
Mega Electivire
Typing: Electric Fighting
Ability: Power Plant (Whenever the user lands an electric type attack, all of the mon's in the user's team bar itself will gain 2pp to all their moves, name credit goes to Hematite)
Stats:
Hp: 75
Atk: 143 (+20)
Def: 105 (+38)
Spa: 95
Spd: 137 (+52)
Spe: 85 (-10)
New moves: Drain punch, Bulk up.
"The electricity output that Mega Electivire holds is so vast that it could sustain all technology on earth for at least a couple of decades. The most impressive capability of Mega Electrivire is that said electric outputs are able to bypass the system that composes pokeballs and send its electricity inside of it. Said energy is able to power up whatever mon is inside the pokeball to the point that it can last in battle for way longer intervals of time than normal.
It is no secret that MFA currently has a surplus of Physical electric type megas, all who already have some trouble differentiating themselves against its competitors. Rather than throw Electrivire to that oversaturated market, I decided to try a more unique approach.
You see, Electrivire's dex entries always talk about the huge amounts of voltage that it produces with its tails, which happen to be cable wires. The most common use of cable wires is to recharge devices, so i thought about a special niche that could make use of that. I then came up with the idea of PP restorage, a unique niche that no other Mon in the meta is able to fulfill and thus Power Plant was born.
Power Plant allows Electrivire to do what no other Mon is capable of doing in the entire meta: Restore PP. As such, I decided that it would be better for it to have a more defensive role to further difference itself from the other megas and be more prepared to support its team.
Its nerf to speed might seem harsh but one is quick to underestimate just how damn powerful PP restorage can be. It also gives me a bigger stat budget to invest in defence (although I currently still trying to figure out what said defensive stat spread is.) It also still gets a minor attack buff since its physical movepool is just so much better and it would be a shame not to use it. This essentially makes Electrivire an essential defensive backbone to restore PP for moves like heal bell or close combat, as well as allowing Electrivire to become a win condition on its own.
Finally, Electrivire gets the beloved electric/fighting type, which synergises excellently with the many fighting type moves in its arsenal. The addition of Bulk Up allows it to set up if it such desires to, while Drain Punch gives it much needed longevity as well as a being a spamable move by itself.
You see, Electrivire's dex entries always talk about the huge amounts of voltage that it produces with its tails, which happen to be cable wires. The most common use of cable wires is to recharge devices, so i thought about a special niche that could make use of that. I then came up with the idea of PP restorage, a unique niche that no other Mon in the meta is able to fulfill and thus Power Plant was born.
Power Plant allows Electrivire to do what no other Mon is capable of doing in the entire meta: Restore PP. As such, I decided that it would be better for it to have a more defensive role to further difference itself from the other megas and be more prepared to support its team.
Its nerf to speed might seem harsh but one is quick to underestimate just how damn powerful PP restorage can be. It also gives me a bigger stat budget to invest in defence (although I currently still trying to figure out what said defensive stat spread is.) It also still gets a minor attack buff since its physical movepool is just so much better and it would be a shame not to use it. This essentially makes Electrivire an essential defensive backbone to restore PP for moves like heal bell or close combat, as well as allowing Electrivire to become a win condition on its own.
Finally, Electrivire gets the beloved electric/fighting type, which synergises excellently with the many fighting type moves in its arsenal. The addition of Bulk Up allows it to set up if it such desires to, while Drain Punch gives it much needed longevity as well as a being a spamable move by itself.

Mega Electivire
Type: Electric/Fighting
Ability: Triage
Stats:
- HP: 75 (+0)
- Attack: 143 (+20)
- Defense: 107 (+40)
- Special Attack: 105 (+10)
- Special Defense: 105 (+20)
- Speed: 105 (+10)
Description:

Name: Mega Electivire
Typing: Electric
Ability: Short Circuit
-If there is an electric pokemon on the field, the electric pokemon loss its electric type and user apply the charge effect on itself
Stats:
HP: 75
Atk: 143(+20)
Def: 107(+40)
Spa: 105(+10)
Spd: 85
Spe: 125(+30)
New Moves: Bulk up
- Electivire seeking for electric type to charge itself, by absorbing electric from others.
Well, electric is a relatively good type in general. One weakness as a defensive typing and as an offensive typing, it's one of the most spammable type. Electivire with this ability get rids of most electric type in the meta. At +1, facing utility zapdos, it could OHKO using thunder punch, which is impressive (well +1 charge stab se isn't that really that impressive :P ). Its decent natural physical bulk along with its ability buffing its spdef, this thing is quite bulky too.
Well, electric is a relatively good type in general. One weakness as a defensive typing and as an offensive typing, it's one of the most spammable type. Electivire with this ability get rids of most electric type in the meta. At +1, facing utility zapdos, it could OHKO using thunder punch, which is impressive (well +1 charge stab se isn't that really that impressive :P ). Its decent natural physical bulk along with its ability buffing its spdef, this thing is quite bulky too.

