Pet Mod Megas for All v7 - Kalos concluded! | Please read the first post! | Fully playable through Kalos Slate 10!

:feraligatr:
Mega Feraligatr
New Ability
: Rip Current (This pokemon's attacks deal 10% more damage for each stat buff this pokemon has.)
Type: Water/Dark

New stats:
HP: 85
Attack: 145 (+40)
Defense: 120 (+20)
Special Attack: 79
Special Defense: 83
Speed: 118 (+40)
(630 BST)

New moves: Knock Off, Close Combat
Description:
At first, this seems completely and utterly outclassed by DD sweepers such as Mega Dragonite and Mega Dragapult. With lower attack, lower defenses, not nearly as good STAB combo or coverage, you might ask, why use this? Well, there are 2 merits that Mega Feraligatr has over Mega Dragonite and Mega Dragapult. First, higher speed tier allows it to outspeed more by itself and after a boost, granting it an advantage over Mega Dragonite, while the fact that it has a much bigger pool of coverage options grants it a niche over Mega Dragapult.

But of course, that's not the real merit here!

Rip Current gives it a 10% damage boost per each stat buff. So after Feraligatr gets a Dragon Dance it effectively gets a 20% damage modifier. If it uses DD again, it gets a 40% damage modifier. This ability suits it well for what it wants to do - rather than hit hard from the get-go like Mega Dragonite does, this Mega Feraligatr gets more and more dangerous as it gains more and more stat boosts. So basically this is like a sweeper which doesn't hit too hard at first, but once it starts accumulating boosts you might as well pack Toxapex, a sturdy enough resist with good physical bulk, or die trying to check it.

:meganium:
Mega Meganium
New Ability
: Fragrant Aroma (This pokemon takes 10% less damage for each stat buff this pokemon has.)
Type: Grass / Fairy

New stats:
HP: 80
Attack: 92 (+10)
Defense: 120 (+20)
Special Attack: 123 (+40)
Special Defense: 130 (+30)
Speed: 80
(BST)

New moves: Moonblast, Calm Mind
Description: what this lacks in coverage and speed it makes up for with good bulk. (real description WIP)
 
:Meganium: Mega Meganium
New Ability
: Dragon's Maw
Type: Grass/Dragon

New stats:
HP: 80 -> 80
Attack: 82 -> 132 (+50)
Defense: 100 -> 120 (+20)
Special Attack: 83 -> 93 (+10)
Special Defense: 100 -> 120 (+20)
Speed: 80 -> 80
BST: 525 -> 625

New moves: Dragon Hammer
Description: Scientists were able to discover an ancient form of Meganium that lived along the likes of Aurorus and Tyrantrum. They were able to restore its ancient form through the power of Mega Evolution.

Mega Meganium is a physical wallbreaker. Dragon Maw makes its Outrage very powerful at 180 BP, allowing it perform feats such as a 2HKO Toxapex. Dragon Hammer is a safer alternative that also has respectable power. It also has a good physical Grass STAB in Petal Blizzard to hit the likes of Tapu Fini and Mega Swampert. Swords Dance off a 132 Attack stat allows it to plow through defensive teams without resistant checks while 80/120/120 bulk also allows Meganium to stand up against offensive teams. While it may seem too powerful, Meganium's only coverage move is Earthquake so it's walled by Pokemon such as Ferrothorn, Tapu Bulu, (Mega) Corviknight, and Levitate Galarian Weezing. Also, it only has 80 Speed and a vulnerable defensive typing.

:Typhlosion: Mega Typhlosion
New Ability
: Dazzling
Type: Fire

New stats:
HP: 78 -> 78
Attack: 84 -> 104 (+20)
Defense: 78 -> 78
Special Attack: 109 -> 149 (+40)
Special Defense: 85 -> 105 (+20)
Speed: 100 -> 120 (+20)
BST: 534 -> 634

New moves: Parabolic Charge, Scorching Sands
Description: Typhlosion's main gimmick in recent generations has always been a fast and powerful Eruption spammer. Its Mega Evolution improves that role for Typhlosion thanks to its higher speed and Dazzling. Dazzling allows Typhosion to stay healthy thanks to its immunity to priority moves. This means that it only needs good hazard control for its Eruption to remain powerful. 149 Special Attack allows it to somewhat match Specs Typhlosion's power while giving Typhlosion the ability to switch moves if needed. Parabolic Charge, while weak, gives Typhlosion coverage against the likes of Mantine and Gyarados while also allowing it to regain health and Eruption power. Scorching Sands allows Typhlosion to OHKO Heatran and hit Toxapex super-effectively. Mega Typhlosion is a good Pokemon to run on Sun Teams as Sun-boosted Eruption hits like a nuke while also getting instant Solar Beam to hit its Water-type checks hard.

:Feraligatr: Mega Feraligatr
New Ability
: Intimidate
Type: Water

New stats:
HP: 85 -> 85
Attack: 105 -> 135 (+30)
Defense: 100 -> 140 (+40)
Special Attack: 79 -> 99 (+20)
Special Defense: 83 -> 93 (+10)
Speed: 78 -> 78
BST: 530 -> 630

New moves: Flip Turn
Description: High Defense + Intimidate + powerful Flip Turn makes Mega Feraligatr a fantastic pivot.
 
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:bw/typhlosion:
:typhlosion: Typhlosion-Mega
Typing: Unchanged (Fire)
Blaze/Flash Fire-->Ignite (Fire type -ate)
New Stats: 78/150/103/84/103/116
HP: 78-->78 (+0)
Attack: 84-->150 (swapped with SpA, +41)
Defense: 78-->103 (+25)
Special Attack: 109-->84 (swapped with Atk)
Special Defense: 85-->103 (+18)
Speed: 100-->116 (+16)
Total: 534-->634 (+100)

New Moves: Rapid Spin, Explosion, Head Charge
Description: Ok so, once again I wanted to stick with the monotype flavor that the Johto starters have. With Typhlosion, I took inspiration from its Pokedex entries to create it. SoulSilver (and others) state: " It has a secret, devastating move. It rubs its blazing fur together to cause huge explosions." And I was just like, BROOOOOOO HOW DOES IT NOT HAVE EXPLOSION. I also added Rapid Spin which is basically stronger Flame Charge+Hazard Removal and is a super cool tech, and then Head Charge for an additional reliable physical Fire STAB. It actually already has Quick Attack so it has Fire Priority, another cool tech, as well. I should also mention that it gets Crush Claw which can be kinda rad as well. Typhlosion has a great physical movepool and this sub takes great advantage of this. It basically is a wallbreaker that actually busts through many conventional types that wall Fire: It has access to Wild Charge/Thunder Punch for bulky Waters, Throat Chop for Slowbro, Rock Slide for nothing in particular, Earthquake for Heatran or Pex, Brick Break/Submission/Low Kick for certain others I'm sure, and Iron Tail for Fairies.
Typhlosion @ Typhlosionite
Ability: Flash Fire
4 HP/252 Atk/252 Spe
Jolly Nature
-Head Charge
-Earthquake
-Wild Charge/Thunder Punch/Throat Chop
-Quick Attack/Rapid Spin/Explosion
 
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:ss/meganium:
Mega Meganium
Type: Grass/Fairy
Ability: Misty Surge

Hp: 80
Att: 97 (+15)
Def: 120 (+20)
Spec Att: 103 (+20)
Spec Def: 130 (+30)
Sped: 95 (+15)

New Moves: Misty Explosion, Floral Healing, Terrain Pulse, Misty Terrain, Grassy Glide

Description: This pokemon is caring and generous so it gained the fairy type upon mega evolving. This pokemon has misty surge for the new fairy typing added to it. Misty Explosion is for a last bang when it is going down. Floral Healing is for doubles. Terrain Pulse for its terrain setting. Misty Terrain is because it makes sense for it to have. Its only problem is poison types.
Meganium @ meganite
Ability: Leaf Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Terrain Pulse
- Synthesis
- Leech Seed
- Giga Drain
:ss/typhlosion:
Mega Typhlosion
Type: Fire
Ability: Active Volcano (All of this Pokémon's moves become Fire-type moves and have their power multiplied by 1.25.)

Hp: 78
Att: 124 (+40)
Def: 78
Spec Att: 129 (+20)
Spec Def: 95 (+10)
Sped: 130 (+30)

New Moves: Explosion, Fiery Dance, Lash Out, Burning Jealousy

Description: This pokemon with its new ability Active Volcano can hit stab on all pokemon for massive damage. Explosion is for a stab last resort. Fiery Dance is for special set up. Lash Out is for some flavor but most likely won't be the most useful.
Typhlosion @ typhlosite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Will-O-Wisp
- Focus Blast
- Fire Blast
:ss/feraligatr:
Mega Feraligatr
Type: Water/Dark
Ability: Absorbent Jaw (During Rain this pokemon's bite moves have their power multiplied by 1.3.)

Hp: 85
Att: 130 (+25)
Def: 110 (+10)
Spec Att: 94 (+15)
Spec Def: 93 (+10)
Sped: 118 (+40)

New Moves: Coaching, Poison Fang, Jaw Lock, Flip Turn, Scale Shot, Lash Out

Description: This pokemon gets the dark typing for stab on crunch and the new move jaw lock since its dex entries go on about its strong bite. Absorbent Jaw is for boosting bite moves in the rain. Coaching, Flip Turn, Scale Shot, & Lash Out are isle of armor tutor moves that make sense. Poison Fang and Jaw Lock are for bite moves to give it
Feraligatr @ feraligite
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Poison Fang
- Jaw Lock
- Dragon Dance
- Ice Fang
 
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:Meganium: Mega Meganium
New Ability
: Healer
Type: Grass/Fairy

New stats:
HP: 80 -> 80
Attack: 82 -> 82
Defense: 100 -> 120 (+20)
Special Attack: 83 -> 103 (+20)
Special Defense: 100 -> 140 (+40)
Speed: 80 -> 100 (+20)
BST: 525 -> 625
New moves: Moonblast
Description: S U P P O R T | S T A L L I N G
:Typhlosion: Mega Typhlosion
New Ability
: Wildfire (Pokemon that make contact with Mega Typh have are under the effect of fire spin (Without trapping)and lose 1/12 of their health every turn for five turns (Like fire spin)
Type: Fire,Ground
New stats:
HP: 78 -> 78
Attack: 84 -> 84
Defense: 78 -> 118 (+40)
Special Attack: 109 -> 149 (+40)
Special Defense: 85 -> 105 (+20)
Speed: 100 -> 100
BST: 534 -> 634
New moves: Earth Power, Scorching Sands
Description: It resists VoltTurn as well as having a 30% percent chance to trap contact attackers,
:Feraligatr: Mega Feraligatr
New Ability
: Multiscale
Type: Water

New stats:
HP: 85 -> 85
Attack: 105 -> 115 (+10)
Defense: 100 -> 150 (+50)
Special Attack: 79 -> 99 (+20)
Special Defense: 83 -> 123 (+40)
Speed: 78 -> 58 (-20)
BST: 530 -> 630

New moves: Flip Turn, Aqua Ring
Description: It's S L O W and B U L K Y now, with flip turn as a way to bring in revenge killers without losing a poke
 
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Mega Meganium
Type: Grass => Grass/Fairy
Ability: Natural Cure

HP: 80
Atk: 82 => 92 (+10)
Def: 100 => 130 (+30)
SpA: 83 => 118 (+25)
SpD: 100 => 135 (+35)
Spe: 80
New Moves: Moonblast, Dazzling Gleam, Moonlight, Calm Mind, Weather Ball, Terrain Pulse, Wish
Description: Bulky mixed wall that can serve as a cleric for its teammates and be a phaser with Dragon Tail, or run more offensive sets with Calm Mind.

Mega Typhlosion
Type: Fire => Fire/Ground
Ability: Drought

HP: 78
Atk: 84 => 130 (+46)
Def: 78 => 111(+33)
SpA: 109 => 130 (+21)
SpD: 85
Spe: 100
New Moves: Earth Power, Scorching Sands, Stone Edge, Stealth Rock, Weather ball
Description: Since Typhlosion shares the same BST as Charizard, I decided to give Mega Ty Zard X's stats and Drought as a nod to the similarities between the two starters. Mega Typhlosion is a powerful wallbreaker with its excellent Fire/Ground STAB and Drought. It can also serve as a hazard setter as well with rocks.

Mega Feraligatr
Type: Water => Water/Dragon
Ability: Dragon's Maw

HP: 85
Atk: 105 => 140 (+35)
Def: 100 => 127 (+27)
SpA: 79
SpD: 83 => 104 (+21)
Spe: 78 => 95 (+17)
New Moves: Poison Jab, Earthquake, Scale Shot, Flip Turn
Rounding out the Dragon-type mega starters, Mega Feraligatr serves as a powerful, bulky Dragon Dance sweeper.
 
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:ss/meganium:
New Ability: Photosynthesis (Ensures perfect accuracy of
type attacks in Sun
)
Type:

New stats: 80 HP / 92 Atk (+10) / 130 Def (+30) / 93 SpA (+10) / 130 SpD (+30) / 100 Spe (+20) (625 BST)
New moves:
Play Rough, Spirit Break
Moonblast
Stun Spore, Sleep Powder
Description: Meganium gains a boon on Sun teams with its ability Photosynthesis. It now functions as a status spreader that can Sleep and Swords Dance, with Seed Bomb and Spirit Break doing a significant amount of damage as STAB and rounding the set out. Can also function as a paraspreader.
Meganium @ Meganiumite
Ability: Leaf Guard (Mega Ability: Photosynthesis)
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sleep Powder
- Swords Dance
- Seed Bomb
- Spirit Break
Meganium @ Meganiumite
Ability: Leaf Guard (Mega Ability: Photosynthesis)
EVs: 4 HP / 252 Def / 252 Spe
Jolly Nature
- Stun Spore
- Aromatherapy
- Leech Seed
- Spirit Break
:ss/typhlosion:
New Ability: VolForge (This Pokémon's blade attacks (Sacred Sword, Secret Sword, Slash, Night Slash, Psycho Cut, Leaf Blade, Solar Blade, Razor Shell, Smart Strike) have 1.5x base power. Immune to Intimidate.)
Type:

New stats: 78 HP / 129 Atk (+20 [switched with SpA]) / 108 Def (+30) / 104 SpA (+20 [switched with Atk]) / 95 SpD (+10) / 110 Spe (+10) (634 BST)
New moves:
Smart Strike, Sacred Sword, Night Slash, Psycho Cut
Bulk Up, Morning Sun
Description: Typhlosion-Mega can smith weapons using its own embers. Its new Ability allows it to muscle through Fairies offensively with its Steel type attacks, and its type makes it very resistant to Fairies as well. Combined with its fast speed and decent defensive bulk, it can take a turn to set up with Bulk Up and then start
-ing off attacks. The main niche this mon has is its ability to set up in Sun. It can use Morning Sun to continue to Bulk Up to extreme levels. It can also heal off Flare Blitz Sun-boosted attacks.
Typhlosion @ Typhlosionite
Ability: Flash Fire (Mega Ability: VolForge)
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Smart Strike
- Flare Blitz
- Morning Sun
- Bulk Up
 
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:Meganium:
Mega Meganium
Grass
New Ability: Drought
Stats: +60 Spa, +20 SpD, +20 Spe
New Moves: Weather Ball, Growth
Solar Beam spammer. Can switch into rocks and mega, has Sun Synthesis Recovery, Weather Ball allows it to have Boosted STAB fire, grass coverage and neutral water resist in case of water switch in. However - it doubles down on grass weaknesses, in that opposing Fire-types can switch in and resist the Solar Beam. The presence of Earthquake can allow for a mixed attacker Megaset using Growth to bait in Fire types wanting to punish a Grass user with Drought, but Fire/Flying and Air Balloons are going to be super happy.

