Torterra's movepool. With moves like Wood Hammer, Swords Dance, and Superpower, physical Mega Torterra is a very high risk, high reward Pokemon. You Swords Dance until you're Banzai and try to sweep, while being frail enough that anything that outspeeds or has priority (Ice Shard is your worst nightmare) can easily revenge kill if you're not careful. Wood Hammer is a highly powerful move to use here but also super risky because the recoil could easily kill you as well since you're already low - making it necessary to have both Earthquake and one other coverage move in order hit Flying/levitate for when you're too low to hit Wood Hammer without suiciding.

Special Attack Mega Torterra has a much safer, more drawn out playstyle. With moves like Calm Mind, Synthesis, Giga Drain, and Withdraw, it has the perfect set of tools to be an iron wall setup sweeper. Since it can't boost all-out offense without access to Nasty Plot, special's SD, special Tort will already be naturally setting up slower than phys Tort - but thankfully its Bonsai bulk and special Giga Drain can enable that slow buildup. With Calm Mind's SPA and SPD boosts and the ability to take Withdraw's DEF boosts as well if the player wants, spec Tort can become incredibly tanky and hard hitting. Giga Drain also has excellent synergy with the Banzai mode, making use of the SPA steroid to hit a really powerful move that also heals for a lot, getting it back into range to become Bonsai again. Torterra already has Earth Power to replace Earthquake, and I gave it access to Power Gem as well since it was the most thematic special move to fill Torterra's need for rock coverage it gets in its physical moves.

I hope you guys like my sub, I had a lot of fun making it and picturing the tree, as well as talking to you guys in the Discord when I was trying to polish it! Good luck everyone!
:torterra:
Mega Torterra
New type: GRASS / ROCK
HP: 95
Attack: 129 (+20)
Defense: 135 (+30)
Special Attack: 95 (+20)
Special Defense: 105 (+20)
Speed: 56
New Moves: None

Ability: Roots-in-ground (even if the user isn't ground type, it still gets a STAB boost for ground type attacks)

Description: whoa! It always bugs me that a cool pokemon like Torterra has so many weaknesses. This mega version omits most of its weaknesses by making it a Grass/Rock-type.This Torterra has a lot of bulk and attack at the same time. So enjoy.
Mega Torterra - Grass/Ground
Ability: Vast Biomes: When this Pokemon uses a Fire, Water, Ice, Rock, or Ground type move, this Pokemon’s secondary typing changes to the typing of said move before moving
HP: 95
Attack: 109 > 119 (+10)
Defense: 105 > 125 (+20)
Spatk: 75 > 125 (+40)
Spdef: 85 > 115 (+30)
Speed: 56
BST: 525 > 625
New moves: Aurora Beam, Ice Fang, Water Pulse, Incinerate, Fire Fang
And our trio is complete with Detective Pikachu's second to worst nightmare! Torterra hoisters a terrain almost like a globe, so let's change up that globe, shall we? Torterra's new coverage options certainly aren't anything to ride home about, 60 BP coverage is pretty bad. However, gaining STAB on these moves gives them the power boost they need. I specifically made these moves weak to not give base Tort any crazy coverage, and making Tort mixed allows it to use these moves. And with offensive threats slower than you, you can effectively evade SE hits by swapping your typing if your movepool allows it, while still keeping Torterra's signature Grass Ground typing, the second thing it's famous for, the first is being GMax Snorlax before GMax Snorlax
Mega Torterra
:SS/torterra:
Ability:A.ll T.errain L.iving A.bnormal S.izeable T.ortoise/Or maybe just climate change
If this pokemon get hit by a move, change its primary typing to that move typing(color change change the type before the calculation)

Stat:95/145(+36)/ 135(+30)/95(+20)/119(+44)/36(-20)
Desc:It grew the jungle on its back, and its body grows half a side of detective pikachu gigantamax torterra. The Jungle start to have spirits and mind of its own, memorising all the visit and mimic it, like a haunted forest.
(i know this is quite complicated but meh, i've lost all my braincell during my last exam)
* Note: yyyes, we're just gonna call this Climate Change
Hi all, this is my first submission so go easy on me! I just couldn't resist making a mega Torterra, so here it is:

Mega Torterra:
Type: Grass/Ground

Ability: Elementalism- This Pokemon's attacking stat is multiplied by 1.5 while using a Water or Fire-type attack.

HP: 95
ATK: 85 (-24)
DEF: 135 (+30)
SPA: 119 (+34)
SPD: 135 (+50)
SPE: 56

New moves: Eruption, Ice Beam, Muddy Water, Overheat, Scald.

Description: Well, to start, the main premise of this is having a lot more on the shell.
img_0159-removebg-preview-png.323090

Here is a quick sketch I made- I'm not the best at drawing but this is how I imagined the shell to look (I know the other parts aren't changed). There's a river, a small lake/pond, still the tree, mountains, and a volcano. Torterra is the only one with its typing (grass/ground), but honestly, it's not the best typing. It has very few non-STAB/normal type moves, so I thought it would be cool to give it more 'elemental' coverage (my non-existent knowledge of competitive battling is probably showing right here). I thought an elemental Torterra made sense to be a special attacker, so I gave it some moves like eruption and scald (fun fact: no pokemon resist a set with a grass, fire, ice, and ground move).

For the stats, I wanted it to be pretty bulky. The original Torterra has 85 special defense, and honestly, it kinda sucks. I changed them to both be equal because I think it should be fair to both special and physical attackers :(. I didn't change the speed because Torterra will always be a big, bulky 'mon, and it shouldn't be fast (unless you get a rock polish off, of course). For the attacking stats, I pretty obviously just switched them (and added 10 to the new spa to make it stronger) to make it a special attacker.

Anyways, thanks for reading! It's not the best, but I just wanted to share my idea. Hope you enjoyed.
Torterra-Mega
Infinite regression- This Pokémon becomes progressively tougher over the course of the match by absorbing the smaller and infinite versions of it self (When buffing any stat you get a random +1 to defense or spdef. Maxes at +3 def/spdef )

Grass/Ground

Hp- 95
Attack- 130 (+31)
Defense- 125 (+20)
Sp. Atk- 84 (+9)
Sp. Def- 115 (+30)
Speed- 66 (+10)

Flavor: This is based on a famous lecture given by Bertrand Russell where he talks about the earth orbiting the sun and one of the people listening says "blaspheme, the earth is in the back of a turtle. then someone else says so what is the turtle standing on, so she says another larger turtle of course" The other thinking is that it gets healed by smaller versions of itself when the sense danger
Mega Torterra
New Ability
: Rock Head
Type: Grass/Ground

New stats
:
HP: 95
Attack: 139 (+30)
Defense: 145 (+40)
Special Attack: 75
Special Defense: 125 (+40)
Speed: 46 (-10)
(625)

New moves: Head Smash
Description: So I wanted a Torterra who still is a big tank. But it's also a big tortoise who can destroy you with SUPER BIG MOVES without taking crash damage :) And also a good pokemon in Trick Room teams, with head smash for flying types !
:torterra: Mega Torterra
New Ability
: Cover Up - User resists the type of the currently active terrain. Under Grassy and Electric Terrain, 1.5x Defense; under Psychic, Acid and Misty, 1.5x Sp Def
Type: Grass / Ground

New stats:
HP: 95
Attack: 139 (+30)
Defense: 130 (+25)
Special Attack: 75
Special Defense: 130 (+45)
Speed: 56
[625 BST]

New moves: Grassy Glide, Poison Jab
Description: A weird and wacky anti-terrain mon. Rather than abusing the terrain for itself, Mega Torterra is supposed to come in whenever the foe plans to get their terrain plan going. It already has STAB to beat Electric and Crunch to beat Psychic, PJab was the next logical coverage move that made sense and dealt withbith Fairy and Grass
Mega Torterra

New Ability: Solid Rock

Type: Grass/Ground

New stats:
HP: 95
Attack: 109 -> 119 (+10)
Defense: 105 -> 145 (+40)
Special Attack: 75 -> 85 (+10)
Special Defense: 85 -> 125 (+40)
Speed: 56
(BST) : 625 (+100)

New Moves: (Scorching Sands)
Edit: added Exilas's Torterra by request! they couldn't access Smogon in time, but they had shared it on the Discord and I forgot to add it

:infernape: Mega Infernape
:sm/infernape:
Mega Infernape
Type: Fire/Fighting
Ability: Technician
Stats:
  • HP: 76 (+0)
  • Attack: 119 (+15)
  • Defense: 101 (+30)
  • Special Attack: 119 (+15)
  • Special Defense: 101 (+30)
  • Speed: 118 (+10)
New Moves: None

Mega Infernape has a niche that hasn't really been explored yet: a set-up sweeper that gets boosts by dealing damage. It already gets STAB on two moves that have a guaranteed stat boost: Power-Up Punch and Flame Charge. These moves still have low base power, though, which made Technician a perfect fit. It encourages actually using Flame Charge and Power-Up Punch to set up rather than just using Swords Dance. I do know that this concept is a bit of a slippery slope, so I tried to make the increases in the attacking stats and speed as low as possible. If it still looks problematic, please let me know.
:ss/infernape:
Mega Infernape
Fire/Fighting
Ability: Enrage (When this pokemon falls below 1/2 hp, it gains +1 Speed)

Hp: 76
Att: 129 (+25)
Def: 91 (+20)
SpA: 129 (+25)
SpD: 96 (+25)
Spd: 113 (+5)

New Moves: High Jump Kick, Aura Sphere, Rage

Description: This pokemon has nasty plot and swords dance for set up. This pokemon can also use high jump kick to lower its health to activate the berserk boost.
iWroKIyLRx6lLGzOI1NmSXewSN1uW08RXU8eQdSGgSAcpZUHBR9_aFp5QtCTGPK3lqkjE07Pm3nYVjuLTwIDmleo_zfTapXeNk4XYB-y2e--gi5-qbKnbEOKAgctZFj257YMZ_2m

Type: Fire/Fighting
Ability: Hotheaded (If switched in against an opponent with stat boosts, this Pokemon’s speed is doubled. If the opposing Pokemon has no stat boosts/has fainted, the effect wears off and Infernape-Mega cools down at the end of the turn.)
Stats:
Health: 76
Attack: 130 (+26)
Defense: 90 (+19)
Special Attack: 130 (+26)
Special Defense: 90 (+19)
Speed: 118 (+10)

New moves: Outrage, Wild Charge

Describing the Ability:
bPvtp3P2QBRsbGsaYgsY3WSAbBClv_X6YCKX5HjMr1fNCYlJFIrHlwtv8BIrFGCAzO8-XqwSEvJZ303yHe3mbeI867069qUR5wF2uy9WYDSfhwzeECHg95sLSr9T5G5ZfOhWDwQm

Ever heard of this guy?

This is Sun Wukong, a mythical figure of legend, who happens to be the inspiration for Infernape itself. He is a monke who attained supernatural powers through the art of Taoist pratices, and has many strong abilities which made him one of the strongest beings in the world.

However, the ability is only loosely based on one aspect of Sun Wukong: his hotheadedness that led to him rebelling against Heaven after they belittled him. This ability also ties in with the BW/BW2 dex entries that describe Infernape as a Pokemon that would ‘take on anyone’. So to even up the odds stacked against it, Infernape gets hot-headed and its speed doubles, allowing it to garner a chance against whatever its facing.

In a nutshell, Hotheaded is an ability that enables revenge killing with ease, not being completely useless but certainly having a solid niche that makes it stand out.


How will Infernape-Mega affect the current metagame?

  1. Fuck your stupid Calm Mind, Shift Gear Magearna.
  2. Fuck your stupid Scale Shot SD Garchomp.
  3. Fuck your stupid Quiver Dance Volcarona.
  4. Fuck your stupid Unburden + SD Hawlucha.
  5. Fuck your stupid Lurantis-Mega Silver Wind boosts.

Fuck setup sweepers in general.

How I intend Infernape-Mega to work:
Physical Revenge AOA (Infernape)
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- U-turn
- Wild Charge

Special Revenge AOA (Infernape)
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Focus Blast
- Grass Knot
- U-turn

Ironic Physical (Infernape)
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Close Combat
- Wild Charge

Ironic Special (Infernape)
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Focus Blast
- Grass Knot

If you can't beat 'em, join 'em.
To avert the situation above, I decided to add the effect to remove Hotheaded's speed boosts once Infernape takes out the stronger opponent and finds out that it's even/better compared to the opponent's Pokemon, hence eliminating most of its opportunity to snowball (I mean, who in the right mind would allow their setup sweeper to stay in against Infernape anyways).


Also, RIP Ditto's Viability (2010-2021)
:Infernape:

Mega Infernape

New Ability
: Limber

Type: Fire | Fighting

New stats
HP: 76
Attack: 104 -> 129 (+25)
Defense: 71 -> 81 (+10)
Special Attack: 104 -> 129 (+25)
Special Defense: 71 -> 101 (+30)
Speed: 108 -> 118 (+10)
BST: 534 -> 634 (+100)

New moves
none

Description
1) Concept:
The Pokédex specifically mentions how Infernape fights with its whole body and that it's quite flexible in that regard. That's why Infernape has the ability "Limber", flavourwise.

