• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

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

ok this is my first time using smogon forums I hope I am doing this right
rapidash: exilas, I am the impostor, swampy swamp, star falcon, pumpkinz, okispokis
zebstrika: abismal, pumpkinz, aeryfee, okispokis, choicescarfed
mudsdale already scares me I dont want to help it become more powerful
 
I didn't really have any ideas for this slate, but I liked reading everyone else's, they were really cool!

Rapidash: I really have to give it to Ausma! The alicorns were my favorite take on mega Rapidashes, and yours just seemed like the most fun <3

Zebstrika: Well he's totally not forcing me to but I'm voting for KeroseneZanchu's here. A tank Electric type Pokemon is a really cool idea, and this seems like a pretty unique way to incorporate it.

Mudsdale: Sorry bro but I'm giving this one to Vipotis. Weak Armor on a Pokemon with high defense and low speed seems like a really neat gimmick, especially for a horse!

I'll see you guys next time, the next slate seems really cute.
 
i had to do this on my lunch break so i wasn't able to make it look pretty but at least it's here!
Rapidash
1. ausma
2. jazzmat
3. Exploziff
4. MegaFlareon
5. NANI?!
6. zxgzxg
7. Swampy Swamp

Zebstrika
1. jazzmat
2. ChoiceScarfed
3. ARandomPerson
4. Lydian
5. AeryFee
6. okispokis
7. Vispotis
8. The Damned
9. Hematemesis

Mudsdale
1. jazzmat
2. Paulluxx
3. MrFish777
4. PalpitoadChamp
5. I-Deepblue-I
6. PokemonKingAlan
 
Aaaand the votes are in!

Before I get started, a quick run-down of how this works:
  • Each vote contributes one point to its first-place choice
  • The candidates are ordered based on both the number of first-place votes and the number of total votes, and eliminated from the bottom
  • Any vote whose first choice has been eliminated instead gives its point to its second choice, or whatever its next ranking is. (On the sheet, points that have moved in this manner are highlighted in yellow.)
  • The elimination and re-ranking process continues until there are two remaining, upon which the one with more points is the winner.
  • You can view the whole thing on this spreadsheet.
There were quite a few single votes this time, and I feel like I would not be doing my job if I didn't remind people that you can vote for as many submissions as you want for any given Pokemon so long as you rank them in order of preference, and that it's generally better if you do that?

Like, you can just vote for one if you want, but overall it just makes it more likely that your vote will end up not being counted at all. I understand that there are a lot of submissions to go through, but as a general rule it's best to rank as many as you find interesting at all!


(This is also rather unusual but for the sake of transparency, I have omitted Phantom Stryfe's vote from the tally; I genuinely cannot tell what their vote is meant to convey, as they seem to have not ordered their votes in order of preference and I'm not comfortable guessing at what their intent was. As far as I can tell, it doesn't affect the final tally either way, so it felt safer to exclude it so I wasn't just making things up.)

But anyways, without further ado...

:rapidash: Mega Rapidash: ausma !!
:bw/rapidash:

FireIC_Big.png
/
FlyingIC_Big.png


Ability: Magic Guard

HP: 76
Atk: 105 (+5)
Def: 95 (+25)
SpA: 120 (+40)
SpD: 105 (+25)
Spe: 110 (+5)

New Moves: U-turn, Air Slash

Reasoning
:

This is an eerily simple approach for someone like me, but thankfully I think Magic Guard is pretty much a perfect ability for a Pokemon like this. Let's put it into perspective: a Fire/Flying type pegasus... inherently, something mythical and magical, which does flavorfully justify Magic Guard. Being completely immune to Stealth Rock, making use of a very solid defensive typing, Flare Blitz/Wild Charge recoil, and having great coverage/longevity to bat is the perfect recipe for an offensive pivot, and that's what we're going for here! Magic Guard suits this Pokemon like a glove, especially with the pegasus flavor, and can make use of a really cool typing and movepool in order to operate as a very fun, one-of-a-kind pivot.

Sadly, Swords Dance is a variable we have to balance for, which really puts a wrench into my plans. So, a lot of the BST gain has to be put into bulk and Special Attack to be actually balanced. However, in doing so, we can still let Rapidash perform as a flexible pivot, making use of a solid Special attack with a justifiable Flying-type STAB in the form of Air Slash to expand its options.

(also im sorry superstrike but i mentioned wanting to do this on the discord server at the start of this slate's confirmation;; i think ours fundamentally are designed differently enough to where it's ok, but ye i just wanted to let you know i'm not ripping you off)
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:zebstrika: Mega Zebstrika: BlueRay & JetManJo !!
Mega Zebstrika

New Ability
: Vajra
Turns the user's Dark moves into Electric moves and boosts them by 20%.

Type: Electric

New stats
:
HP: 75
Attack: 100 → 120 (+20)
Defense: 63 → 78 (+15)
Special Attack: 80
Special Defense: 63 → 108 (+45)
Speed: 116 → 136 (+20)
BST: 497 → 597

New moves:
Jaw Lock, Sucker Punch, Assurance, Taunt, Snarl

Description:
1) Concept
The "vajra" is one of the most important ritual objects of Tibetan Buddhism and is used by the Indian Vedic rain and thunder-deity Indra to get rid off demons. The objects looks like a mix of a thunderbolt and a bell. While the former represents "method", the latter alludes to "wisdom". When put together, these two aspects embody the union of all dualities, like day and night or truth and ideal; it's a duality we must try to tame in order to achieve balance.

(In a way, this is reminiscent of Zekrom and Reshiram, and it just so happens Zebstrika comes from generation 5 where a binary belief system like "black and white" plays a huge role in the games.)

Back to what we've said earlier, "method" refers to the skillful means to eliminate negative elements like greed, ignorance, or cruelty from living beings, thereby allowing them to achieve enlightenment.
What this means for our Mega Zebstrika is that whenever it relies on tricky tactics Dark moves are generally know for, it uses them for a much different purpose; in fact, Mega Zebstrika tries to convert negative energies into more positive ones.


2) Competitive
Zebstrika is supposed to be a Pokémon that works similar to Spectrier and Regieleki in that it can run lots of STAB moves and/or utility moves while still being effective.

Our Zebstrika prefers running mostly Electric moves, maybe even only Electric moves. Thanks to its ability, it can now start trapping Water and Flying Pokémon since Dark moves turn into Electric moves. The addition of Jaw Lock works well with Pursuit. For one, if the opposing Pokémon decides to stay in, they get trapped by Jaw Lock. For two, if they decide to switch out, they get hurt by Pursuit. This combination makes sure that Zebstrika can always force some progress even if it only runs Electric moves and if the opponent has some Pokémon immune or resistant to Electric moves.

Other Dark moves Zebstrika can take advantage from are Sucker Punch for priority and threatening Unburden Hawlucha or getting around Water Shuriken Greninja; Foul Play can be used to punish set-up sweepers while Taunt disrupts Pokémon relying on Status moves to make progress. There's also Assurance for Zebstrika's strongest Electric move that works well with the fear of Jaw Lock since it can do up to 120 damage if the (new) target gets hurt during the turn, for instance by hazards.
Finally, while (Mega) Zebstrika isn't intended for VGC, if people want to try out (Mega) Zebstrika in VGC, they now have Snarl to support their team, however.
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:mudsdale: Mega Mudsdale: BitBitio !!
Mudsdale-Mega :mudsdale:
:ss/mudsdale:

Ground-type
/
Rock Smash - Fighting-type

(I know you don’t like it, Mossy, but Ground/Fighting fits Mudsdale pretty dang well, and it makes this much more interesting.)
Own Tempo/Stamina/Inner Focus--->
Inner Fortitude
(when this Pokemon's HP is at or below half, Defense and Special Defense are doubled. Immune to Intimidate.)
"Mudsdale revealed strength from within!"
Note: the Intimidate immunity can absolutely be removed if necessary; It seemed mostly like something that GameFreak would do if the ability was actually in the game given their tendency to do so with other abilities, so I opted to include it. It also makes Mudsdale better in VGC which is cool.
If possible, I'd like to make it so that Inner Fortitude boosts Body Press, but I understand if it can't.

New Stats: 100/150/110/80/120/50
HP: 100--->100 (+0)
Attack: 125--->150 (+25)
Defense: 100--->110 (+10)
Special Attack: 55--->80 (+25)
Special Defense: 85--->110 (+25)
Speed: 35--->50 (+15)
Total: 500--->600 (+100)
New Moves: Pain Split, Wide Guard, Bulk Up

Description:
Mudsdale is super cool. With a calm, patient, and tough demeanor, Mudsdale is such an awesome Pokemon. Flavorwise, Mudsdale becomes even larger and bulkier, with red streaks in a longer mane.
Competitively, I just wanted to gush a bit- Mudsdale has a seriously cool playstyle in which it is willing to take hits in order to get stronger! Stamina operates super uniquely from a mechanical perspective and since we already have a few Stamina Megas in the mod now, I thought I'd do another take on Stamina which also happens to be an idea that I had for Mega Bastiodon.
Now, Ground/Fighting is a pretty interesting typing- while Ground and Fighting are two of the best types in the game offensively, they have a bit of overlap hitting Steel and Rock, so the STAB combo, while strong offensively, isn't anything crazy good. Defensively, the typing is actually very interesting and is what I wanted to focus on. Ground/Fighting boasts an immunity to Electric, a resistance to both Bug and Dark, and a 4x Rock resistance. Additionally albeit less notably, it resists Poison. These resistances are such a unique set- being resistant to some of the most spammable and important moves in the game such as Knock Off, U-turn, Volt Switch, and Stealth Rock, and although the tradeoff is 6 weaknesses, I think that it's worth it!
The ability is the centerpiece here- in terms of flavor, Mudsdale has something of a second wind in combat, like- "No, you aren't gonna take me down that easily!" And so when Mudsdale gets down to half, it effectively has the same bulk as it does at full HP. There are interesting implications to consider here- Mudsdale is capable of absorbing constant chip and benefitting from it in the long run, while also nailing things with a powerful set of STABs and good coverage! I'm noooooot suuuuuuure I'm comfortable with Bulk Up, so I'd love to hear feedback there, but it happens to synergize super well with Mudsdale's large bulk and ability to gradually get down to 50% range for that Inner Fortitude boost. Wide Guard pairs well with Rock Slide, Earthquake, and the Intimidate immunity to make it a solid bulky attacker in Doubles, as well!
Pain Split or Rest are its recovery options, both of which have their tradeoffs, but with an ability this strong, it doesn't need anything better!
Anyway, Mudsdale is insanely cool and I think that this fits it and helps it out a ton! Enjoy!
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Our time as Pet Mod of the Season has finally come to a close, as has our last slate before spring break! Yes, that's right... we're going to be taking the next three weeks off from running serious slates.

Over the last three months, the mod has grown more than any of us could have possibly imagined. A decently-active ladder, a rapidly growing invested competitive community (our Discord server has five times the amount of members as when we started), and a ton of new faces, many of whom have already proven to be incredibly cool people who I hope stick around now that we won't really have a ladder anymore.

This break is sorely needed, for us at least. Overall, PMOTS was certainly an experience, good and bad, and given how exhausted all of us on the council are I consider it a small miracle that we made it out the other side in one piece. Hopefully you'll stick around to see where we head next!

Unlike last time we were exhausted enough to take a hiatus, I am actually too exhausted to draw a cute picture and write out a bunch of sappy thank-yous, :'D so you'll just have to imagine it. Know that I am grateful for the support the mod has received, even if it's been overwhelming at times!

But before we kick our feet up for good, we do have some more news announcements to get through, such as...

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:exploud: :krookodile: Results of our recent Balance Changes survey! :rillaboom: :toxtricity-low-key:
As you might recall, we recently held a poll on a variety of buffs and nerfs to some of our existing Mega Evolutions that was set to close at the same time as voting on this slate. So here are the results!

:exploud: Mega Exploud will have the functionality of its ability, Seismic Scream, edited (23-2):exploud:

:krookodile: Krookodile will be losing access to Parting Shot (22-4):krookodile:
:krookodile: Krookodile will not be losing access to Topsy Turvy (13-13):krookodile:
:krookodile: Krookodile will be gaining access to Memento (23-3):krookodile:

:rillaboom: Mega Rillaboom will have amended stats (namely Attack) (22-4):rillaboom:

:toxtricity-low-key: Mega Toxtricity will have its ability, Acid Rock, nerfed to deal less poison damage (24-1):toxtricity:

de33m2e-714e0869-a7b2-45c3-87e5-3b63dee1f3e2.png

Moving onwards; since we're going on break, we do have some non-slate-related activities planned for the next couple weeks!

First of all, there's the first-ever MfA Draft League, run by Paulluxx, that'll be starting up this weekend! Be sure to keep an eye on that -- the drafts look really cool and I'm personally really looking forward to watching it unfold.

Additionally, esteemed council member Hematemesis is back from his several-month absence, as is the Teambuilding Competition that he runs! The Teambuilding Competition is run via the Discord, so be sure to hop on if you want to participate! We just wrapped up a focus week on Mega Torterra, which you can view here, and team submissions focused around Celesteela (which doesn't have a Mega Evolution at time of writing, Bolivia just likes it) are open now.

He's also running a special tour that's scheduled for tomorrow!! I'll paste what he said in the Discord's #announcements channel here:

unknown.png

Hey hey! It's Bolivia here with a special announcement for the next tournament run by yours truly
:vwheel:
.