:Typhlosion:
Mega Typhlosion
Fire/Ground
New Ability: Berserk
Stats: +25 Def/+50SpA/+25 SpD
New Moves: Scorching Sands, Shore Up
Eruption Pivot. Switches in, slaps the target with Eruption, can now recover, and if Typh is hurt, it boosts the damage it can do back so that Eruption is no longer as weak.

:Feraligatr:
Mega Feraligatr
Water
Stats: +50 Attack, +10 Def, +10 SpD, +30 Spe
New Ability: Gorilla-Tactics
New Moves: Triple Axel, Hone Claws, Flip Turn
There isn't much which can out damage a Sheer Force Life Orb. A Megastone would take the item slot, so whatever the new stat array was would have to outweigh the flexibility of Sheer Force Life Orb. With 155 Attack and 108 Speed, Mega Feraligatr would not be so reliant on a Dragon Dance so that they would have enough Speed, and could benefit from the secondary effects - however it would be at risk of being locked into a move, and being unable to set up after transformation, as well as providing Knock Off resilience due to the increased Bulk and that the item can't be removed.

Current 105 Sheer Force Life Orb
252 Atk Life Orb Sheer Force Feraligatr Waterfall vs. 252 HP / 4 Def Snorlax: 269-317 (51.3 - 60.4%) -- 91.8% chance to 2HKO after Leftovers recovery
Proposed 155 Gorilla Tactics Mega Stone;
252 Atk Gorilla Tactics Feraligatr Waterfall vs. 252 HP / 4 Def Snorlax: 315-372 (60.1 - 70.9%) -- guaranteed 2HKO after Leftovers recovery

Thansk for the comments Hematite, I've updated following your suggestions :)
 
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Ema Skye

Work!
:meganium: Mega Meganium
New Ability
: Apothecary - At the end of every turn, this Pokemon restores its negative status conditions. If it is not affected by a status condition, it restores 1/16th of its HP instead.
Type: Grass/Psychic

New stats:
HP: 80
Attack: 82 --> 122 (+40)
Defense: 100 --> 130 (+30)
Special Attack: 83
Special Defense: 100 --> 130 (+30)
Speed: 80
(BST)

New moves: Power Whip, Zen Headbutt, Purify, Pollen Puff
Description: The mega ring has concentrated its power around its head, and it's 'feelers' now resemble a stethoscope as they have merged together. It's neck petals have also been extended and tucked in to resemble a lab coat. Basically, it looks like a doctor. I gave it the Psychic type because a lot of other submissions have used Fairy as a 'healing' type, but I wanted to tap into the mental aspect of being a medical professional. Essentially, Meganium doesn't only have the ability to heal, it also has the knowledge of how to heal and can understand why it does so.

The stat spread makes it different from Exeggutor and Celebi by emphasizing its physical attack. It's a bit bulkier than Mega Venusaur (80/123/120 vs 80/130/130), but it also has a worse type combo for defense, with 7 weaknesses (and one is the 4x Bug weakness) as opposed to Mega Venusaur's 2 weaknesses. It's access to Leftovers through its ability further allows it to compete in this role. The status restoration is a bonus, but Venusaur is already immune to Toxic which would be the main status that cripples walls like this.

The ability gives it Lum Berries and Leftovers, depending on which it more immediately needs, and ties into the ability of healing and being adaptable to what it needs to do (intelligence). Power Whip and Zen Headbutt give it stronger STAB options, while Purify and Pollen Puff are flavor additions. I know Pollen Puff is strong at 90 BP, but it's Bug non-STAB coming off of one of the lowest SpA stats of its users so I don't think it's particularly game breaking. It's moreso for flavor of being an intelligent healer and extending it to its allies. Same thing with Purify, though I think we can all agree that it's trash.
 
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Meganium
Typing: Grass --> Grass / Fairy
Ability: Overgrow / Leaf Guard --> Pixilate
HP: 80
Attack: 82 --> 127 (+45)
Defense: 100 --> 135 (+35)
Sp. Atk: 83 --> 83
Sp. Def: 100 --> 115 (+15)
Speed: 80 --> 85 (+5)
New moves: Moonblast, Strength Sap, Flower Shield (flavor), Floral Healing (flavor)
Meganium is a soothing presence and its fragrance can even calm rampaging Gyarados upon Mega Evolving. Its flower have grown around its whole body, sometime forming a shield of aroma and pistils to overwhelm any aggressive behavior. Very friendly, Mega Meganium avoids violence in all form but is able to defend itself when needed.

I looked at Meganium S/M analysis and I was sad because it was basically unusable while it was the first starter I've chosen in a Pokemon game. Grass / Fairy is a massive improvement as a defensive typing and Mega-Meganium (yeah it's a thing) can abuse Fairy Body slam to spread paralysis (or Double Edge for lots of power). Strength Sap is another highlight and a better alternative to Synthesis, especially against Rain team against which Meganium has a good match-up. It's good flavor too, what with Meganium dulling attacks by its aroma. Lastly, improved defenses and decent offense (especially when paired with status, Leech Seed and EQ for coverage) should help Mega-Meganium carve its niche.


Typhlosion
Typing: Fire --> Fire / Electric
Ability: Blaze / Flash Fire --> Tough Claws
HP: 78
Attack: 84 --> 138 (+54)
Defense: 78
Sp. Atk: 109 --> 119 (+10)
Sp. Def: 85 --> 100 (+15)
Speed: 100 --> 121 (+21)
New moves: Thunderbolt, Nuzzle
Typhlosion's blazing fur becomes unstable during its Mega-Evolution and rubbing it together created electrical sparks, making Typhlosion adept at creating explosions from heat AND electricity! This Pokemon can be incredibly luminous: some said that even at night it shines as brightly as the sun.

When looking at Typlosion's movepool, I was surprised to see Wild Charge and ThunderPunch. But it allowed me to use this oddities to add a dope secondary typing in Electric. It gives Typlosion great STABs especially with Tough Claws and some decent defensive utility (resisting BoltBeam is quite a feat). It is also quite fast and has all-around coverage in Throat Punch, Low Kick and EQ. I added TBolt to keep the option of going mixed and Nuzzle because it seems pretty fitting lorewise (more than freaking Hatterene) and interesting to play with. It even has Quick Attack for priority! Its main weakness is its lack of set-ups, only having Work Up.


Feraligatr
Typing: Water --> Water / Dragon
Ability: Torrent / Sheer Force --> Moxie
HP: 85
Attack: 105 --> 145 (+40)
Defense: 100 --> 120 (+20)
Sp. Atk: 79 --> 94 (+15)
Sp. Def: 83 --> 98 (+15)
Speed: 78 --> 88 (+10)

New moves: Flip Turn, Scale Shot

I did not attempt to match Sheer Force LO power but rather turn Feraligatr from a sweeper (or even a wall-breaker) to a deadly finisher. It requires a bit more finesse as it is not able to brute-force his counters. However, one slip-up can prove incredibly damaging thanks to Moxie and its all-around great-bulk making it hard to kill. Scale Shot can be used as the main Dragon STAB if you think you are able to keep it until lategame as a kill using Scale Shot is basically a free DD.
Otherwise, DD / Liquidation / Dragon Claw / Coverage should be enough for most purposes.

I managed to give them secondary typing that kept the traditional match-ups: Meganium Fairy typing + paralysis spam is completely blocked by Typhlosion, whom Electric typing is weakened by Feraligatr new Dragon type, which of course does nothing against Meganium. A fun slate to be sure!
 
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:Meganium:
Mega Meganium

New Ability: Dino-Roar (When Mega Meganium hits a super-effective attack, the opposing pokemon has their attack and special attack reduced by 1 stage AKA the parting shot stat debuff but no switching).
New stats:
HP: 80
Attack: 82 -> 90 (+8)
Defense: 100 -> 110 (+10)
Special Attack: 83 -> 120 (+37)
Special Defense: 100 -> 110 (+10)
Speed: 80 -> 115 (+35)
New Moves: Dragon Pulse, Flash Cannon
Set Description: I thought that making Mega Meganium a pokemon who's role transitions the longer it is out on the field is a very interesting way to make a pokemon. This is based off plants vs zombies heroes, were every dinosaur plant has an ability that triggers when they attack. Basically, Mega Meganium is a a fast special attacker with defenses that are nothing to sneeze at either. However, with spammable energy ball, flash cannon, and dragon pulse, this pokemon can hit a lot of things for SE damage, and they are unable to deal much damage back to it in return. This cool take on a pokemon allows for variability with spreads, as a bulkier set can tank more hits but deal less damage, and dino-roar adds an interesting layer of depth to the normal EV spread deliberations. I hope you enjoy this flavorful mega, and please vote for me :P.

The plan is to theme my slates and make them all have the secondary type of dragon. Idk how many I'll actually do so stay tuned!

:Typhlosion:
Mega Typhlosion

Ability: Type Beat (this pokemon's special attack is raised by one stage whenever it completes a "stylish" attack. A stylish attack is when the user hits the opponent for super effective damage on the turn the opponent switched in the pokemon).
HP: 78
Attack: 84 -> 111 (+27)
Defense: 78 -> 90 (+12)
Special Attack: 109 -> 146 (+37)
Special Defense: 85 -> 100 (+15)
Speed: 100 -> 109 (+9)
New Moves: Dragon Pulse, Mirror Coat, Thunderbolt, Flash Cannon*
Set Description: This pokemon would most likely run 4 attacks, with some form of any fire stab/dragon pulse/thunderbolt/extrasensory. With this moveset, Mega Typhlosion becomes the prediction monster. Gaining a Type Beat boost is a very threatening, and running 4 different attacks allows you to come in on a certain pokemon. In addition, nearly every turn a 50/50 with this thing, as if you predict correctly, it becomes a monster. Alternatively, you could look like the world's biggest idiot by bringing this in on an Excadrill (out of sand), click thunderbolt predicting the Toxapex switch, and get your clock cleaned by an earthquake. As a result, it becomes semi-luck dependent, although if you can read your opponent well, this mega becomes potent. I gave it thunderbolt because it already has wild charge, but I would like this mega to be special. Mirror coat is a useless move, but since it had counter I thought it was appropriate if you wanted to run a cheesy set. Finally, dragon pulse is a less damaging, more spammable special dragon type attack. Enjoy!
* denotes added after chats in the discord. Flash cannon helps Mega Typh hit fairies and rock types. You would probably run it over extrasensory in most cases. Enjoy!

:Feraligatr:
Mega Feraligatr

Ability: Sunbathe (This pokemon restores 25% hp when hit by a fire type move instead of taking damage).
HP: 85
Atk: 105 -> 120 (+15)
Def: 100 -> 119 (+19)
SpA: 79 -> 100 (+21)
SpD: 83 -> 119 (+37)
Spe: 78 -> 87 (+9)
New Moves: Recover, Glare, Flip Turn
Set Description: I couldn't go 1 slate without making a bulky mega, huh. Mega Feraligatr was based off the fact that crocodiles and alligators like to bask in the sun. As a result, I thought Feraligatr could use a little rebranding, from the ultimate dragon dance behemoth to a more defensive pokemon. Like most reptiles, I gave the feral gator glare. In addition, recover allows it to have longevity, and flip turn gives it a pivoting option as well. Mega Feraligatr also works as a dragon dance sweeper still, as it can now come in on a fire move on a scarf Victini or something and set up a dragon dance for free. All in all, this chonky crocodilian is sure to ruin the days of many who don't like the bulky pivot archetype. Enjoy!
 
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zxgzxg

scrabble
is a Forum Moderator
Moderator
:ss/Typhlosion:
Mega Typhlosion
Typing:
Fire ---> Fire/Ground
Ability: Blaze/Flash Fire ---> Vital Sparks | Attacks do more damage depending on how much HP the user has left.
Damage modifier = 1.0 + (% HP left as a decimal)*0.5

Basically x1.5 when at full, and around x1.0 when at 1 HP
HP: 78 ---> 78
Atk: 84 ---> 134 (+50)
Def: 78 ---> 78
SpA: 108 ---> 128 (+20)
SpD: 85 ---> 85
Spe: 100 ---> 130 (+30)
Added Moves: Earth Power, Energy Ball, Scorching Sands

Description: Kinda wanted to do something related to Eruption, so that's why its ability is the way it is. Mega Typhlosion is a strong mixed wallbreaker, being able to 2HKO the entire metagame at full HP. However, Typhlosion has no reliable form of recovery and can get easily chipped down by rocks, recoil, and chip damage, reducing its power.

:ss/Feraligatr:
Mega Feraligatr
Typing:
Water ---> Water/Fighting
Ability: Torrent/Sheer Force ---> Speed Boost
HP: 85
Atk: 105 ---> 155 (+50)
Def: 100 ---> 110 (+10)
SpA: 79 ---> 129 (+50)
SpD: 83 ---> 93 (+10)
Spe: 78 ---> 58 (-20)
Added Moves: None

Description: The Pokedex mentioned how it normally moves slow, but moves fast when attacking, so I thought Speed Boost would be an appropriate ability. Competitively, Mega Feraligatr is frightening bulky sweeper, making use of either Swords Dance or Dragon Dance. Although it takes a few turns to get going, its bulk lets it safely set up and its solid STAB and wide coverage lets it sweep.
 
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ausma

token smogon furry
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:ss/typhlosion:

/


Ability: Volcanic Surge (An ability that sets the weather 'Dirty Thunderstorm'. Effects in spoiler.)

Water moves weakened by 50%
Electric-type moves are fully accurate
Solar Beam, Solar Blade, Synthesis, Morning Sun, Growth, and Moonlight fail on use.
Weather Ball becomes Electric-type.

HP: 78
Atk: 114 (+30)
Def: 93 (+10)
SpA: 159 (+50)
SpD: 105 (+20)
Spe: 90 (-10)
New Moves: Zap Cannon, Thunder, Thunderbolt, Volt Switch

Reasoning
:

I went pretty hard here for the sake of flavor, but it's something that I am mad proud of to make for an incredibly fierce, merciless, yet synergistic wallbreaker filled to the brim with flavor. Not only does its ability provide it with a helpful water neutrality and way to shut down some forms of healing such as from Arcanine and Mega Venusaur, but it prominently gets a fully accurate Zap Cannon, which makes it a great balance buster due to a base 130 STAB, 100% paralyzing move consistently at its disposal. On top of this, it performs as a great weather team annihilator for the same reason, working in tandem with its ability to shift the weather. This can also assist teammates who struggle dealing with Water moves as consistently, and also providing fully accurate Thunders/Thunder Waves for its allies.

However, as a consequence of these phenomenal attributes, it is cursed with a lower base speed, making it lose out on the useful speed tier it once had. Although it still has decent speed, it is prone to revenge killing, and it doesn't help that it is considerably threatened by chip damage and a Stealth Rock weakness. Despite this, though, Mega Typhlosion is a great wallbreaker and disruptor that one would do well not to underestimate.

Flavor:

So there's a thing that exists called "volcanic lightning", and this is a real thing. Given that there's a ton of flavor regarding volcanoes and eruptions with Typhlosion, I really wanted its mega to incorporate this concept into there somehow, with smokey stormclouds around its shoulders, almost like a mane, and a darker coat of fur to bat. It looks like the very embodiment of a natural disaster, with a wicked, wild expression.

The flavor of "Dirty Thunderstorm" also compliments this, with the No Guard effect on Electric-type moves coming from the polar nature of electricity, and how volcanic lightning is created with galvanized charges.

Dex Entry:

tba
:ss/feraligatr:

/


Ability: Savage (When the user uses a bite move, the user will hit 2-5 times at 1/3 power.)