2) Competitive:
Now, the main reason why Infernape has "Limber" is because many teams run certain options to burn or paralyse a Pokémon, making them less effective in their role as a wall or attacker. Notable examples include Flame Body from Moltres and Volcarona, Static from Zapdos, Will-O-Wisp, Lava Plume, Scald, Thunderwave, or Discharge. Since Infernape is a Fire Pokémon, it is naturally immune to Burn. So, it only has to worry about Paralysis. Thanks to "Limber", however, it can safely click contact moves against a Static user or set-up in front of a Pokémon that likes spreading Burn or Paralysis. Moreover, Infernape has access to many useful contact moves, like U-Turn, Fake Out, or Close Combat, which underlines how useful "Limber" can be for Infernape. After all, you are no longer required to run Tapu Fini for status protection or Aromatherapy on Clefable to cure your main attackers from a status problem. This gives you the chance to run other moves on your support Pokémon or even frees up a team slot!

Regular Infernape usually runs a Choice Scarf or a Choice Band set in our format since it's too frail and not fast enough to set-up with Swords Dance or Nasty Plot consistently. This Mega Infernape, however, is different from its regular form in that its improved stats (especially its Special Defense) and its new ability "Limber" make it so much more reliable at setting-up. For instance, Mega Infernape is 3HKOed by Discharge from Zapdos after Stealth Rock. Offensive wise, it is as strong as Terrakion. While the latter can run an item to boost its power (for example, through Life Orb or a Z-Move), this Mega Infernape has a better movepool and a Fire type that makes it much easier to break through a team. For instance, Flare Blitz deals with Corviknight and Tangrowth while Gunk Shot threatens Tapu Fini, especially after Swords Dance.
:xy/infernape:
Infernape-Mega @ Infernapite

Ability: Blazing Assault - This Pokémon’s fighting-type attacks have an additional 30% chance to burn.

Stats:

Hp: 76

Atk: 124 (+20)

Def: 86 (+15)

Spa: 119 (+15)

Spd: 90 (+20)

Spee: 138 (+30)



New Moves: None



Overview:
This monke be a strong wallbreaker, stallbreaker or setup sweeper, with the ability to go mixed. With a large number of options, monke becomes quite unpredictable. It’s ability mostly pressures physical checks like lando-t, swampert, Dragonite and Corviknight-Mega looking to get off an intimidate, and while it’s special checks such as The Slow-twins don’t care about the attack lowering, they do care about the chip damage. As for why I chose this ability? In the post of effective use of rng, scald was used as an example. Part of the reason it’s so good is that it’s strong against the fire types who are immune to the burns. With this ability, fire types are brilliant checks, and so are ghost types which are immune to fighting moves. Checks and Counters include fire types that resist fighting, ghost types that resist fire, Tapu fini (which is completely immune to the burn), The previously mentioned Slow-Twins and Regular and Mega clefable (who doesn’t care about the burn that much either). These can be dispatched by earthquake, rock slide/stone edge , shadow claw or thunder punch, or by pivoting with u-turn so a 4 attacks set is perfectly viable. However, it still can use it’s numerous setup options, taunt, or stealth rock. It can fish for a burn as a last ditch effort with mach punch or vacuum wave too.
I’m considering just giving infernape competitive instead, as it fits with it’s lore of being willing to take on anyone. If this ability is too hard to balance, competitive will be fine.
Mega Infernape
infernape.gif

fire.gif
fighting.gif

Ability - Blaze; Iron Fist ➝ Hotheaded (For the first turn each time the user enters battle (just like Fake Out), user's contact moves gain +1 priority but have their power multiplied by ½.)

HP - 76 ➝ 76
Atk
- 104 ➝ 117 (+13)
Def - 71 ➝ 99 (+28)
SpA - 104 ➝ 117 (+6)
SpD - 71 ➝ 99 (+28)
Spe - 108 ➝ 126 (+18)
BST - 534 ➝ 634 (+100)

Movepool Changes - n/a
Competitive Corner - Hotheaded can come in handy as useful priority to have, albeit it does mean that all your contact moves will be half-power for the first turn Mega Infernape is out, even when you want them to be fully powered, of course you can always go with a mixed set, but that comes with its own set of drawbacks, such as limiting movepool and EV spread. This creates an interesting dynamic and gives Infernape much more of a "revenge killer" role, as opposed to that of a "breaker".
Flavor Corner - Hotheaded also has two possible parsings, Infernape's head literally is hot (quite hot in fact, you remember that episode from the Pokémon anime, right? When Infernape went Super Saiyan and all that?), that should be quite obvious, but also the hasty connotation associated with it. The ability seeks to capture the former, giving it a strong risk vs. reward ability that greatly emphasises its hastiness and carelessness for consequences :^)
THE MONKEY KING HAS COME!!!!!!

itsfineiguess-png.322149

Pokemon: Mega Infernape
Type:
Fire.png
/
Fighting.png

Stats: 76 / 129 (+25) / 86 (+15) / 124 (+20) / 86 (+15) / 133 (+25) (634 BST)
Ability: Levitate
New Moves: +Aura Sphere, Brutal Swing, Sucker Punch, Throat Chop
Description: Taking Infernape's Sun Wukong inspiration to its logical extreme. It now floats around on his cool cloud and gets nice all-around boosts to his stats and movepool. Nothing here is revolutionary or introduces crazy new mechanics, it's just a simple but cool adaptation of a classic mythological figure.
:bw/infernape:
:infernape: Mega Infernape
New Ability
: Justified
Type: Fire/Fighting

New stats: 76/134/101/124/81/118
HP: 76 (+0)
Attack: 104 --> 134 (+30)
Defense: 71 --> 101 (+30)
Special Attack: 104 --> 124 (+20)
Special Defense: 71 --> 81 (+10)
Speed: 108 --> 118 (+10)
(BST) 534 --> 634

New moves: None
Description: Knock Off is an annoying move that can cripple any pokemon switching in with decent damage and item removal. However, Justified allows you to get a power boost if the opponent tries to use Knock Off, punishing them for trying to use an otherwise spammable move. Justified combined with an unknockable mega-stone makes Mega-Infernape the perfect Knock Off blocker. Its high speed and attack let it make good use of the power boost as it becomes very dangerous after the +1 boost. Other than that, Mega-Infernape is very good even without the attack boost from Justified as its offensive stats are high and its stabs are powerful. It also carries solid coverage, Swords Dance and U-Turn to round out its movesets. Just a very good overall pokemon that can serve as a Knock Off Blocker.
infernape.gif

Infernape-Mega
Aerilate
Fire/Fighting

Hp-76
Attack-115 (+11)
Defense- 81
(+10)
Sp. Atk- 145
(+41)
Sp. Def- 81
(+10)
Speed- 138
(+28)

New Moves: Hyper Voice, Aura Sphere

Flavor: Basically it's sticking to the theme of sun wukong, by having Aerilate its as if it's attacking you from its nimbus
:bw/infernape:

New Ability: Pixilate
Type:
fire.gif
fairy.gif


New Stats:
HP: 76 => 76 (+0)
Atk: 104 => 129 (+25)
Def: 71 => 96 (+25)
SpA: 104 => 129 (+25)
SpD: 71 => 96 (+25)
Spe: 108 => 108 (+0)
BST: 534 => 634

New moves: Tri Attack, Drain Punch, Nature Power
Description: Fire + Fairy is a great offensive and defensive typing. Infernape can go either route, but offensive sets are recommended since Pixilate is an offensive Ability and Infernape has great options to abuse it. Physical sets have the strong combination of Flare Blitz and either a really strong Fairy type Return or a nuclear Fairy type Double-Edge. Swords Dance and either Thunder Punch or Earthquake round out the physical set, giving it great coverage and breaking power. Special sets is a little worse of since it doesn't have great outside of Nature Power in the right terrain, but it still has great attackimg moves in Fire Blast, Fairy type Tri Attack and Focus Blast with Nasty Plot providing immense breaking power. Nature Power can still be used on Electric and Psychic terrain, so that it has at least sommething against other Fire types and Toxapex. I'm still not finished, Infernape can still run defensive sets with Slack Off, Status or Stealth and attacking moves. It's really bulky and as said before Fire/Fairy is a great defensive typing. Stealth Rock is annoying, but Slack Off helps balance it out a bit.

Nasty Plot Attacker
Infernape @ Infernite
Ability: Pixilate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Tri Attack
- Focus Blast
- Nasty Plot

Swords Dance Attacker
Infernape @ Infernite
Ability: Pixilate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Return
- Earthquake
- Swords Dance
:Infernape:

Mega Infernape
New Ability: Monkey King (Sets up tailwind will only if it nullifies a weather effect when switching in or mega evolving)
Type: Fire/Fighting
New stats:
HP: 76
Attack: 104 (+20)124
Defense: 71 (+20)
Special Attack: 104 (+20) 124
Special Defense: 71 (+20)
Speed: 108 (+20) 128
New moves: Hurricane Defog Fly

Description: A utility mon that also allows allies to move faster
:dp/Infernape:
Mega Infernape - Fire, Fighting
Ability: Heavenly Arts
(Ability mimicks different japanese martial arts)
If this pokemon is at full HP, its punch based moves will use the stat of the opponents highest base attack stat (like foul play but both offenses)
If this pokemon is between 99% and 34%, the pokemon's punch based moves lower the targets highest offensive stat
If this pokemon is 33% or under, the pokemon's punch based moves will always crit
New Moves: Drain Punch
76/130(+26)/91(+20)/120(+16)/91(+20)/126(+18)
The ability is obviously very similar to Mega Samurott's. In line with this, the various effects are inspired by different Japanese martial arts, just like how Samurott's are based on different samurai fighting styles. (Keep in mind I know nothing about martial arts and took this all from Wikipedia pretty much)
1. The first effect is based on Jujutsu, which apparently is all about using the opponents force against them. This will allow Infernape to serve as a very potent revenge killer w/ mach punch (and fire punch to destroy magearna) as long as you ensure proper hazard control and play Infernape smart.
2. The second is based on Aikido, which is focused on 'fluidity and blending with an attacker, rather than meeting force with force' and self defense while harming the agressor as little as possible. The effect, much like Samurott's, should help set up for the final stage of the final stage of Infernape's ability but hopefully does not let Infernape set-up easily because of it due to the stat lowering nature compared to Samurott's. The first two effects can also tie in to the trickster god aspect of the Monkey King in messing with the opponents stats. (Also in case it wasnt obvious the 'heavenly' part of the ability also ties in to Sun Wukong)
3. The final ablity is for the most part more to draw links between this ability and Heavenly Techniques, but I guess if you had to pick a martial art it would be Karate, which is characterised by direct blows from a stable stance.

Infernape should hopefully differ from M-Samurott by focusing more on revenge killing and pivoting, rather than staying in and building up defense boosts, due to the higher speed and lower bulk. An interesting point of the ability is Drain Punch, which gives Infernape control over what level of the ability it wants to use.
Its role in doubles should mirror how the base form is used. The base form is normally used in restricted formats, where it can make use of it's good base speed and offenses to punch holes through restricted mons before dying quickly due to it's frail bulk. M-Infernape builds on this by having better base stats, but also punishes Zacian-C just for existing with the first effect, which is good because that thing is complete xsdrtyjm.
infernape.png

Ability: Flash Fire
Types:
Fire.png
Fighting.png

Stats: 76/134 (+30)/89 (+18)/134 (+30)/71/130 (+22)
Moves: Hammer Arm
Description:
This Mega Infernape idea was based on its Pearl dex entry. "Its crown of fire is indicative of its fiery nature. It is beaten by none in terms of quickness." :)
:ss/infernape: Mega Infernape
New Ability
: Kingly Majesty (Moves with negative priority have no effect)
Type: Fire/Fighting

New stats:
HP: 76
Attack: 104 -> 134 (+30)
Defense: 71 -> 81 (+10)
Special Attack: 104 -> 134 (+30)
Special Defense: 71 -> 81 (+10)
Speed: 108 -> 128 (+20)
(BST) 634

New moves: no
Description: You can boost without fear of phasing moves, counter/mirror coat, or Trick Room. With equal attacks and defenses, even if the defenses are bad. You could also go utility, though with bad defenses it is not advised.

Physically Offensive:
Infernape @Infernapite
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
-Close Combat / Mach Punch
-Flare Blitz
-Stone Edge / Gunk Shot / Swords Dance
-Earthquake

Specially Offensive:
Infernape @Infernapite
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
-Fire Blast / Flamethrower
-Focus Blast
-Nasty Plot
-Grass Knot

Utility:
Infernape @Infernapite
Ability: Blaze
EVs: 252 HP / 4 Atk / 252 Spe
-Stealth Rock
-Taunt
-Encore
-Close Combat
:ss/Infernape:
Mega Infernape
Typing:
Fire / Fighting ---> Fire / Fighting
Ability: Blaze / Iron Fist ---> No Guard
Stats:
HP:
76
Atk: 104 ---> 124 (+20)
Def: 71 ---> 91 (+20)
SpA: 104 ---> 124 (+20)
SpD: 71 ---> 91 (+20)
Spe: 108 ---> 128 (+20)

Added Moves: High Jump Kick, Scorching Sands

Description: Funny wallbreaker/setup sweeper. Got some cool moves to abuse No Guard with, like Fire Blast, Focus Blast, Stone Edge, and the added HJK.
Mega Infernape @ Infernite
:bw/infernape:
Type: Fire Fighting
Ability: Long Reach
Hp: 76
Attack: 124
Defense: 81
Special attack: 134
Special defense: 81
Speed: 138
Total: 634
New moves: Throat Chop
Description: So since infernape is based after Sun Wokong, I’d image that monke gets a giant staff. And Long reach is added on mega infernape because infernape isn’t really touching its opponents, it’s staff is. However (this might be controversial) I added more points into special attack then physical attack to avoid making infernape TOO good. With Long Reach, Infernape wouldn’t have to worry about taking chip damage from rock helm ferro or tangrowth, and rough skin too from garchomp. Throat chop I added to Infernape so it can coverage againist ghost and psychic types :)
:dp/Infernape:
Type: Fire/Fighting
Ability:
Unleashed Wrath
Uppon using an attackig move, this pokemon loses 10% of it's HP, but the damage is increased by 30%.
Stats: 76 / 104 / 71 / 104 / 71 / 108 > 76 / 130 (+26) / 94 (+24) / 130 (+26) / 94 (+24) / 108 (-)
New Moves: Fire Lash, Power Whip
(it has a long tail, so probably GF would give it to him)

Yes, Life Orb ability. Let's be honest, Infernape is already a great pokemon with good coverage and two of the best boosting moves in Nasty Plot and Swords Dance.

