Congratulations to abismal, ausma, and BlueRay for winning the last slate, with the last being somewhat amusing since "Lightning Rod on Empoleon-Mega" was the other "someone already posted it" idea I was alluding to in my last slate post.
It's always a bit jarring how quickly this thread fills up right after the new slate is posted, and this time is no exception. I already saw one submission that had a similar idea to Mudsdale as something I briefly considered, and somehow StarFalcon555 (and abismal) also decided to make Zebstrika-Mega part Dark, but thankfully I went in actually different directions fromboth all of those this time. Otherwise I'd just mope while listening to "Goodbye Horses" and trying to think of something else new--not that I need an excuse to listen to that song anyway.
Good luck to everyone. Stay safe.
[EDIT #1: Whoops. Forgot would-be Mega Stone names this time. Don't mind me. Just randomly coming up with names on the fly here....]
Rapidash(-Kantonian)-Mega @ Rapidashite
New Typing:
/
New Ability: Misty Surge
NEW STATS
HP: 065
Atk: 100 => 110 (+10)
Def: 070 => 090 (+20)
SpA: 080 => 108 (+28) {previously 100 (+20)}
SpD: 080 => 090 (+10)
Spe: 105 => 137 (+32) {previously 145--not 150 given my brief inability to add--and +40}
(BST: 500 => 600)
Movepool Additions: Blaze Kick, Dazzling Gleam, Misty Explosion, Misty Terrain, U-Turn
Pokédex Description: "Fairy energy now faintly radiates from Rapidash at all times, covering the ground as Rapidash speeds across the battlefield."
Zebstrika-Mega @ Zebstrikite
New Typing:
/
New Ability: Bug Zapper = While this Pokémon is active, if any Pokémon uses a Bug-type move, it is prevented from executing and the attacker loses 1/4 of its maximum HP, rounded half up. [EDIT #2: Previously named "Buzz Off!", but since inkbug apparently asked nicely, it is now named Bug Zapper.]
NEW STATS
HP: 075
Atk: 100 => 080 (switched with SpA)
Def: 065 => 080 (+15)
SpA: 080 => 128 (switched with Atk and +28)
SpD: 063 => 090 (+27)
Spe: 116 => 146 (+30)
(BST: 497 => 597)
Movepool Additions: Dark Pulse**, Knock Off, Parting Shot, Rising Voltage, Work Up
[**I admittedly sort of want to give it Fiery Wrath, but I also don't want to push its power and take a move currently exclusive to a legendary mon despite it fitting the jist of this submission, especially since I ended up letting Zebstrika-Mega still have Work Up--down from initial Nasty Plot]
Pokédex Description: "Mega Evolution has made Zebstrika more ill-tempered than ever, with the brunt of its thunderous anger being directed towards bug Pokémon for reasons not yet known."
Mudsdale-Mega @ Mudsdalite
Typing:
New Ability: Oblivious
NEW STATS
HP: 100
Atk: 125 => 135 (+10)
Def: 100 => 145 (+45)
SpA: 055 => 075 (+20)
SpD: 085 => 110 (+25)
Spe: 035
(BST: 500 => 600)
Movepool Additions: Calm Mind, Gyro Ball, Power Gem, Spikes
Pokédex Description: "Mudsdale's increased size has not removed its docility. In fact, the opposite has happened as it often now continues to work even when asleep."
It's always a bit jarring how quickly this thread fills up right after the new slate is posted, and this time is no exception. I already saw one submission that had a similar idea to Mudsdale as something I briefly considered, and somehow StarFalcon555 (and abismal) also decided to make Zebstrika-Mega part Dark, but thankfully I went in actually different directions from
Good luck to everyone. Stay safe.
[EDIT #1: Whoops. Forgot would-be Mega Stone names this time. Don't mind me. Just randomly coming up with names on the fly here....]