Mega Electivire
Type: Electric
Ability: Galvanize
Stats: 75/153 (+20)/107 (+40)/115 (+30)/105 (+20)/85 (-10)
New Moves: None
Description: One thing I dislike about Physical Electric Type Pokemon is that non signature Electric Type moves aren't that good (Wild Charge has a mediocre BP for a recoil move and Thunder Punch has a low BP). Thankfully, Galvanize can let them use STAB Normal Type Physical moves which have better Base Powers, like Return and Double Edge. Mega Electivire can now use STAB Returns or Double Edges with a 153 Attack.
252+ Atk Galvanize Electivire-Mega Double-Edge vs. 252 HP / 252+ Def Corviknight (not Mega): 408-480 (102 - 120%) -- guaranteed OHKO
252+ Atk Galvanize Electivire Quick Attack vs. 252 HP / 4 Def Tornadus-Therian: 236-278 (65.1 - 76.7%) -- guaranteed 2HKO
252+ Atk Electivire Superpower vs. 252 HP / 4 Def Ferrothorn: 258-304 (73.2 - 86.3%) -- guaranteed 2HKO after Leftovers recovery
8 Atk Hippowdon Earthquake vs. 252 HP / 4 Def Electivire: 224-266 (63.2 - 75.1%) -- guaranteed 2HKO after sandstorm damage
252+ Atk Galvanize Electivire Quick Attack vs. 252 HP / 4 Def Tornadus-Therian: 236-278 (65.1 - 76.7%) -- guaranteed 2HKO
252+ Atk Electivire Superpower vs. 252 HP / 4 Def Ferrothorn: 258-304 (73.2 - 86.3%) -- guaranteed 2HKO after Leftovers recovery
8 Atk Hippowdon Earthquake vs. 252 HP / 4 Def Electivire: 224-266 (63.2 - 75.1%) -- guaranteed 2HKO after sandstorm damage

Type: Electric
Ability: Moxie
New Moves: Drain Punch, Knock Off
Hp: 75
Atk: 143 (+20)
Def: 87 (+20)
Spatk: 115 (+20)
Spdef: 95 (+10)
Spd: 125 (+30)
Description: Electivire actually gets pumped up before a fight increasing it's voltage before a fight and Electivire fights primarily using it's tails. I decided against fighting type for electivire and just made it a stronger Zera with less speed and no electric immunity but also moxie so it can clean very well also Electivire doesn't get Knock Off for some reason? That makes 0 sense and also allows for Electivire to have more utility and Drain Punch allowing for a more accurate fighting stab and no boosting outside of PuP makes this stat spread more justifiable.

Electivire-Mega
Type: Electric/Fighting
Ability: Electroplating
When this Pokemon uses an Electric-type contact move, the target gains the Steel type. The effect wears off when the target switches out.
Stats:
HP: 75
Atk: 161 (+38)
Def: 90 (+23)
SpA: 115 (+20)
SpD: 100 (+15)
Spe: 99 (+4)
New moves: Drain Punch, Bulk Up
F l a v o r AND Design Aesthetics (!)
Yes, you heard that right Harold, design aesthetics. I actually have a picture in mind of how I want my Electivire-Mega to look like.
You see those wires there? Well, according to certain Pokedex entries:
- Diamond and Pearl
- Ultra Sun
Electivire's tail provides an incredibly high output of electricity, and by holding onto its tails, Electivire's damage output is a lot stronger.
So I thought to myself: How do I make this easier? Well, it's rather simple -- Have the wires be attached onto Electivire's arms when it Mega Evolves.
But wait, there's a twist!
Electivire's Mega Stone contains specific characteristics that allow the process of electroplating to occur, with the electrons from the cathode (the Mega Stone) being transferred to the anode (Electivire's arms), causing them to be coated in a layer of solid metal. Essentially, Electivire gains a pair of iron knuckles.
But how does the ability here come into play? Well, when Electivire slams its 20k volt fists into the opponent, the high positive charge of the fists transfer their electrons to the body it comes into contact with, due to it having higher electrical potential, causing the opponent to also be coated in metal once the contact process is complete.
Competitive Analysis
The idea here is simple: Wild Charge, Drain Punch, profit.
Benchmark used here is typeless Mew with a blank set:
252 Atk Electivire Wild Charge vs. 0 HP / 0 Def Mew: 175-207 (51.3 - 60.7%) -- guaranteed 2HKO (15 - 17.7% recoil damage)
252 Atk Electivire Drain Punch vs. 0 HP / 0 Def Mew (???/Steel): 290-344 (85 - 100.8%) -- 6.3% chance to OHKO (49.8 - 58.7% recovered)
With Electroplating, Wild Charge and Drain Punch work in tandem and synergize very well in the sense that you can regain the health you lose from Wild Charge by sapping it from your opponents with Drain Punch, and with the additional Steel-type, you actually gain health rather than lose it.
There are many things in the common M4AOU meta that can counter STAB Electric-type moves. glares menacingly at all Ground types, Amoonguss and Tangrowth
However, with Electroplating, Grass-types and also Clefable to a certain extent will have to be aware of the danger of being turned into part-Steel types, as Drain Punch is able to heal off the recoil that Electivire takes from using Wild Charge by hitting these converted Steel-types for at least neutral damage (unless you're a Ghost-type or are already 4x resisting Fighting).
But how does it fare against your typical M4AOU wall?
252 Atk Electivire Wild Charge vs. 252 HP / 252+ Def Clefable: 153-181 (38.8 - 45.9%) -- guaranteed 3HKO after Leftovers recovery
It's not bad, but it could be better-
252+ SpA Choice Specs Magnezone Thunderbolt vs. 252 HP / 4 SpD Clefable: 262-310 (66.4 - 78.6%) -- guaranteed 2HKO after Leftovers recovery
With Electroplating, Magnezone becomes a phenomenal partner for Electivire, being able to efficiently trap Pokemon that Electivire converts into Steels and take care of them easily with a Specs-boosted HP Fire or Thunderbolt.
In the VGC scene, Electivire-Mega can also choose to apply the Steel-type to give them more defensive utility: one particular example comes in the form of Grassy Seed Rillaboom, who at +1 is able to tank a soft Thunder Punch from Electivire and gain a crucial Steel-type to make it more resistant towards U-turn while it sets up SD. In return, Electivire-Mega relishes the presence of the Earthquake-weakening Grassy Terrain, leaving fewer things available to stop it while it uses Bulk Up. (Special thanks to Gravity Monkey for inspiring this VGC segment of the analysis!)
Electivire-Mega does have its own weaknesses though: It's unable to abuse its ability against Ground-types, which remain immune to Electroplating by default, it's 75/90 physical bulk can leave it frail occasionally and it's speed tier leaves more to be desired: 99 allows it to be outsped by various pokemon with 3-digit base speeds.
One more question that needs to be answered: How does this Mega stand out from all the other canon Electric megas we already have, in particular Raichu-Mega? Well, to answer that question:
-1 252 Atk Electivire Wild Charge vs. 252 HP / 168+ Def Corviknight-Mega: 158-188 (39.5 - 47%) -- guaranteed 3HKO (13.5 - 16.1% recoil damage)
-1 252 Atk Reckless Raichu Volt Tackle vs. 252 HP / 168+ Def Corviknight: 206-246 (51.5 - 61.5%) -- guaranteed 2HKO (26 - 31.1% recoil damage)
Raichu-Mega is more of a glass cannon, still being able to 2HKO MCorv despite the -1 attack drop, but having lesser HP and getting more recoil damage as a result; while Electivire-Mega can only 3HKO it, but takes lesser damage and has Bulk Up to compensate for the lack of a decent speed tier and also makes it more bulkier and harder to deal with.
And here, have a sample set to go with this little section:
Bulk Up (Electivire) (M)
Ability: Motor Drive
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Drain Punch
- Wild Charge
- Ice Punch
*goes very well with Magnezone
(like seriously, Magnezone also resists Psychic and Fairy type revenge moves for Electivire)
Now let's get onto Electivire!
Mega Electivire
Ability - Motor Drive; Vital Spirit ➝ Iron Fist
HP - 75 ➝ 75
Atk - 123 ➝ 153 (+30)
Def - 67 ➝ 97 (+30)
SpA - 95 ➝ 115 (+20)
SpD - 85 ➝ 115 (+30)
Spe - 95 ➝ 85 (-10)
BST - 540 ➝ 640 (+100)
Movepool Changes - Bullet Punch, Comet Punch, Drain Punch, Mach Punch
Competitive Corner - Iron Fist boosted Thunder Punch, Drain Punch, Mach Punch, and all the punching coverage you want, all coming from a base 153 Attack stat! The bulk and speed department are a bit lacking, but it's nothing Motor Drive before Mega Evolving and some priority can't fix!
Flavor Corner - I know I know I know, the Fighting-type is so free, but it works so well too to make the trio a Psychic, Fighting, Dark group, and Electivire's inspirations back the Fighting-type a bit, with it being inspired on Gorillas (very territorial) and the Yeti, possibly! Plus, the Iron Fist connection with Jynx's idea was too cool for me to pass up, even if it makes no sense because it's unlikely one of these three win, let alone all, but still I really liked how this came out!
Mega Electivire