Doesn't need much besides some stat increases and a permanent Life Orb that can't be removed.

However, 4MSS is a plague.
:bw/infernape:

fire/fighting

stats

hp- 76

atk- 104(+25)>129

def- 71(+15)>86

spa- 104(+25)>129

spd- 71(+15)>86

spe- 108(+20)>128



ability: chi healing- for every stat drop the user has, it is healed for 1/16th of its max hp at the end of every turn



new moves: aura sphere, scorching sands, thunderbolt, psychic, zen headbutt, burning jealousy, coaching



mega infernape is an has achieved zen, even it's own weakness is a strength. when its stats are dropped, it meditates to prolong its fighting spirit, regaining health
:swsh/Infernape:

:infernape: Mega-Infernape
Typing: Fire/Fighting
Ability: Prankster
Stats:
HP: 76
Atk: 134(+30)
Def: 91(+20)
SpA: 134(+30)
Def: 91(+20)
Spe: 108
New Moves: None
Description: Okay so i don't want to make a huge description for it after what i did with Torterra so just know that it can abuse priority Slack Off, Calm Mind, Bulk Up, Will-O-Wisp and most importantly Taunt and Encore to become a great wallbreaker with it's good offensive stats and great STABs.

Edit: This also has priority Assist which sounds really fun.
Mossy....... I know you want ittttttt......

Infernape-Mega :infernape:
:sm/infernape:
fire.gif
fighting.gif

Blaze/Iron Fist--->Regenerator
New Stats: 76/144/86/124/86/118
HP: 76--->76 (+0)
Attack: 104--->144 (+40)
Defense: 71--->86 (+15)
Special Attack: 104--->124 (+20)
Special Defense: 71--->86 (+15)
Speed: 108--->118 (+10)
Total: 534--->634
New Moves: Court Change

Description:
I think it's no secret that Cinderace was pretty broken and merited a ban. It was too good at its job. My intent was to create a fast utility pivot akin to Cinderace- I feel like I did a good job! Regenerator is intended to work around Infernape's proneness to chip from contact effects, Flare Blitz recoil, hazards, and weak attacks by allowing it to restore HP by switching, and also letting it last a while as a general utility pick with fun tools like Court Change, fast Taunt, and Stealth Rock. It still struggles a bit to break through walls given its inability to hold an item, but overall looks like a ton of fun and really useful. I’m also starting to realize that while custom abilities are super cool, vanilla abilities can work really well too and so I want to emphasize that.
:bw/infernape:

FireIC_Big.png
/
FightingIC_Big.png


Ability: Chakra Lock (Upon landing a super-effective attack, the opponent will be burned.)

HP: 76
Atk: 114 (+10)
Def: 101 (+30)
SpA: 114 (+10)
SpD: 91 (+20)
Spe: 138 (+30)

New Moves: None!

Reasoning:

This Infernape sub repurposes an old ability design of mine known as "Target Torch", which was my submission for Talonflame, however this time I repurposed it around the flavor of Buddhism and the manipulation of chakras, given Infernape's origin.

This is what I said in the original post:

For one, it has fairly well rounded stats, with ok defenses and a pretty solid defensive typing, on top of a great speed tier and boost-able offenses. However, the cream of the crop for me has to be its unique way of spreading burns. Not only does it have an amazing pair of dual STABs to take advantage of its ability with, but it also has U-turn as well letting it nail a myriad of targets while pivoting and spreading a very powerful status. With its ability to spread burns with U-turn and an amazing dual STAB combo, its 78/76/99 defenses are not at all bad, and in some cases can make for a great defensive pivot alongside Roost, or it can even be an offensive pivot, or a set up sweeper! Your call.

Obviously, not all of this applies here: in some cases, it manifests much more forcibly, with Infernape's different typing of Fire/Fighting alongside overall better bulk in the form of 76/101/91 defenses. However, this design in a vacuum takes a very similar approach to my Talonflame sub in providing a general purpose offensive pivot that can spread status reliably and take advantage of its phenomenal movepool to force progress. It is full of setup options, priority, and coverage that can allow for it to always provide something for teams in need.
Mega Infernape
Types: Fire/Fighting
Ability: Fiery Focus - Whenever this Pokémon's stats are lowered at all, it's accuracy is raised by one stage
New Moves: Hammer Arm, Inferno, Dynamic Punch, High Jump Kick
HP: 76
ATK: 124(+20)
DEF: 91(+20)
SP.ATK: 129(+25)
SP.DEF: 101(+30)
SPEED: 113(+5)
Sometimes, using your weaknesses as a way to focus on the task at hand might be some powerful motivation. The concept for this ability came from the large presence of moves that lower the user's own stats on Infernape - Overheat and Close Combat being common, and, as for the precision, well, i thought it'd be an interesting use of those. Of course, the idea of it being able to hit Inferno or Dynamic Punch with ease is pretty scary. However, by the time that's possible, Infernape will have been weakened significantly, be it by its own moves, or by the opponent. For example, if it has used Close Combat a few times, it'll be vulnerable to attacks, while Overheat significantly reduces its damage output, and Hammer Arm reduces its speed. Of course, it may use some spreads to help it resist more - live longer. The ida is that you can choose; if you'd like to go for a more all-out, reckless set, you could always use Close Combat until Dynamic Punch is available... or maybe you can use Hammer Arm, and rely on Inferno's burn. Or, who knows, maybe a mixed set, with Overheat, then High Jump Kick? Even Fire Blast or Focus Blast could be interesting options, huh... Well, it is up to you. Just be sure not to lose focus.
1615550678808-png.322659
Mega Infernape
Type: Fire/Fighting
Ability: Agile Strikes:
This Pokemon's moves hit twice, however each hit is 45% of the original move's power. Moves used by this pokemon don't have their secondary effects. That being said, U-Turn still switches you out, and Knock Off still removes items.
HP: 76
Atk: 104 => 124 (+20)
Def: 71 => 81 (+10)
SpA: 104 => 124 (+20)
SpD: 71 => 81(+10)
Spe: 108 => 148 (+40)
New Moves: Knock Off, Zen Headbutt
Description: Mixed attacker that outspeeds a vast majority of pokemon. It's unique ability can allow it to break substitutes while doing damage to the opponent, and also potentially KO sturdies in one turn.
:infernape: Mega Infernape
New Ability:
Lethal Turn (After hitting an opponent, of the target is at at or below half hp, pivots.)
Type: Fire, Fighting

New stats: 76, 114, 96, 114, 96, 138
HP: 76
Attack: 104 -> 114 (+10)
Defense: 71 -> 96 (+25)
Special Attack: 104 -> 114 (+10)
Special Defense: 71 -> 96 (+25)
Speed: 108 -> 138 (+30)
(634 BST)


New moves: Burning Jealousy, Reversal
Description: man i feel kinda bad for mega bisharp
:ss/infernape:

New Ability: Blazing: This pokemon's fire type moves gain +1 priority, but their base power is multiplied by 3/5.
Type: Fire/Fighting

New stats:
HP: 76
Attack: 104 ->124 (+20)
Defense: 71 ->101 (+30)
Special Attack: 104 ->124 (+20)
Special Defense: 71
Speed: 108 ->138 (+30)
(BST) 534 ->634

New moves
: Aura Sphere, Sacred Fire
Description: According to the pokedex, it is beaten by none in terms of quickness.
1615567316111-png.322743

Infernape-Mega
Fire/Fighting
Blaze/Iron Fist-> Surgical Searing Strike Style (User's contact moves remove all positive stat changes from the target).
Stats
HP: 76
Atk: 104->129 (+25)
Def: 71-> 91 (+20)
SpA: 104-> 129 (+25)
SpD: 71-> 91 (+20)
Spe: 108-> 118 (+10)
New Moves:
+Burning Jealousy, Scorching Sands


It uses a special kind of martial arts involving all its limbs. Its fire never goes out.
"Its crown of fire is indicative of its fiery nature. It is beaten by none in terms of quickness."

Description: Thanks to Mega Evolution, Infernape is able to bring its unique fighting style to a whole new level, its contact moves hitting the target's pressure points with such speed and precision that any stat changes its target has accrued simply melt away (*ba dum*). In practice, this allows Infernape to counter many slower set-up sweepers, being especially great in Doubles since its anti-setup role pairs well with newfound Burning Jealousy (+speed control like Fake Out and Mach Punch). Also, Scorching Sands because that's basically going to every Fire starter. While not the strongest Mega, Infernape's potential to go either physical or special (special sets can still utilize its ability thanks to Grass Knot) allows it a certain air of unpredictability alongside good speed, hence why I diverted so many points to its defenses; plus, that added bulk could come in handy against some resisted hits. Even if you don't need Haze capabilities, Infernape is still an overall solid mon thanks to its great movepool and solid stats.

"Mega Infernape attacks the pressure points of its opponents consecutively with each of its limbs; its movements are so fast, however, that they appear to be a single hit to the naked eye."
"Mega Infernape's speed is unmatched. It purposely only uses the full extent of its speed when attacking to keep the fight interesting."
Mega Infernape
:SS/infernape:
Ability:Apetactical
-Raise the user stat by one stage after KO an opponent(technically beast boost but that stat that gain boost depends on the opponent)

Stats:76/134(+30)/96(+25)/104/96(+25)/128(+20)
New Move:Bounce , darkest lariat,aura sphere
:ss/infernape:
Mega Infernape
Type:
Fire / Fighting
Ability: Flame Body
Moves: Coaching, Scorching Sands
Stats:
HP: 76​
Att: 114 (+10)
Def: 111 (+40)
SpA: 119 (+15)
SpD: 101 (+30)
Spe: 113 (+5)

Despite its stats being suited for that of a frail mixed attacker, Infernape actually has some really nice defensive tools: Slack Off, Stealth Rock, Taunt, Wisp, Roar, Encore, U-turn, and now Scorching Sands. This Mega Infernape is designed to use these moves to take on a more defensive role, but it's still capable of dealing some serious damage.
Mega Infernape
Type
: Fire/Fighting
Ability:
Intimidate
Stats:
HP: 76
Attack: 104
Defense: 106 (+35)
Special Attack : 104
Special Defense: 106 (+35)
Speed: 138 (+30)
(634)

New moves: knock off
Description: Basically Infernape with Intimidate. I wanted an offensive mon in first, but it's too hard to balance, and THAT MONKEY WHO SCARES YOU, I like it. In fact, Infernape have stealth rocks, u-turn, a good speed, priority.... He can be a huge pivot for a team,so I gave it a little more with good defenses,Intimidate and Knock Off
Mega Infernape - Fire/Fighting
Ability: Combative Instincts: This Pokemon’s Normal Type moves are Fighting type and have 1.2x BP
HP: 76
Attack: 104 > 124(+20)
Defense: 71 > 95(+24)
Spatk: 104 > 124(+20)
Spdef: 71 > 95(+24)
Speed: 108 > 120(+12)
BST: 534 > 634
New Moves: High Jump Kick, Hyper Voice, Coaching, Burning Jealousy, Snarl
Alright, Mega Infernape the sequel! This one is much more simple than the previous one that was vetoed, giving it Fighting type -ate allows this Infernape to run a cool mixed set with special fighting coverage that isn't Focus Blast, and even full special if you truly want to. It also has quite a few good options for VGC, mainly a powerful fake out and nice support options in Will O Wisp and Snarl.
Edit: fixed the deleted quote in ausma's sub! Good catch, BlueRay!!