New Typing:


New Ability: Misty Surge
NEW STATS
HP: 065
Atk: 100 => 110 (+10)
Def: 070 => 090 (+20)
SpA: 080 => 108 (+28) {previously 100 (+20)}
SpD: 080 => 090 (+10)
Spe: 105 => 137 (+32) {previously 145--not 150 given my brief inability to add--and +40}
(BST: 500 => 600)
Movepool Additions: Blaze Kick, Dazzling Gleam, Misty Explosion, Misty Terrain, U-Turn
Pokédex Description: "Fairy energy now faintly radiates from Rapidash at all times, covering the ground as Rapidash speeds across the battlefield."
Oh hey, an actually "short" explanation from me for once given this is obviously just meant to be a fast Misty Terrain pivoting physical attacker. No need to pretend otherwise for the following three paragraphs--er, make that four.
Flavor-wise: I personally try to avoid adding Fairy to mons just because I view the Fairy typing as overpowered with how it is now even if I think Dragon types did need to be reined in somehow. There is also the not-so-small issue of the Simisear-Mega that won two slates ago ending up as Fire/Fairy. Still, Rapidash-Mega becoming Fire/Fairy seems like it fits given a) Rapidash-Alola is partially Fairy and b) unicorns tend to be marketed as one of the most stereotypically "girly" type of mythical creatures, which Fairy types in this series seem to lean into when not pretending to be Grass types like with Florges or Comfey. Hell, the latter is probably why Rapidash-Alola ended up part Fairy in the first place. Finally, my Rapidash-Mega basically got 150 Speed because half of the Pokédex entries make a weird emphasis on Rapidash running specifically at 150 miles per hour. So I chose to be as literal as possible this time (again), in part because that's also conveniently (much) faster than Tapu Koko. [EDIT #2: Since literally so rarely works out for the best, its Speed has been nerfed to 137 since Hematite himself asked for it to be 140 or lower, so it may go lower still.]
Movepool-wise: I dislike pivot moves, especially this gen where we got two new really obnoxious ones. As such, I tend not to give them to mons unless they really fit whatever new design I'm giving them. U-Turn has enough merit here if I want to really separate this from Tapu Fini (and Weezing-Galar) as a Misty Terrain setter that it's worth giving to Rapidash-Mega, especially since Misty Terrain is (thankfully) the weakest of the four canonical terrain types. The Fairy type moves of Dazzling Gleam (there over Burning Jealousy), Misty Explosion, and Misty Terrain are there as moves basically all Fairy types get now, even if only Misty Explosion isn't somewhat redundant--just self-destructive. Finally, Blaze Kick is there to give Rapidash a weaker Fire STAB that doesn't kill itself at the additional cost of slight inaccuracy, which people will have to individually decide is worth it even with the higher crit rate. (Admittedly, it did also seem weird that a blazing horse didn't already have Blaze Kick--it already gets Play Rough, amusingly enough.)
Mechanic-wise: Easily the simplest of the entries in this slate for me given, as stated above, this Rapidash-Mega is meant to be a fast Misty Terrain setter that can either pivot to its teammates or use Swords Dance to set up on its own while avoiding status like paralysis or poison or sleep (or full paralysis--[insert image of a shaking fist here]). Unlike Tapu Fini (or Weezing-Galar), setting up Misty Terrain doesn't sabotage itself at times (unless you're really fishing for Flare Blitz burns or want to use Will O'Wisp) and it has greater speed and physical power than either of those mons in addition to being able to get out of dodge more aggressively. I wanted to make sure that its base Atk was at least a bit higher than any of the Tapu's highest stats even if Rapidash-Mega is still overall weaker than any of them but Fini since Misty Terrain (thankfully) doesn't boost the power of one of its STABs. The Fire/Fairy combination also gets walled by other Fire types, which U-Turn doesn't help and which it can't brute force like Simisear-Mega can, in addition to still being weak to Stealth Rock, which means it basically has to choose its fourth move carefully between High Horsepower, Morning Sun, or Swords Dance for the most typical sets. It could easily use something else even, such as Misty Explosion.