Ability - Motor Drive; Vital Spirit ➝ Iron Fist
HP - 75 ➝ 75
Atk - 123 ➝ 153 (+30)
Def - 67 ➝ 97 (+30)
SpA - 95 ➝ 115 (+20)
SpD - 85 ➝ 115 (+30)
Spe - 95 ➝ 85 (-10)
BST - 540 ➝ 640 (+100)
Movepool Changes - Bullet Punch, Comet Punch, Drain Punch, Mach Punch
Competitive Corner - Iron Fist boosted Thunder Punch, Drain Punch, Mach Punch, and all the punching coverage you want, all coming from a base 153 Attack stat! The bulk and speed department are a bit lacking, but it's nothing Motor Drive before Mega Evolving and some priority can't fix!
Flavor Corner - I know I know I know, the Fighting-type is so free, but it works so well too to make the trio a Psychic, Fighting, Dark group, and Electivire's inspirations back the Fighting-type a bit, with it being inspired on Gorillas (very territorial) and the Yeti, possibly! Plus, the Iron Fist connection with Jynx's idea was too cool for me to pass up, even if it makes no sense because it's unlikely one of these three win, let alone all, but still I really liked how this came out!

New Ability: Magnet Pull
Type:
Electric
New stats:
HP: 75
Attack: 150(+27)
Defense: 97(+30)
Special Attack: 95
Special Defense: 120(+35)
Speed: 103(+8)
(640)
New moves: Drain Punch
Mega Electivire

