Hey, everyone!!! Sorry, I have had a bit going on lately - I apologize for not posting these sooner OTL
Mega Eelektross
New Ability: Eelectric Surge (Electric Surge + Swift Swim)
Type:
,
New stats:
HP: 85 -> 85
Attack: 115 -> 125 (+10)
Defense: 80 -> 80
Special Attack: 105 -> 105
Special Defense: 80 -> 110 (+30)
Speed: 50 -> 110 (+60)
New moves: Leech Life, Strength Sap
Hey! Uh, definitely no to this, sorry.
There is only one time a straight multiple-existing-Abilities-in-one has not been vetoed, and it was with
DrPumpkinz's Gourgeist, so I think it's worth clarifying what the situation there actually was, haha.
Actually, DrPumpkinz
specifically brought that up in the Discord to ask if it was okay, and he discussed it with me and made multiple adjustments from his original plan to keep it in line; he had made the choice to have multiple Abilities not for their competitive use, but primarily for the flavor that his Gourgeist was
meant to be a "four-in-one," and he was careful to choose mostly underutilized Abilities and flavor Abilities and avoided making full use of the opportunity.
Both the fact that it was primarily
driven by flavor
(i.e. did not totally disregard the obvious flavor issue with having multiple Abilities but actually acknowledged them and made something of them) and the fact that he stayed away from conventionally relevant Abilities were very important to the decision to allow it.
In this case, that what you've done is instead combine two
very role-defining Abilities that
each define how a Pokémon is used and
each make it worth consideration - and also go very well together as both a sweeper and a support for common Pokémon on rain teams - just feels... completely excessive and unnecessary.
In fairness, I don't
think what you have here is
broken and I'm not saying this because it needs to be nerfed, but an Ability like this definitely poses an optics issue and just seems unwarranted. I think it's always important to have in mind that not one of our custom Abilities so far is a straight upgrade of an existing Ability, and I definitely am not comfortable jumping from that to slapping two of the best Abilities on the same Pokémon at once.
Mega Eelektross
Ability: Swift Swim
HP: 85
Atk: 115 ---> 85 (-30)
Def: 80 ---> 100 (+20)
SpA: 105 ---> 165 (+60)
SpD: 80 ---> 100 (+20)
Spe: 50 ---> 80 (+30)
Weight: 80.5 kg
New Moves
- Flip Turn, Ice Fang, Poison Fang, Psychic Fangs, Thunder Fang
- Hydro Pump, Ice Beam, Rising Voltage, Scald, Surf
- Recover, Work Up
Description: Eelektross now acts as a threatening sweeper under Rain, being able to have access to great coverage in Water / Electric / Ice. This allows Rain teams to have a better matchup vs other weathers, such as Sun and Sand. Outside of this, it can act as a bulky setup sweeper due to the new move in Work Up. It can also act as a bulkier pivot with Volt Switch, Knock Off and Recover
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Mega Dragalge
Ability: Protean
HP: 65
Atk: 75 ---> 55 (-20)
Def: 90 ---> 120 (30)
SpA: 97 ---> 140 (43)
SpD: 123 ---> 170 (+47)
Spe: 50 ---> 50 (0)
Weight: 81.5 kg
New Moves
- Acid Spray, Aura Sphere
- Recover
Description: Dragalge is the bulky pivot. Flip Turn pivot, 3atks Recover or even bulky Toxic Spikes set are all viable. It has Protean due to the massive adaption it has done, and is able to utilize its offenses to the fullest now (and it's not the same lame ability hehe).
Hi! Sorry to bother you, but these actually don't follow the stat rules outlined in the first post - minmaxing Attack in this way isn't allowed for this slate.
(You can find submission rules and guidelines in the first post!)
Would you be alright with taking those 30 points on Eelektross and those 20 points on Dragalge out of the other stats and putting them back into Attack?
I also am generally lenient on the new move rules and don't rrreally enforce them exactly as they're written, but I am
definitely going to say that your Eelektross does not need 12 new moves and ask you to reconsider which ones are actually necessary.
Thaaat aside, there's
another Protean Dragalge already that's been there since before yours - I know the post says it was edited, but there are
timestamped screenshots on the Discord I feel obligated to show the timestamp so you can see that it really was there from the start and I can vouch that zxgzxg had that same sub at the time it was posted. Obviously it wasn't on purpose - it's a very fitting idea! I can believe that you thought of it without knowing - but as a matter of courtesy to zxgzxg, I'm not sure if I really recommend keeping it with that in mind.
It's up to you, though! I won't stop you or veto it over that, since it's at least a common idea and I really don't think it was on purpose.
And on a similar note...