As it stands, despite having just ended up with a Fire/Fairy mon two slates ago, I don't think Rapidash-Mega actually steps on Simisear-Mega's still developing niche at all. I am thankful that Misty Terrain is so relatively weak as far as Terrain goes since it allows the option to be so much speedier than Simisear-Mega without being automatically problematic due to already having Swords Dance.* That is what helps set the two apart the most besides the terrain setting itself.
(*I will admit that Rapidash-Mega's Atk was...significantly higher before I saw Hematite's note, which I think is reasonable even with the aforementioned coverage issues and 4MSS. So said Atk is now the lower 110, which I think is fair even with all that Speed and Misty Terrain back-up.)
Flavor-wise: I personally try to avoid adding Fairy to mons just because I view the Fairy typing as overpowered with how it is now even if I think Dragon types did need to be reined in somehow. There is also the not-so-small issue of the Simisear-Mega that won two slates ago ending up as Fire/Fairy. Still, Rapidash-Mega becoming Fire/Fairy seems like it fits given a) Rapidash-Alola is partially Fairy and b) unicorns tend to be marketed as one of the most stereotypically "girly" type of mythical creatures, which Fairy types in this series seem to lean into when not pretending to be Grass types like with Florges or Comfey. Hell, the latter is probably why Rapidash-Alola ended up part Fairy in the first place. Finally, my Rapidash-Mega basically got 150 Speed because half of the Pokédex entries make a weird emphasis on Rapidash running specifically at 150 miles per hour. So I chose to be as literal as possible this time (again), in part because that's also conveniently (much) faster than Tapu Koko. [EDIT #2: Since literally so rarely works out for the best, its Speed has been nerfed to 137 since Hematite himself asked for it to be 140 or lower, so it may go lower still.]
Movepool-wise: I dislike pivot moves, especially this gen where we got two new really obnoxious ones. As such, I tend not to give them to mons unless they really fit whatever new design I'm giving them. U-Turn has enough merit here if I want to really separate this from Tapu Fini (and Weezing-Galar) as a Misty Terrain setter that it's worth giving to Rapidash-Mega, especially since Misty Terrain is (thankfully) the weakest of the four canonical terrain types. The Fairy type moves of Dazzling Gleam (there over Burning Jealousy), Misty Explosion, and Misty Terrain are there as moves basically all Fairy types get now, even if only Misty Explosion isn't somewhat redundant--just self-destructive. Finally, Blaze Kick is there to give Rapidash a weaker Fire STAB that doesn't kill itself at the additional cost of slight inaccuracy, which people will have to individually decide is worth it even with the higher crit rate. (Admittedly, it did also seem weird that a blazing horse didn't already have Blaze Kick--it already gets Play Rough, amusingly enough.)
Mechanic-wise: Easily the simplest of the entries in this slate for me given, as stated above, this Rapidash-Mega is meant to be a fast Misty Terrain setter that can either pivot to its teammates or use Swords Dance to set up on its own while avoiding status like paralysis or poison or sleep (or full paralysis--[insert image of a shaking fist here]). Unlike Tapu Fini (or Weezing-Galar), setting up Misty Terrain doesn't sabotage itself at times (unless you're really fishing for Flare Blitz burns or want to use Will O'Wisp) and it has greater speed and physical power than either of those mons in addition to being able to get out of dodge more aggressively. I wanted to make sure that its base Atk was at least a bit higher than any of the Tapu's highest stats even if Rapidash-Mega is still overall weaker than any of them but Fini since Misty Terrain (thankfully) doesn't boost the power of one of its STABs. The Fire/Fairy combination also gets walled by other Fire types, which U-Turn doesn't help and which it can't brute force like Simisear-Mega can, in addition to still being weak to Stealth Rock, which means it basically has to choose its fourth move carefully between High Horsepower, Morning Sun, or Swords Dance for the most typical sets. It could easily use something else even, such as Misty Explosion.