:empoleon: Mega Empoleon
:sm/empoleon:
Mega Empoleon
Type: Water/Steel
Ability: King of the North (This Pokémon gets STAB on Ice-type moves. Immune to Hail.)
Stats:
  • HP: 84 (+0)
  • Attack: 116 (+30)
  • Defense: 118 (+30)
  • Special Attack: 111 (+0)
  • Special Defense: 111 (+10)
  • Speed: 90 (+30)
New Moves: Triple Axel, Icicle Crash, Meteor Mash, Iron Head

Honestly this one is pretty self-explanatory. Mega Empoleon is now an honorary Ice-type. I mean it's a fucking PENGUIN WHY WASN'T IT ALREADY ICE-TYPE FFS GAMEFREAK. But now it gets a cool (hehe get it) new STAB without losing the benefits of the amazing Water/Steel typing. Its new moves complement its increased physical Attack. (TIL that Empoleon does not already get Iron Head. Seriously GameFreak, what are you smoking?!)
:ss/empoleon:
Mega Empoleon
New Ability
: Empoleon Complex (If this pokemon is hit with a status move from another pokemon, its SpA is raised two stages.)
Type:
Water-type
Steel-type

New Stats:
HP: 84
Attack: 86
Defense: 88 -> 103 (+15)
Special Attack: 111 -> 136 (+25)
Special Defense: 101
Speed: 60 -> 120 (+60)
New moves: None
Description: I'm not the first person on this thread to base a mega on a bad joke, and I won't be the last.
:ss/empoleon:
Mega Empoleon
Water/Steel
Ability: King's Ego (When this pokemon uses a status move, it gets -2 Priority but gets used twice

Hp: 84
Att: 96 (+10)
Def: 108 (+20)
SpA: 131 (+20)
SpD: 121 (+20)
Spd: 90 (+30)

New Moves: Steel Beam, Smart Strike, Flip Turn, Life Dew

Description: A potentially very strong pokemon. With access to moves like life dew, agility, swords dance, iron defense, double team, feather dance, & work up. This pokemon can set up for massive effect in exchange for going last when doing so.
zt65QLxBr_wURmoTA-CSkBZP6sFlzhpVzG5Pk4O3dUHTiDQtEGczWEgk-6_aLuz91JfX5sWPXgOkoa3p6wLZ1OGUDrj-rzANb_dQEVKpYO5Wt1ngLrjbJL4e0060iWMP0xkxIFh8

Oh boy, is this gonna be controversial.

Type: Water/Steel
Ability: Emperor’s Might

An ability that has different effects based on what move this Pokemon is hit by.
If a Pokemon with this ability is hit by a NVE move, the opponent is encored. On the contrary, if it is hit by a SE move, the Pokemon is tormented.


Stats:
Health: 84
Attack: 111 (+25)
Defense: 128 (+40)
Special Attack: 111
Special Defense: 136 (+35)
Speed: 60

New moves: Nasty Plot, Roost, Encore

Describing the Ability:
You know how Japanese/Chinese emperors kinda like ruling the world and doing as they please, right? Well they tend to act irrationally under different moods so this is where the idea came from.

When they see something that pleases them, they ask for more, hence the encoring. When something displeases them, the person who committed such sins on his royal ground would suffer harsh punishment. Execution (or an OHKO) would’ve been too extreme, so I went with tormenting instead.

Emperor’s Might allows for many different styles of play, which we’ll get in-depth with later. Encoring a Pokemon onto an NVE move is HUGE for Empoleon-Mega, allowing it to use a move that gives his royal subject- I mean, teammates a better chance at winning. Whether it be Defog, SR or Roost, the opponent cannot prevent it, regardless of whether they switch out or not. Tormenting after SE move is also a very useful tool, leaving an offensive Pokemon with one less tool (and perhaps their only useful tool) to hit Empoleon-Mega with. Don’t get me started on Choice-locked Pokemon.

It can’t however, punish pivoting, since there is no point in encoring a Pokemon that is about to switch in anyways. Volt Switch is also fun against Empoleon-Mega.

Why this ability on Empoleon-Mega?
It’s literally based on an Emperor Penguin. End of story.

How will Empoleon-Mega affect the current metagame?
Well, this is going to be by far the best defensive Water in the game if it goes through. Having innate access to Encore and Torment makes it a huge asset to any team, and it itself can do a lot with Emperor’s Might.

A. The Emperor that will defend its citizens and subjects whatever it takes.
Defensive (Empoleon)
Ability: Torrent
EVs: 252 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Roost
- Defog
- Stealth Rock
- Scald

Here’s a generic set you’d run with Defensive Empoleon-Mega, with recovery, hazard setting, hazard removing and potential burn chance all compact in a single Pokemon.


B. The Emperor who will enforce power on the throne through any means possible.
This is why I gave it Nasty Plot, to fulfill the needs of those who like a dose of evil Emperor vibes.

Nasty Plot (Empoleon)
Ability: Torrent
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Surf
- Flash Cannon
- Agility


Yep.
With a pretty bad speed tier of 60, Empoleon-Mega will require Agility alongside Nasty Plot to enjoy the fruits of its (cheaply-earned) labor. Pokemon like Ferrothorn, Blissey (Seismic Toss cannot be disabled since it technically isn’t SE), Rotom-W, and just all the offensive Water-types in general have at least one move that can hit Empoleon-Mega.

Overall, Empoleon is by far the most controversial sub I’ve done so far, but also perhaps my most creative one. Please the emperor or face the perils.
This is as far as the character limit will allow, so there are more Empoleon in the following post!
 
Last edited:
:empoleon: Mega Empoleon (continued)
:Empoleon:

Mega Empoleon

New Ability
: Lightning Rod

Type: Water | Steel

New stats:
HP: 84
Attack: 86
Defense: 88 -> 103 (+15)
Special Attack: 111 -> 131 (+20)
Special Defense: 101 -> 141 (+40)
Speed: 60 -> 85 (+25)
BST: 530 -> 630 (+100)

New moves:
Roost, Flip Turn, Haze, Origin Pulse

Description:
1) Concept:
Empoleon has some associations with Poseidon, a Greek entity known as the God of Sea. He's easily recognised by the trident which can summon a thunderstorm. Since Empoleon's face is covered by the trident, it quickly led me to "Lightning Rod".

2) Competitive:
Singles: In this format, Mega Empoleon is an anti-pivot Pokémon. Lightning Rod makes it immune to Electric moves, such as Volt Switch. Its dual Water and Steel type means, it takes little damage from Flip Turn and U-Turn. Furthermore, it cannot be poisoned by Toxic Spikes and takes little damage from Stealth Rock, leaving only Spikes to notably affect Mega Empoleon. These desirable traits make it harder for the opponent to wear down Mega Empoleon, which can often click Defog to remove clear the field from hazards, terrain, and screens.

There's also another positive trait about Lightning Rod Empoleon. Most Volt Switch users in this format are special Electric attackers, like Tapu Koko, Rotom-W, or Zapdos, and Mega Empoleon is able to wall all of them as its high special bulk and its dual type make it resistant to most of their STAB or coverage moves. The fact that Mega Empoleon can check Magearna (unless it's running Focus Blast) also contribute to Mega Empoleon's useful traits and role as a special wall. Concerning the movepool, you have Roost to help out Mega Empoleon and its regular form in their defensive role. Flip Turn keeps momentum, Haze removes stat boosts, and Origin Pulse is only used for VGC as Empoleon already faces tough competition from Ash-Greninja or Mega Starmie as an offensive Water Pokémon in Singles; after all, they're fast and have better coverage moves. This Empoleon should be really only used defensively in Singles as Lightning Rod, its stats, its movepool, and its dual type are much more effective in that regard.

VGC: In this format, Mega Empoleon works very well with Pelipper and Zapdos; it's a match in heaven, I'd argue. Defensive wise, Mega Empoleon protects Pelipper from a single-targeted Electric move and is resistant to Rock while Pelipper offers support in Tailwind for speed control, Drizzle for offensive power, and Wide Guard for protection from the most common Ground move in Earthquake. Moreover, Pelipper can deal with Fighting Pokémon Empoleon is weak to. As for Zapdos, it covers Empoleon's weaknesses, and vice versa. While it doesn't have Drizzle, it has Discharge to raise Empoleon's Special Attack, therefore allowing it to function outside of (semi) Rain teams.

Another advantage of Mega Empoleon is that Lightning Rod and its dual type turn it into a formidable special defensive opponent since it can wall or check three of the four Tapus (Koko, Lele, and Fini) and isn't too devastated by Sun teams when Sun is active; after all, it takes neutral damage from Fire and Grass moves and it has a very high Special Defense, making Mega Empoleon a good choice for rain teams.

Mega Empoleon is, however, susceptible to physical moves, especially Fighting and Ground moves, which is what makes it balanced. Urshifu-Rapid-Strike and Urshifu-Single-Strike ignore Protect, and some other Fighting Pokémon are immune to Intimidate because abilities like Scrappy were buffed in Gen 8. While Empoleon has now access to Origin Pulse, bear in mind that it can't reliably boost its Special Attack through a move, unlike Sylveon and Mega Guardevoir who have both access to Calm Mind. Moreover, Origin Pulse coming from a 131 Special Attack only slightly outdamages Heat Wave from Mega Charizard Y when no weather is involved. Since the latter naturally comes with Drought, its Heat Wave will naturally outdamage Origin Pulse. Furthermore, Overheat from a 159 Special Attack is far more devastating than a Hydro Pump from a 131 Special Attack.

That said, Origin Pulse on Empoleon is a way to make it different from other Water Pokémon. Mega Blastoise has Shell Smash and Water Spout as well as excellent support options in Fake Out and good coverage moves in Dark Pulse and Aura Sphere, which get boosted by Mega Launcher. Kingdra and Ludicolo can run an item to boost the power of their move or to get around the risk of using a move like Muddy Water. As for Tapu Fini, it has the typing, bulk, and the support to not make Muddy Water too much of an issue for it if it misses. I believe Origin Pulse on Empoleon helps lessening the burden put on its partner since they are usually there to support it and it allows Empoleon to work more reliably in different teams who are not reliant on rain. After all, its defensive and supportive qualities help out a lot of common Flying Pokémon, like Zapdos, Galarian Moltres, Salamence to name a few. This is quite interesting since penguins are considered birds. While Empoleon doesn't have a Flying type, its movepool as well as its role in VGC are associated with and supported by that type.
:xy/Empoleon:
Empoleon-Mega @ Empolinite

Ability: Steely Spirit

Stats:

Hp: 84

Atk: 111 (+25)

Def: 116 (+28)

Spa: 126 (+15)

Spd: 121 (+20)

Spe: 72 (+12)



New Moves: (Bold = Notable) Flip Turn, Steel Beam, Iron Head, Air Slash, Meteor Beam



Overview: A Bulky attacker with an amazing defensive typing and the ability to go mixed. Can benefit from defog/intimidate pre-mega with defiant, and pairing with Steely spirit boosting it and it’s ally’s steel attacks, i believe it will be solid in vgc as well as singles.
Mega Empoleon
empoleon.gif

water.gif
steel.gif

Ability - Torrent; Defiant ➝ Icebreaker (Immediately upon switch-in or Mega Evolution, the user attempts to use Metal Claw.)

HP - 84 ➝ 84
Atk
- 86 ➝ 117 (+31)
Def - 88 ➝ 104 (+16)
SpA - 111 ➝ 117 (+6)
SpD - 101 ➝ 117 (+16)
Spe - 60 ➝ 91 (+31)
BST - 530 ➝ 630 (+100)

Movepool Changes - n/a
Competitive Corner - Icebreaker is a very strong ability, most of the time, it can be useful to force out Fairy-, Rock-, and Ice-types, and just rack up chip damage while incentivising switching, but in some cases, if you have a faster Pokémon than your opponent and you switch Mega Empoleon in, it can act in a sense, similar to Pursuit, in which damage can be dealt before the opponent can even switch out. To balance it out, Metal Claw only has a pitiful 50 BP, and Mega Empoleon's stats do leave a bit to be desired in terms of strengths.
Flavor Corner - The idea of Icebreaker was to play on the double meaning of "icebreaker", for one, the ships Empoleon is based on, but also as a metaphorical "icebreaker", like the ones used to start a conversation or, in this case, a Pokémon battle! (Also if I may add, very ironic to call the Pokémon named after Napoleon Bonaparte "Icebreaker" when Napoleon's defeat happened in very cold Russia, that irony is part of the flavor, yes!)
:dp/empoleon:
:empoleon: Mega Empoleon
New Ability
: Filter
Type: Water/Steel

New stats: 84/106/108/131/131/70
HP: 84 (+0)
Attack: 86 --> 106 (+20)
Defense: 88 --> 108 (+20)
Special Attack: 111 --> 131 (+20)
Special Defense: 101 --> 131 (+30)
Speed: 60 --> 70 (+10)
(BST) 530 --> 630

New moves: Roost
Description: Water/Steel is often considered to be an amazing type. However, it works very differently from how you'd expect a water type to work. Bulky waters are usually tasked with dealing with strong fighting or ground attackers because of their neutrality to these types and good bulk. However, Empoleon is unable to do that because of its weakness to those types. I chose Filter to help Empoleon overcome these weaknesses and function better as a bulky water type. With its massive special bulk, it doesn't even need any investment to wall choice specs greninja and walls ash-greninja as well if it's invested. It can also wall Specs Kyurem and Specs Tapu Lele, 2 of the strongest wallbreakers in the format, unless they hit it with a Focus Blast on the switch. With physical bulk investment, it can take any attack other than Wood Hammer from Band Rillaboom and it can deal with defensive Landorus-T and Gliscor. If it carries Ice Beam, it can also act as a check to offensive Landorus-T, Gliscor and Garchomp as it is able to take an Earthquake and KO with Ice Beam. Basically, Mega-Empoleon performs well defensively on the side it decides to invest into. Now unto what it offers for a team. Mega-Empoleon can fit both the role of rocker or defogger, you can choose whichever fits your team better. It can also spread burns with scald and remove items with Knock Off. It fits very well into defensive cores as it's resistant or immune to a total of 11 types and only 3 weaknesses which are weakened by filter. It pairs well with bulky Flying or Grass types as they cover Empoleon's weaknesses very well and it can also help them with their weaknesses. Its best partners are probably Gliscor and Landorus-T as they cover each other's weaknesses perfectly and give you access to both rocks and Defog letting you focus your team slots for different utility. Overall, Mega-Empoleon is an amazing defensive pokemon with fantastic utility that would fit on many kinds of teams.
Mega Empoleon
empoleon-gif.322148

Type: Water/Steel
Ability: Torrent | Defiant -> Emperor's Wrath (+1 Speed Increase when stat is lowered | Activates like defiant)

HP 84 -> 84

Atk 86(+50) -> 136
Def 88(+20) -> 108
SpA 111 -> 111
SpD 101 -> 101
Spe 60(+30) -> 90
––––––––––––––––––––

Total 530(+100) -> 630


Due to some of Empoleon’s dex entries mentioning that “it swims as fast as a jet boat,” “its wings are sharp and can slice apart drifting ice,” “The three horns on its beak attest to its power,” or “with wings that can cleave through an ice floe,” I thought it made sense for this concept to make it a semi fast physical attacker. It’s speed and power that’s referenced in those dex entries would be activated through Emperor’s Wrath when its pride is hurt.