Mega-Electivire Electric
Ability : Power Load (at the begining of each turn if electric terrain is active gain 0.1x damage : turn 1 damage x 1,1 , turn 2 damage x 1,2 ; ...)
Hp : 75
Atk : 143 (+20)
Def : 84 (+17)
SpA : 123 (+28)
SpD : 105 (+20)
Spe : 110 (+15)
Electivire-Mega use its wires to connect itself to the electric terrain, slowly recharging its battery and getting stronger and stronger as it keep charging. Once fully loaded ; Electivire inflinct devesting attack, breaking everything that add the misfortune of letting it live long enough.
The focus on this ability is to give a new focus on terrain oriented team ; in particular electric terrain. While most terrain abuser usually don’t try to stay long and just come to give few big hit before going back into the ball ; this mega try to stay on the terrain as long as possible in order to break opposing pokemon. It also push the terrain setter to run terrain extender in order to increase Electivire potencie. Terrain extender is an usually relatively rarely used item compared to their weather counter part, despite the pletora of good terrain setter ; which is why i wanted to give that obvious synergy to that mega.
Mega Electivire is still balanced around the fact that most ground type can still check it (carefull as it learn ice punch tho). Other pokemon struggle a lot more, as it can fire powerfull rising voltage or wild charge, while having fire coverage to deal with grass type that think of stopping it.
I decided to keep its speed not too high to give more opportunity for revenge killing as it would be able to easily snawball once it get enough boost from the terrain. I also wanted its physical defense not to be too high so that i can still be OHKO by v-create from scarf Tini.
I wanted it to lean more on the mixed side to take adavantage of its good movepool on both offensive side and pressure usual defensive core allowing it to rack boost by forcing switch.
Electivire-Mega
Type: Electric
Ability: Grounded Tails
This pokemon is capable of using electric-type attacks against ground type pokemon. In addition, electric moves will hit all adjacent GROUNDED pokemon on the field.
*The ability does not work if the target is a Flying type, is under the effect of Magnet Rise, holds an Air Balloon or has Levitate as ability. Affected by Mold Breaker.
** Still activating Lightning Rod and Motor Drive.
Stats:
Hp: 75
Atk: 123 > 123 (-)
Def: 67 > 77 (+10)
Spa: 95 > 123 (+28)
Spd: 85 > 115 (+30)
Spe: 95 > 127 (+32)
New moves: nope
Not beeing afraid of the danger, Electivire faces ground-types ignoring disavantages.
When attacking, he burries his long tails, shooting tons of eletricity in the ground. The liberated energy is so strong that even ground-type pokemon can feel it. In fact, every grounded pokemon on the field can feel the energy, so electivire must be aware: he can hurt his allies.
Mega Electivire is an excelent pivot with great speed, since ground types (except Lando/Gliscor) can't block it.
It is also able to break through common walls like slowtwins, fini and toxapex, but can't do much against grass-types.
Good partners for it could be Rillaboom/Bulu, providing grassy terrain as recovery and eq resistance, while Electivire breaks flying types for them.
Thorn-T itself works as a great hazard control and regenerator pivot for it when facing grass types.
Can be used in doubles with Weakness Policy strategies (since it hits everyone), but it might be aware of paralyzing partners. In general, any spread electric move might be cool, specially with partners like Lanto-T or Rillaboom.
Biggest counter? Lando-T, with Intimidate and Electivire's ability not working due to the Flying type.
Type: Electric
Ability: Grounded Tails
This pokemon is capable of using electric-type attacks against ground type pokemon. In addition, electric moves will hit all adjacent GROUNDED pokemon on the field.
*The ability does not work if the target is a Flying type, is under the effect of Magnet Rise, holds an Air Balloon or has Levitate as ability. Affected by Mold Breaker.
** Still activating Lightning Rod and Motor Drive.
Stats:
Hp: 75
Atk: 123 > 123 (-)
Def: 67 > 77 (+10)
Spa: 95 > 123 (+28)
Spd: 85 > 115 (+30)
Spe: 95 > 127 (+32)
New moves: nope
Not beeing afraid of the danger, Electivire faces ground-types ignoring disavantages.
When attacking, he burries his long tails, shooting tons of eletricity in the ground. The liberated energy is so strong that even ground-type pokemon can feel it. In fact, every grounded pokemon on the field can feel the energy, so electivire must be aware: he can hurt his allies.
Mega Electivire is an excelent pivot with great speed, since ground types (except Lando/Gliscor) can't block it.
It is also able to break through common walls like slowtwins, fini and toxapex, but can't do much against grass-types.
Good partners for it could be Rillaboom/Bulu, providing grassy terrain as recovery and eq resistance, while Electivire breaks flying types for them.
Thorn-T itself works as a great hazard control and regenerator pivot for it when facing grass types.
Can be used in doubles with Weakness Policy strategies (since it hits everyone), but it might be aware of paralyzing partners. In general, any spread electric move might be cool, specially with partners like Lanto-T or Rillaboom.
Biggest counter? Lando-T, with Intimidate and Electivire's ability not working due to the Flying type.