Mega Eelektross
Type: Electric/Dark
Ability: Lamprey Lock (when this pokemon hits its target with a bite move that makes contact the target gets trapped which will stay until Mega Eelektross switches out and drains their hp by 1/32 of their max hp.) (also I can remove the draining part if needed)
Hp: 85
Att: 115 -> 145 (+30)
Def: 80 -> 80
Spec Att: 105 -> 145 (+40)
Spec Def: 80 -> 90 (+10)
Sped: 50 -> 70 (+20)
New Moves: Leech Life, Psychic Fangs, Ice Fang, Thunder Fang
Summary: With Eelektross looking like a lamprey I decided to theme this pokemon around their bite which I went with locking on to the target. With its new ability it will grab the target and keep them in battle for if they have a bad match-up. I made it capable of being a special attacker along with being a good physical but it won't be as effective since its special moves don't make contact so they won't activate the ability. Leech life is there for some coverage. Psychic fangs and Ice Fang are there for some coverage that activates Lamprey Lock. Thunder fang is a stab move that can be used with Lamprey Lock.
... same thing here, actually - zxgzxg has had their Eelektross in its current state
since 7:17 GMT (about three and a half hours before you), and it's really kind of the same thing. I would recommend dropping the 1/32 healing not for balance reasons
that's barely any healing - kind of unrealistically small if anything but because it sort of steps on their toes without really needing it.
Mega Dragalge
New Ability: Rootbound (Thick Fat clone; halves damage from Ground and Ice moves)
Type: Poison/Dragon
New stats:
HP: 65
Attack: 75
Defense: 90 --> 130 (+40)
Special Attack: 97 --> 137 (+40)
Special Defense: 123 --> 163 (+40)
Speed: 44 --> 24 (-20)
(594 BST)
New moves: Recover
Description: While weaker than Adaptability variants, Mega Dragalge plays to its strengths as a bulky pivot. Thematically, it's now fully imitating seaweed by lodging itself into rock beds, reducing its ability to move. Recover, Flip Turn and Toxic Spikes give it lots to work with in this role, and it has enough firepower that it isn't passive. The ability limits its weaknesses to just Psychic and Dragon, which makes it easier to play in battle as both are rare coverage moves so you can fairly easily anticipate them. As a balancing tactic, it is so slow that it's always going to be taking hits, meaning it will need to Recover often.
Hi! A couple of people on the Discord have expressed concern about this one as well in terms of balance, and we've decided that we should probably veto it as well.
A comparison was made to Mega Venusaur - this has very similar physical bulk, but it's also noticeably better in its special bulk, its defensive type, its capacity for offensive pressure (Draco Meteor) and the utility it offers (pivoting, Toxic Spikes). This would probably be fine without Recover, though - the main issue is that, on top of everything else, Recover has twice the PP of Synthesis and is also not affected by weather, making it too much better at stalling and pretty significantly one-upping an already-OU-level Mega.
As far as possible alternatives, you could maybe try Pain Split or something that's worse than Synthesis? It definitely has enough in its favor to compensate for that, I think! This looks like it would be really cool to me in any case!!
That aside, you also break the stat rules by 10 points - even if you still want to lower Speed by 20 points, at least 10 of those should be thrown away into Attack rather than put straight into its other relevant stats. Again, the stat rules are in the first post if you need to look at them! C:
Ability: Kelpless (This pokemon's grass type moves have the "shell-side arm" effect, where they hit the opponent on their weaker defense stat).
New stats:
HP: 70 -> 70
Attack: 131 -> 161 (+30)
Defense: 100 -> 120 (+20)
Special Attack: 85 -> 95 (+10)
Special Defense: 75
Speed: 40 -> 80 (+40)
New Moves: None
Set Descrption: I bring to you, enhanced Dhelmise. Dhelmise has 2 main roles on a team, a niche rapid spinner, and a
stronk boi. This idea attempts to capitalize off the latter. By increasing his attack stat and speed stat significantly, Dhelmise is able to rock the old faithful swords dance stabs set, with the added bonus of power whip now crushing certain defensive walls by hitting on the other side. In addition, buffing its defense lets it viably run body press in a more defensive set. Synthesis is another option on this strong thing, as it can live a few hits and is now faster than some pokemon that checked it before. All in all, this anchor will hopefully provide a needed anchor to your MFA team if it's selected! Enjoy!
Lastly, I diiid bring this up on the Discord earlier and you did respond to part of it, so I think you know already and you might just not have gotten around to it, but just to make sure you didn't gloss over it, I feel like I should bring it up again to be safe!
I would prefer if you nerfed this one as well; I was pretty concerned by the Ability in conjunction with Swords Dance and Dhelmise's access to naturally high-BP moves with good coverage. As surprising as it might seem
(I'm actually really shocked by how much of an impact this Ability makes in practice - I only even thought to double-check this one in the first place because we've had to veto another sub like it in the past), there are
very few Pokémon this can't reliably one-hit KO at +2, and even fewer that don't have a high chance to be KOed after hazards or with prior chip. I think it would be pretty suffocating to stall in particular, since it can very cleanly cut through slower teams after a boost with basically no resistance.
Like I said on Discord, it's possible that I'm overlooking something - please let me know if there's something I missed that should keep it in check (or if you think I messed up my calcs or anything)! But yeah, I'm inclined to say no to this one as well as it is.
Thanks for understanding, everyone! Sorry if this is a bother;;
There are a lot of awesome subs this time around, too, though!!
There are about 14 hours left in the submission phase, but I'm also happy to add any of these to the voting compilation past that point if you happen to make the necessary changes later, so don't worry if you can't quite make it!