New Ability – Emperor’s Wrath: If this Pokemon's stats are lowered by an opponent, it’s speed is increased by 1 stage.

This ability was first conceptualized after researching Empoleon's dex entries. It's Pokemon Pearl, X, and Omega Ruby entries say, "It swims as fast a jet boat." With its old speed –60– it was definitely a slow Pokemon. Emperor's Wrath would allow it to be fast without over investing its mega stat bonuses. With it already having Defiant, Emperor's Wrath fits well with what it already offers in game. It would also make it a great stealth rocker as it could punish defoggers.

New Moves: Anchor Shot (Iron Head), Triple Axel, Flip Turn, Taunt, Punishment

Anchor Shot -> Interchangeable with Iron Head, I think Anchor Shot would be cool –As the sea emperor, Empoleon coexists with humans by using it’s strong fins and fast swimming speed to dock and anchor ships.– With its unique typing, Anchor Shot just makes sense on Empoleon. (Trapping can also work as a form punishment)
Triple Axel -> It’s a penguin and multiple dex entries reference ice. Since its a water/steel type and it's native to the cold, it makes sense that its feet would be suited for ice skating and completing a triple axel. It would also be a good form of physical ice coverage.
Flip Turn -> This would allow it to pivot.
Taunt -> Empoleon taunts others by flaunting its power.
Punishment -> This move is more for lore –As a prideful emperor, Empoleon punishes any of its subordinates that challenge its power.–

This is my first time submitting a mega evolution, so please feel free to give advice/ideas for this concept!! Thank you for taking the time to read through this lol :) (I also love steel types, so it would be cool to have one that has the potential to be a fast physical sweeper)
:empoleon: Empoleon-Mega @ Empoleonite
Typing:
WaterIC_Big.png
/
SteelIC_Big.png

"New" Ability: Defiant

NEW STATS:
HP:
084
Atk: 086 => 135 (switched w/ SpA +24)
Def: 088 => 100 (+12)
SpA: 111 => 100 (switched w/ Atk +14)
SpD: 101 => 111 (+10)
Spe: 060 => 100 (+40)
(BST: 530 => 630)

Movepool Additions: Flip Turn, Iron Head, Roost, Steel Beam

Pokedex Description: "Empoleon has become more prideful due to its increased power and speed. It will now take even refusal to fight as an insult to its pride."

Despite going through four other abilities for this initially, two of them completely original, I ended just going with Defiant for this. That's a bit ironic given I kept forgetting it already had Defiant as its hidden ability. I guess K.I.S.S. applies even when you follow it accidentally.

Flavor-wise: Of the three Gen 4 starters, Empoleon is the one where I took most directly from the Pokedex instead of either focusing on either outside influences (as with Infernape) or in-game mechanical issues (as with Torterra). For something with a Pokedex entry that mostly talks about its pride, physical power, and speed, the actual Empoleon reflects very little of that in-game. It's to the point where despite having used Empoleon a lot in Gen 6 UU and especially Gen 7 UU, I legitimately forgot it already had Defiant until after my first twenty or so minutes trying to brainstorm for this slate.

So this version of Empoleon-Mega is meant to solely take actual advantage of an ability it already has that regular Empoleon almost never uses as well as live up to the Speed it supposedly has in the Pokedex. The fact that I had to flip the attacking stats helps make me feel a bit lazy even if a Defiant-having Empoleon-Mega is something I could see Game Freak doing too. (With their current track record, I could see them keeping it a Special Attacker with Defiant though. Sigh.)

Movepool-wise: As with the two other starters, for the most part, its movepool additions are moves I either see it inevitably getting when it comes back or was slightly surprised it didn't already have, with Roost being the willful exception here. Iron Head was weird for me to realize Empoleon didn't already have given I could have sworn it did, and that one gives me no trouble unlike the others. Flip Turn and Steel Beam should be fair as well. It's more just that I find their existences stupid, especially the former. Flip Turn also screws over the already maligned-by-Gen-8 Magnezone even more, meaning Empoleon no longer has anything to fear from Magnet Pull, Scarf Magnezone aside. [Insert sad magnet noises here.]

There were a couple of other moves I considered, but I figured that Roost is "controversial" enough by itself that I wouldn't push my nonexistent luck. This even though I'm glad that dumping almost half--originally, actually half--of the Mega stat boost into Speed meant I was forced to give Empoleon-Mega less bulk anyway, which means that Roost should be fine...maybe.

Gameplay-wise: Despite Defiant being an ability it actually had, Empoleon-Mega makes the most of it by gaining a STAB pivot move, having a STAB priority move, and being faster than all of the relevant Intimidate-having mons, which triggers its ability. Its STAB combination is still walled by most bulky opposing Water mons (including itself to a degree if it gets to keep Roost), but at least has Flip Turn now to preserve momentum against all of them.

There's honestly not much else to say than that outside of the fact that this version of Empoleon-Mega finally has a reason to use Swords Dance. Hurray! You could probably even get away with a Feather Dance / Roost / Flip Turn / filler move-set given how dumb Flip Turn actually is. (I must admit I dislike pivot moves as they currently are almost as much as screens.)
:bw/empoleon:

New Ability: Punisher (Adds 20 BP to the users attacking moves for each stat rise of the opponent)
Type:
water.gif
steel.gif


New Stats:
HP: 84 => 84 (+0)
Atk: 86=> 101 (+15)
Def: 88=> 103 (+15)
SpA: 111 => 131 (+20)
SpD: 101 => 121 (+20)
Spe: 60 => 90 (+30)
BST: 530 => 630

New moves: Roost, Flip Turn
Description: This is my favorite out of the three, but the most situational of the bunch. It can mess up set up Pokémons with some really strong moves that can get even stronger. The issue it faces is that many great set up sweepers have strong moves against Empoleon, like Garchomp, Gliscor, Landorus-Therian, Rillaboom, Magearna, Volcarona and so on and so forth. However it still messes up other boosters like Tapu Fini, Clefable, Azumarill. It doesn't mean that it completely fails in its role though. If you can get Empoleon in when the Pokémon, mentioned above, used their boosting move once it can still tank a hit with the right investment and retaliate against them. If this isn't your intention though, don't worry. Empoleon has basically useless abilities for a defensive Pokémon in its regular form, but it still performs well, but not greatly. With the addition of Roost and Flip Turn, it can fit the role of a defensive Water really well. Pick and choose what you want your Empoleon to be. Defog, Stealth Rock, Knock Off, Toxic, Scald, Flip Turn. There is so much it can do and Empoleon can make it worth.

Special Tank
Empoleon @ Empoleonite
Ability: Punisher
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Scald
- Flip Turn
- Toxic
- Roost

Special Attacker
Empoleon @ Empoleonite
Ability: Punisher
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Flash Cannon
- Ice Beam
- Roost
:Empoleon:

Mega Empoleon
New Ability: Dazzling
Type: Water/Steel
New stats:
HP: 84
Attack: 106
Defense: 128
Special Attack:131
Special Defense: 131
Speed: 60
(30 to Defences, 20 to Special Attack and 20 to Attack)
New moves: Amnesia , Roost

Description: Bulky Empoleon
empoleon.png

Ability: Sharp Crown
Ability Description: This Pokémon's Horn-based moves have 25% extra chance to crit.
Megahorn, Smart Strike, Horn Attack, Horn Leech, Horn Drill, Drill Run
Types:
Water.png
Steel.png

Stats: 84/ 120 (+34)/88/140 (+29)/111(+10)/87(+27)
Moves: Megahorn, Smart Strike , Horn Leech, Drill Run
Description:
Based on its Diamond, Y and Alpha Sapphire dex entries, here it is! "The three horns that extend from its beak attest to its power. The leader has the biggest horns."
:ss/empoleon:
Mega Empoleon
New Ability[/b]: King's Resolve (Defense and Special Defense are multiplied by 1.5x when at or below 1/3 HP.)
Type: Water/Steel

New stats:
HP: 84
Attack: 106 (+20)
Defense: 128 (+40)
Special Attack: 111
Special Defense: 121 (+20)
Speed: 80 (+20)
(630 BST)

New moves: Flip Turn, Steel Beam, Wide Guard, Quick Guard
Description: I was thinking about a mixed-defense Empoleon, since it's usually specially defensive, contrary to what you'd expect from a Steel-type. Its ability fits flavorwise and compliments its role.
:ss/empoleon:
Mega Empoleon
New Ability
: Napoleonic Tactics-A fighting type -ate ability.
Type:Water/Fighting

New stats:
HP: 84
Attack: 86 ->130 (swapped with special attack + 19)
Defense: 84 -> 111 (+27)
Special Attack: 111 -> 90 (swapped with attack +4)
Special Defense: 101 -> 111 (+10)
Speed: 60 -> 100 (+40)
(630 BST)

New moves: Flip Turn, Body Slam
Description: Hide the Kalos region because Mega Empoleon is about to conquer it all! With a hatred for galarian pokemon and a fear of fighting in winters in a far off region Mega Empoleon is about to rip your bones apart. Now why is it no longer a steel type? Well to be honest Empoleon has no real reason to be a steel type to begin with and given that Napoleon was a famous general as well as an emperor I figured fighting would suit the mega a lot better. I was tempted to give it bonemerang since it would be a ranged move meaning that Mega Empoleon is a bone apart from the opponent, but ultimately decided that it was a dumb reason.
:ss/empoleon: Mega Empoleon
New Ability
: Iron Barbs
Type: Water/Steel

New stats:
HP: 84
Attack: 86
Defense: 88 -> 108 (+20)
Special Attack: 111 -> 131 (+20)
Special Defense: 101 -> 131 (+30)
Speed: 60 -> 70 (+10)
(BST) 630

New moves: Roost
Description: On the other end of the spectrum from Torterra, Empoleon is more specially defensive. With its base 108/131 Defenses PLUS Iron Barbs, you can run Special Defense without needing to worry about most Physical moves, being in contact with Iron Barbs and all. You can ALSO set up Stealth Rocks Funny how all three Sinnoh starters have Rocks and have a reliable recovery option with Roost, Hydro Pump/Scald for that 131 Special Attack. Pretty much your only weakness is setup, and Taunt would make this thing too ridiculous.

Defensive:
Empoleon @Empoleonite
Ability: Torrent
EVs: 252 HP / 252 Def or 252 SpD / 4 SpA
-Stealth Rock
-Toxic / Roar
-Roost
-Scald / Hydro Pump

Offense:
Empoleon @Empoleonite
Ability: Torrent
EVs: 252 HP / 252 SpA / 4 Def
-Hydro Pump / Surf
-Flash Cannon
-Ice Beam / Blizzard
-Roost
:ss/empoleon:
Mega Empoleon
Typing:
Water / Steel ---> Water / Steel
Ability: Torrent / Defiant ---> Speed Boost
Stats:
HP:
84
Atk: 86 ---> 101 (+15)
Def: 88 ---> 128 (+30)
SpA: 111 ---> 126 (+15)
SpD: 101 ---> 131 (+30)
Spe: 60 ---> 70 (+10)

Added Moves: Calm Mind, Earth Power

Description:
1615412792591-png.322355

Funny mixed speed booster. Kind of some 4MSS on the special set with CM, Hydro Pump, Flash Cannon, Earth Power, HP Fire, and Ice Beam.
Mega Empoleon @ Empolenite
:bw/empoleon:
Type: Water Steel
Ability: Berserk
Hp: 84
Attack: 96
Defense: 98
Special Attack: 141
Special Defense: 131
Speed: 80
Total: 630
New moves: Aura Sphere, Roost
Description: Empoleon has a great defensive type in water steel, resisting a lot of types. It’s special attack is pretty solid too, however it’s held back because it doesn’t have any to boost it outside of work up. I gave it Berserk to try to fix this problem. With roost added on, it can stay healthy and reactivate berserk. Aura sphere is also added on because the poor penguin just needs some coverage to hit steel types.
:bw/empoleon:

water/steel

stats

hp- 84

atk- 86(swap+16)>127

def- 88(+10)>98

spa- 111(swap+14)>100

spd- 101(+25)>126

spe- 60(+30)>90



ability: regal presence- upon switch in/mega evolving the opposing pokemon's defense is lowered by 1 stage (blocked by the same abilities/items as intimidate)



new moves: flip turn, steel beam, roost, icicle crash

mega empoleon is a feared and respected leader, just by entering a room it gets bows from pokemon and trainers alike
:swsh/empoleon:
:Empoleon: Mega-Empoleon
Typing: Water-Steel
Ability: Arrogance (When this Pokemon lands on hazards, it raises it's Speed by one stage)
Stats:
HP: 84
Atk: 106(+20)
Def: 98
SpA: 131(+20)
SpD: 131(+30)
Sp2: 90(+30)
New Moves: Outrage, Calm Mind
Description: Basically, this is a pretty powerful attacker with a decent speed tier, that really likes when hazards are on it's side of the field (especially since it resists Stealth Rock, Sticky Web just makes it have regular speed, and is immune to Toxic Spikes). This is also technically team support, as if you're facing a Balance/Offense team, the opponent will usually try to play around you by not setting hazards immediatly and have an easier time revenge-killing you. 90 Speed at +1 is also a very decent speed tier, which gives a reason to use it as either a late-game cleaner or just a sweeper. It makes great use of Calm Mind because of it's good Speed and SpA, but it becomes really threatening if it enterré with hazards on it's side of the field. Outside of that, it also is a fast Defogger (but only if hazards are up, but i mean why would you use Defog if they're not), can use Scald to cripple physically offensive mons (since it's bulk is worse physically than specially) or set Stealth Rock. It also has Roar and Knock Off. The reason this fits Empoleon specifically is that it has always been used as a SR setter and a deffoger, so it has a really strong connections to hazards. And then one of it's dex entries mentions that it gets angry if anything hurts it's pride (whivh hasards probably would do).Also Outrage is there just for flavor, as Empoleon does seem like the kind of guy who would be angry about everything.
:swsh/empoleon:

Mega Empoleon
New Ability: Sea Emperor (This Pokémon’s gets +1 in Atk when hit by a water move. Immune to Water type)
Type: Water/Steel
New Stats:
HP: 84
Attack: 86 -> 136 (+50)
Defense: 88 -> 121 (+33)
Special Attack: 111
Special Defense: 101 -> 118 (+17)
Speed: 60
(BST: 630)

New moves: Icicle Spear
Description:
Empoleon-Mega @ Empoleonite
Type: Water/Steel
Ability: Emperor's Rain (Pun on reign. Water type moves have their priority boosted by 1 at 100% HP.)
Stats: HP: 84
Atk: 106(+20)
Def: 118(+30)
Sp. Atk: 141(+30)
Sp. Def: 111(+10)
Spe: 70(+10)

New Moves: Aura Sphere, Roost, Calm Mind The Attack buff is for Empoleon to be used as a mixed sweeper, although I doubt it will be used for that too often, so its more for just filling out the +100 stat requirement. The Defense buff helps quite a bit with the support role or as a tank along with Calm Mind and Roost. Roar and Scald, with Emperor's Rain priority, could do quite a bit in a support or status spread role. The Sp. Atk buff pairs nicely with Calm Mind, Roost pairs well with Emperor's Rain giving it quite a bit of damage with Hydro Pump priority to make up for lackluster speed. The Sp.Def buff just to fill out 100 stat requirement. Roost again is justified by the fact that you'll probably need it in order to keep Empoleon's priority from Emperor's Rain, and Calm Mind helps with sweeping, support and defensive sets.
:empoleon:
Mega Empoleon
water.gif
/
steel.gif


HP: 84
Attack: 116 (+30)
Defense: 84
Special Attack: 141 (+30)
Special Defense: 111 (+10)
Speed: 80 (+20)
New Moves: Super Fang, Steel Beam, Life Dew, Flip Turn

Ability: Executioner (When this Pokémon's target has 1/2 or less of its maximum HP, rounded down, its attacking stat is multiplied by 1.5 while using an attack.)

Description: The combination of Executioner and Super Fang lets Mega Empoleon cut foes down to size before finishing them off. It also synergizes with an obscure move that is most remembered as part of Empoleon's level-up movepool, being Brine, although Hydro Pump is probably more consistent. Mega Empoleon generally needs a bit of support to succeed, be it hazards, status, or Knocking Off boots and leftovers, all of which are elements a teammate can provide, or Mega Empoleon can just run itself. Once it gets its checks worn down, they can be beat by the one-two punch of Super Fang into an attack. After being put under half, Brine does about 45% to Blissey and Toxapex and about 37% to AV Tangrowth which is quite impressive, but it can beat them even more convincingly by packing specific coverage like Earthquake, Ice Beam, or Drill Peck. Mega Empoleon's main utility is against defensive cores, so in faster-paced games it can by somewhat dead weight. It can generally take one hit though thanks to a good defensive typing, so it's not completely useless.
:bw/empoleon:

WaterIC_Big.png
/
SteelIC_Big.png


Ability: Siege & Conquer (Embargo will be active on the opponent's side of the field as long as the user is on the field.)

HP: 84
Atk: 146 (+60)
Def: 88
SpA: 121 (+10)
SpD: 86 (-15)
Spe: 105 (+45)

New Moves: Iron Head, Roost, Calm Mind

Reasoning
:

This is yet another attempt from me to try and surge a normally unviable effect into something much more workable, but here's the scoop: Embargo is essentially the item disabling effect, which on paper seems pretty situational, but has the ability to be carved into something incredibly helpful on something like an offensive Stealth Rock setter and setup sweeper.

105 I feel is a very solid speed tier in its own right, and one I felt was reasonably effective but checkable given that its unique ability allows for it to completely disable Choice Scarf users from being able to outspeed it, giving it an incredibly powerful niche as a setup sweeper on both offensive ends of the spectrum. Being able to auto-disable items such as Leftovers, Rocky Helmet, and Heavy-Duty Boots also allows for it to operate well as a Stealth Rock setter, too, also being able to beat common forms of removal such as Landorus-T, Gliscor, Excadrill, and Zapdos utilizing its STAB/Ice-type coverage, at the cost of struggling to switch into them.

I opted to give it Iron Head to give Mega Empoleon the physical Steel-type STAB it deserves, alongside helpful recovery to make it more consistent at setting up Stealth Rock and checking Knock Off spam in the long term. Lastly, I opted to give it Calm Mind as a way to let it perform as a setup sweeper on the special side, too. While these are moves that all greatly benefit the base form, I feel as though the gigantic speed boost in tandem with its perma-Embargo will cement a major niche for it as an offensive Stealth Rock setter/setup sweeper that teams can generally rely on.
Mega Empoleon
Types: Water/Steel
Ability: Confidence - When this Pokémon's stats are lowered by an opponent, its evasiveness is lowered by one stage instead, and its defense is increased by one stage
New Moves - Dual Wingbeat, Life Dew, Haze
HP: 84
ATK: 102(+16)
DEF: 102(+14)
SP.ATK: 122(+11)
SP.DEF: 132(+31)
SPEED: 88(+28)
BST: 630(+100)
Letting your guard down is a flaw, unless it is a demonstration of strength.
While it resembles Clear Body, White Smoke and Full Metal Body in functionality, in playstyle Confidence is pretty similar to Defiant, or Competitive. Despite it may not seem like it, a drop in evasion may be a big loss in some occasions, considering that Empoleon is weak to both Thunder and Focus Blast, moves that are relatively common, and known for their power, despite the relatively high chance to miss. With the later being reduced by this ability, it may prove to be a problem for Empoleon, despite the boost in its defense. Besides, activating this ability depends mostly of your opponent, promoting more thoughtful reads, or, of course, being confident enought to face dangers without fear. Like trainer like Pokémon i'd say.
1615517110271-png.322611
:dp/Empoleon:
Type: Water/Steel
Ability:
Torrent/Defiant - Guts
New Moves:
Flip Turn, Meteor Mash, Roost, Dual Wingbeat, Darkest Lariat, Outrage
Stats:
84 / 141 (swaps with SpA and +30) / 98 (+10) / 106 (swaps with Atk and +20) / 101 / 100 (+40)

Defiant pre-mega is a waste if it can't use it's attack stat.
Meteor Mash fits dex entries saying that it's wing things hits as hard as steel and can crush things.
Flip Turn fits it beeing an excelent swimmer.
Roost because it's a bird, why not?
Guts fits it beeing competitive, and can switch on whisp or scalds. It would like to be burned.
So: can't be poisoned, can't be knocked, takes nothing from scald and if burned by hax, gets attack boost. Toxapexes be aware, will be just setup fodder for it.
:ss/empoleon:

New Ability: Motor Drive
Type: Water/Steel

New stats:
HP: 84
Attack: 86 ->111 (+25, switched attacks)
Defense: 88 ->130 (+42)
Special Attack: 111->86 (-25, switched attacks)
Special Defense: 101 ->130 (+29)
Speed: 60 ->89 (+29)
(BST) 530 ->630

New moves
: Iron Head, Icicle Crash
Description: Thanks to the power of mega evolution, it learns to absorb the energy of electric-type moves. It uses the energy to become faster.
Mega Empoleon

Ability: Adabtability

Type: Water/Ice

Hp: 84

Attack: 126 (+40)

Defense: 118 (+30)

Sp. Attack: 131 (+20)

Sp. Defense: 111 (+10)

Speed: 60

New Moves: Ice Shard, Icicle Crash, Trible Axel
1615567336355-png.322744

Empoleon-Mega
Water
/Steel
Torrent/Defiant-> Wounded Pride (If the user's attack misses or is blocked (ala Protect), user gains +2 Speed).
Stats
HP: 84
Atk: 86-> 101 (+15)
Def: 88-> 103 (+15)
SpA: 111-> 136 (+25)
SpD: 101-> 126 (+25)
Spe: 60-> 80 (+20)
New Moves:
+Flip Turn, Outrage, Steel Beam

"If anyone were to hurt its pride, it would slash them with wings that can cleave through an ice floe."
"It swims as fast as a jet boat. The edges of its wings are sharp and can slice apart drifting ice."

Description: Should any of its attacks miss, Mega Empoleon will become so furious over this failure to connect that it psychs itself up, boosting its own speed so as to move first next turn. As an ability, Wounded Pride bypasses Blunder Policy's main shortcoming of being a one-time use, meaning Empoleon can potentially do its thing at any point in the battle. This ability is mainly an insurance policy so that Empoleon will still gain something should it miss its powerful Hydro Pump (or Blizzard, if you want). The new addition of Flip Turn furthers its ability to operate throughout the battle, as it can simply pivot out of an unfavorable match-up. In terms of stats, its SpA is strong enough to make up for its lack of set-up, able to dish out sizeable damage after bulky Waters and select mons like Blissey and Ferrothorn have been sufficiently weakened. Its speed was set to 80 specifically so it could still get the jump on some opponents pre-ability. The ability to activate Pride with Protect is meant for the benefit of Doubles, where Empoleon can activate more reliably but has the inherent risk of getting double-targeted. Finally, Steel Beam and Outrage are just for flavor.

"Mega Empoleon takes great pride in each one of its attacks. Should even one attack fail, Empoleon will be so enraged that its speed will sharply increase out of sheer willpower."
:empoleon:
Mega Empoleon

HP: 84
Attack: 116 (+30)
Defense: 84 (+20)
Special Attack: 141 (+30)
Special Defense: 111
Speed: 80 (+20)
New Moves: Steel Beam, Life Dew, Flip Turn

Ability: Yield-or-Die ( against foes with type advantage or super-effective moves, damages done by empoleon is multiplied by 1.33(4/3). Otherwise, damages done by the foe is multiplied by 0.75(3/4)

Description: Well, everybody is trying to make Empoleon an Emperor. EMPEROR OR NOT empoleon comes from a royal family.
It expects everybody to kneel before him. But the overly powerful ones just don't kneel. This ability punishes them with a damage boost of 1.33. Again those who kneel, their attacking moves lose power by 0.75.
* Note: Unless otherwise clarified, the Ability will be interpreted as though having a super effective move is what it means to have a type advantage.
Mega Empoleon - Water/Steel
Ability: Flaunting Armor: If this Pokemon moves before the target without higher priority, that pokemon’s contact moves do ½ damage
HP: 84
Attack: 86 > 110(+24)
Defense: 88 > 120(+32)
Spatk: 111 > 135(+24)
Spdef: 101 > 121 (+20)
Speed: 60
BST: 530 > 630
New moves: Iron Head, Roost
It's everyone's 1st/2nd/3rd favorite Banana stealing Penguin, Empoleon! With it's sturdy armor, it can effectively copy the effects of Fluffy, but it's got to flaunt that armor first. Competitively, this Empoleon is an extremely bulky blanket check to most mons and a threatening Agility sweeper that may be hard to revenge kill with a standard Conk Mach Punch. However even with an Agility Empoleon is decently slow, allowing a good scarfer to revenge kill it.
Mega Empoleon[/B]
:SS/empoleon:
Ability:Above All
If this pokemon get hit by a priority move, deal the exact same damage to the mon that use that priority move

84/141(swap spatk +30)/128(+40)/96(swap atk+10)/121(+20)/60
New move:Dual wingbeat, flip turn,king shield, anchor shot
Desc:Nobody shall move before the emperor, who is above all you i made an anti prio ability
:ss/empoleon:

mega-empoleon-png.323172

Mega Empoleon
Item: empoleonite
Typing: steel/water
Ability: slush rush
New moves: iron head, flip turn, triple axel, ice shard, king´s shield, dual wingbeat, noble roar
New stats:
84
86>136
88>108
111
101>111
80
:dp/empoleon:
Mega-Empoleon
Typing: Water/Steel
Ability:No Guard
Ability: King of the Ocean
King of the Ocean] Similar to Ausmas(Ausma gave me permission to make it.) Desert Gales, King of the ocean summons a Tempest of water that allows it to control the ocean and rule all that falls into the sea.