For starters, I'd like to thank the other 4 council members for the repeated hard work they put into making this experience an enjoyable one for everyone. MFA is easily one of if not the best community smogon has to offer, and it's thanks to the hard work of those 4. I'm going to attempt to step up and make some fun things happen around here while they all take a much deserved break, because they have more than earned it. Anyway, let's get into the tournament...

There is a pokemon (really, an ability) that has always been near and dear to my heart, despite allegedly causing people tons of pain. For this, it has been banned in 5 generations, despite always being very fringe/close to OU. I personally think with the powercreep of the new megas, this thing might be fine for reentry, but that's a long ways off. In the meantime, let's have some fun with Molehouse (Bolivia making art, and it looks decent? Preposterous)

Here's how this tournament will work: it's literally the exact same as normal MFA singles, but arena trap is legalized instead of banned. It may be my magnum opus at the expense of people who do not like this pokemon, but I encourage you to have some fun. Arena trap is legal, so maybe some eviolite Trapinch are going to be there? Anyway, the tournament will be best of 1 single elimination 0_0, which means you have little room for error >:). We'll be running it sometime Saturday (at the moment, I have it scheduled for 3:00 EST), but since there are some form of holidays happening, and we want to include as many people as possible, I'm open to pushing things back or moving things around if needed.

Hopefully this chaotic ruleset and chaotic ability in the fray lead to a memorable tournament! Let's all have some fun at Molehouse!!!

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... And with that, we're officially on break for most of the rest of April!
It's nice to finally be out of the spotlight and have a chance to kick our legs up and breathe a little.

But just because it's break doesn't mean we don't have more fun stuff planned! We'll be running a couple tours over the break, as well as some other activities like I said earlier. But first in line, to kick off our spring break events, we have a fun low-stakes creative project to do for the next week...

Submissions for Slate 32.5 are now open!
pichu-spikyeared.png
floette-eternal.png
meltan.png

That's right! The hotly-anticipated first April Fools slate of v7 has finally arrived! This year's theme is "not-technically-an-NFE" fully evolved Pokemon -- Pokemon who either have base forms that can evolve or can only evolve under special circumstances, but regardless cannot use an Eviolite. Yes this wasn't a joke! I mean it is a joke but we are doing it!

Now, it's worth noting here that these three Megas will not be usable in the main format, due to two of their base forms being inaccessible or unreleased as of Gen 7, and also due to all three of them being jokes. Due to this, these Mega Evolutions should be primarily designed with our Random Battles format in mind! Now that PMotS is over, Hematite and I can finally get round to doing that Random Battles rework we've been wanting to do for ages now. And in fact that is what we are going to be doing instead of running any real kind of quality control on this slate, so knock yourselves out... mostly:​
Hematite said:
Because these Mega Evolutions are for our Random Battle format, where Pokémon from all tiers are seen, it's not important for them to be well-balanced additions to our metagame - plus, we can mess with factors like their levels on our end to make sure they're on par with other Pokémon, so balance is probably not an issue!

On the other hand, it's more important than ever for it to be easy to adjust to seeing these for the first time; especially when it comes to custom Abilities, we'd like to uphold most of the same standards we would for any other Pokémon. Remember - whoever gets your Mega Evolution won't have prepared a team around it and might well be seeing it for the first time ever, so being able to understand the premise at a glance is important! Above all, what you should be making is something that would be a fun surprise for both players - not something uncompetitive or frustrating!
Hematite said:
And finally: because all of these Pokémon are fully evolved, any new moves you give them will not affect the Pokémon you'd expect to evolve from them. For example, you can give new moves to Meltan, but this doesn't mean adding to Melmetal's movepool.

It's also worth confirming that worth confirming that Pichu and Meltan can be minmaxed as much as you want, but HP must stay the same and the BST must still be +100.
Submissions for Mega Spiky-Eared Pichu, Mega Eternal Floette and Mega Meltan will be open until 0:00 GMT on Friday, April 9th.

Okay, I think that's it from me for now! Have a lovely and restful April, and as always, I look forward to seeing your submissions! ^o^​
 
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Mega Spiky-eared Pichu

New 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.

Type: Electric

New stats:
HP: 20
Attack: 40 → 70 (+30)
Defense: 15 → 35 (+20)
Special Attack: 35
Special Defense: 35
Speed: 60 → 110 (+50)
BST: 205 → 305

New moves:
Metronome, Assist, + all the moves a normal Pichu can learn

Description:
1) Concept
Since the Pokédex talks about Pichu's inexperiences and how it can accidentally generate strong electric shocks, I figured "Settle" would be a perfect ability to mirror this aspect; after all, it needs some time to settle in order to control its immense power.


2) Competitive
Spiky-eared Pichu is intended to be a fun Pokémon to use in "Megas for All: Random Battles". With its speed and power, surely opponents are going to tremble in fear of this cute baby Pokémon.

Imagining cleaning teams with Spiky-eared Pichu, how funny would that be? :D
I added moves like Metronome and Assist since Spiky-eared Pichu can force out Pokémon very well. Moreover, these moves can add more fun to "Megas for All: Random Battles" due to Pichu's unpredictable nature, just as already illustrated in the anime or manga. Furthermore, Metronome and Assist can potentially allow Pichu to trigger moves it normally wouldn't be able to use and which would get boosted by its ability.
 
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Mega Spiky-Eared Pichu
Celebinite

Ability:
Circuit Breaker - This Pokémon’s Electric moves deal 2x damage, but all have 1/3 recoil.

Stats:
HP - 35 (+0)
ATK - 75 (+35)
DEF - 15 (+0)
SPA - 50 (+0)
SPD - 30 (-10)
SPE - 135 (+75)

New Moves: Zing Zap, Zippy Zap

Description:
Dex Entry: Already incapable of fully controlling its power normally, Pichu's body has started to completely overflow with mega energy, channeling Celebi's power through the ear spikes this variant has, as well as growing new ones on its tail. This raw power is almost as harmful to Spiky-Eared Pichu as it is to the opponent.

Okay first I am very proud of the flavor on this one. Pichu cannot normally mega evolve, and Spiky-Eared Pichu can’t even evolve at all. So, she achieves this by borrowing power from Celebi’s mega stone - in lore, Spiky-Eared Pichu is the way it is because of extensive time traveling with Celebi. This time traveling and bond with Celebi is the reason it can’t evolve in the first place, so it would make sense that borrowing Celebi’s mega energy would be the only way for it to mega evolve itself! However, Pichu already has a very hard time controlling its electrical power - now it’s filled with not only mega energy, but the mega energy of a legendary Pokémon, which completely overloads its body. This finds an outlet in its spikes, which have grown massive to better take on the burden, as well as its tail, which has adopted similar spikes. Every electric attack is highly supercharged, but hurts Pichu greatly. The name of the ability is very multi-layered. A circuit breaker is what controls electric currents and turns them on/off, which is ironically something Pichu can’t do at all. Thus, with the power of mega evolution, Pichu’s circuit is completely broken. Additionally, a circuit isn’t exclusive to electric systems, and its travel with Celebi had it breaking time’s circuit.

Aside from pure damage output and synergy with Volt Tackle to make up for its lack of stats, a boosted Zing Zap gives some fun flinch hax. It’s also a move exclusive to Todegemaru (a Pikaclone), and Pincurchion - two spiky electric Pokémon. Zippy Zap gives it some priority for threats it can’t outspeed, and while it’s a Partner Pikachu move, I feel like the fact that this is also a highly special event Pokemon of Partner Pikachu’s prevo, as well as a much laxer for fun slate, this would be okay anyway. If not, I can remove it. Also 40 BP Nuzzle POG.

I put most of the points into speed, as its incredible frailty means it would get oneshot by anything at all otherwise. This also has in game basis, as Spiky-Eared Pichu has more speed than Pichu in PokeAthlon stats. It’s attack can also afford to have less stats put into it due to the boosting from the ability and the 120 BP STAB in Volt Tackle. Specifically I also made sure it outsped Ash-Greninja unless it’s scarfed. It’s high speed and damage output is balanced by its incredibly low HP making it unable to take the recoil for more than a couple moves. For reference, this has a 69% (nice) chance to OHKO a max DEF Corv (100% if it's full DEF investment without nature), but takes 72% recoil itself. Combined with potential Rocky Helmet, this almost one-shots itself.

I was also tempted to make it Electric/Psychic or even Electric/Grass (coverage against Ground pog) to further its connection to Celebi and give it some non-recoil offensive options, but I felt this was too far of a departure from reality.

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Eternal Floette
AZite
Fairy

Ability:
Life and Death - This Pokemon heals for 1/4 of the damage dealt to opponents.
(For balance, this effect happens after everything else - recoil, life orb, rocky helmet, etc.)

Stats:
HP - 74 (+0)
ATK - 65 (+0)
DEF - 130 (+63)
SPA - 160 (+35)
SPD - 130 (+2)
SPE - 92 (+0)

New Moves: Mind Blown, Draining Kiss

Description:
Dex Entry: Eternal Floette's body has been drastically altered due to the energies of the ultimate weapon, the death of thousands, and its own resurrection. A small part of AZ's soul was ripped from his body during the calamity, and formed an AZite in a similar fashion to the rest of the Mega Stones. Eternal Floette can harness this power for Mega Evolution - the power of the ultimate weapon.

So obviously, this is essentially Magic Guard for the purposes of Light of Ruin, with the condition that the initial recoil doesn't outright kill Mega Eternal Floette before the healing kicks in. However, I wanted it to be more unique and interesting than just magic guard, so I made this. I've also been wanting to make a drain tank for a while, and Eternal Floette already has really high base SPA and SPD so this worked out perfectly. This ability also lets it choose to double dip into healing effects through Giga Drain and Draining Kiss rather than just going full-ham and spamming Light of Ruin - since while it won't damage itself, it won't actually heal itself either. Mind Blown is a more interesting pseudo-recoil move as it whether this move harms or heals Mega Eternal Floette depends on how much HP the enemy has. It also gets around two of the three types that resist Fairy and Grass - Poison and Steel - and is even super-effective against one. However, Fire still succeeds in walling this. Eternal Floette only has setup in Calm Mind, which can be very potent, but leaves it more open to physical attackers (such as Bandana POG).

Overall I'm very happy with these two subs, and I hope you guys are as well! (Might make a Meltan later, idk)

One Mega Melty Boi (Mega Meltan)
Type: Steel
Mega Stone: Melting Melty Meltite

Ability: Liquidizing Hugs - This Pokémon is Melting.

Melting - Nonvolatile status effect that makes the user take 1/6 of their health every turn, cannot be healed, and cannot be cured of this status. Melting Pokémon spread Melting to other Pokémon by making contact with them.

Stats:
HP - 46
ATK - 1
DEF - 1
SPA - 1
SPD - 1
SPE - 250

New Moves: Flip Turn

Description:
**Dex Entry**: *The Power of Mega Evolution has proven far too much to handle for Meltan’s weak, already partially melted body. As its body starts to completely liquify, all the melty boi wants to do is spread the love with everything else it sees.
 
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Mega Meltan
Type:
Steel
Ability: Amalgam (if the user is ever in the presence of a Steel-type Pokemon, the Steel-type loses its Steel typing and the user is healed 1/3)
Stats:
HP: 46​
Att: 55 (-10)
Def: 115 (+50)
SpA: 55​
SpD: 95 (+60)
Spe: 34​

An amalgam is an alloy that involves mercury, a liquid metal known for its ability to react with and dissolve most metals.

I would have went with 50% healing, but I wanted to future proof it in case someone wants to use this ability on something stronger. In any case, by sucking away the opponent's Steel typing, it allows Meltan to badly poison them with Toxic (which it learns through Let's Go) and it can help its allies break through tough opposition, as Steel is arguably the most important defensive type. The healing helps Meltan stick around and continue to do its job throughout a game, and even though the opponent will get their Steel type back when they switch, that just means Meltan can suck it back up for even more healing.
 
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Mega Eternal-Floette @Enternalite
Type - Fairy
Ability: Ghostly Spirit - This Pokemon has a 1.5x power boost to its ghost type moves (ghost type steelworker)

Stats:
HP: 74
ATK: 65
DEF: 67 -> 87 (+20)
SPA: 125 -> 145 (+20)
SPD: 128 -> 148 (+20)
SPE: 92 -> 122 (+30)
BST: 651
New Moves: Ominous Wind, Shadow Ball, Phantom Force, Shadow Sneak, Poltergeist

Summary: The backstory behind Eternal Floette is that it went to war, died, and got revived by sacrificing a bunch of other Pokemon using this big flower thingy. Well, all ghost Pokemon are dead/ghostly. Eternal Floette is not dead (or ghostly), but it was dead, so what about giving it an ability that sort of focused on how it used to be dead? Ghostly Spirit gives it STAB on its ghost type moves, which are only resisted by Dark Types that are weak to Eternal Floette's Fairy STAB. It gets access to Calm Mind to increase its high Special Attack and Special Defense, and Synthesis to restore some of its HP.

Mega Meltan @Meltanite
Type - Steel
Ability - Steelworker

Stats:
HP: 46
ATK: 65 -> 90 (+25)
DEF: 65 -> 80 (+15)
SPA: 55 -> 90 (+35)
SPD: 35 -> 60 (+25)
SPE: 34 -> 34
New Moves: Discharge, Iron Head, Doom Desire?, Iron Tail, Magnet Rise, Magnetic Flux, Nuzzle, Volt Switch, Wild Charge, Automatize

Summary: Meltan is a very slow, subpar Pokemon, but when it Mega Evolves, it gains higher, well rounded stats (besides speed), with the ability Steelworker, which boosts its Steel type moves from 1.5x power to 2x power, which is huge for it. It can be a mixed attacker and has access to electric type moves for coverage (but not much else).

Mega Spiky Eared Pichu @ Spipichuite (pronounced spI-Pichu-ite)
Ability: Static Burst - When this Pokemon uses an electric type move, it paralyzes the target (unless they are a ground or electric type)
Stats:
HP: 20
ATK: 40 -> 70 (+30)
DEF: 15
SPA: 35 -> 70 (+35)
SPD: 35 -> 15 (-20)
SPE: 60 -> 115 (+55)
BST: 305

New Moves: Zing Zap, Discharge, Brick Break, Spark, Fake Tears, Sunny Day, Charge Beam, Sing

Summary: Mega-Spiky Eared Pichu is a very fast but very frail Pokemon. Its Pokedex entries show it has trouble controlling its electricity, so I thought it could basically be when Spiky Eared Pichu mega evolves, its electricity is slightly better controlled so it causes paralysis, but it still can't control when it comes out. Its mainly a support mon that paralyzes everything but gets KO'd by someone breathing on it.
 
:meltan:
Mega Meltan
Type: Steel
Ability: Alloy
(If a steel type Pokémon is switched on the next turn, the Pokémon loses all of its weaknesses and gains +1 on both defences)
Stats:
HP: 46
Att: 85 (+20)
Def: 85 (+20)
SpA: 75 (+20)
SpD: 55 (+20)
Spe: 54 (+20)
Bst: 300 → 400
The immense power brought by mega evolution was too much for the frail body of Meltan to handle and has caused it to melt all over the field. However, when another steel type makes contact with its remains, Meltan's body bonds with that of the steel type and makes its body nearly indestructible. Fellas, I gotta say this is some of the most fucked up shit.
Aight so basically this is my first submission and it's honestly kind of messed up but when I thought of making Meltan competitively viable I just had the idea that it should buff it's teammates. Since Meltan is a legendary, I thought that maybe it should do something really cool to its steel type friends and not just be set up fodder. That's where alloy comes from, allowing Meltan to buff a steel type teammates in a way that they too can achieve mega levels of power. Have fun torturing people with bulky unkillable ferrothorn or Dusk mane, at least unless the steel type switches out/ gets phased and the unfun is over.
This is my first submission and If I'm honest with you I actually kinda like it.

:Pichu: (idk how to get the spiky ear sprite)
Mega Spiky-Eared Pichu
Type: Electric Normal
Ability: Gamble (
If this Mon utilises metronome, it performs the move 4 additional times)
Stats:
HP:
20
Attack: 120 (+80)
Defense:
15
Special Attack: 20 (-15)
Special Defense:
20 (-15)
Speed:
110 (+50)
BST: 205 → 305
Moves: +Volt tackle (
it is in the same family as Pikachu so in theory this should be allowed?) + Normal pichu's movepool and Metronome (I forgot to give it this lmao)

Thanks to a rare genetic mutation, This Pichu is able to achieve the power of mega evolution, channeling the power obtained in the form of immense luck that allows it to perform the metronome move 5 times in a row.
At first young gekokeso thought that it's idea with assist was smart, then realised how ridiculously difficult it was going to code, so he asked Hematite if multiple metronomes in a row was possible and Hematite responded with yes (5 IN A ROW NOW).
 
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:SS/Meltan:
Mega Meltan
Ability:Amalgram
This pokemon change form when another mon make contact with it
Stats:
Base mega:46/130(+65)/100(+35)/25(-30)/65(+30)/34
First:76(+30)/140(+10)/130(+30)/25/95(+30)/34
Second:106(+30)/150(+10)/140(+10)/55(+30)/95/34
Third:136(+30)/155(+5)/145(+5)/95(+40)/125(+30)/34
Desc
: So yeah, absorbing metal atom and molecules while making contact with other mons

Mega Eternal Floette
1617768744889.png

(Art by TheAdorableOshawott on devianart)
Ability:Absorbance

Heal user by 25% for all pokemon that faint while user on the field
Stats:74/60/97(+30)/145(+5)/158(+30)/118(+20)
Desc
:Vampiric Soul-Consumer flower

172-ne.png

Mega Spiky Eared Pichu
Ability:Overcharge
Get a +2 omniboost when switching in,last for 3 turns
Stats:20/65(+25)/35/70(+40)/35/70(+20)
New moves:Volt Switch + all the moves a normal Pichu can learn
Desc
:When it get back in to its ball, it get charge
Who would ever simp for a shrimp, but a shrimp will always simp
 
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My subs are kinda rushed but It won't matter much.
Also, I made a little minigame for you guys. Can you find it? (its not that hard)
Mega Meltan
neltan.gif

Type:
1617422244846.png
Ability: Magnet Pull -> Quicksilver (On entry, if adjacent pokemon are paralyzed/poisoned, they lose -1 to every stat except accuracy and evasion.)

Stats:
HP: 46 -> 46 (+0)
Attack: 65 -> 22 (-43)
Defense: 65 -> 110 (+45)
SpAtk: 55 -> 100 (+35)
SpDef: 35 -> 110 (+75)
Speed: 34 -> 22 (-12)

New Moves: Volt Switch, Sludge Bomb, Strength Sap, Body Press, Hydro Pump, Hidden Power, Discharge.

Description: If you remember wayyyy back I made a toxtricity sub with the same ability, and meltan's another option. So this meltan is based off of liquid metal, or mercury. Mercury specifically is usually poisonous and sometimes called Quicksilver, which is where the name comes from for the ability. The last time the ability was used, it was called Neurotoxin, and mercury poisoning can affect the brain too, so it basically all makes sense. Competitively, there's no competitiveness because this is all just fun and games. I could care less about this being competitively good because none of ya get to build a team around it. That's right, you have to wait hours and hours before touching this meltan, suffer. You should just try using it to force switches, maybe if you're lucky you'll get toxic spikes on your team. It can just Volt out after lowering defenses, and can murder fire types with a hydro pump if they dare switch-in.

Welcome!
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Click as many boxes as you can to collect a pokeball. Some boxes may not be a pokeball, and may be marked with a "?" meaning a black sludge is nearby. Collecting sludge ends the game. You may try again (because nobody's stopping you) but don't just cheat and start from where you lost. Refresh the page, and see if your memory is to up to date. Each ball is equal to one point, record your score somewhere, its handy. Good luck, and have fun.

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Congrats on losing the game this early.

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You were smart enough, but you overthought it.

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You get 3 points!!

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You get 2 points!

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It's just the wind...

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You got 2 points!

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The boss pokemon Mega Eelektross want's to ba- Wait.. this isn't the right game.

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Congratulations. You found the Master Ball, and now you're mine. There's no escaping, I'm keeping you captive! (You gained 0 points.)

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You get 2 points!!

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Oh no! a Nuzleaf stole 2 points!

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Whew, that's a lot of sludge. You might as well just go home now.

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You got 2 points!

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Hope you had fun collecting, lets count the scores now.

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You obtained a revive!

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You obtained a Tynamo!

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You obtained a Zorua! It's holding a Zoroarkite!

Mega Pichu
spikychu.png

Type:
1617421398282.png
Ability: Static/Lighting Rod --> Overzealous (The user is on a perish timer for 3 turns. Each turn they gain +1 atk and spatk.)
ex: "Pichu is very excited!"

Stats:
HP: 20 -> 20 (+0)
Attack: 40 -> 10 (-30)
Defense: 15 -> 10 (-5)
Sp.Atk: 35 -> 110 (+70)
Sp.Def: 35 -> 10 (-25)
Speed: 60 -> 150 (+90)

New Moves: Volt Switch, U-Turn, Wish, Mind Blown, Explosion, Healing Wish, Hidden Power, Fake Out.

Description: Look at that little pichu sprite. It's so cute and full of excitement, It just wants to zap the enemy despite hurting itself in the process. So this pichu obliterates anything but it only lasts 3 turns until you switch, so there's that. It also gets too excited after turn 3 and explodes into a bunch of lightning bolts shot in various directions, but don't worry, Your little pichu is safe and sound. Just take it to a pokecenter, just think of it as a voltorb. I can't give you a lot of information here since its only for randbats but its going to run Volt Switch and Fake out/Protect most of the time, get a free boost. Use HP ice to counter ground types, or mind blown for ferrothorn. It has 20/10/10 bulk so healing wish is a great way to get rid of it after it's done its job.

Mega Floette-Eternal
670-e.png

Type:
1617422258496.png

Ability: Flower Veil --> Rejuvenate (This pokemon uses Healing Wish upon being KO'ed by a move.)

Stats:
HP: 74
Attack: 65 -> 90 (+25)
Defense: 67 -> 105 (+35)
SpAtk: 125 -> 140 (+15)
SpDef: 128 -> 140 (+12)
Speed: 92 -> 105 (+16)

New Moves: Leech Seed, Rapid Spin.

Description: Idk how this thing is supposed to work, I mean nobody's ever used it, so lets give it a role. It spams light of ruin until it dies, then one of your pokemon gets a free healing wish, which I think is pretty neat. There's nothing else to say about it, its just floette with much better stats, a strong wallbreaker with a 140 BP stab move, but nothing more than that. Other than it can support your mons I guess.
 
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Mega ETERNAL FLOETTE
TYPE: Fairy *GRASS*
NEW MOVES: DRAINING KISS

ABILITY: TRIAGE

1617456255414.png

HP: 74
ATTACK: 65
DEFENSE: 97 (+30)
SPATTACK: 145 (+20)
SPDEFENSE: 158 (+30)
SPEED: 112 (+20)

Description
: the fact that its unreleased makes it hard to balance. Anyway, triage is useful to keep you alive after some light-of-ruins.

Mega SPIKY-EARED PICHU
TYPE: Electric
NEW MOVES: SPIKY SHIELD, TELEPORT
ABILITY: TIME TRAVEL
(moves and status effects/flinch chance will always stay the same as when the move was first used) (moves= damage rolls, status effects: burn,para freeze and poison= healed from status when the opponent uses a different move e.g scald burned if uses scald again it will stay burned but if using water gun it gets healed, badly poison= will always do the damage it did on first turn, confusion= if hits itself it will hit itself until confusion ends/ if not it will never hit itself until confusion ends, flinch will flinch depending on first turn e.g if iron head flinches all the other times will but if it doesn’t it wont flinch) (phew thats complicated i hope you get what i mean lmao)
1617458621631.png

HP: 20 (wow)
ATTACK: 20 (-20)
DEFENSE: 75 (+60)
SPATTACK: 45 (+10)
SPDEF: 85 (+50)
SPEED: 60


Description: fun one to make! I immediately thought celebi so i had to use time travel. I kinda screwed myself over with the ability and forcing more bulk but i love how it turned out ngl. As a status punisher and a quick but useful faint, this pokemon can really screw some stall mons over.

Mega MELTAN
TYPE: Steel *ELECTRIC*

NEW MOVES: PARABOLIC CHARGE,SPARK, ZING ZAP
ABILITY: PLUG IN (
checks if attack or special attack will be stronger (like download) and raises the corresponding stat by 2 but also lowers the other attacking stat by 1)
1617460436556.gif

HP: 46
ATTACK: 55 (-10)
DEFENSE: 95 (+30)
SPATTACK: 55
SPDEF: 95 (+60)
SPEED: 24 (-10)

Description: seeing its lackluster attacks i decided to make it stronger and whats better than an automatic swords dance/nasty plot?
 
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1617472970785.png

Mega Floette- Eternal
Fairy
Flower Veil-> Souliloquy (If user replaces a fainted ally, user gains the Ghost typing).
Stats

HP: 74
Atk: 65-> 90 (+25)
Def: 67-> 92 (+25)
SpA: 125-> 140 (+15)
SpD: 128-> 143 (+15)
Spe: 92-> 112 (+20)
New Moves:
+Ominous Wind, Shadow Ball

Description: Centuries ago, a Floette died during a great Pokemon War, but was brought back to life- using the life energy of countless Pokemon. Disgusted at this sacrifice, Floette went out on its own, carrying a flower of mysterious power. Floette is greatly saddened whenever one of its teammates faints; determined to not let any other Pokemon die, Floette will protect the souls of its fainted teammates no matter the cost, subconsciously activating the spiritual energy housed in its flower and becoming part Ghost type. This grants Floette some extra defensive utility (namely dropping a Poison weakness) as well as giving it a second STAB in Shadow Ball; Ominous Wind is mainly for flavor, but get be useful if you get lucky with the boosts. Even without the added type, though, Floette can be a powerful CM sweeper that can sustain itself with Wish or Synthesis.

1617472984316.png

Mega Meltan
Steel
Magnet Pull->Fusion Formation (If another Steel type is on the field, user's non-HP stats are doubled).
Stats

HP: 46
Atk: 65-> 30 (-35)
Def: 65-> 125 (+60)
SpA: 55-> 100 (+45)
SpD: 35-> 75 (+40)
Spe: 34-> 24 (-10)
New Moves:
+Aura Sphere, Discharge, Recover

Description: When a Meltan sense another Steel type, it signals any nearby Meltan to fuse so that they can absorb the metal of the opposing mon, functionally giving each of the 5 stats +2. However, should that Steel type faint or flee, the Meltan will lose their objection and defuse, returning its stats to normal. Meltan's whole purpose is to 1v1 opposing Steel types, which is aided by its new additions: Aura Sphere for a SE hit (like an ion), Discharge to spread paralysis and Recover to stay healthy. +2 was chosen specifically so that Meltan can 1v1 Steels like Heatran and Excadrill (even at +2 with max HP, it can't directly switch into either). Of course, Meltan's stats aren't too great against non-Steels, but it can still be of some use thanks to solid Defense and paralysis spreading.

1617473143403.png

Mega Pichu (Spiky-Eared)
Electric-> Electric/Fighting
Lightning Rod/Static-> Super Jolt (User's Electric moves always result in a critical hit).
Stats

HP: 20
Atk: 40-> 100 (+60)
Def: 15
SpA: 35->30 (-5)
SpD: 35-> 30 (-5)
Spe: 60-> 110 (+50)
New Moves:
+Extreme Speed, Thunderous Kick, all moves normal Pichu learns

1617473842818.png

"So, I'm here. This is almost quaint after all this time, after all the battles I've faced. I have fought countless heroes and villains, the finest warriors in the multiverse. I've faced the radiant Goddess of Light, the cunning God of Death, and a World-Eater with seemingly limitless potential. I've lost plenty of battles, yet I have also proven I can hold my own against such threats. Then again, I'm technically just a baby. And yet I have possibly seen more violence and bloodshed than most Pokemon see in a lifetime. Funny, isn't it? After all of that, having a Pokemon battle feels so nostalgic, almost soothing to the soul. But don't think I'm going to go easy on you. I hold not just my own pride, but the will of all the comrades I have made on my journey, and of those who have fallen. Come! Let us see just how strong you are!"
- translated by okispokis (and they said spending 4 years to learn Pichu-ese was a waste of time)

Description: After combating the most powerful fighters in the Nintendo Universe, Pichu has returned to the world of Pokemon with countless battles' worth of experience and a new Fighting type as a result of its battle-hardened attitude. Powered up by the Smash Ball, Pichu's Electric attacks gain a whole new level of power even at just base 100 Atk, boosted by its new STAB Thunderous Kick that capitalizes brilliantly on switches. Extreme Speed as a follow up can allow a pinch KO against priority users. That said, Pichu is the epitome of all-or-nothing since it takes a ton of recoil from its main STAB and literally any attack KOs it, so one should be careful to save Pichu until the enemy has been weakened. That said, Pichu will do its damnedest to take at least one foe down with it.
 
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:ss/pichu:
Mega Pichu-Spiky-Eared
Typing:
Electric ---> Electric / Psychic
Ability: Static ---> Counter-Clockwise Spiral | On switch-in, the field becomes Trick Room. This room remains in effect until this Ability is no longer active for any Pokémon.
Stats
HP:
20
Atk: 40 ---> 60 (+20)
Def: 15 ---> 15
SpA: 35 ---> 115 (+80)
SpD: 35 ---> 55 (+20)
Spe: 60 ---> 40 (-20)
Added Moves: Psychic, Psyshock, Zen Headbutt

Description: apparently the HGSS event had smth to do with time travel? either way heres this. speedf control or NP sweeper
 
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3000 years.gif

Mega Floette-Eternal @ Floetite

Type: Fairy/Psychic

Ability: Life Eternal
When a Pokémon with this ability takes indirect damage (recoil, hazards, status, weather, etc), it spreads that damage equally between all Pokémon on the field. Still calcs based on percentages and ignores typing (ex: stealth rock doing more damage to fire types).

Stat (changes):
74(-)
90(+25)
97(+30)
135(+10)
128(-)
127(+35)

New moves: Draining Kiss
Pokédex Entry:
Upon Mega Evolution, Floette's flower unleashes its terrifying energy and grants Floette tremendous power. Innocently wielding her gigantic flower like a cannon, Floette can transfer life to and from anything as she pleases.

as for the design, floette still looks the same but the flower has grown tremendously to resemble a cannon. she and the cannon both rest on the ground due to the flower's increased mass.
Floette-Eternal @ Floetite
Ability: Flower Veil
EVs: 4 Def / 252 SpA / 252 Spe
Modest/Timid Nature
IVs: 0 Atk
- Light of Ruin
- Draining Kiss/Moonblast
- Psychic/Hidden Power Ground
- Calm Mind
synergizes really well with her signature move light of ruin. i gave it psychic type for psychic stab and +1 weakness in ghost (i opted out of making it fairy/ghost bc ive seen a lot of fairy/ghost subs lol). probably pretty strong, so i’d love to hear ur feedback! :)

<3
 
Second sub woop woop
Anyways here's my Pichu :]

Pichu-Spiky-Eared-Mega

Ability: Tough Claws

Type: Electric/Dragon

HP: 20
ATK: 100 (+60)
DEF: 35 (+20)
SPA: 10 (-25)
SPD: 35
SPE: 105 (+45)
BST: 305 (+100)

New moves:
Breaking Swipe, Dragon Claw, Dragon Dance, Knock Off, Zing Zap

These are moves that Pichu has but not Pichu-Spiky-Eared that could be added:
Body Slam, Fake Out, Nuzzle, Play Rough, Thunder Punch

Description:
So I cannot get this image out of my head (if only I could draw; here’s the closest I got).
IMG_0200.jpg

Honestly, the thought of a little Pichu running around clawing everybody is so cute to me so I made this. The stats are pretty obvious. It's a fast, physical attacker. With 35 defenses and 20 hp, I don't know how much it can do, but with 100 attack and Tough Claws, I think it has the potential to hit pretty hard.

It's short, but thanks for reading! Hope you enjoyed.
 
Spiky-Eared-Pichu-Mega @ Pichunite
Ability: Intimidate
Stats:
Hp: 20
Atk: 5 (-35)
Def: 5 (-10)
Spa: 15(-20)
Spd: 5 (-30)
Spe: 255 (+195)
New moves: Parting shot
Randbats is a very usefull format for introduction to a new meta, and this mons pretty much defines what this meta stands for

And now a more serious submission

Mega Floette eternal
Type: Fairy

Ability: Ultimate weapon (1.5x damage on megas)
HP: 74
Attack: 75 (+10)
Defense: 97 (+30)
SpAttack: 145 (+20)
SpDefense: 148 (+20)
Speed 112 (+20)
New Moves: Burning jealousy
the design is meant for random m4a battles where megas are guaranteed in every team so i thought some kind of antimeta mon would be cool.
 
AZ_Floette_Adventures.png

Mega Floette-Eternal @ Floeternite
Type: Fairy
Ability: Flower Veil -> Nightmare Heart
When this Pokémon faints, the Pokémon that knocked it out is cursed, losing 1/4 of its maximum HP, rounded down, at the end of each turn while it is active. In addition, the Pokémon that knocked it out permanently receives this Ability, which persists even through switching, until it is knocked out and the Ability is passed along again. (InkBug & BotwNerd745)
Stats: 74/95/95/135/130/122
Hp: 74
Atk: 65 -> 95 (+30)
Def: 67 -> 95 (+28)
SpA: 125 -> 135 (+10)
SpD: 128 -> 130 (+2)
Spe: 92 -> 122 (+30)
BST: 551 -> 651 (+100)

AZ's Floette appeared in The Redemption. She was initially seen in a flashback of the great war of Kalos, being sent into battle and eventually dying, leading AZ to create the ultimate weapon with which to revive her. It worked, but after using the weapon to destroy both sides of the army and bring the war to an end, Floette realized how many lives were taken for hers, and left him. She finally returned to him after AZ's battle with Calem in Lumiose City.

Eternal Floette was resurrected at the cost of many Pokémon's lives. It now carries the weight of their death within its heart. As it mega evolves, this ghostly energy becomes overwhelming and releases when it's knocked out by a Pokémon. The negativity that was created through the sacrificed lives manifests through a curse that attaches to the Pokémon that knocks Floette out. This energy continues to pass on to other Pokémon until the battle is over. Eternal Floette's story is an amalgamation of love, death, and war, and its story is further communicated through Nightmare Heart.
With random battles in mind, this Floette would be sure to surprise its user/opponent. Nightmare Heart is already a really fun ability to use, and with Floette as a random team’s one mega slot, it'd definitely have a lasting effect on the battle even after it faints. Light of Ruin would synergize well with Nightmare Heart as it could use it to get in range of being knocked out. It would also pressure anything setting up to switch out or become cursed. Nightmare Heart also incentivizes play other than spamming Light of Ruin as Nightmare Heart doesn’t activate through self KOs.
 
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floette-eternal (6).png
Mega Floette-Eternal

New Ability : Magic Guard

Type: Fairy

New stats:
HP: 74
Attack: 65
Defense: 67 -> 87 (+20)
Special Attack: 125 -> 155 (+30)
Special Defense: 128 -> 158 (+30)
Speed: 92 -> 112 (+20)
(BST) : 651 (+100)

New moves: (None)
 
:xy/floette-eternal:
Mega Floette (Eternal Flower) :floette-eternal:
New Ability: Deaths Embrace: if one or more of your Pokemon are KOed, this Pokemons HP stat is boosted by 10 for each KOed team mate
Type: Fairy/Ghost

New Stats:
HP: 74
Attack: 65
Defense: 67 -> 127 (+60)
Special Attack: 125
Special Defense: 128
Speed: 92 -> 132 (+40)
(BST: 651)

New moves: Shadow Ball, Destiny Bond, Curse, Night Shade
Description:
pichu-spikyeared.png

Mega Pichu (Spiky Eared) :pichu:
New Ability: Power Spurt: When this Pokemon uses a Electric move, boost its Special Attack by one. But it is given 1/6 of its max Hp in recoil damage
Type: Electric

New Stats:
HP: 20
Attack: 40
Defense: 15 -> 45 (+30)
Special Attack: 35 -> 75 (+40)
Special Defense: 35
Speed: 50 -> 80 (+30)
(BST: 305)

New moves: Rising Voltage
Description:
:swsh/meltan:
Mega Meltan :meltan:
New Ability: Steel Melt: If the opponent uses a Steel type move on this Pokemon, it deals no damage. Instead, it boost its Physical and Special defense by 1
Type: Steel/Water

New Stats:
HP: 46
Attack: 65 -> 80 (+15)
Defense: 65
Special Attack: 55 -> 80 (+25)
Special Defense: 35 -> 65 (+30)
Speed: 34 -> 64 (+30)
(BST: 400)

New moves: Scald, Rain Dance, Aqua Ring
Description:
 
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Im the official dababy Less Go

:Floette-Eternal: Mega Floette-E
New Ability
: Spiritual Inheritance (When this pokemon faints, it's replacement gets +1 in atatck and special attack)
Type:Fairy

New stats:
HP: 74
Attack: 85(+20)
Defense: 91(+24)
Special Attack: 125
Special Defense: 148(+20)
Speed: 128 (+36)
(BST)

New moves: Healing Wish, Encore
Description: A nice support mon that can wish pass, heal bell, and give boots + full heal with healing wish making it the ultimate breaker support. However, it struggles against most steel and fire types and has a susceptible physdef. Its lore is that to keep it's legacy, it passes a boost to its replacement to avenge them. I gave it healing wish to better support the lore and I gave it encore to be annoying with its nice speed teir. This pokemon's supporting capabilities are only further enhanced with uts blazing speed teir allowing it to revenge kill and check ash greninja, and many other frail, slower breakers.

:Pichu: Mega Spiky-Eared-Pichu
New Ability
: Cuteness Overload (On switch in, use charm and captivate(regardless of gender))
Type: Electric/Fairy

New stats:
HP: 20
Attack: 55(+15)
Defense: 30(+15)
Special Attack: 65(+30)
Special Defense: 55(+20)
Speed: 80(+20)
(BST)

New moves: Gains all of base pichu's moves.
Description: Okay but why is this mon actually decent Lol. Its ability is intimidate on crack but magic bounce, contrary, Defiant and sub screws you over(like you'd attack anyway). Another support mon that switches in, then switches out. Its ability also helps make up for its litterally non existent bulk. But 20 hp like come on. This pokemon probably can just set up nuzzle a couple times and is nice when facing breakers could try and set up in front of you, but have to fear nuzzle as a result. Also lore is this pokemon too cute, and captivate affecting everyone because no one is too manly-man, to not aw when they see this.

:meltan: Mega Meltan
New Ability
: Alloy Fusion (at the end of each turn, gain 20 bst to each stat aside from hp and speed, max 5 boosts)
Type: Steel/Electric

New stats:
HP: 46
Attack: 81
Defense: 65
Special Attack: 85(+30)
Special Defense: 55(+20)
Speed: 68(+34)
(BST)

New moves: Magnet Rise
Description: Zygarde's fusion mechanics inspired me to create this thing. They lore is that upon mega evolution, meltan is sends magent-like sensation out that brings metal to it and allows it to fuse into it, boosting it's power. For ranbats i think it should get a rest talk set and a protect magnet rise set. (With flash/gyro ball Cannon and tbolt ofc). At first, this pokemon will be really easy to take down but you should be careful not to allow this thing to live to get its boosts because at +5 boosts this thing becomes an 800 bst menace capable of teraing down teams with ease. However, an extreme weakness to ground, poor speed and hp, bad longevity(in case of protect set), and unimpressive bulk before fusing into the ultimate allow beast meltan truly is.

My goal was to make all of these pokemon's megas to be viable, healthy parts of the m4A ranbats metagame.(tho meltan might be stretching it; start a conversation with me if u want me to balance it more)
 
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