Mega Electivire
New Ability: Full Blitz
The user applies a Charge effect to itself and its partner if there's a terrain active.
(For clarification: The effect of this ability is triggered like a terrain seed!
As a reminder: The ability is based on a move called Charge which grants you a +1 SpD boost and doubles the power of an Electric move next turn but only for the next turn!)
Type: Electric
New stats:
HP: 75
Attack: 123 → 158 (+35)
Defense: 67 → 102 (+35)
Special Attack: 95
Special Defense: 85 → 105 (+20)
Speed: 95 → 105 (+10)
BST: 540 → 640
New moves:
Parabolic Charge, Recover
Description:
1) Concept
If you look at Electivire, you will notice it has a tail made of two wires; furthermore, on the backsprite, there's a design that looks very similar to an electrical outlet. Per definitionem, an electrical outlet is a device that allows you to connect it to an electrical equipment, thereby providing it with electricity. This aspect goes hand in hand with Electivire's Pokédex entry where it's said to unleash incredibly powerful electricity; it's so much energy that a big city can rely on it for a year.
Since Electivire is all about providing energy and using it for defensive and offensive purposes, I wanted to create an ability that would reflect these aspects very well; in fact, Full Blitz capitalizes on the common terrain wars in the metagame, using it as a source of energy for Electivire and its partner. What's more, in the card game, Electric Pokémon are commonly used as attackers with immediate power. Meaning, there's always a condition that needs to be fulfilled in order to unleash a one-time powerful attack. That makes a lot of sense because, if you try storing energy and unleashing them at once, you will be out of energy then. Interestingly enough, M4A has some Electric Pokémon that reflect this aspect as well. For instance, Mega Jolteon relies on a previous Pokémon being fainted to get a Charge effect; Mega Luxray needs to move before the target does to land a crit; and Mega Boltund relies on defeating a target to receive a Laser Focus boost. So, my Mega Electivire would fit very well to this pecularity.
2) Competitive
Mega Electivire is meant to take advantage of terrain effects to unleash extremely powerful electric moves and have a lot of staying power.
This means Mega Electivire pairs extremely well with terrain setters like Tapu Koko, Tapu Fini or Rillaboom to threaten Pokémon that check the aforementioned Pokémon, like Galarian Slowking, Heatran, Zapdos or Corviknight, among others. As most of these threats are special attackers, Mega Electivire will receive less damage thanks to the Special Defense boost from its ability, therefore illustrating the synergy between the ability, Mega Electivire, and the terrain setters. This becomes more clear when you look at Tapu Fini and Rillaboom who take care of Pokémon that could cause Mega Electivire some trouble, like Hippowdon or Gastrodon.
Since terrains are very common in the metagame, Mega Electivire isn't necessarily reliant on its partner to get a Charge boost. If necessary, it can activate it with Electric Terrain. While it's super rare for a Pokémon to manually set up Electric Terrain, Mega Electivire can actually pull it off due to the Charge effect from its ability and due to its access to Recover to guarantee longevity. Since most Electric Pokémon are super fast and offensive, Mega Electivire thus stands out as a slower but tankier version that can match its power with its brothers and sisters.
The combination of Electric Terrain and Full Blitz is so potent that, if you wanted to go the special route, Parabolic Charge could potentially recover a lot of HP. For instance, Mega Electivire can almost OHKO defensive Buzzwole after Stealth Rock.
In VGC, Mega Electivire can punish opponents for aggressive terrain plays, and you can manipulate them with your own terrain setters to accumulate SpD boosts. Tapu Koko stands out as a partner for Mega Electivire in particular. Since Full Blitz supports the user's partner as well, Tapu Koko can unleash extremely powerful electric moves the first turn but that's balanced out by opposing Fake Out, the common Protect, and Regieleki's dominance in this format, requiring you to run Pokémon able to sponge its Electric moves very well.
Mega Electivire

Type:
Ability: Guts
Stats:
HP: 75
Atk: 138 (+15)
Def: 112 (+45)
SpA: 95
SpD: 112 (+27)
Spe: 108 (+13)
New Moves: Drain Punch, Bulk Up
Reasoning: "Scald >:("
Deterring and punishing Scald spam is this mons main specialty. Unlike any other Guts user, Mega Evolutions can't hold a Flame Orb to automatically proc their ability. As such, Mega Electivire would likely rely on the spammability of Scald, especially on defensive mons like Toxapex, from which it will not take as much damage. It could alternatively take advantage of switching into Will-o-Wisps, Toxic Spikes, or making use of abilities like Acid Rock or Volcanic Singe. As Guts users despise sustaining chip damage, Mega Electivire has some new tools to aid in this department. The first is an added Fighting typing, which reduces the damage from U-turn, Knock Off, and Stealth Rock, giving it 3 new resistances to common moves at the cost of Flying neutrality and weaknesses to Fairy and Psychic. The second is STAB Drain Punch, which is a form of recovery to mitigate some of the chip it takes, while generally not being enough to mitigate damage from stronger moves. Added bulk also reduces the amount of damage it takes, with boosted special defense in particular enabling it to take Scalds better. Its increased speed helps it stand out from Obstagoon, and the addition of Bulk Up gives users a bit more choice in set creation. All in all, bulkier approach to the Electric/Fighting type combination than Mega Raichu, which hopefully does enough to set it apart.

Type:


Ability: Guts
Stats:
HP: 75
Atk: 138 (+15)
Def: 112 (+45)
SpA: 95
SpD: 112 (+27)
Spe: 108 (+13)
New Moves: Drain Punch, Bulk Up
Reasoning: "Scald >:("
Deterring and punishing Scald spam is this mons main specialty. Unlike any other Guts user, Mega Evolutions can't hold a Flame Orb to automatically proc their ability. As such, Mega Electivire would likely rely on the spammability of Scald, especially on defensive mons like Toxapex, from which it will not take as much damage. It could alternatively take advantage of switching into Will-o-Wisps, Toxic Spikes, or making use of abilities like Acid Rock or Volcanic Singe. As Guts users despise sustaining chip damage, Mega Electivire has some new tools to aid in this department. The first is an added Fighting typing, which reduces the damage from U-turn, Knock Off, and Stealth Rock, giving it 3 new resistances to common moves at the cost of Flying neutrality and weaknesses to Fairy and Psychic. The second is STAB Drain Punch, which is a form of recovery to mitigate some of the chip it takes, while generally not being enough to mitigate damage from stronger moves. Added bulk also reduces the amount of damage it takes, with boosted special defense in particular enabling it to take Scalds better. Its increased speed helps it stand out from Obstagoon, and the addition of Bulk Up gives users a bit more choice in set creation. All in all, bulkier approach to the Electric/Fighting type combination than Mega Raichu, which hopefully does enough to set it apart.