Tempest:
Boosts Water, Electric, and Flying moves by 1.2x for all pokemon on the field.
Swift Swim, Rain Dish, and Hydration Are all activated by Tempest
All Normal Type moves are turned into water type by the Tempest
And Weather Ball is water type in Tempest
Thunder and Hurricane still get boosted accuracy in rain
So Hema doesn't want me to make another field effect so the alternate ability for this version of Empoleon
Ink and Hema gave me the idea of No Guard


Stats

HP: 84
Atk: 86(+14) -> 100
Def: 88(+22) ->110
SpA: 111(+45)->156
SpD: 101(+9) ->110
Spe: 60(+0) -> 60


New Moves: Extreme Speed, Flip Turn, Thunder, Hurricane, Dual Wingbeat, Icicle Crash
Flip Turn and Dual Wingbeat are gained through IoA tutors, Flip Turn is used as a pivot move on the physical or defensive set as to provide momentum, Dual Wingbeat is the physical way to eliminate fighting types as Hurricane does on the special
Extreme Speed is a strong priority move for the physical set to use to compensate for low speed, and provide useful neutral hits,
Icicle Crash is the way to kill flying types on the physical set using the No Guard ability
Thunder and Hurricane are the main tools that mega Empoleon has, as it can use its No Guard to always hit, deal consistent damage. and most standard special sets will use them both

"Unprotected by guards and soldiers, Empoleon is their own monarch, Ruler of the Sea, the ocean, the sky, uncontested, even by false kings such as Mega Slowking, the true ruler of the sea, Empoleon takes his place, in the upper echelon of special attackers, with the ability to control lightning and the sky with crushing power."

Empoleon has a strange but interesting defensive typing, It has only 3 weaknesses, no 4x weaknesses, and a 4x resistance to Ice and Steel, the problem is that its weakness's are to the 3 best offensive types, Ground, Electric, and Fighting.

No Guard is an interesting preexisting ability that actually has pretty low distribution, and only one other special attacker fellow bird Mega Pidgeot.
No guard in this case has nothing to do with its fighting style but rather the fact it is a solitary monarch that doesn't need a guard, The benefits to no guard include perfect accuracy on Thunder, Blizzard, Hurricane, and finally its main STAB Hydro Pump. The physical set gains a lot as well, notably Dual Wingbeat, Rock Slide, and Steel wing. And surprisingly the defensive variant gains as well in Whirlpool and if you want swagger. Additionally it also lets you hit pokemon during semi immune turns such as Fly, Dig, and Shadow force, so Empoleon can literally hit Pokemon out of the sky

Empoleon is a potent special attacker with 100% accuracy on all of its moves but they can be hit by any move, This gives them super powerful Hydro Pumps, Thunders, Hurricanes, and Blizzards, allowing them to control the ocean uncontested. The speed tier hasn't changed as to beat Mega Slowking in trick room. And it can now run a potent physical set with Extreme speed, Dual wingbeat and Icicle crash, backed up with tools it already has such as Earthquake, and Liquidation.

Base Empoleon, also gets great utility with the access to flip turn to gain momentum, and fits a similar but different role to stealth rocks swampert.

Even if I didn't end up with the specific Empoleon I wanted, I understand Hemas opinion on field effects, and I love this Empoleon, its one of my favorite pokemon already and this is exactly what I want from Empoleon.

I also did some calcs with my mega empoleon to show some of its power
252+ SpA Empoleon Blizzard vs. 248 HP / 0 SpD Zapdos: 330-390 (86.1 - 101.8%) -- guaranteed OHKO after Stealth Rock
After taking rocks Blizzard cleanly ohkos zapdos
252+ SpA Empoleon Flash Cannon vs. 252 HP / 4 SpD Clefable: 356-422 (90.3 - 107.1%) -- 43.8% chance to OHKO
Flash Cannon does 90% min to Clef, and with the prevalence of unaware, this very well might be a clean ohko
And the most important calc is this one
252+ SpA Empoleon Thunder vs. 252 HP / 88 SpD Corviknight: 314-370 (78.5 - 92.5%) -- 37.5% chance to OHKO after Stealth Rock
Thats basic corv ohkoed after stealth rock with thunder
And this one is massive
252+ SpA Empoleon Thunder vs. 252 HP / 252+ SpD Corviknight: 212-250 (53 - 62.5%) -- guaranteed 2HKO after Stealth Rock
Thats max spdef max hp corv(which nobody is running but its just a proof of concept] 2HKO'd by Empoleons thunder.

Now to the physical side
This is standard rilla v icicle crash from defiant boosted Empoleon
+1 252+ Atk Empoleon Icicle Crash vs. 0 HP / 4 Def Rillaboom: 276-326 (80.9 - 95.6%) -- 50% chance to OHKO after Stealth Rock
This is standard Corv v liquidation from defiant boosted empoleon
+1 252+ Atk Empoleon Liquidation vs. 252 HP / 168+ Def Corviknight: 144-169 (36 - 42.2%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
This is swords dance empoleon vs ferrothorn
+2 252+ Atk Empoleon Icicle Crash vs. 252 HP / 80 Def Ferrothorn: 126-149 (35.7 - 42.3%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

And now to the bulky support side

With Equal amazing bulk on both sides Empoleon can survive a variety of important hits if it picks the right ones to survive

Max physdef Empoleon can survive a hit from unboosted Landorus, just enough to defog or setup rocks to get out
252 Atk Landorus-Therian Earthquake vs. 252 HP / 252+ Def Empoleon: 240-284 (64.5 - 76.3%) -- guaranteed 2HKO after Stealth Rock
It can also survive a modest Aura Sphere from mega falinks using its max special set
252+ SpA Life Orb Falinks Aura Sphere vs. 252 HP / 252+ SpD Empoleon: 252-299 (67.7 - 80.3%) -- guaranteed 2HKO after Stealth Rock
But defensive empoleon shines really in its ability to build a set to fit the team.
Empoleon Pokemon Rpg, Pokemon Pokedex, Pokemon Fan - ドダイトス かっこいい, HD Png  Download - 980x1090(#5102419) - PngFind

Mega Empoleon @Empoleonite
Type: Water/Steel

Ability: Queenly Majesty

HP: 84
ATK: 86 ->125 (+39)
DEF: 88 -> 100 (+12)
SPA: 111 ->130 (+19)
SPD: 101 -> 131 (+30)
SPE: 60
New Moves: Roost, Icicle Crash, Iron Head, Dual Wingbeat

Summary: Well, a royal penguin! At first, I waned to base this one more off of Poseidon and his trident, but then changed to more of the royal aspect. Queenly Majesty has a very unique niche in being able to stop priority moves, including Fake Out, Prankster shenanigans, and Grassy Glide (which is huge for stopping Rillaboom). I boosted its attack and special attack and made them just about equal so it can run a physical set and take advantage of Defiant/Swords Dance and its wide array of special moves. It also has high special defense which allows it to take a wide verity of special moves.
252 SpA Zapdos Thunder vs. 252 HP / 180 SpD Empoleon: 290-344 (77.9 - 92.4%) -- guaranteed 2HKO
The base 100 defense also allows it to take physical hits (with investment), too.
252 Atk Landorus-Therian Earthquake vs. 252 HP / 224 Def Empoleon: 312-368 (83.8 - 98.9%) -- guaranteed 2HKO
252 Atk Choice Band Kartana Sacred Sword vs. 252 HP / 252+ Def Empoleon: 294-348 (79 - 93.5%) -- guaranteed 2HKO
One Pokemon Empoleon matches with well is Gliscor. Both of them resist/are immune to each others weaknesses and support each other. With Mega Empoleon, the duo works even better together, with Empoleon gaining higher special defense and recovery in Roost to match with Gliscor's high defense and Poison Heal. However, this Pokemon is very slow and needs defense investment to survive a lot of powerful physical hits. It does get access to Agility, though, to speed it up if needed and can run the almost never seen Iron Defense to raise its defense.
I really enjoyed making this sub, because Empoleon is my favorite Sinnoh starter and Infernape is overrated it has a lot of cool possibilities.
Mega-Empoleon
1615934929664-png.323764

Type: Water/Steel
Stats:
HP: 84
Atk: 86
---> 125 (+39)
Def: 88
---> 109 (+21)
Sp.Atk: 111
---> 125 (+14)
Sp.Def: 101
---> 109 (+8)
Speed: 60
---> 78 (+18)

New Ability: King's Gamble:
While this ability is active on the field, all offensive moves target the lowest defensive stat in damage calculation.


New moves: Iron Head, Steel Beam, Dual Wingbeat, Superpower, Terrain Pulse.

Description: Empoleon goes all out!
Ready to strike, Empoleon is eager to use its amazing movepool by becoming a "mixed" attacker after mega-evolving, note that I quoted mixed, that's because of its new ability, being special or physical doesn't really matter anymore because they use the lowest defensive stat while doing damage. King's Gamble provides a threatening offensive presence that allows Empoleon to surprise opponents with an infinite amount of possible sets.

Thanks for reading! : )
Mega Empoleon
New ability:

Thalassotherapy: when the poke falls behind ½ hp, it water abilities heals for 50% of the damages dealt
Type: Water/Steel
HP: 84
Attack: 86
Defense: 128 (+40)
Special Attack: 131 (+20)
Special Defense: 141 (+40)
Speed: 60
(630)

New moves: none
Description: A tank who can heal itself where it is below 50% of hp, I find it pretty cool. And I want tanky megas, please ;-;
:Empoleon: Mega <Empoleon>
New Ability
: Mirror Armor
Type: Water/steel

New stats:
HP: 84
Attack: 106 (+20)
Defense: 118 (+30)
Special Attack: 121 (+10)
Special Defense: 141 (+40)
Speed: 60
(BST) 630 (+100)

New moves: Roost , Smart strike , Iron head, Steel Beam , Flip turn
Description: The iron armor of empoleon became so polished by the water that it acquire the ability mirror armor. On the stat side , it became bulkier and gain a little bit of atk in order to exploit its acces to sword dance while still being mainly special. The new move addition give it its long awaited roost that allow it to act as a wall , the other move are addition of move it always should have had (or that would have been most likely given to him if it was playabe in 8g )
:ss/empoleon:
Mega Empoleon
Type:
Water / Steel
Ability: Technician
Moves: Icicle Spear, Ice Shard, Flip Turn, Dual Wingbeat
Stats:
HP: 84​
Att: 116 (+30)
Def: 113 (+25)
SpA: 126 (+15)
SpD: 131 (+30)
Spe: 60​

Empoleon isn't a Pokemon you look at and think "Technician would be sick on that" but Technician is actually super sick on Empoleon. The most obvious stuff comes from the new moves. Flip Turn lets Empoleon put its unique defensive profile, great bulk, and slow speed to good use and become a pivot, Ice Shard gives it strong priority to complement Aqua Jet, and Icicle Spear and Dual Wingbeat give physical sets new ways to combat Grass-types.

But the fun doesn't stop with the new moves. The aforementioned Aqua Jet gives Empoleon strong STAB priority. Icy Wind, Bulldoze, and Rock Tomb go from being mere speed control to powerful coverage moves in their own rights, with Rock Tomb in particular being stronger than Empoleon's previous best option (Rock Slide). Avalanche is improved, giving its unboosted version a bit more punch and potentially making it usable (probably not). Hidden Power gives it strong coverage of any type. And as the final cherry on top, Empoleon receives a slight improvement to its physical Steel STAB. Technician Metal Claw has slightly more power and accuracy than Steel Wing, and it also has a more useful secondary effect.
(please yell at me if I messed anything up or missed anything!)

Reminder on Voting Rules

For a reminder, Megas for All uses a variation on instant runoff voting, meaning that it uses a systematic process of elimination to find the submission that's supported by the most people. This system takes into account both the total number of people who voted for the submission at all and how those people ranked it in relation to any other submissions that have not been eliminated.

Your votes should consist of however many submissions you like.​
Including a submission in your post at all is "voting for it," but you can vote for as many (or as few) as you want! It doesn't have to be exactly three.​
Your votes should also be ranked from most preferred to least preferred, just like they were in the previous system.​

It's also now acceptable to self-vote in first!​
One of the benefits of the new system is that you get less extreme an advantage from this and there's not as much room for one individual to swing the results dramatically in their own favor, so we can afford to loosen up the rules in that area.​
That said, I would still ask you to include at least two other people in your vote if one of your votes is for yourself (this was already in the rules before).​

Please make sure you tell inkbug if you edit your vote! He generally adds them to his list as soon as they're posted, so edits may go unnoticed. You can contact him on his profile here or on the Discord. C:​

Voting will last until 0:00 GMT on Sunday, the 21st of March!

Slate 32

Oookay, so this one was actually the subject of a very big discussion on the Discord, and we've come to a conclusion that is not quite in line with the results of the latest poll.