HP: 85
Atk: 145 (+40)
Def: 80 (-20)
SpA: 134 (+55)
SpD: 103 (+20)
Spe: 83 (+5)
New Moves: Dark Pulse, Sucker Punch, Fire Fang, Thunder Fang

Reasoning
:

A bit more of an unconventional wallbreaker. I wanted to design a wallbreaker/cleaner that made use of multi-hits as a way to build its gameplan. It has Seismic Toss, so I decided to instead draw from some of its Pokedex flavor and take note of its savage nature, and how much it digs into its opponents with its jaws. Obviously, this was perfectly suit for a Dark-type, and it now has STAB Crunch/Bite to work with, which are both complimented by its signature ability in Savage. This multi-hit attack provides some inconsistency, however, it does give the Mega Feraligatr user the ability to exploit biting moves' secondary effects while punishing Substitute/Focus Sash users. It also makes good use out of its mixed stats thanks to having access to some good special moves like Focus Blast and Ice Beam, letting it perform as a decent wallbreaker and cleaner. It is balanced with a meh speed tier, less than stellar unboosted offenses, and a vulnerability to priority moves with a staggering defense drop.

I opted to give it Sucker Punch as a compliment to the secondary effects of its main biting moves. It can spread interesting status conditions with the elemental fangs, create defense drops with Crunch, and create flinches with Bite. Sucker Punch was given to it as a way to pick off these foes that it can chip down.

Flavor:

It dons darker colors, similar to Typhlosion, and takes a more sinister, jaded look with larger fangs and sharper angles. There is huge flavor in its Dark-type, being savage with its biting attacks.

Dex Entry:

tba
:ss/meganium:

/


Ability: Verdant Roots (Upon using a Grass-type move, the user sets a side condition that acts similarly to Ingrain/Aqua Ring, passively healing the user's side of the field by 1/8 of their max HP for each passing turn for 5 turns.

HP: 80
Atk: 102 (+20)
Def: 140 (+40)
SpA: 112 (+30)
SpD: 110 (+10)
Spe: 80
New Moves: Earth Power, Apple Acid, Calm Mind

Reasoning
:

I really liked the idea of having a general purpose wallbreaker and cleric Pokemon that makes use of passive recovery to support teammates that lack immediate recovery. Especially in tandem with Leech Seed, I feel it can provide very helpful recovery without folding too much momentum, and it also has offensive application thanks to access to Apple Acid, Earth Power, and Calm Mind for boosting. It has great team synergy with Pokemon like Heatran, however, is balanced in the sense that it experiences troublesome 4MSS, and has a less-than-ideal typing in the grand scheme of things.

Apple Acid seems like an odd choice, but I intended this to allow for it to operate as a unique wallbreaker and also set off its ability. Calm Mind and Earth Power are added to accent this.


Flavor:

It is often described how much Meganium breathes life into dead vegetation and how in tune with nature it is, so I felt a Ground-type would not only give Meganium a more defined defensive niche with a relatively unique typing, but also give it a similar flavor to Torterra, where it is in a sense "one" with nature.

Dex Entry:

tba
 
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ViZar

your toast is burned
is a Social Media Contributor Alumnus
(Repost, accidently deleted my previous post.)
My first ever submission! I hope, I do everything correct.

:bw/typhlosion: Mega Typhlosion
New Ability
: Charged Assault (Moves with a charge turn attack immediatly and the re-charge turn is removed from moves like Hyper Beam. The user takes recoil equal to the 50% of the damage dealt)
Type:
1605561212442.png


New stats:
HP: 78
Attack: 84 -> 124 (+20)
Defense: 78 -> 88 (+10)
Special Attack: 109 -> 149 (+40)
Special Defense: 85 -> 125 (+40)
Speed: 100 -> 90 (-10)
BST: 534 -> 634

New moves: Scorching Sands
Description:
With it's new Ability, Typhlosion can fire off nuclear attacks. With Flash Fire as the pre-mega ability allows it to absorb a Fire move, in order to make Blast Burn even stronger. A SR weakness, common weaknesses and the recoil make it difficult to switch-in safely.

Sampe set
Typhlosion @ Typhlosionite
Ability: Charged Assault
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blast Burn
- Focus Blast
- Solar Beam
- Scorching Sands


:bw/meganium: Mega Meganium
New Ability
: Plant Protector (Types that deal super effective damage against the Grass-type, deal 25% less damage)
Type:
1605561223443.png
1605561261358.png


New stats:
HP: 80
Attack: 82 -> 117 (+35)
Defense: 100 -> 100 (+0)
Special Attack: 83 -> 118 (+35)
Special Defense: 100 -> 100 (+0)
Speed: 80 -> 110 (+30)
BST: 525 -> 625

New moves: Moonblast, Healing Wish, Wish, Draining Kiss, Mystical Fire, Grassy Glide
Description:
A bulky offensive mon, that can provide team utility and can tank a few super effective hits.

Sample set
Meganium @ Meganiumite
Ability: Plant Protector
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Giga Drain
- Mystical Fire
- Healing Wish


:bw/feraligatr: Mega Feraligatr
New Ability
: Dragon Might (Special moves become Physical, so do their drawbacks)
Type:
1605561236042.png
1605561255192.png


New stats:
HP: 85
Attack: 105 -> 140 (+35)
Defense: 100 -> 110 (+10)
Special Attack: 79 -> 94 (+15)
Special Defense: 83 -> 93 (+10)
Speed: 78 -> 108 (+30)
BST: 530 -> 630

New moves: Clanging Scales
Description: A physical mon using Special moves with its superior Physical attack stat. This would be great physical wallbreaker, who can fire off attacks with better base power than their physical counterparts.

Sample set
Feraligatr @ Feraligatrite
Ability: Dragon Might
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Liquidation/Hydro Pump
- Clanging Scales
- Ice Beam
- Dragon Dance

S/o to the Discord server for helping me balance my ideas out.
 
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:sm/feraligatr:
:feraligatr: Feraligatr-Mega
Typing: Water (Unchanged)
Torrent/Sheer Force-->Predatory Rush (can be changed to just Rush if wanted- Huge Power semi-clone, doubles speed.)

New Stats: 85/155/120/110/103/47
HP: 85-->85 (+0)
Attack: 105-->165 (+60)
Defense: 100-->120 (+20)
Special Attack: 79-->110 (+31)
Special Defense: 83-->103 (+20)
Speed: 78-->47 (-31)
Total: 530-->630 (+100)
New Moves: nope

Right, so basically this Feraligatr is a unique means of speed control, where it has quite a great speed tier without having much of a speed stat to speak of. With 252 EVs and a positive nature, it hits 424 speed, which sits one singular speed point above all base 143s at max speed. With a good attack stat and solid defense stats, it can be a very good setup sweeper. That about summarizes it.

:sm/meganium:
:meganium: Meganium-Mega
Typing: Grass/Fairy

Overgrow/Leaf Guard-->Regenerator
New Stats: 80/122/130/83/130/80
HP: 80-->80 (+0)
Attack: 82-->122 (+20)
Defense: 100-->130 (+30)
Special Attack: 83-->83 (+0)
Special Defense: 100-->130 (+30)
Speed: 80-->80 (+0)
New Moves:
Horn Leech, Nature's Madness, Play Rough, U-turn
Pretty simple bulky pivot. Nature's Madness makes it unique and worth using compared to stuff like Pex and Tangrowth. A set with U-turn, Horn Leech, Nature's Madness, and Earthquake sounds solid.
 

Mossy Sandwich

Gunning for the top
is a Community Contributoris a Tiering Contributor
UUPL Champion
:dp/typhlosion:
:typhlosion: Mega Typhlosion
New Ability
: Burning Quills (When this pokemon is using a protection move (Protect, Spiky Shield and others) contact attackers are burned)
Type: Fire

New stats: 78/84/118/139/115/100
HP: 78 (+0)
Attack: 84 (+0)
Defense: 78 --> 118 (+40)
Special Attack: 109 --> 139 (+40)
Special Defense: 85 --> 115 (+30)
Speed: 100 (+0)
(BST) 525 --> 625

New moves: Spiky Shield, Rapid Spin, Needle Arm, Earth Power, Spikes, (Pin Missile), (Spike Cannon)
Description: Mega-Typhlosion has always been based off a hedgehog but... where are the spikes? This Mega-evolution tries to turn it into a real hedgehog by giving it many spikes based moves and Burning Quills.

Competitively, Mega-Typhlosion is a support pokemon with decent speed and attack. It's new ability, Burning Quills, will make contact attackers thinks twice before trying to KO it. This turns the situation into a 50/50 where the Typhlosion player can try to burn with Spiky Shield or abuse the opponent's doubt by setting up Spikes or spinning. Free Spikes or a free burn on a contact attacker are both highly valuable making typhlosion a very annoying pokemon to play around. I think Typhlosion's support capabilities could be really fun to use.


:dp/feraligatr:
:feraligatr: Mega Feraligatr
New Ability
: Stakeout
Type: Water

New stats: 85/145/140/89/103/68
HP: 85 (+0)
Attack: 105 --> 145 (+40)
Defense: 100 --> 140 (+40)
Special Attack: 79 --> 89 (+10)
Special Defense: 83 --> 103 (+20)
Speed: 78 --> 68 (-10)
(BST) 530 --> 630

New moves: Flip Turn
Description: The main way crocodiles and alligators hunt is by ambushing their preys. Mega-Feraligatr uses a similar idea. When its target switches-in, it can take it by surprise and deal massive damage.

Competitively, Mega-Feraligatr acts as a prediction reliant wallbreaker. If you predict right, it can win you the game because of how hard it hits. Don't worry, it still has some wall, mostly bulky waters that aren't weak to its coverage. Speaking of coverage, Feraligatr has 4mss. It wants Flip Turn, Liquidation, Superpower, Ice Punch and Earthquake to hit as much as possible. However, it can't have all of these at once and, even if it did, it would still have walls. One of the big difference it has with regular Feraligatr is about setup. Regular Feraligatr can set up just fine but Mega-Feraligatr is slower and deals less damage if it's not using stakeout. This means regular Feraligatr is still better than Mega-Feraligatr at making use of setup.


:dp/meganium:
:meganium: Mega Meganium
New Ability
: Sand Rush
Type: Grass/Ground

New stats: 80/152/130/83/100/80
HP: 80 (+0)
Attack: 82 --> 152 (+70)
Defense: 100 --> 130 (+30)
Special Attack: 83 (+0)
Special Defense: 100 (+0)
Speed: 80 (+0)
(BST) 525 --> 625

New moves: Stone Edge, Dragon Dance, Sandstorm, Power Whip
Description: Sand teams are fun but they just lack sand abusers. Nothing really abuses sand well outside of Excadrill and the new Sand Rush Dracozolt. Well, Mega-Meganium becomes a new pillar for those sand teams. It becomes able to move easily through dry ground and sand by taking from its dinosaur genes just like the draco fossils. It also now becomes ground type by following the same logic. Sandstorm and Stone Edge are moves commonly seen among ground types while Dragon Dance is a move you can find when looking at dragon or dinosaur-like pokemons. Finally, Power Whip gives you a better grass type physical STAB.

Competitively, Mega-Meganium fills the role of a third sand-rusher, one with a ground resist unlike Excadrill, Dracozolt and Tyranitar which are all weak to ground. Its grass typing lets it beat bulky waters and ground types which are annoying for both of its fellow sand rushers. Its access to Swords Dance or Dragon Dance lets it boost up to become more effective at wallbreaking. Having stab Earthquake as well as Stone Edge for coverage It can also be good outside of sand because of its access to Edge-Quake and Dragon Danceé
 
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:meganium:
Mega Meganium
Typing:
Grass-Psychic
Stats: 100(+20)/82/110(+10)/113(+30)/130(+30)/90(+10) (BST:625)
New Ability: Relaxing Scent: When this Pokémon switches in or when this Pokémon is on the field and Grassy Terrain is up, the foe's Attack and Special Attack stat changes are ignored. (similar to Unaware)
New Moves: Psychic, Psyshock, Calm Mind, Leech Seed, Dazzling Gleam
Stone Name: Meganite (lol)
Description: I have no idea where the concept for this came from, but it's okay in my opinion. It has decent coverage now in Psychic/Psyshock and Dazzling Gleam, but defensive sets are also an option with Calm Mind and Leech Seed. Its ability basically acts as a one-time Unaware-that is, if you don't have Grassy Terrain. This will be a defensive menace on those kinds of teams(as if they weren't defensive enough anyway).
 

inkbug

Maybe the real mega pokemon were the friends we ma
is a Community Contributor
:Meganium:
Mega Meganium
New Ability: Overgrow/Leaf Guard --> Flower Gift
New Typing: Grass (Unchanged)

New Stats:
HP: 80
ATK: 82 --> 117 (+35)
DEF
: 100 --> 110 (+10)
SPA
: 83 --> 118 (+35)
SPD
: 100 --> 120 (+20)
SPE
: 80 (--)

New Moves
: Solar Blade, Weather Ball, Calm Mind

Desc: I had a bit more of an ambitious spread in mind for this balanced around using Petal Blizzard as its main STAB move, but it was pointed out that Meganium is pretty likely to get Solar Blade if it appears in any upcoming games, so I figured I probably ought to bite the bullet and balance it around that anyways.

Mega Meganium hits like a truck with Sun active thanks to Flower Gift, and has bulk enough to set up with Swords Dance even without it. It's still not particularly fast, but it's an incredibly formidable wallbreaker - notably, the attack modifier from Flower Gift cannot be Hazed, and if it's set up with SD its incredibly unsafe to switch in on, even without Sun.

If youd rather run Special with Solar Beam/Weather Ball, it now has a Special boosting option, which could be more balanced if you're boosting an ally physical attacker with Flower Gift in doubles.

TL;DR Can be a setup sweeper or a wallbreaker or bulky hard-hitting team support. Held back by the Sun turn timer and a poor main attacking type.
 
Hey, everyone!!! Sorry this is so late this slate :<
I've had a super busy week and did not mean to fall so far behind on M4A!

Slate 19 is now playable!
That means Ausma's :eelektross: Mega Eelektross, BlueRay's :dragalge: Mega Dragalge and Mossy Sandwich's :dhelmise: Mega Dhelmise can now be used.
Their Mega Stones are called Eelektrossite, Dragalgite and Dhelmite!
The mod can be played here, on Dragon Heaven. C:

I'm also now here with the poll for slate 21!
>>> Vote here! <<<​
This will not be closed as far in advance as usual, to compensate for the fact that it's coming up so late - I'll announce the next slate during the voting phase rather than before it starts, at least 48 hours after this announcement!
You can still always check the poll results yourself to get an idea of what's in the lead if it helps, but I felt that it would be a bad idea to close the poll outright after less than a day even if it meant giving somewhat shorter notice than usual on what slate 21 would be; sorry if this is less convenient for anyone. :x

:dragalge:

There's also another poll in light of the results of slate 19!

After discussing with the rest of the council, we've concluded that this seems like a fair enough option to offer:
Would people like to have an Acidic Seed that is consumed in Acidic Terrain to raise Special Defense?
We do not feel that our reservations with introducing custom moves apply here - while we would not take the addition of a new item lightly, it was brought up that teams with Mega Dragalge cannot currently be used the same way as teams with other terrain setters for want of an associated consumable. For example, someone on the Discord was interested in using a Hawlucha/Dragalge team but realized this wasn't an option because there was no such item.
Unlike with, say, custom moves, an item like this would have no impact on the game whatsoever unless a Mega Dragalge were involved, which we feel is an important distinction and keeps in check the potential for changing the meta more significantly than the one Mega per team would imply. There is no way to use an Acidic Seed unless one is using a Mega Evolution with Acidic Surge, which is very different from introducing a custom move that goes to both a Mega Evolution and its base form, and which helps to ensure that all custom elements continue to require committing a Mega slot.
In addition, an item like this is standard for terrain and improves mechanical consistency, which we feel is probably to the benefit of optics rather than to their detriment.
We think that all of this makes it a reasonable inclusion, and I don't think any of the other concerns with "customs that can be run on the same team as another Mega" apply to this case.
I would like to emphasize that our policy on custom moves is the same as always and that we will not be introducing custom items except in extreme cases like this. Custom items in this vein will also still not be a part of the standard submission process and will only be offered at council discretion.​

That said!!! Even with all of that taken into account, we're going to poll this like any other potential retcon - although the council is in agreement, it's important to us that we consider the public opinion as well and don't force this if it turns out to be controversial.