As it stands, despite having just ended up with a Fire/Fairy mon two slates ago, I don't think Rapidash-Mega actually steps on Simisear-Mega's still developing niche at all. I am thankful that Misty Terrain is so relatively weak as far as Terrain goes since it allows the option to be so much speedier than Simisear-Mega without being automatically problematic due to already having Swords Dance.* That is what helps set the two apart the most besides the terrain setting itself.
(*I will admit that Rapidash-Mega's Atk was...significantly higher before I saw Hematite's note, which I think is reasonable even with the aforementioned coverage issues and 4MSS. So said Atk is now the lower 110, which I think is fair even with all that Speed and Misty Terrain back-up.)

New Typing:


New Ability: Bug Zapper = While this Pokémon is active, if any Pokémon uses a Bug-type move, it is prevented from executing and the attacker loses 1/4 of its maximum HP, rounded half up. [EDIT #2: Previously named "Buzz Off!", but since inkbug apparently asked nicely, it is now named Bug Zapper.]
NEW STATS
HP: 075
Atk: 100 => 080 (switched with SpA)
Def: 065 => 080 (+15)
SpA: 080 => 128 (switched with Atk and +28)
SpD: 063 => 090 (+27)
Spe: 116 => 146 (+30)
(BST: 497 => 597)
Movepool Additions: Dark Pulse**, Knock Off, Parting Shot, Rising Voltage, Work Up
[**I admittedly sort of want to give it Fiery Wrath, but I also don't want to push its power and take a move currently exclusive to a legendary mon despite it fitting the jist of this submission, especially since I ended up letting Zebstrika-Mega still have Work Up--down from initial Nasty Plot]
Pokédex Description: "Mega Evolution has made Zebstrika more ill-tempered than ever, with the brunt of its thunderous anger being directed towards bug Pokémon for reasons not yet known."
This originally had a different yet still Bug-related ability, but then I realized that if this somehow won, the more general ability would be locked behind a rather specific name that couldn't be easily used by other mons in this mod if other people wanted to use it. As such, I decided to change things a bit and ended up effectively ripping off Sawsbuck-Spring-Mega's Spring Fever ability as I focused more on Zebstrika's rage. Whoops? (I guess I'll credit ViZar here for thinking up that ability before I forget again. So, uh, thanks, ViZar.)
Flavor-wise: [Insert "dark horse" puns here.] In continuing my usual "look at the Pokédex entries I usually completely ignore and don't take seriously since no one should" methodology for these, I was surprised to see that half of Zebstrika's entries focus on how ill-tempered it is. That's generally something you see with only Dark types or Fire types from what I've noticed--maybe some of the more aggressive Fighting types. Given that becoming Fire would both be even more random than becoming Dark as well as step on regular Rapidash, who is also in this very same slate, I decided to go with Dark (since I also didn't want to go Fighting). Rapidash also being in this slate is part of why I decided to make Zebstrika more special attack-oriented (which is part of why I dind't go Fighting either) even though that required swapping its attacking stats.
As for the seemingly random anti-Bug ability, when looking up the actual real-life animal of the zebra, I was reminded that of the many theories for why they are striped in the first place, the one that seems to have most consensus still is that the stripes are to confuse and ward away flies. Between the bad temper angle, even this mod surprisingly having no anti-Bug ability as of yet, and personally being tired of pivot moves, of which U-Turn and Volt-Switch were the original versions of (ignoring Baton Pass), the ability and the name came to me rather quickly after I put my original ability aside.
Movepool-wise: I guess I should start by addressing the hypocrisy of saying I'm tired of pivot moves only to give two mons in a row in one slate pivoting moves--technically three since last slate ended with my Empoleon-Mega getting Flip Turn. Here Parting Shot seems both on flavor and decently fine, especially since I gave Zebstrika Work Up instead of Nasty Plot as I was initially going to do. The hypocrisy is admittedly a bit amusing in this instance, but I actually wouldn't have indulged in it at all if Zebstrika didn't already get Volt Switch anyway. Parting Shot also seems fine given Soundproof Kommo-o already seemed at least somewhat viable in the current Megas for All meta from what little I've played of it via both tours over the last weekend, especially with all of the Acid Rock lurking around thanks to Toxtricity-Lowkey-Mega being so good--we did it guys! (There's also just something very amusing to me about the mental image a zebra cursing you out as it prances it off to send someone else to destroy you.)
As for its other moves, Dark Pulse is needed (special) STAB since otherwise it would be stuck with only Hidden Power Dark and, of all things, Pursuit and Snatch. Knock Off is also for STAB but mostly for screwing over Blissey and Chansey due to lowered Atk. Rising Voltage is just something that all Electric mons get now, though getting that is part of the reason why I ended up making sure its SpA was below 130 even though it doesn't automatically set Electric Terrain. The other part for this and for getting Work Up instead of Nasty Plot is just because of how high its Speed ended up being due to not wanting to dump that much into bulk--it's already bulkier than Manectric-Mega now, which is also amusing. (I just wanted to stick to Zeraora while also not obviating Boltund-Mega's speed tier, so they tie and Boltund-Mega kind of beats this Zebstrika-Mega amusingly due to Fairy type.) [/amusing]
Mechanic-wise: The dark elephant in the room is what becoming part-Dark does for this both positively and negatively--I swear that's not an electricity pun. When it comes to the positives of Dark typing for Zebstrika-Mega, it's actually the third most effective typing combination with Electric as far as (neutral) coverage goes. The only types better at complimenting Electric are Ice, which has horrific weaknesses and a singular crappy resist, and Ghost, which would be weird to randomly add and likely screw over Rotom-Mega down the road with this becoming a special attacker. (For the record, I'm not concerned with screwing over Morpeko-Mega down the road just because that seems likely to end up a physical attacker since Aura Wheel is physical.)
With Dark type, unlike with Ice or Ghost, you get actual resists while still getting at least one immunity even ignoring Buzz Off! effectively making this Zebstrika-Mega also immune to Bug. Being newly resist to Shadow Sneak and Sucker Punch is pretty nice when you're also immune to First Impression (from things other than Haxorus) even you normally wouldn't be, even if becoming weak to Mach Punch is an unfortuante downside. In a weird way, however, becoming Dark makes this easy to place on Psychic Terrain teams as well, which stops Mach Punch dead for you anyway as well helps Zebstrika-Mega's teammates bully Fighting types.
Most importantly, however, as noted above Zebstrika is now resistant to both of the most common pivot moves while also getting STAB on moves that super effectively hit the most common Flip Turn-or-Teleport-using mons. This leaves only opposing Parting Shot users as the mons that can most readily pivot out against it "safely".
Still, it's not like it's all sunshine since even with Buzz Off! activate, this Zebstrika-Mega is now weak to Fighting and Fairy moves in addition to Ground and all hazards and all damaging weather. That's not great, especially with no recovery and with the unfortunate tendency of many Fairy types to have great SpD. At least you can pivot out of them easily, but it's still annoying for Zebstrika-Mega.
Finally, the most subtle downside to this Zebstrika-Mega is that it can't use Signal Beam (or Hidden Power Bug) to hit the relatively few mons that do still resist its new STAB combination--largely other Dark types--since Buzz Off! will activate on itself too. Most of those mons are hit reasonably well by Overheat, but it's certainly still a downside, especially when Hydreigon and Kommo-o are exceptions to that--not that Signal Beam hits Kommo-o well either.
Flavor-wise: [Insert "dark horse" puns here.] In continuing my usual "look at the Pokédex entries I usually completely ignore and don't take seriously since no one should" methodology for these, I was surprised to see that half of Zebstrika's entries focus on how ill-tempered it is. That's generally something you see with only Dark types or Fire types from what I've noticed--maybe some of the more aggressive Fighting types. Given that becoming Fire would both be even more random than becoming Dark as well as step on regular Rapidash, who is also in this very same slate, I decided to go with Dark (since I also didn't want to go Fighting). Rapidash also being in this slate is part of why I decided to make Zebstrika more special attack-oriented (which is part of why I dind't go Fighting either) even though that required swapping its attacking stats.
As for the seemingly random anti-Bug ability, when looking up the actual real-life animal of the zebra, I was reminded that of the many theories for why they are striped in the first place, the one that seems to have most consensus still is that the stripes are to confuse and ward away flies. Between the bad temper angle, even this mod surprisingly having no anti-Bug ability as of yet, and personally being tired of pivot moves, of which U-Turn and Volt-Switch were the original versions of (ignoring Baton Pass), the ability and the name came to me rather quickly after I put my original ability aside.
Movepool-wise: I guess I should start by addressing the hypocrisy of saying I'm tired of pivot moves only to give two mons in a row in one slate pivoting moves--technically three since last slate ended with my Empoleon-Mega getting Flip Turn. Here Parting Shot seems both on flavor and decently fine, especially since I gave Zebstrika Work Up instead of Nasty Plot as I was initially going to do. The hypocrisy is admittedly a bit amusing in this instance, but I actually wouldn't have indulged in it at all if Zebstrika didn't already get Volt Switch anyway. Parting Shot also seems fine given Soundproof Kommo-o already seemed at least somewhat viable in the current Megas for All meta from what little I've played of it via both tours over the last weekend, especially with all of the Acid Rock lurking around thanks to Toxtricity-Lowkey-Mega being so good--we did it guys! (There's also just something very amusing to me about the mental image a zebra cursing you out as it prances it off to send someone else to destroy you.)
As for its other moves, Dark Pulse is needed (special) STAB since otherwise it would be stuck with only Hidden Power Dark and, of all things, Pursuit and Snatch. Knock Off is also for STAB but mostly for screwing over Blissey and Chansey due to lowered Atk. Rising Voltage is just something that all Electric mons get now, though getting that is part of the reason why I ended up making sure its SpA was below 130 even though it doesn't automatically set Electric Terrain. The other part for this and for getting Work Up instead of Nasty Plot is just because of how high its Speed ended up being due to not wanting to dump that much into bulk--it's already bulkier than Manectric-Mega now, which is also amusing. (I just wanted to stick to Zeraora while also not obviating Boltund-Mega's speed tier, so they tie and Boltund-Mega kind of beats this Zebstrika-Mega amusingly due to Fairy type.) [/amusing]
Mechanic-wise: The dark elephant in the room is what becoming part-Dark does for this both positively and negatively--I swear that's not an electricity pun. When it comes to the positives of Dark typing for Zebstrika-Mega, it's actually the third most effective typing combination with Electric as far as (neutral) coverage goes. The only types better at complimenting Electric are Ice, which has horrific weaknesses and a singular crappy resist, and Ghost, which would be weird to randomly add and likely screw over Rotom-Mega down the road with this becoming a special attacker. (For the record, I'm not concerned with screwing over Morpeko-Mega down the road just because that seems likely to end up a physical attacker since Aura Wheel is physical.)
With Dark type, unlike with Ice or Ghost, you get actual resists while still getting at least one immunity even ignoring Buzz Off! effectively making this Zebstrika-Mega also immune to Bug. Being newly resist to Shadow Sneak and Sucker Punch is pretty nice when you're also immune to First Impression (from things other than Haxorus) even you normally wouldn't be, even if becoming weak to Mach Punch is an unfortuante downside. In a weird way, however, becoming Dark makes this easy to place on Psychic Terrain teams as well, which stops Mach Punch dead for you anyway as well helps Zebstrika-Mega's teammates bully Fighting types.