Electivire-Mega
Electric/Grass
Ability: Motor Drive/Vital Spirit-> High Voltage: User's Electric moves Disable the target if successful.
Stats
HP: 75
Atk: 153 (+30)
Def: 97 (+30)
SpA: 105 (+10)
SpD: 105 (+20)
Spe: 105 (+10)
New Moves: +Bulk Up, Drain Punch, Power Whip, Recover
Description: Upon Mega evolving, Electivire's static becomes so powerful that it draws in any nearby small objects, including vegetation, until Vire is adorned in vegetation like a weird form of armor, including gauntlets around its highly electrified fists. With already ridiculous voltage pre-Mega, the boost from Mega evolution makes it so powerful that even one blast of electricity is enough to partially disable the target (ala cartoon electrocution), with Disable packing a multitude of potential utility. Electivire carves itself a role as a Volt Switch pivots the can do hefty damage to would be Volt blockers that blank its ability (especially now that is doesn't auto-die to EQ), laying down a wallop with new STAB Power Whip and excellent coverage like Ice Punch, EQ, Cross Chop or Recover for sustain. This pivot set makes Vire effective at supporting its offensive teammates whether disabling a scary attack from the opponent or recovery option so said teammate(s) can break more easily. Alternatively, Vire's high attack lets it run a late-game Bulk Up sweeper set with a speed stat that sufficiently gets the jump on plenty of key targets.
Inspiration wise, the new typing is a spin on how oni (major inspiration for the line) are typically repelled by plants like holly and soybeans in traditional folklore, whereas Electivire ends up attracting these plants to itself, cause Vire is such a badass it don't care about such weaknesses. Additionally, the patterns on the Elekid line are specifically based on how oni are often depicted in tiger-skin loincloths, and tigers have that pattern specifically to blend in with vegetation.


Typing: Electric
Ability: Gorilla Tactics
Stats:
HP: 75
ATK: 133 (+10)
DEF: 88 (+21)
SPA: 145 (+50)
SPD: 88 (+3)
SPE: 111 (+16)
BST: 640 (+100)
New Moves: Ice Beam
Electivire is one among many physical electric type attackers who lack STAB powerful enough to really function properly, even despite its amazing coverage.
This glaring issue is fixed by Mega-Electivire's new ability, Gorilla Tactics, which gives it what's basically a Choice Band in ability form. This makes Electivire more prediction reliant, but makes up for it by giving it a massive power boost, which coupled with its already great movepool and pivoting in Volt Switch allows it to act as an incredibly potent mixed attacker. Mega-Electivire would struggle against most defensive teams, as the most reliable counters to Electric types are ground types, and while Electivire already has Ice Punch as they are quad weak to Ice, it struggles to even land a 2HKO on many other Electric resistances or immunities, such as Hippowdon or Tangrowth, so that's where the addition of Ice Beam comes in.
Ice Beam can score 2HKOs on these Pokemon who would otherwise force Electivire out. While this means Electivire mostly lacks defensive checks, it's got plenty of offensive checks, as its frailty and choice-lock effect from Gorilla Tactics make it pretty easy to get forced out or revenge killed by offensive Pokemon.
This glaring issue is fixed by Mega-Electivire's new ability, Gorilla Tactics, which gives it what's basically a Choice Band in ability form. This makes Electivire more prediction reliant, but makes up for it by giving it a massive power boost, which coupled with its already great movepool and pivoting in Volt Switch allows it to act as an incredibly potent mixed attacker. Mega-Electivire would struggle against most defensive teams, as the most reliable counters to Electric types are ground types, and while Electivire already has Ice Punch as they are quad weak to Ice, it struggles to even land a 2HKO on many other Electric resistances or immunities, such as Hippowdon or Tangrowth, so that's where the addition of Ice Beam comes in.
Ice Beam can score 2HKOs on these Pokemon who would otherwise force Electivire out. While this means Electivire mostly lacks defensive checks, it's got plenty of offensive checks, as its frailty and choice-lock effect from Gorilla Tactics make it pretty easy to get forced out or revenge killed by offensive Pokemon.

Mega Electivire @ Electivirite
Type:
Ability: Iron Fist; Iron Fist works well with Mega Electivire as it has many Punch Based Moves, and allows for it to be better at revenge killing thanks to STAB Bullet Punch boosted by Iron Fist.
Example:
Electivire @ Electivirite
Ability: Motor Drive
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bullet Punch
- Thunder Punch
- Earthquake
- Ice Punch
Electivire benefits from Electric Terrain and Misty Terrain, Electric Terrain to boost its already powerful Thunder Punch & Misty Terrain to block status such as Will-o-Wisp which can easily cripple it.Electivire @ Electivirite
Ability: Motor Drive
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bullet Punch
- Thunder Punch
- Earthquake
- Ice Punch
Mega Stats:
HP: 75
Attack: 159 (+36)
Defense: 87 (+20)
Sp. Attack: 95
Sp. Defense: 115 (+30)
Speed: 119 (+14)
BST: 640 (+100)