>>> Acidic Seed Poll <<<​

This poll will be open until voting for slate 20 closes and will require a 60% supermajority as usual.

:meganium::typhlosion::feraligatr:

:Typhlosion: Mega Typhlosion
New Ability
: Wildfire (Pokemon that make contact with Mega Typh are trapped and lose 1/12 of their health every turn for five turns (Like fire spin)
Type: Fire,Ground
New stats:
HP: 78 -> 78
Attack: 84 -> 84
Defense: 78 -> 78 (+20)
Special Attack: 109 -> 159 (+50)
Special Defense: 85 -> 115 (+30)
Speed: 100 -> 100
BST: 534 -> 634
New moves: Earth Power, Scorching Sands
Hey again! This is going to have to be vetoed - we discussed it on the Discord, and we're not really comfortable with the ease of trapping this offers. Given that a given Pokémon loses to Typhlosion, just having it on a team makes it unsafe for that Pokémon to use contact moves other than U-turn (which Typhlosion also notably resists), or the Typhlosion player can safely eliminate it with no available counterplay. While it's less extreme than something like Dugtrio, which only needs to be able to check a Pokémon rather than counter it to do the same, any cases when Typhlosion does have an advantage can still unfairly remove too many options from the opposing player and also dangerously enable other Pokémon that are vulnerable to more contact moves than non-contact moves.
In general, if a Pokémon loses to Typhlosion, it cannot use contact moves for the entire battle on anything else or it will just be removed; it seems really limiting and binary to me and generally unsafe to introduce, and we were generally in agreement that it would be uncompetitive.
For an alternative that would be more acceptable, you could consider making Typhlosion's own moves trap the opponent, like some of the Eelektross and Dhelmise submissions - if it needs to take a turn to set up the trap, it can't excessively punish Pokémon just by being on a team, because the opponent can tell when it has the option to trap them and respond accordingly. However, we will not allow an Ability that can potentially let it trap something on the same turn that it switches in.

Mega Meganium
Grass/Fire
New Ability: Drought
Stats: +60 Spa, +20 SpD, +20 Spe
New Moves: Weather Ball, Growth
Solar Beam spammer. Can switch into rocks and mega, has Sun Synthesis Recovery, neutral to fire (although admittedly Boosted). Weather Ball allows it to have Boosted STAB fire, grass coverage and neutral water resist in case of water switch in.
This one is also veto-worthy - with Weather Ball, it has a 150 BP STAB move on turn one, while Drought means that Growth acts as Nasty Plot (and also Swords Dance at the same time if it wants to run Earthquake for coverage) and Synthesis grants it the longevity it needs to boost safely. I would allow this if it either lost Growth or didn't have STAB on Fire-type moves, but I'm not comfortable with it as an addition the way it is.

Mega Feraligatr
Water
Stats: +60 Attack, +10 Def, +30 Spe
New Ability: Ambusher (Gorilla-Tactics Clone)
New Moves: Croc-Roll: Physical Water Type Magma Storm, Triple Axel, Hone Claws
There isn't much which can out damage a Sheer Force Life Orb, so that is why there is a Choice Band and a massive attack boost, and a new 100 BP trapping move. Works well if you can combine with a Gravity, or set up with a Hone Claws beforehand for some additional accuracy. The ability to choose when to trigger Gorilla Tactics I think could be an important part in how Mega Feraligatr operates. CrocRoll can help force good set up opportunities, either by trapping a set up bait, or using that to set up with before Mega transforming.
As stated in the submission rules and guidelines, we also don't allow custom moves (so Croc-Roll is not a legal part of this sub), and we're pretty against adding custom Abilities that do the same thing as official Abilities without changing anything but the name.
We're also pretty concerned about a Gorilla Tactics Mega in the context that it can set up boosts through Dragon Dance before it Mega Evolves (one of the primary drawbacks of an effect like that), although it's hard to say how that would manifest in practice. I think you would have to tone it down a bit even if you addressed the other concerns here, really.

Those could be useful in a hypothetical MFA doubles
M4A doubles already exists, actually! You can play it on DH just like the singles format and the currently-ongoing Mega Spooky Cup format. C:
That said, you seem to make short, one-line posts like this a lot here - do you think you could maybe come to the Discord where stuff like this is easier to discuss? More people would be able to respond to you there, too!

Aaand I also have a sub! .w.

:typhlosion: Mega Typhlosion
New Ability: Blaze/Flash Fire -> Convection Current
(Mega Typhlosion's Speed is doubled when gravity is intensified.)
Type: Fire/Ground

New Stats:
HP: 78
Attack: 84 -> 99 (+15)
Defense: 78 -> 108 (+30)
Special Attack: 109 -> 149 (+40)
Defense: 85 -> 115 (+30)
Speed: 100 -> 85 (-15)
(634 BST)

New moves: Earth Power, Gravity, Morning Sun, Scorching Sands
Description:
This is actually an idea I've wanted to do for a while, but when I was narrowing down what Pokémon would be the best for it, I settled on Typhlosion as definitely the best pick for it - pretty much this exact sub has been sitting in my personal notes for months! Appreciate DrPumpkinz pointing out that it should get Scorching Sands as well, though! I had totally forgotten about that, but it really is a perfect fit!

It's pretty intuitive on the surface why Ground-types appreciate Gravity - it's a field effect that lets them bypass all immunities, and every type likes that, right? (Both of our last two slates also had Megas designed to work around other types' immunities in their own ways!)
But if you'll forgive me for gushing about the type chart again (this happens a lot) it actually runs a bit deeper than just that - there's a reason Ground-type moves are the focus of so many special effects (not just Flying-types, but Levitate, Magnet Rise, Air Balloon and Grassy Terrain to add immunities or resistances and Smack Down, Thousand Arrows and Gravity to remove them - all specifically revolving around Ground alone).
Why is that? What makes the official games so much more interested in effects that buff and nerf Ground than any other type?
It's because Ground without immunities is not only a good type but the best type. The only types that resist Ground without immunities are Bug and Grass, which happen to have two other weaknesses in common and are extremely easy to cover. Meanwhile, it hits no fewer than five (!!) types super effectively, including Steel, the most important defensive type in the game and also, incidentally, every type with an innate status immunity - I'm not sure if that part was on purpose but I find it really neat and I think it's why Stomping Tantrum was chosen to be a Ground-type move. Creating so many varied effects that mess with Ground's matchups is one of the coolest ways to capitalize on its distinctive qualities, and every single one of those effects has made a competitive impact.

Mega Typhlosion isn't just a Ground-type, though (duh) - what makes Typhlosion so uniquely equipped to take advantage of Gravity like this?
There are a few reasons!
Like I said, Ground is an insanely good type under Gravity - in fact, any of three other types can gain perfect two-move coverage when paired with a Ground move in the environment of Gravity. These types are Fairy (all three types that resist Fairy are weak to Ground), Flying and Fire (Grass and Bug - the only types that resist Ground - are each weak to both of these). That means that as soon as immunities are gone, so are resistances - under Gravity, dual Fire/Ground STAB hits every Pokémon neutrally and nearly half of all Pokémon super effectively (second only to Flying/Ground, and only barely).
But Fire also takes advantage of Gravity in a completely different way! As it happens, Gravity has a second effect - in addition to removing immunities to Ground, Gravity also boosts the accuracy of every Pokémon by 5/3.
Between Fire, Flying and Fairy, one move in particular stands out as both incredibly unique and incredibly... uh, inaccurate. With a mere 50% accuracy under normal circumstances, it rarely sees use in normal play - but hitting five times out of six under Gravity, about as accurate as the common Will-o-Wisp, suddenly Inferno's 100 base power and 100% burn rate become a whole lot more appealing.
If the Will-o-Wisp comparison scares you at all, you can also have Fire Blasts that never miss!

In other words, Fire/Ground is, hands down, the best possible type combination to make use of Gravity, and Mega Typhlosion has everything it needs to be one of the most unique users of the field effect. (Even Camerupt and Groudon, our existing Fire/Ground-types, don't have Inferno - there's no other Pokémon that can use Gravity the way Mega Typhlosion does!)
I felt that a Swift Swim-esque Ability was the most appropriate way to incentivize running Gravity directly. There are plenty of other Pokémon that would spend a turn on Agility or Rock Polish, after all, and running Rain Dance on Swift Swim users wasn't necessarily a bad idea before Drizzle was a part of OU, either!
I did feel that it was important not to give it, say, Gravitas, Thousand Arrows or a Scrappy clone - making that coverage come for free would just be a copout and totally miss the potential of the cool interactions that I love so much, you know?! Instead, I did my best to make Mega Typhlosion want to use Gravity. I know people usually aren't big on running field effects like this without an autosetter (and with Typhlosion being a Mega itself, you can't use it alongside Orbeetle), but with an Ability like Convection Current, it's hardly different from any other boosting move - it's almost like Shift Gear, but instead of raising Attack, it has ridiculously cool and unique interactions with each of its STABs instead.
It can also easily spare the moveslot, too - like I was getting at earlier, Typhlosion only actually needs two attacks to hit every Pokémon, which gives it the freedom to run Gravity and still have a moveslot to spare.
Morning Sun is one way Typhlosion can compensate for its reliance on setup and make the most of Inferno's burns, and it's pretty important to note that - despite its unresisted coverage and high Speed under Gravity - Typhlosion's offenses are deliberately low to compensate, and it will probably still be taking hits if it attempts to sweep, which its added bulk and the safety offered by reliable burns and Morning Sun can help to alleviate.

Naturally, with how optimized Mega Typhlosion's types, moves and Abilities are to work together, I opted to be on the careful side with its stats, and I chose to hold it back in other ways in exchange.
With this in mind, I chose to make sure that Mega Typhlosion wasn't likely to cleave through entire teams in one go, and I think that's for the best! Fast, accurate Infernos to cripple every physical attacker, perfect neutral coverage and super effective coverage this wide in two moves, and reliable recovery on top of that are more than enough to justify using it - I think it would be incredibly irresponsible to make it as proficient offensively as a more conventional setup sweeper at the same time, haha.
It's best used as a breaker or a cleaner for the most part, with the added bonus of its exceptional utility against physical attackers and its ridiculous super effective coverage; in return, this is actually pretty tame in raw sweeping power to compensate.

Finally, a small note on flavor: changes in gravity can indicate or even cause volcanic activity, and researchers can use these shifts in gravity to predict when a volcano might erupt; the association with Gravity isn't out of nowhere at all for a volcano Pokémon, and I'm surprised neither of our other volcanic Fire/Grounds have taken advantage of this idea!
Convection (a form of heat transfer) is accelerated when gravity is stronger, and convection currents in Earth's mantle are what cause tectonic plates to collide and volcanoes to erupt, so that's where the Ability name came from!
Disclaimer: I am not a volcanologist and this may not be 100% correct use of this terminology, but it is my understanding at least OTL

edit: typo aaaa
 
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Mega Meganium
New Ability
: Pixilate
Type: Grass/Fairy

New stats:
HP: 80
Attack: 122 (+40)
Defense: 120 (+20)
Special Attack: 103 (+20)
Special Defense: 120 (+20)
Speed: 80
(BST) 625

New moves:
Power Whip, Dragon Dance, Return/Frustration
Description:
For most people, Meganium is typically just a mixed wall with nothing at all special about it, and most megas people will create for it play off it being defensive. Inspired by GSC Sword Dance set, this Meganium goes more on the offense. It still has excellent bulk, but it now invest more into attack than its defenses. Meganium actually has a pretty decent physical attacking move pool. This mega can also be seen as the counter power to Mega Venusaur (honestly kind of unintentional), just with 122 Atk instead of 122 SpA, and 3 points from defense going into SpA.



Mega Typhlosion
New Ability
: Volcanic Ash (Sand Stream clone)
Type: Fire/Rock

New stats:
HP: 78
Attack: 154 (+70)
Defense: 103 (+25)
Special Attack: 109
Special Defense: 85
Speed: 105 (+5)
(BST) 634

New moves:
Stone Edge, Wild Charge
Description:
Just like my Mega Meganium, I decided that Mega Typhlosion should mirror Mega Charizard Y. Volcanic Ash is essentially a rethemed version of Sand Steam, to help it fit Typhlosion's volcano aesthetic, as well as parallel Mega Charizard Y's Drought. Despite lacking the 1.5x boost to fire moves, Typhlosion can still wallbreak greatly. With it being physical, it doesn't have to worry about the dreaded Blobs, nor having a limited time to attack. The sand also makes it so that Typhlosion is specially bulkier, which is actually enough to let it survive a Focus Blast from Mega Charizard Y in the switch.
252 SpA Charizard-Mega-Y Focus Blast vs. 0 HP / 0 SpD Typhlosion-Mega in Sand: 234-276 (78.7 - 92.9%) -- guaranteed 2HKO
There is also the advantage of having better STAB combo, and Speed. Although, Mega Typhlosion does suffer by having 2 x4 weaknesses



Mega Feraligatr
New Ability
: Strong Jaw
Type: Water/Dark

New stats:
HP: 85
Attack: 145 (+40)
Defense: 110 (+10)
Special Attack: 129 (+40)
Special Defense: 103 (+10)
Speed: 68 (-10)
(BST) 630

New moves:
Psychic Fangs, Jaw Lock, Fire Fang, Poison Fang, Thunder Fang
Description:
Strong Jaw thematically is the most fitting ability for Feraligatr. It's an Alligator, one animal known for 2 things. Being in Florida and having a really strong bite. Unfortunately (or fortunately depending on how you see it), Fishious Rend would be WAY too good on Mega Feraligatr, and it doesn't thematically fit.
Yet again, fitting the theme of the Jhoto starters mirroring the Kanto starters, Mega Feraligatr is a bit like Mega Blastoise, but very different, just like how Feraligatr has the same numbers of stats as Blastoise, but rearranged. Both the regular form and the Mega form are the most separate from their Kanto counterpart compared to the others. Since Feraligatr is the best Jhoto starter competitively, I took into consideration how to balance its stats. I also made Feraligatr here slower, as to make its set up less deadly.
Strong Jaw is also pretty much a parallel to the ability Mega Launcher, as both give a x1.5 boost to a specific niche category of moves and both were introduced the same gen.
 
:meganium: Mega Meganium
New Ability
: Light Reaction (Restores 1/8 HP At end of turn if it Sunlight)
Type: Grass/Fairy

New stats:
HP: 80 -> 80
Attack: 82 -> 82
Defense: 100 -> 130 (+30)
Special Attack: 83 -> 123 (+40)
Special Defense: 100 -> 130 (+30)
Speed: 80 -> 80
(BST) 525 -> 625

New moves: Fleur Cannon, Misty Terrain, Floral Healing, Flower Shield
Description: Meganium takes on a Clerical Role, Having Synthesis and Light Reaction for Healing Self, Floral Healing for Allies, and Flower Shield and Misty Terrain for Trickery (Fun Fact: Being a Grass Type, Meganium can take full power with Flower Shield, being a move exclusive to a non-Grass type before). Fleur Cannon is a move you can use for Fairy Coverage, If you want to use a Solar Beam Sweeper thing.

:Typhlosion: Mega Typhlosion
New Ability
: Heat Shield (The user's Fire type moves don't get half power from Rain or Water Sport, and Water moves deal half damage to Typhlosion)
Type: Fire/Steel

New stats:
HP: 78 -> 78
Attack: 84 -> 149 (swap and +40)
Defense: 78 -> 108 (+30)
Special Attack: 109 -> 94 (Swap, +10)
Special Defense: 85 -> 105 (+20)
Speed: 100 -> 90 (-10)
(BST) 534 -> 634

New moves: Iron Head, Steel Beam, Bullet Punch
Description: Many Typhlosion's Dex Entries state that It can make a "Heat Shield" around itself to dodge attacks, Mega Typhlosion's Heat Shield becomes Literal, a Massive Heat Shield placed on its Head and Back, and in such, gains the Steel Typing. It can now take regular damage from Water Type Moves, though it still gets hit hard by Ground Moves.

:feraligatr: Mega Feraligatr
New Ability
: Gloomify (Dark Type -Ate)
Type: Water/Dark

New stats:
HP: 85 -> 85
Attack: 105 -> 79 (swap)
Defense: 100 -> 130 (+30)
Special Attack: 79 -> 145 (Swap +40)
Special Defense: 83 -> 113 (+30)
Speed: 78 -> 78
(BST) 530 -> 630

New moves: Dark Pulse, Tri Attack, Dragon Pulse
Description: Feraligatr Becomes a Special Attack Water/Dark Type with Gloomify, A Dark Typed Ate Ability. It has good Defenses also, so you could run a Defensive Set, or Full on Attacker With Tri Attack, Dragon Pulse, Ice Beam, and the Like.
 
Hey again, everyone! Here to compile subs as usual - thank you for the amazing subs as always!! We hit character limit again :'D
I appreciate CharSiuEmboar taking into account the feedback from my previous message! Both of those will be allowed now - thanks! C:

Slate 19 Voting

Once again, it's now time for the submission phase to close and the voting phase to begin! Thanks to everyone for submitting!!

:meganium: Mega Meganium
:ss/meganium:
Mega Meganium
Type:
Grass
Ability: Fragrant (Grass-type attacks will cure the team of their status conditions, like Aromatherapy)
Moves: Grassy Glide, Terrain Pulse, Body Press, Pollen Puff
Stats:
HP: 80​
Att: 102 (+20)​
Def: 140 (+40)​
SpA: 83​
SpD: 140 (+40)​
Spe: 80​

Mega Meganium is a team player, keeping its party healthy throughout a whole game, especially since moves like Giga Drain and Petal Blizzard have far more PP than Aromatherapy. It can also potentially go on the offensive with a Swords Dance set, using its increased bulk to set up and using Petal Blizzard to keep itself free of burns.
:meganium:
Mega Meganium
New Ability
: Fragrant Aroma (This pokemon takes 10% less damage for each stat buff this pokemon has.)
Type: Grass / Fairy

New stats:
HP: 80
Attack: 92 (+10)
Defense: 120 (+20)
Special Attack: 123 (+40)
Special Defense: 130 (+30)
Speed: 80
(BST)

New moves: Moonblast, Calm Mind
Description: what this lacks in coverage and speed it makes up for with good bulk. (real description WIP)
:Meganium: Mega Meganium
New Ability
: Dragon's Maw
Type: Grass/Dragon

New stats:
HP: 80 -> 80
Attack: 82 -> 132 (+50)
Defense: 100 -> 120 (+20)
Special Attack: 83 -> 93 (+10)
Special Defense: 100 -> 120 (+20)
Speed: 80 -> 80
BST: 525 -> 625

New moves: Dragon Hammer
Description: Scientists were able to discover an ancient form of Meganium that lived along the likes of Aurorus and Tyrantrum. They were able to restore its ancient form through the power of Mega Evolution.

Mega Meganium is a physical wallbreaker. Dragon Maw makes its Outrage very powerful at 180 BP, allowing it perform feats such as a 2HKO Toxapex. Dragon Hammer is a safer alternative that also has respectable power. It also has a good physical Grass STAB in Petal Blizzard to hit the likes of Tapu Fini and Mega Swampert. Swords Dance off a 132 Attack stat allows it to plow through defensive teams without resistant checks while 80/120/120 bulk also allows Meganium to stand up against offensive teams. While it may seem too powerful, Meganium's only coverage move is Earthquake so it's walled by Pokemon such as Ferrothorn, Tapu Bulu, (Mega) Corviknight, and Levitate Galarian Weezing. Also, it only has 80 Speed and a vulnerable defensive typing.
:ss/meganium:
Mega Meganium
Type: Grass/Fairy
Ability: Misty Surge

Hp: 80
Att: 97 (+15)
Def: 120 (+20)
Spec Att: 103 (+20)
Spec Def: 130 (+30)
Sped: 95 (+15)

New Moves: Misty Explosion, Floral Healing, Terrain Pulse, Misty Terrain, Grassy Glide

Description: This pokemon is caring and generous so it gained the fairy type upon mega evolving. This pokemon has misty surge for the new fairy typing added to it. Misty Explosion is for a last bang when it is going down. Floral Healing is for doubles. Terrain Pulse for its terrain setting. Misty Terrain is because it makes sense for it to have. Its only problem is poison types.
Meganium @ meganite
Ability: Leaf Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Terrain Pulse
- Synthesis
- Leech Seed
- Giga Drain
:Meganium: Mega Meganium
New Ability
: Healer
Type: Grass/Fairy

New stats:
HP: 80 -> 80
Attack: 82 -> 82
Defense: 100 -> 120 (+20)
Special Attack: 83 -> 103 (+20)
Special Defense: 100 -> 140 (+40)
Speed: 80 -> 100 (+20)
BST: 525 -> 625
New moves: Moonblast
Description: S U P P O R T | S T A L L I N G
Mega Meganium
Type: Grass => Grass/Fairy
Ability: Natural Cure

HP: 80
Atk: 82 => 92 (+10)
Def: 100 => 130 (+30)
SpA: 83 => 118 (+25)
SpD: 100 => 135 (+35)
Spe: 80
New Moves: Moonblast, Dazzling Gleam, Moonlight, Calm Mind, Weather Ball, Terrain Pulse, Wish
Description: Bulky mixed wall that can serve as a cleric for its teammates and be a phaser with Dragon Tail, or run more offensive sets with Calm Mind.
:ss/meganium:
New Ability: Photosynthesis (Ensures perfect accuracy of
type attacks in Sun
)
Type:

New stats: 80 HP / 92 Atk (+10) / 130 Def (+30) / 93 SpA (+10) / 130 SpD (+30) / 100 Spe (+20) (625 BST)
New moves:
Play Rough, Spirit Break
Moonblast
Stun Spore, Sleep Powder
Description: Meganium gains a boon on Sun teams with its ability Photosynthesis. It now functions as a status spreader that can Sleep and Swords Dance, with Seed Bomb and Spirit Break doing a significant amount of damage as STAB and rounding the set out. Can also function as a paraspreader.
Meganium @ Meganiumite
Ability: Leaf Guard (Mega Ability: Photosynthesis)
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sleep Powder
- Swords Dance
- Seed Bomb
- Spirit Break
Meganium @ Meganiumite
Ability: Leaf Guard (Mega Ability: Photosynthesis)
EVs: 4 HP / 252 Def / 252 Spe
Jolly Nature
- Stun Spore
- Aromatherapy
- Leech Seed
- Spirit Break
:Meganium:
Mega Meganium
Grass
New Ability: Drought
Stats: +60 Spa, +20 SpD, +20 Spe
New Moves: Weather Ball, Growth
Solar Beam spammer. Can switch into rocks and mega, has Sun Synthesis Recovery, Weather Ball allows it to have Boosted STAB fire, grass coverage and neutral water resist in case of water switch in. However - it doubles down on grass weaknesses, in that opposing Fire-types can switch in and resist the Solar Beam. The presence of Earthquake can allow for a mixed attacker Megaset using Growth to bait in Fire types wanting to punish a Grass user with Drought, but Fire/Flying and Air Balloons are going to be super happy.
:meganium: Mega Meganium
New Ability
: Apothecary - At the end of every turn, this Pokemon restores its negative status conditions. If it is not affected by a status condition, it restores 1/16th of its HP instead.
Type: Grass/Psychic

New stats:
HP: 80
Attack: 82 --> 122 (+40)
Defense: 100 --> 130 (+30)
Special Attack: 83
Special Defense: 100 --> 130 (+30)
Speed: 80
(BST)

New moves: Power Whip, Zen Headbutt, Purify, Pollen Puff
Description: The mega ring has concentrated its power around its head, and it's 'feelers' now resemble a stethoscope as they have merged together. It's neck petals have also been extended and tucked in to resemble a lab coat. Basically, it looks like a doctor. I gave it the Psychic type because a lot of other submissions have used Fairy as a 'healing' type, but I wanted to tap into the mental aspect of being a medical professional. Essentially, Meganium doesn't only have the ability to heal, it also has the knowledge of how to heal and can understand why it does so.

The stat spread makes it different from Exeggutor and Celebi by emphasizing its physical attack. It's a bit bulkier than Mega Venusaur (80/123/120 vs 80/130/130), but it also has a worse type combo for defense, with 7 weaknesses (and one is the 4x Bug weakness) as opposed to Mega Venusaur's 2 weaknesses. It's access to Leftovers through its ability further allows it to compete in this role. The status restoration is a bonus, but Venusaur is already immune to Toxic which would be the main status that cripples walls like this.

The ability gives it Lum Berries and Leftovers, depending on which it more immediately needs, and ties into the ability of healing and being adaptable to what it needs to do (intelligence). Power Whip and Zen Headbutt give it stronger STAB options, while Purify and Pollen Puff are flavor additions. I know Pollen Puff is strong at 90 BP, but it's Bug non-STAB coming off of one of the lowest SpA stats of its users so I don't think it's particularly game breaking. It's moreso for flavor of being an intelligent healer and extending it to its allies. Same thing with Purify, though I think we can all agree that it's trash.

Meganium
Typing: Grass --> Grass / Fairy
Ability: Overgrow / Leaf Guard --> Pixilate
HP: 80
Attack: 82 --> 127 (+45)
Defense: 100 --> 135 (+35)
Sp. Atk: 83 --> 83
Sp. Def: 100 --> 115 (+15)
Speed: 80 --> 85 (+5)
New moves: Moonblast, Strength Sap, Flower Shield (flavor), Floral Healing (flavor)
Meganium is a soothing presence and its fragrance can even calm rampaging Gyarados upon Mega Evolving. Its flower have grown around its whole body, sometime forming a shield of aroma and pistils to overwhelm any aggressive behavior. Very friendly, Mega Meganium avoids violence in all form but is able to defend itself when needed.

I looked at Meganium S/M analysis and I was sad because it was basically unusable while it was the first starter I've chosen in a Pokemon game. Grass / Fairy is a massive improvement as a defensive typing and Mega-Meganium (yeah it's a thing) can abuse Fairy Body slam to spread paralysis (or Double Edge for lots of power). Strength Sap is another highlight and a better alternative to Synthesis, especially against Rain team against which Meganium has a good match-up. It's good flavor too, what with Meganium dulling attacks by its aroma. Lastly, improved defenses and decent offense (especially when paired with status, Leech Seed and EQ for coverage) should help Mega-Meganium carve its niche.
:Meganium:
Mega Meganium

New Ability: Dino-Roar (When Mega Meganium hits a super-effective attack, the opposing pokemon has their attack and special attack reduced by 1 stage AKA the parting shot stat debuff but no switching).
New stats:
HP: 80
Attack: 82 -> 90 (+8)
Defense: 100 -> 110 (+10)
Special Attack: 83 -> 120 (+37)
Special Defense: 100 -> 110 (+10)
Speed: 80 -> 115 (+35)
New Moves: Dragon Pulse, Flash Cannon
Set Description: I thought that making Mega Meganium a pokemon who's role transitions the longer it is out on the field is a very interesting way to make a pokemon. This is based off plants vs zombies heroes, were every dinosaur plant has an ability that triggers when they attack. Basically, Mega Meganium is a a fast special attacker with defenses that are nothing to sneeze at either. However, with spammable energy ball, flash cannon, and dragon pulse, this pokemon can hit a lot of things for SE damage, and they are unable to deal much damage back to it in return. This cool take on a pokemon allows for variability with spreads, as a bulkier set can tank more hits but deal less damage, and dino-roar adds an interesting layer of depth to the normal EV spread deliberations. I hope you enjoy this flavorful mega, and please vote for me :P.
:ss/meganium:

/


Ability: Verdant Roots (Upon using a Grass-type move, the user sets a side condition that acts similarly to Ingrain/Aqua Ring, passively healing the user's side of the field by 1/8 of their max HP for each passing turn for 5 turns.

HP: 80
Atk: 102 (+20)
Def: 140 (+40)
SpA: 112 (+30)
SpD: 110 (+10)
Spe: 80
New Moves: Earth Power, Apple Acid, Calm Mind

Reasoning
:

I really liked the idea of having a general purpose wallbreaker and cleric Pokemon that makes use of passive recovery to support teammates that lack immediate recovery. Especially in tandem with Leech Seed, I feel it can provide very helpful recovery without folding too much momentum, and it also has offensive application thanks to access to Apple Acid, Earth Power, and Calm Mind for boosting. It has great team synergy with Pokemon like Heatran, however, is balanced in the sense that it experiences troublesome 4MSS, and has a less-than-ideal typing in the grand scheme of things.

Apple Acid seems like an odd choice, but I intended this to allow for it to operate as a unique wallbreaker and also set off its ability. Calm Mind and Earth Power are added to accent this.


Flavor:

It is often described how much Meganium breathes life into dead vegetation and how in tune with nature it is, so I felt a Ground-type would not only give Meganium a more defined defensive niche with a relatively unique typing, but also give it a similar flavor to Torterra, where it is in a sense "one" with nature.

Dex Entry:

tba
:bw/meganium: Mega Meganium
New Ability
: Plant Protector (Types that deal super effective damage against the Grass-type, deal 25% less damage)
Type:View attachment 291931View attachment 291934

New stats:
HP: 80
Attack: 82 -> 117 (+35)
Defense: 100 -> 100 (+0)
Special Attack: 83 -> 118 (+35)
Special Defense: 100 -> 100 (+0)
Speed: 80 -> 110 (+30)
BST: 525 -> 625

New moves: Moonblast, Healing Wish, Wish, Draining Kiss, Mystical Fire, Grassy Glide
Description:
A bulky offensive mon, that can provide team utility and can tank a few super effective hits.

Sample set
Meganium @ Meganiumite
Ability: Plant Protector
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Giga Drain
- Mystical Fire
- Healing Wish
:sm/meganium:
:meganium: Meganium-Mega
Typing: Grass/Fairy

Overgrow/Leaf Guard-->Regenerator
New Stats: 80/122/130/83/130/80
HP: 80-->80 (+0)
Attack: 82-->122 (+20)
Defense: 100-->130 (+30)
Special Attack: 83-->83 (+0)
Special Defense: 100-->130 (+30)
Speed: 80-->80 (+0)
New Moves:
Horn Leech, Nature's Madness, Play Rough, U-turn
Pretty simple bulky pivot. Nature's Madness makes it unique and worth using compared to stuff like Pex and Tangrowth. A set with U-turn, Horn Leech, Nature's Madness, and Earthquake sounds solid.
:dp/meganium:
:meganium: Mega Meganium
New Ability
: Sand Rush
Type: Grass/Ground

New stats: 80/152/130/83/100/80
HP: 80 (+0)
Attack: 82 --> 152 (+70)
Defense: 100 --> 130 (+30)
Special Attack: 83 (+0)
Special Defense: 100 (+0)
Speed: 80 (+0)
(BST) 525 --> 625

New moves: Stone Edge, Dragon Dance, Sandstorm, Power Whip
Description: Sand teams are fun but they just lack sand abusers. Nothing really abuses sand well outside of Excadrill and the new Sand Rush Dracozolt. Well, Mega-Meganium becomes a new pillar for those sand teams. It becomes able to move easily through dry ground and sand by taking from its dinosaur genes just like the draco fossils. It also now becomes ground type by following the same logic. Sandstorm and Stone Edge are moves commonly seen among ground types while Dragon Dance is a move you can find when looking at dragon or dinosaur-like pokemons. Finally, Power Whip gives you a better grass type physical STAB.

Competitively, Mega-Meganium fills the role of a third sand-rusher, one with a ground resist unlike Excadrill, Dracozolt and Tyranitar which are all weak to ground. Its grass typing lets it beat bulky waters and ground types which are annoying for both of its fellow sand rushers. Its access to Swords Dance or Dragon Dance lets it boost up to become more effective at wallbreaking. Having stab Earthquake as well as Stone Edge for coverage It can also be good outside of sand because of its access to Edge-Quake and Dragon Danceé
:meganium:
Mega Meganium
Typing:
Grass-Psychic
Stats: 100(+20)/82/110(+10)/113(+30)/130(+30)/90(+10) (BST:625)
New Ability: Relaxing Scent: When this Pokémon switches in or when this Pokémon is on the field and Grassy Terrain is up, the foe's Attack and Special Attack stat changes are ignored. (similar to Unaware)
New Moves: Psychic, Psyshock, Calm Mind, Leech Seed, Dazzling Gleam
Stone Name: Meganite (lol)
Description: I have no idea where the concept for this came from, but it's okay in my opinion. It has decent coverage now in Psychic/Psyshock and Dazzling Gleam, but defensive sets are also an option with Calm Mind and Leech Seed. Its ability basically acts as a one-time Unaware-that is, if you don't have Grassy Terrain. This will be a defensive menace on those kinds of teams(as if they weren't defensive enough anyway).
:Meganium:
Mega Meganium
New Ability: Overgrow/Leaf Guard --> Flower Gift
New Typing: Grass (Unchanged)

New Stats:
HP: 80
ATK: 82 --> 117 (+35)
DEF
: 100 --> 110 (+10)
SPA
: 83 --> 118 (+35)
SPD
: 100 --> 120 (+20)
SPE
: 80 (--)

New Moves
: Solar Blade, Weather Ball, Calm Mind

Desc: I had a bit more of an ambitious spread in mind for this balanced around using Petal Blizzard as its main STAB move, but it was pointed out that Meganium is pretty likely to get Solar Blade if it appears in any upcoming games, so I figured I probably ought to bite the bullet and balance it around that anyways.

Mega Meganium hits like a truck with Sun active thanks to Flower Gift, and has bulk enough to set up with Swords Dance even without it. It's still not particularly fast, but it's an incredibly formidable wallbreaker - notably, the attack modifier from Flower Gift cannot be Hazed, and if it's set up with SD its incredibly unsafe to switch in on, even without Sun.

If youd rather run Special with Solar Beam/Weather Ball, it now has a Special boosting option, which could be more balanced if you're boosting an ally physical attacker with Flower Gift in doubles.

TL;DR Can be a setup sweeper or a wallbreaker or bulky hard-hitting team support. Held back by the Sun turn timer and a poor main attacking type.

Mega Meganium
New Ability
: Pixilate
Type: Grass/Fairy

New stats:
HP: 80
Attack: 122 (+40)
Defense: 120 (+20)
Special Attack: 103 (+20)
Special Defense: 120 (+20)
Speed: 80
(BST) 625

New moves:
Power Whip, Dragon Dance, Return/Frustration
Description:
For most people, Meganium is typically just a mixed wall with nothing at all special about it, and most megas people will create for it play off it being defensive. Inspired by GSC Sword Dance set, this Meganium goes more on the offense. It still has excellent bulk, but it now invest more into attack than its defenses. Meganium actually has a pretty decent physical attacking move pool. This mega can also be seen as the counter power to Mega Venusaur (honestly kind of unintentional), just with 122 Atk instead of 122 SpA, and 3 points from defense going into SpA.
:meganium: Mega Meganium
New Ability
: Light Reaction (Restores 1/8 HP At end of turn if it Sunlight)
Type: Grass/Fairy

New stats:
HP: 80 -> 80
Attack: 82 -> 82
Defense: 100 -> 130 (+30)
Special Attack: 83 -> 123 (+40)
Special Defense: 100 -> 130 (+30)
Speed: 80 -> 80
(BST) 525 -> 625

New moves: Fleur Cannon, Misty Terrain, Floral Healing, Flower Shield
Description: Meganium takes on a Clerical Role, Having Synthesis and Light Reaction for Healing Self, Floral Healing for Allies, and Flower Shield and Misty Terrain for Trickery (Fun Fact: Being a Grass Type, Meganium can take full power with Flower Shield, being a move exclusive to a non-Grass type before). Fleur Cannon is a move you can use for Fairy Coverage, If you want to use a Solar Beam Sweeper thing.

:typhlosion: Mega Typhlosion
:ss/typhlosion:
Mega Typhlosion
Type:
Fire
Ability: Regenerator
Moves: Scorching Sands, Burning Jealousy, Mystical Fire
Stats:
HP: 78​
Att: 94 (+10)​
Def: 108 (+30)​
SpA: 129 (+20)​
SpD: 115 (+30)​
Spe: 110 (+10)​

Honey badgers are infamous for their aggression and durability, so I figured they would be able to heal their wounds quickly, hence the massive bulk boost and Regen. On the competitive front, the bulk and Regen allow Mega Typhlosion to be at high HP more often, granting it more consistency with its Eruptions.
:Typhlosion: Mega Typhlosion
New Ability
: Dazzling
Type: Fire

New stats:
HP: 78 -> 78
Attack: 84 -> 104 (+20)
Defense: 78 -> 78
Special Attack: 109 -> 149 (+40)
Special Defense: 85 -> 105 (+20)
Speed: 100 -> 120 (+20)
BST: 534 -> 634

New moves: Parabolic Charge, Scorching Sands
Description: Typhlosion's main gimmick in recent generations has always been a fast and powerful Eruption spammer. Its Mega Evolution improves that role for Typhlosion thanks to its higher speed and Dazzling. Dazzling allows Typhosion to stay healthy thanks to its immunity to priority moves. This means that it only needs good hazard control for its Eruption to remain powerful. 149 Special Attack allows it to somewhat match Specs Typhlosion's power while giving Typhlosion the ability to switch moves if needed. Parabolic Charge, while weak, gives Typhlosion coverage against the likes of Mantine and Gyarados while also allowing it to regain health and Eruption power. Scorching Sands allows Typhlosion to OHKO Heatran and hit Toxapex super-effectively. Mega Typhlosion is a good Pokemon to run on Sun Teams as Sun-boosted Eruption hits like a nuke while also getting instant Solar Beam to hit its Water-type checks hard.
:bw/typhlosion:
:typhlosion: Typhlosion-Mega
Typing: Unchanged (Fire)
Blaze/Flash Fire-->Ignite (Fire type -ate)
New Stats: 78/150/103/84/103/116
HP: 78-->78 (+0)
Attack: 84-->150 (swapped with SpA, +41)
Defense: 78-->103 (+25)
Special Attack: 109-->84 (swapped with Atk)
Special Defense: 85-->103 (+18)
Speed: 100-->116 (+16)
Total: 534-->634 (+100)

New Moves: Rapid Spin, Explosion, Head Charge
Description: Ok so, once again I wanted to stick with the monotype flavor that the Johto starters have. With Typhlosion, I took inspiration from its Pokedex entries to create it. SoulSilver (and others) state: " It has a secret, devastating move. It rubs its blazing fur together to cause huge explosions." And I was just like, BROOOOOOO HOW DOES IT NOT HAVE EXPLOSION. I also added Rapid Spin which is basically stronger Flame Charge+Hazard Removal and is a super cool tech, and then Head Charge for an additional reliable physical Fire STAB. It actually already has Quick Attack so it has Fire Priority, another cool tech, as well. I should also mention that it gets Crush Claw which can be kinda rad as well. Typhlosion has a great physical movepool and this sub takes great advantage of this. It basically is a wallbreaker that actually busts through many conventional types that wall Fire: It has access to Wild Charge/Thunder Punch for bulky Waters, Throat Chop for Slowbro, Rock Slide for nothing in particular, Earthquake for Heatran or Pex, Brick Break/Submission/Low Kick for certain others I'm sure, and Iron Tail for Fairies.
Typhlosion @ Typhlosionite
Ability: Flash Fire
4 HP/252 Atk/252 Spe
Jolly Nature
-Head Charge
-Earthquake
-Wild Charge/Thunder Punch/Throat Chop
-Quick Attack/Rapid Spin/Explosion
:ss/typhlosion:
Mega Typhlosion
Type: Fire
Ability: Active Volcano (All of this Pokémon's moves become Fire-type moves and have their power multiplied by 1.25.)

Hp: 78
Att: 124 (+40)
Def: 78
Spec Att: 129 (+20)
Spec Def: 95 (+10)
Sped: 130 (+30)

New Moves: Explosion, Fiery Dance, Lash Out, Burning Jealousy

Description: This pokemon with its new ability Active Volcano can hit stab on all pokemon for massive damage. Explosion is for a stab last resort. Fiery Dance is for special set up. Lash Out is for some flavor but most likely won't be the most useful.
Typhlosion @ typhlosite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Will-O-Wisp
- Focus Blast
- Fire Blast
:Typhlosion: Mega Typhlosion
New Ability
: Wildfire (Pokemon that make contact with Mega Typh have are under the effect of fire spin (Without trapping)and lose 1/12 of their health every turn for five turns (Like fire spin)
Type: Fire,Ground
New stats:
HP: 78 -> 78
Attack: 84 -> 84
Defense: 78 -> 118 (+40)
Special Attack: 109 -> 149 (+40)
Special Defense: 85 -> 105 (+20)
Speed: 100 -> 100
BST: 534 -> 634
New moves: Earth Power, Scorching Sands
Description: It resists VoltTurn as well as having a 30% percent chance to trap contact attackers,
* I would have felt wrong changing or removing the description, but they changed their Ability's effect and forgot to update it, so the description isn't actually accurate. There is no 30% chance and no trapping in this sub.
Mega Typhlosion
Type: Fire => Fire/Ground
Ability: Drought

HP: 78
Atk: 84 => 130 (+46)
Def: 78 => 111(+33)
SpA: 109 => 130 (+21)
SpD: 85
Spe: 100
New Moves: Earth Power, Scorching Sands, Stone Edge, Stealth Rock, Weather ball
Description: Since Typhlosion shares the same BST as Charizard, I decided to give Mega Ty Zard X's stats and Drought as a nod to the similarities between the two starters. Mega Typhlosion is a powerful wallbreaker with its excellent Fire/Ground STAB and Drought. It can also serve as a hazard setter as well with rocks.
:ss/typhlosion:
New Ability: VolForge (This Pokémon's blade attacks (Sacred Sword, Secret Sword, Slash, Night Slash, Psycho Cut, Leaf Blade, Solar Blade, Razor Shell, Smart Strike) have 1.5x base power. Immune to Intimidate.)
Type:

New stats: 78 HP / 129 Atk (+20 [switched with SpA]) / 108 Def (+30) / 104 SpA (+20 [switched with Atk]) / 95 SpD (+10) / 110 Spe (+10) (634 BST)
New moves:
Smart Strike, Sacred Sword, Night Slash, Psycho Cut
Bulk Up, Morning Sun
Description: Typhlosion-Mega can smith weapons using its own embers. Its new Ability allows it to muscle through Fairies offensively with its Steel type attacks, and its type makes it very resistant to Fairies as well. Combined with its fast speed and decent defensive bulk, it can take a turn to set up with Bulk Up and then start
-ing off attacks. The main niche this mon has is its ability to set up in Sun. It can use Morning Sun to continue to Bulk Up to extreme levels. It can also heal off Flare Blitz Sun-boosted attacks.
Typhlosion @ Typhlosionite
Ability: Flash Fire (Mega Ability: VolForge)
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Smart Strike
- Flare Blitz
- Morning Sun
- Bulk Up
:Typhlosion:
Mega Typhlosion
Fire/Ground
New Ability: Berserk
Stats: +25 Def/+50SpA/+25 SpD
New Moves: Scorching Sands, Shore Up
Eruption Pivot. Switches in, slaps the target with Eruption, can now recover, and if Typh is hurt, it boosts the damage it can do back so that Eruption is no longer as weak.

Typhlosion
Typing: Fire --> Fire / Electric
Ability: Blaze / Flash Fire --> Tough Claws
HP: 78
Attack: 84 --> 138 (+54)
Defense: 78
Sp. Atk: 109 --> 119 (+10)
Sp. Def: 85 --> 100 (+15)
Speed: 100 --> 121 (+21)
New moves: Thunderbolt, Nuzzle
Typhlosion's blazing fur becomes unstable during its Mega-Evolution and rubbing it together created electrical sparks, making Typhlosion adept at creating explosions from heat AND electricity! This Pokemon can be incredibly luminous: some said that even at night it shines as brightly as the sun.

When looking at Typlosion's movepool, I was surprised to see Wild Charge and ThunderPunch. But it allowed me to use this oddities to add a dope secondary typing in Electric. It gives Typlosion great STABs especially with Tough Claws and some decent defensive utility (resisting BoltBeam is quite a feat). It is also quite fast and has all-around coverage in Throat Punch, Low Kick and EQ. I added TBolt to keep the option of going mixed and Nuzzle because it seems pretty fitting lorewise (more than freaking Hatterene) and interesting to play with. It even has Quick Attack for priority! Its main weakness is its lack of set-ups, only having Work Up.
:Typhlosion:
Mega Typhlosion

Ability: Type Beat (this pokemon's special attack is raised by one stage whenever it completes a "stylish" attack. A stylish attack is when the user hits the opponent for super effective damage on the turn the opponent switched in the pokemon).
HP: 78
Attack: 84 -> 111 (+27)
Defense: 78 -> 90 (+12)
Special Attack: 109 -> 146 (+37)
Special Defense: 85 -> 100 (+15)
Speed: 100 -> 109 (+9)
New Moves: Dragon Pulse, Mirror Coat, Thunderbolt, Flash Cannon*
Set Description: This pokemon would most likely run 4 attacks, with some form of any fire stab/dragon pulse/thunderbolt/extrasensory. With this moveset, Mega Typhlosion becomes the prediction monster. Gaining a Type Beat boost is a very threatening, and running 4 different attacks allows you to come in on a certain pokemon. In addition, nearly every turn a 50/50 with this thing, as if you predict correctly, it becomes a monster. Alternatively, you could look like the world's biggest idiot by bringing this in on an Excadrill (out of sand), click thunderbolt predicting the Toxapex switch, and get your clock cleaned by an earthquake. As a result, it becomes semi-luck dependent, although if you can read your opponent well, this mega becomes potent. I gave it thunderbolt because it already has wild charge, but I would like this mega to be special. Mirror coat is a useless move, but since it had counter I thought it was appropriate if you wanted to run a cheesy set. Finally, dragon pulse is a less damaging, more spammable special dragon type attack. Enjoy!
* denotes added after chats in the discord. Flash cannon helps Mega Typh hit fairies and rock types. You would probably run it over extrasensory in most cases. Enjoy!
:ss/Typhlosion:
Mega Typhlosion
Typing:
Fire ---> Fire/Ground
Ability: Blaze/Flash Fire ---> Vital Sparks | Attacks do more damage depending on how much HP the user has left.
Damage modifier = 1.0 + (% HP left as a decimal)*0.5

Basically x1.5 when at full, and around x1.0 when at 1 HP
HP: 78 ---> 78
Atk: 84 ---> 134 (+50)
Def: 78 ---> 78
SpA: 108 ---> 128 (+20)
SpD: 85 ---> 85
Spe: 100 ---> 130 (+30)
Added Moves: Earth Power, Energy Ball, Scorching Sands

Description: Kinda wanted to do something related to Eruption, so that's why its ability is the way it is. Mega Typhlosion is a strong mixed wallbreaker, being able to 2HKO the entire metagame at full HP. However, Typhlosion has no reliable form of recovery and can get easily chipped down by rocks, recoil, and chip damage, reducing its power.
:ss/typhlosion:

/


Ability: Volcanic Surge (An ability that sets the weather 'Dirty Thunderstorm'. Effects in spoiler.)

Water moves weakened by 50%
Electric-type moves are fully accurate
Solar Beam, Solar Blade, Synthesis, Morning Sun, Growth, and Moonlight fail on use.
Weather Ball becomes Electric-type.

HP: 78
Atk: 114 (+30)
Def: 93 (+10)
SpA: 159 (+50)
SpD: 105 (+20)
Spe: 90 (-10)
New Moves: Zap Cannon, Thunder, Thunderbolt, Volt Switch

Reasoning
:

I went pretty hard here for the sake of flavor, but it's something that I am mad proud of to make for an incredibly fierce, merciless, yet synergistic wallbreaker filled to the brim with flavor. Not only does its ability provide it with a helpful water neutrality and way to shut down some forms of healing such as from Arcanine and Mega Venusaur, but it prominently gets a fully accurate Zap Cannon, which makes it a great balance buster due to a base 130 STAB, 100% paralyzing move consistently at its disposal. On top of this, it performs as a great weather team annihilator for the same reason, working in tandem with its ability to shift the weather. This can also assist teammates who struggle dealing with Water moves as consistently, and also providing fully accurate Thunders/Thunder Waves for its allies.

However, as a consequence of these phenomenal attributes, it is cursed with a lower base speed, making it lose out on the useful speed tier it once had. Although it still has decent speed, it is prone to revenge killing, and it doesn't help that it is considerably threatened by chip damage and a Stealth Rock weakness. Despite this, though, Mega Typhlosion is a great wallbreaker and disruptor that one would do well not to underestimate.

Flavor:

So there's a thing that exists called "volcanic lightning", and this is a real thing. Given that there's a ton of flavor regarding volcanoes and eruptions with Typhlosion, I really wanted its mega to incorporate this concept into there somehow, with smokey stormclouds around its shoulders, almost like a mane, and a darker coat of fur to bat. It looks like the very embodiment of a natural disaster, with a wicked, wild expression.

The flavor of "Dirty Thunderstorm" also compliments this, with the No Guard effect on Electric-type moves coming from the polar nature of electricity, and how volcanic lightning is created with galvanized charges.

Dex Entry:

tba
:bw/typhlosion: Mega Typhlosion
New Ability
: Charged Assault (Moves with a charge turn attack immediatly and the re-charge turn is removed from moves like Hyper Beam. The user takes recoil equal to the 50% of the damage dealt)
Type:View attachment 291930

New stats:
HP: 78
Attack: 84 -> 124 (+20)
Defense: 78 -> 88 (+10)
Special Attack: 109 -> 149 (+40)
Special Defense: 85 -> 125 (+40)
Speed: 100 -> 90 (-10)
BST: 534 -> 634

New moves: Scorching Sands
Description:
With it's new Ability, Typhlosion can fire off nuclear attacks. With Flash Fire as the pre-mega ability allows it to absorb a Fire move, in order to make Blast Burn even stronger. A SR weakness, common weaknesses and the recoil make it difficult to switch-in safely.

Sampe set
Typhlosion @ Typhlosionite
Ability: Charged Assault
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blast Burn
- Focus Blast
- Solar Beam
- Scorching Sands
:dp/typhlosion:
:typhlosion: Mega Typhlosion
New Ability
: Burning Quills (When this pokemon is using a protection move (Protect, Spiky Shield and others) contact attackers are burned)
Type: Fire

New stats: 78/84/118/139/115/100
HP: 78 (+0)
Attack: 84 (+0)
Defense: 78 --> 118 (+40)
Special Attack: 109 --> 139 (+40)
Special Defense: 85 --> 115 (+30)
Speed: 100 (+0)
(BST) 525 --> 625

New moves: Spiky Shield, Rapid Spin, Needle Arm, Earth Power, Spikes, (Pin Missile), (Spike Cannon)
Description: Mega-Typhlosion has always been based off a hedgehog but... where are the spikes? This Mega-evolution tries to turn it into a real hedgehog by giving it many spikes based moves and Burning Quills.

Competitively, Mega-Typhlosion is a support pokemon with decent speed and attack. It's new ability, Burning Quills, will make contact attackers thinks twice before trying to KO it. This turns the situation into a 50/50 where the Typhlosion player can try to burn with Spiky Shield or abuse the opponent's doubt by setting up Spikes or spinning. Free Spikes or a free burn on a contact attacker are both highly valuable making typhlosion a very annoying pokemon to play around. I think Typhlosion's support capabilities could be really fun to use.
:typhlosion: Mega Typhlosion
New Ability: Blaze/Flash Fire -> Convection Current
(Mega Typhlosion's Speed is doubled when gravity is intensified.)
Type: Fire/Ground

New Stats:
HP: 78
Attack: 84 -> 99 (+15)
Defense: 78 -> 108 (+30)
Special Attack: 109 -> 149 (+40)
Defense: 85 -> 115 (+30)
Speed: 100 -> 85 (-15)
(634 BST)

New moves: Earth Power, Gravity, Morning Sun, Scorching Sands
Description:
This is actually an idea I've wanted to do for a while, but when I was narrowing down what Pokémon would be the best for it, I settled on Typhlosion as definitely the best pick for it - pretty much this exact sub has been sitting in my personal notes for months! Appreciate DrPumpkinz pointing out that it should get Scorching Sands as well, though! I had totally forgotten about that, but it really is a perfect fit!

It's pretty intuitive on the surface why Ground-types appreciate Gravity - it's a field effect that lets them bypass all immunities, and every type likes that, right? (Both of our last two slates also had Megas designed to work around other types' immunities in their own ways!)
But if you'll forgive me for gushing about the type chart again (this happens a lot) it actually runs a bit deeper than just that - there's a reason Ground-type moves are the focus of so many special effects (not just Flying-types, but Levitate, Magnet Rise, Air Balloon and Grassy Terrain to add immunities or resistances and Smack Down, Thousand Arrows and Gravity to remove them - all specifically revolving around Ground alone).
Why is that? What makes the official games so much more interested in effects that buff and nerf Ground than any other type?
It's because Ground without immunities is not only a good type but the best type. The only types that resist Ground without immunities are Bug and Grass, which happen to have two other weaknesses in common and are extremely easy to cover. Meanwhile, it hits no fewer than five (!!) types super effectively, including Steel, the most important defensive type in the game and also, incidentally, every type with an innate status immunity - I'm not sure if that part was on purpose but I find it really neat and I think it's why Stomping Tantrum was chosen to be a Ground-type move. Creating so many varied effects that mess with Ground's matchups is one of the coolest ways to capitalize on its distinctive qualities, and every single one of those effects has made a competitive impact.

Mega Typhlosion isn't just a Ground-type, though (duh) - what makes Typhlosion so uniquely equipped to take advantage of Gravity like this?
There are a few reasons!
Like I said, Ground is an insanely good type under Gravity - in fact, any of three other types can gain perfect two-move coverage when paired with a Ground move in the environment of Gravity. These types are Fairy (all three types that resist Fairy are weak to Ground), Flying and Fire (Grass and Bug - the only types that resist Ground - are each weak to both of these). That means that as soon as immunities are gone, so are resistances - under Gravity, dual Fire/Ground STAB hits every Pokémon neutrally and nearly half of all Pokémon super effectively (second only to Flying/Ground, and only barely).
But Fire also takes advantage of Gravity in a completely different way! As it happens, Gravity has a second effect - in addition to removing immunities to Ground, Gravity also boosts the accuracy of every Pokémon by 5/3.
Between Fire, Flying and Fairy, one move in particular stands out as both incredibly unique and incredibly... uh, inaccurate. With a mere 50% accuracy under normal circumstances, it rarely sees use in normal play - but hitting five times out of six under Gravity, about as accurate as the common Will-o-Wisp, suddenly Inferno's 100 base power and 100% burn rate become a whole lot more appealing.
If the Will-o-Wisp comparison scares you at all, you can also have Fire Blasts that never miss!

In other words, Fire/Ground is, hands down, the best possible type combination to make use of Gravity, and Mega Typhlosion has everything it needs to be one of the most unique users of the field effect. (Even Camerupt and Groudon, our existing Fire/Ground-types, don't have Inferno - there's no other Pokémon that can use Gravity the way Mega Typhlosion does!)
I felt that a Swift Swim-esque Ability was the most appropriate way to incentivize running Gravity directly. There are plenty of other Pokémon that would spend a turn on Agility or Rock Polish, after all, and running Rain Dance on Swift Swim users wasn't necessarily a bad idea before Drizzle was a part of OU, either!
I did feel that it was important not to give it, say, Gravitas, Thousand Arrows or a Scrappy clone - making that coverage come for free would just be a copout and totally miss the potential of the cool interactions that I love so much, you know?! Instead, I did my best to make Mega Typhlosion want to use Gravity. I know people usually aren't big on running field effects like this without an autosetter (and with Typhlosion being a Mega itself, you can't use it alongside Orbeetle), but with an Ability like Convection Current, it's hardly different from any other boosting move - it's almost like Shift Gear, but instead of raising Attack, it has ridiculously cool and unique interactions with each of its STABs instead.
It can also easily spare the moveslot, too - like I was getting at earlier, Typhlosion only actually needs two attacks to hit every Pokémon, which gives it the freedom to run Gravity and still have a moveslot to spare.
Morning Sun is one way Typhlosion can compensate for its reliance on setup and make the most of Inferno's burns, and it's pretty important to note that - despite its unresisted coverage and high Speed under Gravity - Typhlosion's offenses are deliberately low to compensate, and it will probably still be taking hits if it attempts to sweep, which its added bulk and the safety offered by reliable burns and Morning Sun can help to alleviate.

Naturally, with how optimized Mega Typhlosion's types, moves and Abilities are to work together, I opted to be on the careful side with its stats, and I chose to hold it back in other ways in exchange.
With this in mind, I chose to make sure that Mega Typhlosion wasn't likely to cleave through entire teams in one go, and I think that's for the best! Fast, accurate Infernos to cripple every physical attacker, perfect neutral coverage and super effective coverage this wide in two moves, and reliable recovery on top of that are more than enough to justify using it - I think it would be incredibly irresponsible to make it as proficient offensively as a more conventional setup sweeper at the same time, haha.
It's best used as a breaker or a cleaner for the most part, with the added bonus of its exceptional utility against physical attackers and its ridiculous super effective coverage; in return, this is actually pretty tame in raw sweeping power to compensate.

Finally, a small note on flavor: changes in gravity can indicate or even cause volcanic activity, and researchers can use these shifts in gravity to predict when a volcano might erupt; the association with Gravity isn't out of nowhere at all for a volcano Pokémon, and I'm surprised neither of our other volcanic Fire/Grounds have taken advantage of this idea!
Convection (a form of heat transfer) is accelerated when gravity is stronger, and convection currents in Earth's mantle are what cause tectonic plates to collide and volcanoes to erupt, so that's where the Ability name came from!
Disclaimer: I am not a volcanologist and this may not be 100% correct use of this terminology, but it is my understanding at least OTL

Mega Typhlosion
New Ability
: Volcanic Ash (Sand Stream clone)
Type: Fire/Rock

New stats:
HP: 78
Attack: 154 (+70)
Defense: 103 (+25)
Special Attack: 109
Special Defense: 85
Speed: 105 (+5)
(BST) 634

New moves:
Stone Edge, Wild Charge
Description:
Just like my Mega Meganium, I decided that Mega Typhlosion should mirror Mega Charizard Y. Volcanic Ash is essentially a rethemed version of Sand Steam, to help it fit Typhlosion's volcano aesthetic, as well as parallel Mega Charizard Y's Drought. Despite lacking the 1.5x boost to fire moves, Typhlosion can still wallbreak greatly. With it being physical, it doesn't have to worry about the dreaded Blobs, nor having a limited time to attack. The sand also makes it so that Typhlosion is specially bulkier, which is actually enough to let it survive a Focus Blast from Mega Charizard Y in the switch.
252 SpA Charizard-Mega-Y Focus Blast vs. 0 HP / 0 SpD Typhlosion-Mega in Sand: 234-276 (78.7 - 92.9%) -- guaranteed 2HKO
There is also the advantage of having better STAB combo, and Speed. Although, Mega Typhlosion does suffer by having 2 x4 weaknesses
* I am not going to veto this, but Cuddly: as stated in the submission rules and guidelines, we're against making clones of Abilities that are just renamed without being functionally different, so this will just have Sand Stream if it wins
:Typhlosion: Mega Typhlosion
New Ability
: Heat Shield (The user's Fire type moves don't get half power from Rain or Water Sport, and Water moves deal half damage to Typhlosion)
Type: Fire/Steel

New stats:
HP: 78 -> 78
Attack: 84 -> 149 (swap and +40)
Defense: 78 -> 108 (+30)
Special Attack: 109 -> 94 (Swap, +10)
Special Defense: 85 -> 105 (+20)
Speed: 100 -> 90 (-10)
(BST) 534 -> 634

New moves: Iron Head, Steel Beam, Bullet Punch
Description: Many Typhlosion's Dex Entries state that It can make a "Heat Shield" around itself to dodge attacks, Mega Typhlosion's Heat Shield becomes Literal, a Massive Heat Shield placed on its Head and Back, and in such, gains the Steel Typing. It can now take regular damage from Water Type Moves, though it still gets hit hard by Ground Moves.
EDIT: added ChoiceScarfed's nerfed Typhlosion @ 18:48 GMT
 
Last edited:
:feraligatr: Mega Feraligatr
:ss/feraligatr:
Mega Feraligatr
Type:
Water
Ability: Motor Drive
Moves: Scale Shot, Lash Out, Flip Turn, Breaking Swipe
Stats:
HP: 85​
Att: 115 (+50)​
Def: 120 (+20)​
SpA: 79​
SpD: 93 (+10)​
Spe: 98 (+20)​

So, Motor Drive. In terms of flavor, it's a bit of an ass-pull. The best I've got is that those weird armored lumps on Feraligatr's arms have become specialized muscles that can absorb external electricity, and its scales now conduct electricity around Feraligatr and funnel it into the motor muscles, a bit like how a car's outer shell conducts electricity from lightning strikes around the passengers and into the tires. Also, Mega Sceptile made a similar ass-pull first, so shut up.

With that out of the way, finding a way to compete with the raw damage output of base Gatr's double Sheer Force + Life Orb boost was hard, but I think I found a way. Motor Drive affords Mega Gatr more setup opportunities by turning a weakness into an immunity. Additionally, because it's now faster, and has the potential to become even faster through Motor Drive, it has more incentive to run Swords Dance over Dragon Dance, which actually lets it outdamage base Gatr due to the faster rate of boosting.
:feraligatr:
Mega Feraligatr
New Ability
: Rip Current (This pokemon's attacks deal 10% more damage for each stat buff this pokemon has.)
Type: Water/Dark

New stats:
HP: 85
Attack: 145 (+40)
Defense: 120 (+20)
Special Attack: 79
Special Defense: 83
Speed: 118 (+40)
(630 BST)

New moves: Knock Off, Close Combat
Description:
At first, this seems completely and utterly outclassed by DD sweepers such as Mega Dragonite and Mega Dragapult. With lower attack, lower defenses, not nearly as good STAB combo or coverage, you might ask, why use this? Well, there are 2 merits that Mega Feraligatr has over Mega Dragonite and Mega Dragapult. First, higher speed tier allows it to outspeed more by itself and after a boost, granting it an advantage over Mega Dragonite, while the fact that it has a much bigger pool of coverage options grants it a niche over Mega Dragapult.

But of course, that's not the real merit here!

Rip Current gives it a 10% damage boost per each stat buff. So after Feraligatr gets a Dragon Dance it effectively gets a 20% damage modifier. If it uses DD again, it gets a 40% damage modifier. This ability suits it well for what it wants to do - rather than hit hard from the get-go like Mega Dragonite does, this Mega Feraligatr gets more and more dangerous as it gains more and more stat boosts. So basically this is like a sweeper which doesn't hit too hard at first, but once it starts accumulating boosts you might as well pack Toxapex, a sturdy enough resist with good physical bulk, or die trying to check it.
:Feraligatr: Mega Feraligatr
New Ability
: Intimidate
Type: Water

New stats:
HP: 85 -> 85
Attack: 105 -> 135 (+30)
Defense: 100 -> 140 (+40)
Special Attack: 79 -> 99 (+20)
Special Defense: 83 -> 93 (+10)
Speed: 78 -> 78
BST: 530 -> 630

New moves: Flip Turn
Description: High Defense + Intimidate + powerful Flip Turn makes Mega Feraligatr a fantastic pivot.
:ss/feraligatr:
Mega Feraligatr
Type: Water/Dark
Ability: Absorbent Jaw (During Rain this pokemon's bite moves have their power multiplied by 1.3.)

Hp: 85
Att: 130 (+25)
Def: 110 (+10)
Spec Att: 94 (+15)
Spec Def: 93 (+10)
Sped: 118 (+40)

New Moves: Coaching, Poison Fang, Jaw Lock, Flip Turn, Scale Shot, Lash Out

Description: This pokemon gets the dark typing for stab on crunch and the new move jaw lock since its dex entries go on about its strong bite. Absorbent Jaw is for boosting bite moves in the rain. Coaching, Flip Turn, Scale Shot, & Lash Out are isle of armor tutor moves that make sense. Poison Fang and Jaw Lock are for bite moves to give it
Feraligatr @ feraligite
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Poison Fang
- Jaw Lock
- Dragon Dance
- Ice Fang
:Feraligatr: Mega Feraligatr
New Ability
: Multiscale
Type: Water

New stats:
HP: 85 -> 85
Attack: 105 -> 115 (+10)
Defense: 100 -> 150 (+50)
Special Attack: 79 -> 99 (+20)
Special Defense: 83 -> 123 (+40)
Speed: 78 -> 58 (-20)
BST: 530 -> 630

New moves: Flip Turn, Aqua Ring
Description: It's S L O W and B U L K Y now, with flip turn as a way to bring in revenge killers without losing a poke
Mega Feraligatr
Type: Water => Water/Dragon
Ability: Dragon's Maw

HP: 85
Atk: 105 => 140 (+35)
Def: 100 => 127 (+27)
SpA: 79
SpD: 83 => 104 (+21)
Spe: 78 => 95 (+17)
New Moves: Poison Jab, Earthquake, Scale Shot, Flip Turn
Rounding out the Dragon-type mega starters, Mega Feraligatr serves as a powerful, bulky Dragon Dance sweeper.
:Feraligatr:
Mega Feraligatr
Water
Stats: +50 Attack, +10 Def, +10 SpD, +30 Spe
New Ability: Gorilla-Tactics
New Moves: Triple Axel, Hone Claws, Flip Turn
There isn't much which can out damage a Sheer Force Life Orb. A Megastone would take the item slot, so whatever the new stat array was would have to outweigh the flexibility of Sheer Force Life Orb. With 155 Attack and 108 Speed, Mega Feraligatr would not be so reliant on a Dragon Dance so that they would have enough Speed, and could benefit from the secondary effects - however it would be at risk of being locked into a move, and being unable to set up after transformation, as well as providing Knock Off resilience due to the increased Bulk and that the item can't be removed.

Current 105 Sheer Force Life Orb
252 Atk Life Orb Sheer Force Feraligatr Waterfall vs. 252 HP / 4 Def Snorlax: 269-317 (51.3 - 60.4%) -- 91.8% chance to 2HKO after Leftovers recovery
Proposed 155 Gorilla Tactics Mega Stone;
252 Atk Gorilla Tactics Feraligatr Waterfall vs. 252 HP / 4 Def Snorlax: 315-372 (60.1 - 70.9%) -- guaranteed 2HKO after Leftovers recovery

Feraligatr
Typing: Water --> Water / Dragon
Ability: Torrent / Sheer Force --> Moxie
HP: 85
Attack: 105 --> 145 (+40)
Defense: 100 --> 120 (+20)
Sp. Atk: 79 --> 94 (+15)
Sp. Def: 83 --> 98 (+15)
Speed: 78 --> 88 (+10)

New moves: Flip Turn, Scale Shot

I did not attempt to match Sheer Force LO power but rather turn Feraligatr from a sweeper (or even a wall-breaker) to a deadly finisher. It requires a bit more finesse as it is not able to brute-force his counters. However, one slip-up can prove incredibly damaging thanks to Moxie and its all-around great-bulk making it hard to kill. Scale Shot can be used as the main Dragon STAB if you think you are able to keep it until lategame as a kill using Scale Shot is basically a free DD.
Otherwise, DD / Liquidation / Dragon Claw / Coverage should be enough for most purposes.
:Feraligatr:
Mega Feraligatr

Ability: Sunbathe (This pokemon restores 25% hp when hit by a fire type move instead of taking damage).
HP: 85
Atk: 105 -> 120 (+15)
Def: 100 -> 119 (+19)
SpA: 79 -> 100 (+21)
SpD: 83 -> 119 (+37)
Spe: 78 -> 87 (+9)
New Moves: Recover, Glare, Flip Turn
Set Description: I couldn't go 1 slate without making a bulky mega, huh. Mega Feraligatr was based off the fact that crocodiles and alligators like to bask in the sun. As a result, I thought Feraligatr could use a little rebranding, from the ultimate dragon dance behemoth to a more defensive pokemon. Like most reptiles, I gave the feral gator glare. In addition, recover allows it to have longevity, and flip turn gives it a pivoting option as well. Mega Feraligatr also works as a dragon dance sweeper still, as it can now come in on a fire move on a scarf Victini or something and set up a dragon dance for free. All in all, this chonky crocodilian is sure to ruin the days of many who don't like the bulky pivot archetype. Enjoy!
:ss/Feraligatr:
Mega Feraligatr
Typing:
Water ---> Water/Fighting
Ability: Torrent/Sheer Force ---> Speed Boost
HP: 85
Atk: 105 ---> 155 (+50)
Def: 100 ---> 110 (+10)
SpA: 79 ---> 129 (+50)
SpD: 83 ---> 93 (+10)
Spe: 78 ---> 58 (-20)
Added Moves: None

Description: The Pokedex mentioned how it normally moves slow, but moves fast when attacking, so I thought Speed Boost would be an appropriate ability. Competitively, Mega Feraligatr is frightening bulky sweeper, making use of either Swords Dance or Dragon Dance. Although it takes a few turns to get going, its bulk lets it safely set up and its solid STAB and wide coverage lets it sweep.
:ss/feraligatr:

/


Ability: Savage (When the user uses a bite move, the user will hit 2-5 times at 1/3 power.)

HP: 85
Atk: 145 (+40)
Def: 80 (-20)
SpA: 134 (+55)
SpD: 103 (+20)
Spe: 83 (+5)
New Moves: Dark Pulse, Sucker Punch, Fire Fang, Thunder Fang

Reasoning
:

A bit more of an unconventional wallbreaker. I wanted to design a wallbreaker/cleaner that made use of multi-hits as a way to build its gameplan. It has Seismic Toss, so I decided to instead draw from some of its Pokedex flavor and take note of its savage nature, and how much it digs into its opponents with its jaws. Obviously, this was perfectly suit for a Dark-type, and it now has STAB Crunch/Bite to work with, which are both complimented by its signature ability in Savage. This multi-hit attack provides some inconsistency, however, it does give the Mega Feraligatr user the ability to exploit biting moves' secondary effects while punishing Substitute/Focus Sash users. It also makes good use out of its mixed stats thanks to having access to some good special moves like Focus Blast and Ice Beam, letting it perform as a decent wallbreaker and cleaner. It is balanced with a meh speed tier, less than stellar unboosted offenses, and a vulnerability to priority moves with a staggering defense drop.

I opted to give it Sucker Punch as a compliment to the secondary effects of its main biting moves. It can spread interesting status conditions with the elemental fangs, create defense drops with Crunch, and create flinches with Bite. Sucker Punch was given to it as a way to pick off these foes that it can chip down.

Flavor:

It dons darker colors, similar to Typhlosion, and takes a more sinister, jaded look with larger fangs and sharper angles. There is huge flavor in its Dark-type, being savage with its biting attacks.

Dex Entry:

tba
:bw/feraligatr: Mega Feraligatr
New Ability
: Dragon Might (Special moves become Physical, so do their drawbacks)
Type:View attachment 291932View attachment 291933

New stats:
HP: 85
Attack: 105 -> 140 (+35)
Defense: 100 -> 110 (+10)
Special Attack: 79 -> 94 (+15)
Special Defense: 83 -> 93 (+10)
Speed: 78 -> 108 (+30)
BST: 530 -> 630

New moves: Clanging Scales
Description: A physical mon using Special moves with its superior Physical attack stat. This would be great physical wallbreaker, who can fire off attacks with better base power than their physical counterparts.

Sample set
Feraligatr @ Feraligatrite
Ability: Dragon Might
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Liquidation/Hydro Pump
- Clanging Scales
- Ice Beam
- Dragon Dance
:sm/feraligatr:
:feraligatr: Feraligatr-Mega
Typing: Water (Unchanged)
Torrent/Sheer Force-->Predatory Rush (can be changed to just Rush if wanted- Huge Power semi-clone, doubles speed.)

New Stats: 85/155/120/110/103/47
HP: 85-->85 (+0)
Attack: 105-->165 (+60)
Defense: 100-->120 (+20)
Special Attack: 79-->110 (+31)
Special Defense: 83-->103 (+20)
Speed: 78-->47 (-31)
Total: 530-->630 (+100)
New Moves: nope

Right, so basically this Feraligatr is a unique means of speed control, where it has quite a great speed tier without having much of a speed stat to speak of. With 252 EVs and a positive nature, it hits 424 speed, which sits one singular speed point above all base 143s at max speed. With a good attack stat and solid defense stats, it can be a very good setup sweeper. That about summarizes it.
:dp/feraligatr:
:feraligatr: Mega Feraligatr
New Ability
: Stakeout
Type: Water

New stats: 85/145/140/89/103/68
HP: 85 (+0)
Attack: 105 --> 145 (+40)
Defense: 100 --> 140 (+40)
Special Attack: 79 --> 89 (+10)
Special Defense: 83 --> 103 (+20)
Speed: 78 --> 68 (-10)
(BST) 530 --> 630

New moves: Flip Turn
Description: The main way crocodiles and alligators hunt is by ambushing their preys. Mega-Feraligatr uses a similar idea. When its target switches-in, it can take it by surprise and deal massive damage.

Competitively, Mega-Feraligatr acts as a prediction reliant wallbreaker. If you predict right, it can win you the game because of how hard it hits. Don't worry, it still has some wall, mostly bulky waters that aren't weak to its coverage. Speaking of coverage, Feraligatr has 4mss. It wants Flip Turn, Liquidation, Superpower, Ice Punch and Earthquake to hit as much as possible. However, it can't have all of these at once and, even if it did, it would still have walls. One of the big difference it has with regular Feraligatr is about setup. Regular Feraligatr can set up just fine but Mega-Feraligatr is slower and deals less damage if it's not using stakeout. This means regular Feraligatr is still better than Mega-Feraligatr at making use of setup.

Mega Feraligatr
New Ability
: Strong Jaw
Type: Water/Dark

New stats:
HP: 85
Attack: 145 (+40)
Defense: 110 (+10)
Special Attack: 129 (+40)
Special Defense: 103 (+10)
Speed: 68 (-10)
(BST) 630

New moves:
Psychic Fangs, Jaw Lock, Fire Fang, Poison Fang, Thunder Fang
Description:
Strong Jaw thematically is the most fitting ability for Feraligatr. It's an Alligator, one animal known for 2 things. Being in Florida and having a really strong bite. Unfortunately (or fortunately depending on how you see it), Fishious Rend would be WAY too good on Mega Feraligatr, and it doesn't thematically fit.
Yet again, fitting the theme of the Jhoto starters mirroring the Kanto starters, Mega Feraligatr is a bit like Mega Blastoise, but very different, just like how Feraligatr has the same numbers of stats as Blastoise, but rearranged. Both the regular form and the Mega form are the most separate from their Kanto counterpart compared to the others. Since Feraligatr is the best Jhoto starter competitively, I took into consideration how to balance its stats. I also made Feraligatr here slower, as to make its set up less deadly.
Strong Jaw is also pretty much a parallel to the ability Mega Launcher, as both give a x1.5 boost to a specific niche category of moves and both were introduced the same gen.
:feraligatr: Mega Feraligatr
New Ability
: Gloomify (Dark Type -Ate)
Type: Water/Dark

New stats:
HP: 85 -> 85
Attack: 105 -> 79 (swap)
Defense: 100 -> 130 (+30)
Special Attack: 79 -> 145 (Swap +40)
Special Defense: 83 -> 113 (+30)
Speed: 78 -> 78
(BST) 530 -> 630

New moves: Dark Pulse, Tri Attack, Dragon Pulse
Description: Feraligatr Becomes a Special Attack Water/Dark Type with Gloomify, A Dark Typed Ate Ability. It has good Defenses also, so you could run a Defensive Set, or Full on Attacker With Tri Attack, Dragon Pulse, Ice Beam, and the Like.
(please yell at me if I messed anything up or missed anything!)

ChoiceScarfed's Typhlosion was still excluded, as I feel that their nerf is not any less uncompetitive than before just for being less reliable - introducing RNG is never an ideal way to balance something, and making it only activate 30% of the time does not change the fact that the effect itself is broken. Let me know by DM or on the Discord if you make an edit based on the feedback that was already given to you, and I'll be happy to add it back to the list as usual!
EDIT @ 18:50 GMT - they have nerfed it again and it's been added back!

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:​

As usual, voting will last for 48 hours! That should give you plenty of time to decide on a vote, and you can also get started on planning for the next slate!

Slate 21 and Acidic Seed Polls

As mentioned in my previous post, we can't announce slate 21 quite as far in advance as usual - I'm terribly sorry for putting the poll up so late, and I'm grateful for everyone's patience!
In the interest of giving everyone time to respond, the slate 21 poll will close no sooner than 22:30 tomorrow, the 20th of November (about 29 and a half hours from this post). If you still want to get an idea of the likely winners, you can always check the results so far from the strawpoll itself!
I'm sorry that we can't announce the slate with certainty as soon as usual!

There's also another poll in light of the results of slate 19!
As previously announced, the council is open to introducing an Acidic Seed that is consumed in Acidic Terrain to raise Special Defense, for consistency with other terrains and to give Dragalge the same options for teammates as other terrain setters.
If you haven't already, please vote on the poll to help us decide this as well:
>>> Acidic Seed Poll <<<​
This poll will be open until voting for slate 20 closes and will require a 60% supermajority as usual.
 
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