Most importantly, however, as noted above Zebstrika is now resistant to both of the most common pivot moves while also getting STAB on moves that super effectively hit the most common Flip Turn-or-Teleport-using mons. This leaves only opposing Parting Shot users as the mons that can most readily pivot out against it "safely".
Still, it's not like it's all sunshine since even with Buzz Off! activate, this Zebstrika-Mega is now weak to Fighting and Fairy moves in addition to Ground and all hazards and all damaging weather. That's not great, especially with no recovery and with the unfortunate tendency of many Fairy types to have great SpD. At least you can pivot out of them easily, but it's still annoying for Zebstrika-Mega.
Finally, the most subtle downside to this Zebstrika-Mega is that it can't use Signal Beam (or Hidden Power Bug) to hit the relatively few mons that do still resist its new STAB combination--largely other Dark types--since Buzz Off! will activate on itself too. Most of those mons are hit reasonably well by Overheat, but it's certainly still a downside, especially when Hydreigon and Kommo-o are exceptions to that--not that Signal Beam hits Kommo-o well either.

Typing:

New Ability: Oblivious
NEW STATS
HP: 100
Atk: 125 => 135 (+10)
Def: 100 => 145 (+45)
SpA: 055 => 075 (+20)
SpD: 085 => 110 (+25)
Spe: 035
(BST: 500 => 600)
Movepool Additions: Calm Mind, Gyro Ball, Power Gem, Spikes
Pokédex Description: "Mudsdale's increased size has not removed its docility. In fact, the opposite has happened as it often now continues to work even when asleep."
Ugh. Mudsdale is easily the most difficult of these mons for me since it's natural want to make its Mega rather bulky, but I also still want it to be capable of eventually going down, especially given its relatively high Atk. Mons do need to be capable of being defeated without having being forced to resort to highly damaging super effective attacks after all, which is why I'm not giving Musdale-Mega any additional recovery--Rest will have to do for it.
Flavor-wise: Distributing Mudsdale's stats in a way that took account of the above was...annoying, especially since I didn't just want to make Speed a dump stat. I tried to make it bulkier than at least Drapion-Mega and Spiritomb-Mega on the physical side since it seemed weird for those mons to outdo its Defense stat. This even though Mudsdale already has more HP than both, which may make that desire (still) a mistake even without the instant recovery. Given that the in-game Pokédex emphasizes how docile Mudsdale actually is, being basically the exact opposite of Zebstrika in temperament, I figured I would with the ability that outright blocks Taunt, which is the closest thing to an anger-inducing move in this game. Incidentally Oblivious ended up seeming like the least obnoxious option anyway out of at least four other canonical abilities that I could considered a decent fit. Being immune to Taunt also helps mitigate its slow Speed somewhat; that Oblivious blocks Intimidate as Gen 8 is nice but somewhat coincidental.
This same calmness is what let me thankfully dump some of the Mega boost into SpA and grant it Calm Mind when I normally wouldn't have bothered despite already being uncomfortable Mudsdale's bulk as it is. I guess I'm mostly just worried about its overall bulk because it's very easy to imagine this taking at least a hit or two with Stamina incidentally before it has to Mega Evolve.
Movepool-wise: I've already explained why Calm Mind made the cut for new moves, which is part of the reason that Power Gem made the cut despite my just liking that underused special attack in general. Spikes is--ugh, still correct grammar--the new move I added first and part of the reason I decided to have Oblivious ultimately be my Mudsdale-Mega's ability. Gyro Ball was the last addition after initially having Refresh instead, with Gyro Ball being added after I finally realized that Mudsdale (thankfully) lacks Curse and thus wouldn't become a monster with it almost automatically. Refresh was mostly there for the same reason I gave it to my Torterra-Mega, though here I imagined Mudsdale-Mega was just using new mud on itself rather than a seasonal reasoning. I also get rid of it, however, after I eventually realized it's mostly just redundant with Rest too.
Mechanic-wise: In a way, this Mudsdale-Mega is almost as straightforward as my Rapidash-Mega in its role: a slow and steady wall that supports its teammates and has good coverage with minimal moves due to just the combination of Ground and Rock still being so good. The addition of Oblivious, however, makes it secondarily a good set-up mon between nigh unstoppable Iron Defense, Calm Mind, and Rest. It also generally just hits hard without having to invest much of anything into its offenses in-between being immune to Intimidate and having to access both Body Press and Gyro Ball even if neither are STAB. Calm Mind is probably more usable than it looks despite the below average initial SpA just due to Mudsdale-Mega's physical bulk even uninvested and just how well both Earth Power & Power Gem coverage thanks. Chansey & Blissey and the Unaware mons obviously just wall you anyway if you go the Calm Mind route though. Yay!
Flavor-wise: Distributing Mudsdale's stats in a way that took account of the above was...annoying, especially since I didn't just want to make Speed a dump stat. I tried to make it bulkier than at least Drapion-Mega and Spiritomb-Mega on the physical side since it seemed weird for those mons to outdo its Defense stat. This even though Mudsdale already has more HP than both, which may make that desire (still) a mistake even without the instant recovery. Given that the in-game Pokédex emphasizes how docile Mudsdale actually is, being basically the exact opposite of Zebstrika in temperament, I figured I would with the ability that outright blocks Taunt, which is the closest thing to an anger-inducing move in this game. Incidentally Oblivious ended up seeming like the least obnoxious option anyway out of at least four other canonical abilities that I could considered a decent fit. Being immune to Taunt also helps mitigate its slow Speed somewhat; that Oblivious blocks Intimidate as Gen 8 is nice but somewhat coincidental.
This same calmness is what let me thankfully dump some of the Mega boost into SpA and grant it Calm Mind when I normally wouldn't have bothered despite already being uncomfortable Mudsdale's bulk as it is. I guess I'm mostly just worried about its overall bulk because it's very easy to imagine this taking at least a hit or two with Stamina incidentally before it has to Mega Evolve.
Movepool-wise: I've already explained why Calm Mind made the cut for new moves, which is part of the reason that Power Gem made the cut despite my just liking that underused special attack in general. Spikes is--ugh, still correct grammar--the new move I added first and part of the reason I decided to have Oblivious ultimately be my Mudsdale-Mega's ability. Gyro Ball was the last addition after initially having Refresh instead, with Gyro Ball being added after I finally realized that Mudsdale (thankfully) lacks Curse and thus wouldn't become a monster with it almost automatically. Refresh was mostly there for the same reason I gave it to my Torterra-Mega, though here I imagined Mudsdale-Mega was just using new mud on itself rather than a seasonal reasoning. I also get rid of it, however, after I eventually realized it's mostly just redundant with Rest too.
Mechanic-wise: In a way, this Mudsdale-Mega is almost as straightforward as my Rapidash-Mega in its role: a slow and steady wall that supports its teammates and has good coverage with minimal moves due to just the combination of Ground and Rock still being so good. The addition of Oblivious, however, makes it secondarily a good set-up mon between nigh unstoppable Iron Defense, Calm Mind, and Rest. It also generally just hits hard without having to invest much of anything into its offenses in-between being immune to Intimidate and having to access both Body Press and Gyro Ball even if neither are STAB. Calm Mind is probably more usable than it looks despite the below average initial SpA just due to Mudsdale-Mega's physical bulk even uninvested and just how well both Earth Power & Power Gem coverage thanks. Chansey & Blissey and the Unaware mons obviously just wall you anyway if you go the Calm Mind route though. Yay!
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