The first-place slate idea - shinxthe17!'s artificial Pokémon slate, featuring :porygon-z: Porygon-Z, :golurk: Golurk and :silvally: Silvally - will also be done soon, but it will be delayed for a bit and will also undergo slight changes.
It's been brought up that, based on our prior experience when dealing with Pokémon with overly similar mechanical premises, Porygon-Z and Silvally (both of which are pure Normal-types heavily associated with type-changing effects) should not have been allowed to take place concurrently. It would be strongly beneficial to have the winner for either one established before we get to the other, so that, for example, Mega Porygon-Z can be built knowing what Mega Silvally already is and intentionally avoid stepping on its toes, rather than doing both at the same time and potentially having overlapping or conflicting winners. (Plus, as a bonus: if you have a cool idea for one of them and it comes in second, you might get a second chance when it comes time to do the other! You can't submit the same idea for two Pokémon in the same slate.)
Anyway, uh, that part is settled now! The compromise we've reached is as follows:

- An upcoming slate in April (provisionally slate 34?) will feature Golurk and either Porygon-Z or Silvally, but not both. We will, at some point before then, vote on a third Pokémon to be featured alongside them.
- Either Porygon-Z or Silvally - whichever is omitted from the other slate - will be done immediately after, as part of the next slate (provisionally slate 35?). We will be limiting the options for this slate to avoid creating new problems with overlap.
- Because Porygon-Z is both the stronger of the two and potentially the more dangerous of the two on account of having a relevant pre-Mega Ability, and because Silvally is more deeply ingrained in its type-changing gimmick and it is more likely to be constrained by conflict with Porygon-Z than the other way around, it is likely that Silvally will be done first and Porygon-Z immediately after. We might hold a vote on this, or we might just push Porygon-Z back if no compelling argument is presented for why it should be the first one we do.​

We also plan to take a break from new slates starting in early April! Accordingly, this will not be immediately after slate 33, but it will be the first slate after we come back from the break. That will still be in the month of April, but not necessarily the beginning.
All of this is scheduled to take place after the next Pet Mod of the Season has succeeded us.

We will try our best to avoid allowing problematic slates like this to slip through the cracks in the future, but in this case, we hope this compromise can satisfy everyone involved despite the unusual circumstances. C:

With all of that said, slate 32 will be an equine-themed slate, suggested by Vipotis, which was a very close second in the poll - the Pokémon we'll be doing next are :rapidash: Mega Rapidash, :zebstrika: Mega Zebstrika and :mudsdale: Mega Mudsdale!

To keep the thread organized, I ask that you refrain from posting your submissions here until the submission phase begins, but remember that the Discord is always a fantastic place to discuss ideas and get feedback on your submissions even before the slate opens!

We've also been trying something new recently to try and accommodate for the sheer volume of slate suggestions we've had lately - based on a list of everyone's recent slate suggestions compiled by BitBitio, inkbug has made this poll of all potential candidates for the next slate!
We'll start by voting on this preliminary poll every week to see what the most popular slates on the masterlist are, including any new suggestions that have been made recently, and then we'll have a more narrowed-down poll once the next slate opens like we always do, so you can vote on that throughout the week!

 
:torterra: World Turtle - PalpitoadChamp, StarFalcon555, abismal, BlueRay, lydian, ViZar, MossySandwich, Magmajudis, readytolose, BitBitio, kakaks, AquaPanic, Rosiario
:infernape: Budget Cinderace - PalpitoadChamp, StarFalcon555, BlueRay, lydian, ViZar, kakaks, YungDramps, Magmajudis, BitBitio, zxgzxg, CrLmao
:empoleon: Napoleon - PalpitoadChamp, ausma, Shinxthe17!, lydian, Magmajudis, ViZar, DrPumpkinz, BlueRay, Yago2012, okispokis
 
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So I guess, I'll vote third.

Empoleon:Vipotis, Paulluxx
Infernape:P5 Fanboy, Bitibitio, Kakaks(Monki Flip)
Torterra
:Rosiairio, Bitbitio
 
Well truth be told when I first suggested the Sinnoh starters be added into the Future Slates Poll I had 3 spectacular ideas in mind already. Needless to say I was confident that I could actually do the clean sweep this slate.
Also yay technically my slate ideas have won 2 polls in a row technically because artificial slate is to be done later on by technicality

Looking at all the magnificent subs in store, however, I don't really believe I deserve the clean sweep I hoped for, which is probably for the best :'). Anyways, here we go:

This one slate alone will have the most votes I'm casting, NGL.
1) abismal
- Come on, don't tell me you didn't see this one coming. The generic concept of a Floating Turtle with random space rocks and poisonous spikes hovering in the orbit was just too good not to vote as #1. Also HOLY FUCK I love this concept.

2) TheDamned
- Looks like a Siberia sub came earlier than I thought. Seriously though, Hema mentioned this once and I am obliged to agree: VISUALIZING this Mega was the selling point of the whole thing. Kudos, amigo.

3) Rosario
- ok FINE I will vote for Zen Mode Torterra stop trying to :morpekogun: me KeroseneZanchu and co.

4) shinxthe17!
- The Torterra slate is the one I have the least chances of winning, honestly. I mean sure, Aftershock is still a cool flavor for the Continental Pokemon, but every idea just seemed wilder and widened my eyes, and I simply couldn't look away from the Top 2 subs (in my opinion)!

5) Mossy Sandwich
- canada

6) StarFalcon555
- uravity

7) fratelli bc
- Haha this is cute. Clever way to utilize Ingrain as an ability, though I'm gonna be honest: this would work SO MUCH BETTER when we eventually do Cradily-Mega.

8) Vipotis
- Mimicry on Torterra-Mega is a really good fit, and would actually be the best sub on many other occasions. Sadly, this is the Sinnoh starters slate so there is much, much intense competition upfront.

9) Loukarya
- Rock Head on Torterra-Mega surprisingly works!

10) Magmajudis
- I don't like reading too much, but this certainly looks like another good entry that manipulates typings on switch-in! Or something!

11) 12) Exploziff AND FierceHawk192
- Both entries are quite similar so I'd rank them as equals. However if this doesn't satisfy you Ink, Exploziff > FierceHawk. Ingrain's cool, IG.

13) Aquatic Panic
- It's cool, but I generally preferred the Mimicry entry. It's more subtle, simple and charming in my eyes.

14) Vizar
- Probably too cancer to deal with IMHO, I do not want to be forced into hazard control every single time ViZar's Tort takes the stage.

15) Yago2012
- It's Dry Skin. But I think its cool anyways.

1) shinxthe17!
- Boo lame imagine voting your own sub which is clearly inferior to most of the subs here at #1- shut up. I loved this sub, I stayed up late trying to work out ways to improvise on the initial Uncanny failure and I am proud of what I've managed to produce.

2) ausma
(initial comment removed for being too offensive, once again, sorry ausma if I triggered something)

3) StarFalcon555
- I'm not really on board with Technician on Megas personally, but the bait of STAB Flame Charge and PUP really won me over. Kudos, StarFalcon555.

4) Vipotis
- Honestly, this is really cool! It's a very creative way of making moves like Inferno and Dynamic Punch usable (albeit also very, very risky).

5) zxgzxg
- Kinda generic. But definitely a neat concept.

6) CrLmao
- Honestly, special Aerilate sounds kinda cool, but not really what I had in mind when I first picturized Infernape-Mega.

1) shinxthe17!
- Empoleon-Mega when it find out that I am probably one of the only ones who consider this to be the very best Empoleon-Mega slate and potentially even one of the most creative subs in history, while every other Mega sub gets the attention:
[Empoleon's Emperor's Might]
68747470733a2f2f73332e616d617a6f6e6177732e636f6d2f776174747061642d6d656469612d736572766963652f...gif

But seriously, I think my subs this slate are some of the very best I've produced, and this Empoleon-Mega one in particular whole-heartedly has my vote and my win.

2) BlueRay
- Gah, this one was insanely sick. I really like the idea of Empoleon's trident-thingy being able to attract the thunders to utilize as its own is badass, and it's competitive edge really impressed me as a whole. Also, Roost and Flip Turn on base Empoleon if this wins! Fellas, if you want Empoleon base to be M4A OU material, this is what you should really vote for. It's Mega will definitely be viable in both VGC and Singles, and it's base form will be much better as a defensive wall overall.

3) readytolose
- What can I say, I really like Executioner as an ability. Giving it to a Pokemon that I had at one point, considered giving a killing ability sweetened the deal of this sub for me, hence why it's ranked above 2 otherwise much better subs this slate.

4) Vipotis
- Darn, the new kid's really putting out some fantastic subs this slate, huh? I really like the idea behind Confidence and how it fits Empoleon's personality as a whole. I'm a sucker for flavor, after all.

5) MossySandwich
- This one was easily the hardest one to rank. Halfway through the slate I felt the ones that would be competing for the win were to be this slate, BlueRay's fantastic Lightning Rod sub and my own Order 66 Empoleon. But then after giving it further thought, Executioner Empoleon-Mega and Confidence really stuck with me as abilities on Empoleon-Mega and I had no choice but to drop this. Would still be satisfied if this won though.

6) Paulluxx
- First of all: Yes. Second of all: This is sick.

7) lydian
- One moment to acknowledge that Empoleon bursting out of a Pokeball to immediately slash someone in the face is a really fucking cool image, please?

8) DrPumpkinz
- This one actually makes Technician look fun as well, honestly. But again, there are lots of great subs this slate alone and had this sub been submitted in a different situation, it probably would've won in my eyes, much like Vipotis' Torterra-Mega.

9) ausma
- Not sure how I really feel about this but item-lock seems pretty cool of a concept!

10) EeveeGirl1380
- Probably the only one who actually went with Queenly Majesty! It's not really the most creative idea out there, but I liked it nonetheless.

11) MrFish777
- Emperor goes Berserk. Simple, but nice concept.

12) Yago2012
- Don't really have much to say about this one, to tell the truth. Photon Geyser but on every move I guess?

13) ChoiceScarfed
- Yeah uh this is kinda lowkey pretty anti-hazards imo and it's kinda scary and no
 
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:torterra:Terry Pratchett
BlueRay
Mossy Sandwich
Loukarya
BitBitio
The Damned
StarFalcon555
IlluznZoroark
Exilas
:infernape:Wu Cheng'en
BlueRay
Mossy Sandwich
Magmajudis
DrPumpkinz
BitBitio
Yung Dramps
StarFalcon555
Loukarya
TheUltraFinder
jazzmat
Moretto
zxgzxg
:empoleon:Jacques-Louis David
BlueRay
Mossy Sandwich
Exploziff
DrPumpkinz
readytolose
TheUltraFinder
MrFish777
ARandomPerson
 
:sm/torterra:
1) abismal (this is just so good. a much better take on the gravity idea than mine.)
2) StarFalcon555
3) Mossy Sandwich
4) Vipotis
5) TheUltraFinder

:sm/infernape:
1) StarFalcon555
2) Yung Dramps
3) BitBitio
4) fratelli bc
5) PalpitoadChamp

:sm/empoleon:
1) StarFalcon555
2) BlueRay
3) Moretto
4) DrPumpkinz
5) FierceHawk192
 
:torterra:
It's not easy working for Mother Nature. But after all, Torterra's job keeps the balance of nature in place. Why disrupt it?
1. StarFalcon5555
2. shinxthe17!
3. Rosario
4. abismal
5. ViZar
6. readytolose
7. AquaticPanic
8. ARandomPerson
9. Magmajudis
10. The Damned
11. jazzmat
12. frateli bc
13. okispokis
14. Vipotis
15. BitBitio
:infernape:
Infernape joined Emboar and Alakazam on a mystical journey for his freedom. His journey continues, assisting seekers where he is able to.
1. shinxthe17!
2. lydian
3. Aurum4
4. readytolose
5. okispokis
6. BitBitio
7. Magmajudis
8. ausma
9. DrPumpkinz
10. TheUltraFinder
11. Yung Dramps
:empoleon:
He's got a bit of a Napoleon's Complex. Obviously.
1. ausma
2. shinxthe17!
3. Mossy Sandwich
4. lydian
5. The Damned
6. ViZar
7. Magmajudis
8. okispokis
9. Vipotis
10. Moretto
 
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canon ability propaganda

:torterra:
BlueRay
StarFalcon555
MossySandwich
Exilas
IlluznZoroark
ReadyToLose
TheUltraFinder (was the "the" always there?)
Loukarya
PalpitoadChamp

:infernape:
Yung Dramps
BlueRay
zxgzxg
readytolose
MrFish777
Magmajudis
Mossy Sandwich
Loukarya
DrPumpkinz
CRLmao
ViZar
BitBitio (regen :blobglare:)
Moretto
StarFalcon555

:empoleon:
FireceHawk192
BlueRay
zxgzxg
MrFish777
TheDamned
DrPumpkinz
MossySandwich
Paulluxx
TheUltraFinder
ARandomPerson

canon ability propaganda
 
:Torterra: PalpitoadChamp, TheUltraFinder, Mossy Sandwich, Exilas, BitBitio, Loukarya
:Infernape: BlueRay, DrPumpkinz, MrFish777, TheUltraFinder, zxgzxg, ViZar, Yung Dramps, Loukarya, StarFalcon555, BitBitio
:Empoleon: EeveeGirl1380, TheUltraFinder, TheDamned, ARandomPerson, Mossy Sandwich, DrPumpkinz, Exploziff, StarFalcon555, greyllama8
 
Top first, bottom last

exploziff
lydian
theultrafinder
rosario
shakespeare
s+ganon
vizar
fratelli bc
b-torterra
aquaticpanic
ap5fanboy

shinxthe17
youngdramps
okispokis
arandomperson
starfalcon555
bitbitio
magmajudis
bitbitio
palpitoadchamp

yago2012
jazzmat
shinxthe17
ausma
palpitoadchamp
choicescarfed
shakespare
theultrafinder
mossysandwhich
eeveegirl1380
the main mon
magmajudis
moretto
simpyshrimp
 
Man these subs have some cool ideas but here are my votes anyways

Mega Napoleon Bird
:bw/empoleon:
BlueRay
Mossy Sandwich
DrPumpkinz
MrFish777
ViZar

Mega Fire Monke

:bw/infernape:
StarFalcon555
BitBio
ausma
ARandomPerson

Mega Turtle Thing
:bw/torterra:
abismal
Magmajudis
Shinxthe17!
StarFalcon555
 
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