mega electivire
electric
stat
hp- 75
atk- 123(+25)>148
def- 67(+30)>97
spa- 95(+10)>105
spd- 85(+15)>105
spe- 95(+20)>115
ability: power surge- if the user's moves are blocked by an immunity the target is paralyzed
new moves: power whip
Making collab subs are really interesting experiences, you also might learn something new about how you should approach building a submission when trying to make it more appealing to to others.. I enjoyed making the Mega Magmortar submission with Paul a lot and I hope you liked it!
I've brought a sub i've made mostly by myself with heavy inspiration from Hematite. In their solomod they have a move called "Cooldown", which deals ice type damage when your health is brought below half...
Mega Electivire
New Ability: Motor Drive/Vital Spirit ---> Cooldown
("When Mega Electivire's HP reaches half or less, its physical electric type moves inflict Ice type damage instead, and still gain STAB.")
Type: Electric
New Stats:
HP: 75
Attack: 123 -> 153 (+30)
Defense: 65 -> 95 (+30)
SpAtk: 95 -> 115 (+20)
SpDef: 85 -> 95 (+10)
Speed: 95 -> 105 (+10)
New Moves: Recover, Nuzzle, Reversal
Description:
tldr; Mega Electivire can use Cooldown in the form of really great coverage potential to break through Ground types and punish them.
This kind of ability allows Electivire to power its way through bulky ground type pokemon and save itself from taking a hit by them with Substitute. A move like Wild Charge may not hold great synergy with the ability, and that is why Electivire should gain recover, to create a mindgame with the opponent whether or not its attack will be Ice or Electric. Because being locked into Ice stab is detrimental for Electivire, by only effecting physical electric moves, it can still use Thunderbolt to hit a lot of the bulky water types such as Tapu Fini and Toxapex that are prevalent throughout the metagame, and since Mega Empoleon can still wall most of its attacks, it may run Reversal in conjunction with its low HP stat.
Nuzzle allows it to spread status to ground types if it is low enough.
The theme of this submission is Electivire's descriptive appearance of it being related to a Yeti, a large primate creature that lives in colder climates, and Electivire already gets Ice punch, so why not take the word Cooldown a little more literally? Electivire is shown to have a powerful electrical output, meaning that it surely has to take some time to collect itself, it has to cooldown. Additionally, when someone overworks or exhausts themselves, they might tend to get hot, just like some electrical devices do when they're being used for extended periods of time. Eventually they cooldown, and become cooler again.
I've brought a sub i've made mostly by myself with heavy inspiration from Hematite. In their solomod they have a move called "Cooldown", which deals ice type damage when your health is brought below half...


New Ability: Motor Drive/Vital Spirit ---> Cooldown
("When Mega Electivire's HP reaches half or less, its physical electric type moves inflict Ice type damage instead, and still gain STAB.")
Type: Electric
New Stats:
HP: 75
Attack: 123 -> 153 (+30)
Defense: 65 -> 95 (+30)
SpAtk: 95 -> 115 (+20)
SpDef: 85 -> 95 (+10)
Speed: 95 -> 105 (+10)
New Moves: Recover, Nuzzle, Reversal
Description:
tldr; Mega Electivire can use Cooldown in the form of really great coverage potential to break through Ground types and punish them.
This kind of ability allows Electivire to power its way through bulky ground type pokemon and save itself from taking a hit by them with Substitute. A move like Wild Charge may not hold great synergy with the ability, and that is why Electivire should gain recover, to create a mindgame with the opponent whether or not its attack will be Ice or Electric. Because being locked into Ice stab is detrimental for Electivire, by only effecting physical electric moves, it can still use Thunderbolt to hit a lot of the bulky water types such as Tapu Fini and Toxapex that are prevalent throughout the metagame, and since Mega Empoleon can still wall most of its attacks, it may run Reversal in conjunction with its low HP stat.
Nuzzle allows it to spread status to ground types if it is low enough.
The theme of this submission is Electivire's descriptive appearance of it being related to a Yeti, a large primate creature that lives in colder climates, and Electivire already gets Ice punch, so why not take the word Cooldown a little more literally? Electivire is shown to have a powerful electrical output, meaning that it surely has to take some time to collect itself, it has to cooldown. Additionally, when someone overworks or exhausts themselves, they might tend to get hot, just like some electrical devices do when they're being used for extended periods of time. Eventually they cooldown, and become cooler again.

Electivire-M @ Electivirite
Type: Electric
Ability: Supercharged
Stats: 75/145/117/100/97/105
Supercharged: Moves with a recharging turn do not need to recharge. Affected moves:
New Moves: Bulk Up, Meteor Assault, Plasma Fists (cmon this needs some good physical Electric STAB and this move is perfect)
Competitive Description: An Electric/Fighting sub without the Fighting. It mostly works as a set-up sweeper with its newfound Electric STAB + Meteor Assault.

Typing:


New Ability: Burning Blackout - This Pokémon's first damaging Electric-type attack has a same-type attack bonus (STAB) of 2.25 and a 30% chance to burn, but replaces its Electric type with Dark type upon successful damage until it switches out.
{abilities were Motor Drive/ Vital Spirit (hidden ability)}
NEW STATS
HP: 075
Atk: 123 → 140 (+17)
Def: 067 → 100 (+33)
SpA: 095 → 100 (+05)
SpD: 085 → 105 (+20)
Spe: 095 → 120 (+25)
(BST: 540 → 640)
Movepool Additions: Drain Punch, Parting Shot, Pursuit, Zing Zap
Description: I figured I'd take my STAB at "Electric/Fighting Electivire-Mega" too despite originally planning for Electric/Dark Electivire-Mega even before the need to take Raichu-Mega(-Kantonian) into account of course. Since I am greedy, I'm trying to have it both ways while also making it clear from the get-go that my Electivire-Mega is more about "mind games" and tanking attacks instead "just" doing a bunch of damage since Raichu-Mega-K already does that and should do it better, at least if it's going to be far frailer physically and almost always kill itself while murdering the competition while having no recourse to heal itself unlike this mon, which now has STAB Drain Punch. Between access to Drain Punch, this also now having access to what is unfortunately the currently strongest, generically available physical Electric type without recoil in the form of Zing Zap--sad, isn't it?--as well as Parting Shot, and this being able to intentionally change part of its typing whenever it wants to unlike Morpeko and semi-permanently at that, this Electrivire-Mega at least attempts to maintain momentum in a slightly different way than Raichu-Mega-K more aggressively does.
Just keep this away from Fairies if you're going to throw out Electric attacks with no reservation though. That's what Raichu-Mega-K is for anyway (unless you really want a burning Discharge in Doubles, which writes itself).

Typing:


Ability: BZZZT - Truant clone
HP: 75
Atk: 188 (+65)
Def: 77 (+10)
Spatk: 95
Spdef: 95 (+10)
Speed: 110 (+15)
New Moves: None!
Description: Hi! When it mega evolves, Electivire's newfound strength and electrical charge is too much to handle, which requires it to take a break every turn. I've always wanted an egregiously strong pokemon with a drawback as a mega, and I thought this ability was perfect for Electivire (I've always found it similar-looking to Slaking). Pretty simple, but notably, the giga impact cooldown time is negated by truant, so maybe we can see huge giga impacts be important. I gave it the normal type, to further endorse giga impact. Anyway, I hope you guys enjoy this sub as well! Should be pretty fun!


Mega Electivire
New Ability: Motor Drive/Vital Spirit --> Guard Break (This Pokemon's contact moves lower the target's Special Defense by 1 stage.)
New Typing: Electric (unchanged)
New Stats:
HP: 75
ATK: 123 --> 143 (+20)
DEF: 67 --> 112 (+45)
SPA: 95 --> 118 (+23)
SPD: 85 (-)
SPE: 95 --> 107 (+12)
New Moves: Parabolic Charge, Grass Knot, Knock Off, Giga Drain, Wrap
Desc: Electivire's powerful punches break the target's concentration, leaving them vulnerable to Special moves from itself or its allies!
Physical Electric-types are always in an interesting position for mixed potential, I think; all their highest-powered moves are on the Special side, and their generally ubiquitous pivoting move, Volt Switch, is also a Special move. This leads to a cool sort of rhythm where a switch-in that Electivire doesn't want to stay in on is going to get hurt much more than usual by it pivoting out.
After much debating I also decided to give this Grass Knot. As mentioned above, Grass Knot is one of only four Special contact moves, and it helps Electivire in handling more kinds of threats: the main issue with this kind of Ability on an Electric-type is that the main resists to it are also immune, so Grass Knot helps soften Ground-type resistance while generally being a very unspammable move that won't be able to break very many threats on its own. Electivire has a wide movepool, but not a whole lot of variety in the realm of "special coverage", so this should help with that. In addition to that, it also (obviously) has the whole Hidden Power suite to choose from as far as special coverage goes, which lets it pick its battles in what exactly it wants to target with boosted coverage.
Physical Defense bias gives it decent ranges against Scarf Lando's EQ, but only if it invests in bulk. The SpDef drops give it some more leeway in whether or not it actually needs to invest in Special Attack in order to function as a mixed attacker, as it actually deals roughly appreciable damage to targets at -1 with no SpA investment whatsoever:
- 252+ Atk Electivire Wild Charge vs. 252 HP / 0 Def Mew: 174-205 (43 - 50.7%) -- 2.3% chance to 2HKO
- 0- SpA Electivire Thunderbolt vs. -1 252 HP / 0 SpD Mew: 151-178 (37.3 - 44%) -- guaranteed 3HKO
Parabolic Charge and Giga Drain synergize with the ability in a similar manner as Volt Switch, its harder-hitting Physical moves softening foes up so it can get some health back. This specifically is really interesting in combination with its best Phys STAB being Wild Charge; using a Wild Charge softens up a foe to heal more from Parabolic Charge, which helps you Wild Charge again, and so on.
More decidedly useless tech options: It has Dual Chop access which sounds hilarious, and I could see Quick Attack being used in doubles formats in theory. Wrap is a trapping move that is contact, locking a switch-in and lowering their SpD at the same time.

Mega-Electivire
Type: Electric
Ability: Misty Surge
Stats:
HP: 75
ATK: 123 -> 143 (+20)
DEF: 67 -> 107 (+40)
SPA: 95 -> 105 (+10)
SPD: 85 -> 115 (+30)
SPE: 95 -> 95
New Moves: Play Rough, Bulk Up
Summary: A lot of physical attackers are heavily hindered by status conditions such as burn and Toxic. However, with the newfound ability to become a fog machine powered by its electricity, it has the ability Misty Terrain, which can protect it from all of those statuses. The main burn tool, Scald, is also a Water type move, which Electivire can hit for super effective damage. Currently, the main checks for fairy types are Pokémon like Corviknight and Heatran too, which it can hit with Earthquake and its Electric STABS.
As always, I really appreciate everyone who took the time to respond to the feedback I gave!!
It seems like almost everyone once again managed to edit their subs in time, which is always fantastic to see!
I'll still take this opportunity to tag everyone who didn't make it in case you still wanted to make changes, of course!
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 us 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.
Please make sure to get in touch with the same council member who compiled subs for that Pokémon!
That is, please reach out to me if you have changes to make to Jynx or Electivire and BlueRay if you have changes to make to Magmortar.
None of us can edit each other's posts, so it's important to let the right person know about any updates! C:
With that said, subs from the following people are still being excluded at the moment:


ArhamA (unedited okay, I saw a DM from them as I was logging on to post this, but all they asked was if they should do the things I already said they should do, so I'm not really gonna blame myself here)

If either of you still want to make changes and get them in, now would be the time!
Every other submission (unless I missed anything but definitely please yell at me if I did) is included! Thank you guys so much for your cooperation and your fantastic ideas! C:
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 close at 0:00 GMT on Saturday, the 25th of September (some 55 hours from this post)!
One more quick update to close off the compilation:
Please also vote on the Pokémon you'd like to see in slate 37!!
--> Here is the poll for that! <--
--> Here is the poll for that! <--
Voting for the featured Pokémon of slate 37 will last as long as the voting period for the winners of slate 36!
We'll announce slate 37 at the same time the current voting period closes (some two days from now), and then you'll have another few days to prepare before slate 37 officially opens. C:
We'll announce slate 37 at the same time the current voting period closes (some two days from now), and then you'll have another few days to prepare before slate 37 officially opens. C: