Pet Mod Megas for All v7 - Slate 27 Voting (Cacturne/Hawlucha/Araquanid) | Please read the first post! | Pet Mod of the Season!

:Noivern:
mega noivern
Item: noivernite
New ability: night vision

This Pokemon's attacking stat is multiplied by 1.5 while using a dark-type attack.=> steelworker but dark type

Typing: flying/dragon

New moves:
night daze, crunch, poison fang, dark pulse, night slash

New stats:
HP 85
ATK 70 -> 90
DEF 80 -> 89
SPA 97 -> 122
SPD 80 -> 89
SPE 123 -> 160
mega noivern.png


ROLE: fast special sweeper that stops powerful ghost-types and fast dragon-types.
 
I have a little more than 8 new ideas. I'll just submit my favorites.

Mega Hippowdon
Item:
Hippowdite
Type: Ground, Fire
Ability: Magma Spew - The following effects
  • When hit by a contact move, the user summons a Volcanic Terrain. (Lasts for 5 turns)
  • Volcanic Terrain increases the power of Fire and Ground type moves by 1.1 and also makes Fire moves do neutral damage against water.
  • Additional Effect: Eruption has a base power of 110.
New Stats:
HPAtkDefSpASpDSPE
108 132 (+20)125 (+7)135 (+67) 90 (+18)35 (-12)

New Moves: Fire Spin, Eruption, Earth Power, Lava Plume.
Design Ideas: Instead of being a ground base, I though, what if I made it have like a volcanic/magma theme, similar to heatrain. Instead of sand that spews out, what about just having lava spew out?

I made it have those stats because I want it to be more specially based because of the design I was imagining.
*I am open to ideas and potential changes to its stats and movepool*
Credits: Adviid (me)
Mega Haxorus
Item:
Haxorusite
Type Dragon, Fairy
Ability: Airborne - This Pokemon's attacking stat is multiplied by 1.5 while using a Flying-type attack (Steelworker but for Flying). Immune to ground type moves. Weak to rock, ice, and electric type moves.

New Stats:
HPAtkDefSpASpDSPE
76147130 (+40)6090 (+20)137 (+40)

New Moves: Acrobatics, Brave Bird, Roost, Air Slash, Moonblast, Play Rough
Design Ideas: For Haxorus, I thought of adding angelic wings to it. Because of that, I imagined Haxorus would be a fairy type (like mega Absol). However, to do that, I made it a fairy type because it fit the "theme" I was thinking of.

*I am open to ideas and potential changes to its stats and movepool*
Credits: Adviid (me)
Mega Togekiss
Type:
Fairy, Flying
Item: Togekite
Ability: Assault Missile - Ballistic moves gain 1.3 power and are now physical.

New Stats:
HPAtkDefSpASpDSPE
85135 (+85)65 (-30)120?70 (-45)175 (+95)

New Moves: Moonblast, Brave Bird, Sludge Bomb, Magnet Bomb, Lock On
Stats: For this, initially I thought of making the SpA 40 because I had the idea that this mega should be a fast Physical contactless sweeper with little bulk. However, after reading the rules, I figured I cannot do that.
Design Ideas: I have thought about an Idea for Togekiss for a while now. The theme that I thought for this mega is something close to the aerodynamic design of a B-2 Stealth Bomber. Of course the idea I am thinking of is NOWHERE close to that but the shape I imagine should be something like that.

*I am open to ideas and potential changes to its stats and movepool*
Credits: Adviid (me)


Please keep in mind that those are just ideas and I am willing to receive feedback. Sorry if any of these are breaking submission rules and you are allowed to make changes to them if you believe that they do go against the rules. Also sorry if the deadline is up.
 
Just to explain to any newcomers how this works, we do Megas in slates (usually 3, sometimes 2 or 4) that have been pre-chosen via poll (the current poll can be found in page 26 of this thread, in Hematite's post announcing the current slate). The thread is only intended for announcements and submissions/votes for the current slate (depending on what phase we're on). If you have ideas you really want to share about mons that are not on the current slate, please visit the M4A discord, which is linked both on the first post of the thread and by council member Ausma on the previous page. You can pitch your ideas in the "Submission Feedback" chat, as well as suggest ideas for future slates in- "Future Slate Ideas" if there's a mon you really want to make a Mega for.

We welcome all newcomers, it's just that we would like to avoid any more clutter in the thread.
 
my submissions

Type:

Ability: No Guard
HP: 104 --> 104
Atk: 91 --> 126 (+35)
Def: 63 --> 73 (+10)
SpA: 91 --> 106 (+15)
SpD: 73 --> 73
Spe: 68 --> 108 (+40)

Mega Stone: Exploudite

Movepool Changes: +Dark Pulse, +Thunder

Description: Because it's incredibly hard to create a Mega Exploud that can't hold items and hits harder than its Choice Specs base form, I decided to aim for another type of mega. Mega Exploud gains an incredible 40 base Speed, going from unbelievably low to decently fast by OU standards, while getting more points in Special Attack, Attack, Defense and No Guard. The Special Attack buff + No Guard make sure that its Special set isn't outclassed by its base form: despite losing Scrappy, Exploud has better coverage in the form of Thunder that can't miss, Blizzard that can't miss, Dark Pulse to hit ghosts, Focus Blast, Overheat and Hydro Pump to make a 4 attacks set very viable. The 35 base Attack buff makes even a physical version surely viable: Dynamic Punch that can't miss offers good coverage vs would-be-walls in Steel and Rock types and the confusion is always helpful to break through things you could never win against otherwise (Corvi, Skarm, Cele). Mega Kick that can't miss is the new STAB of this powerful physical Exploud, which is an already very strong move that makes the itemless 126 Base Attack of Exploud good. A mixed set can also be run, mixing the powerful Mega Kick + Dynamic Punch combo with BoltBeam in the form of Thunder and Blizzard to everything pretty hard. As for details, I imagine a smaller, taller form of Exploud with its legs extending. Its mouth is now wide open and goes down until the end of its stomach.


Typing:

Ability: Mountaineer (On switch-in, this Pokemon avoids all Rock-type attacks and Stealth Rock. The CAP ability)
HP: 85
Atk: 70
Def: 80 --> 127 (+47)
SpA: 97 --> 99 (+2)
SpD: 80 --> 111 (+31)
Spe: 123 --> 143 (+20)

Mega Stone: Noivernite

Movepool Changes: +Block, +Spite

Description: I always liked the concept of a fast, bulky Dragon. This megaevolution of Noivern offers great role compression, as it can check countless threats such as Rillaboom, Heatran, Volcarona and so on. It can switch in without too many problems on them without being threatened by rocks because of Mountaineer, while Rilla can't progress too much against it because of not being able to Knock Off its boots to hit it harder on the switch if it's the ability (and not the item) that makes it rocks immune. A set with Block & Spite can trap reliable switch-ins in the form of Toxapex and Heatran, while Hurricane and Draco Meteor hit hard despite the measly itemless 99 Special Attack because of their sheer power; as for any reasoning, I can imagine Mega Noivern becoming the mountain dragon it's always wished to be, flying over high mountains towards the endless skies and being majestic but unbelievably fast.



Typing:

Ability: Slow Charger (the item metronome as an ability)
HP: 75
Atk: 98 --> 133 (+25)
Def: 70 --> 90 (+20)
SpA: 114 --> 164 (+50)
SpD: 70 --> 100 (+30)
Spe: 75 --> 50 (-25)

Mega Stone: Purple Toxtricitite

Movepool Changes: -Drain Punch.

Description: The ultimate stall killer. Can't be toxic-ed, 164 Special Attack-powered Boombursts, Overdrives and Sludge Waves sure do a lot, but this is the form that can't learn Shift Gear, so fear not, this monster will be mostly deadweight vs offense (if not for some Pokemon that it can soft check with its type and newfound decent bulk, such as Lucha). The difference between this and a Choice Specs Toxtricity of some kind is that the power to change moves gives it much more versatility against the teams that expect it to be locked into a move, and can only defeat it by restisting one of its STABs (or Boomburst). Oh and, if this thing could use Drain Punch with 133 Attack to defeat Blissey with reliability it'd be far more OP than I want, so I removed it. What the description of this mon looks like... I guess I see it as Toxtricity whose mane (or however you want to call the lil spark behind its head), has become so large and wide it can't move properly, while sending out extreme amounts of electricity and boosting the sounds of everything he makes like a super-microphone.
 
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Note: These Mega-Toxtricitys are being tested in the sandbox. They might change.

:sm/toxtricity:
:toxtricity: Mega Toxtricity-Amped
New Ability
: Ascending Key (Before hitting an opponent with a damaging sound move, that opponent gains +1 spdef. This pokemon gains +2 spatk after using a sound move.)
Type: Electric/Poison

New stats: 75/128/90/134/90/85
HP: 75 (+0)
Attack: 98 --> 128 (+30)
Defense: 70 --> 90 (+20)
Special Attack: 114 --> 134 (+20)
Special Defense: 70 --> 90 (+20)
Speed: 75 --> 85 (+10)
(BST) 502 --> 602

New moves: Return, Frustration, Hidden Power
Description: Mega-Toxtricity-Amped is a snowballing setup sweeper that uses Shift Gear and its ability to gain speed and special attack boosts. While its sound moves start off weaker than usual, they grow stronger and stronger with each attack. However, nothing is forcing Toxtricity to use sound moves. It can simply use Thunderbolt and its new Hidden Power Ice to hit without increasing the opponent's special defense. Furthermore, if you have used 1 sound move already, Toxtricity will be at +2 while your opponent will only be at +1. This means that if you use a non-sound move, it will be stronger. While its damage output may start out underwhelming, Mega-Toxtricity-Amped is a sweeper that you cannot underestimate as one extra turn can be the turn it needs to become to become strong enough to sweep.

:sm/toxtricity-low-key:
:toxtricity-low-key: Mega Toxtricity-Low-Key
New Ability
: Descending Key (Before hitting an opponent with a damaging sound move, that opponent loses -1 spdef. This pokemon loses -2 spatk after using a sound move.)
Type: Electric/Poison

New stats: 75/98/90/134/90/115
HP: 75 (+0)
Attack: 98 (+0)
Defense: 70 --> 90 (+20)
Special Attack: 114 --> 134 (+20)
Special Defense: 70 --> 90 (+20)
Speed: 75 --> 115 (+40)
(BST) 502 --> 602

New moves: Return, Frustration, Hidden Power
Description: Mega-Toxtricity-Low-Key is a wallbreaker that gets weaker after each of its attacks. Its initial Boomburst is as powerful as if it was holding a Choice Specs! It's a hit and run pokemon that will likely use a sound move before Volt Switching out. However, when Toxtricity Volt Switches, the pokemon that got hit by boomburst is still at -1 spdef. This means that you can bring in another powerful special attacker such as Ash-Greninja and destroy their special walls because of their lowered special defense. Overall, Mega-Toxtricity-Low-Key is a pokemon that will help its team make progress and break through opposing walls.

:ss/noivern:
:noivern: Mega Noivern
New Ability
: Stormy Wings: This pokemon's secondary type changes depending on the weather and its stab moves cannot miss while weather is up.
Sun=Fire
Rain=Water
Sand=Rock
Hail=Ice
Desolate Land=Fire
Primordial Sea=Water
Delta Stream=Flying (Noivern becomes Pure-Flying)
Type: Flying/Dragon

New stats: 85/95/90/132/90/143
HP: 85 (+0)
Attack: 70 --> 95 (+25)
Defense: 80 --> 90 (+10)
Special Attack: 97 --> 132 (+35)
Special Defense: 80 --> 90 (+10)
Speed: 123 --> 143 (+20)
(BST) 535 --> 635

New moves: Weather Ball, Rain Dance, Sandstorm, Hail
Description: Yes this is the same ability as my Mega-Staraptor sub. If you've seen it you know the drill. Versatile weather setter that can get stab weather ball everywhere (except in delta stream I guess) and whose hurricanes can't miss in weather. Very good mega if you want a weather abuser that still works when your weather gets replaced.
 
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Hey!
I have an idea!

:ss/noivern:


MEGA NOIVERN!

Types:Ghost/Flying

Ability:Jammer(If this Pokemon uses a sound move, it can hit hidden pokemons(in dig, phantom force etc.) and bounces back to sound and wave moves.)

Stats:


HP:85
Attack:70
Defense:70(10-)
Sp. Atk:157(60+)
Sp. Def:100(20+)
Speed:153(30+)


Description:It howls secretly in the air. It is thought to be the source of unknown sounds.
 
I guess I'll try my hand at this even though I can't say I like any of my designs here, in part due to rushing myself, in part due to seeing better ones, and in part due to sneezing up a storm (again) while needing to go to bed (again). Sigh.

:Exploud: Exploud-Mega
New Ability: Thunderous Voice - Whenever the Pokémon uses a Sound move, it is immune to priority moves from its opponents for the turn and, if Electric Terrain isn't already set, it sets Electric Terrain for 5 turns before any Pokémon moves.
Type: Normal/Electric (gains Electric as a secondary typing)

New Stats:
HP: 104 → 104 (+00)
Attack: 91 → 91 (+00)
Defense: 63 → 82 (+19)
Special Attack: 91 → 104 (+13)
Special Defense: 63 → 104 (+31)
Speed: 68 → 105 (+37)
(BST: 490 → 590)

Movepool Additions: Overdrive, Parting Shot, Rising Voltage, Snarl
Description: I was originally stumped by what to do with Exploud, which is the main reason why I wasn't going to post anything in here for this slate. Seeing I am the Impostor's idea (that's technically illegal at present from what I understand due to the Attack decrease), however, led me to realize something: despite all of the focus on Terrain in the past two gens, Electric Terrain basically still only has one setter since Pincurchin is so bad. So this was an attempt at remedying that by making some bulkier than Tapu Koko given that I was never going to make something faster that was still worthwhile. (...Let's ignore that Klinklang-Mega apparently exists as one of the weaker new Megas, especially since this is meant to have more of a Supportive role than that anyway.)

It would be nice if this could have a bit more power, but given how stupidly strong STAB Boomburst actually is even without Specs to back it up, 104 SpA seems the limit--maybe 110--given I saw Flygon-Mega, which doesn't have STAB on it, got restricted to 105 SpA almost solely because of Boomburst. Given the way its ability is intended to work, Exploud-Mega also gets a 185% boost on any Overdrives it uses, even if Electric Terrain wasn't already up (unless Rillaboom-Mega or Lycanroc-Midday-Mega are on the field I guess).

Speaking of its ability, it also brings in some potentially interesting mind games since while it does act like Queenly Majesty, it isn't always on like Queenly Majesty. Exploud-Mega would obviously be incentivized to use primarily Sound moves, but without Scrappy, its STAB coverage isn't exactly great even as strong as Boomburst is. Hell, Ghost/Ground mons wall its STABs completely, meaning it has to potentially make itself vulnerable if it wants to use coverage (or if it wants to be greedy and use Rising Voltage) even though those same mons aren't common in OU (yet).

It could maybe stand to get Metal Sound and/or Parabolic Charge, especially depending on what its design looks like in the highly unlikely case it wins and especially given that it's otherwise stuck with only Rest for healing, which it can't even use if Electric Terrain is up. That said, apparently four new moves is the maximum to be added, so it's already at the limit even with me getting rid of Volt Switch and the intentionally redundant Electric Terrain (the move).



:Noivern: Noivern-Mega
New Ability: Gale of Darkness - Moves used by the Pokémon ignore the effects of the targets' Reflect, Light Screen, Safeguard, Mist, Substitute, Aurora Veil, and defensive stat stage boosts, and the power of its Flying and Dark attacks are increased by an additional 10%.
Type: Flying/Dark (replaces Dragon with Dark as its secondary typing)

New Stats:
HP: 85 → 85 (+00)
Attack: 70 → 110 (+40)
Defense: 80 → 87 (+7)
Special Attack: 97 → 119 (+22)
Special Defense: 80 → (+7)
Speed: 123 → 147 (+24)
(BST: 535 → 635)

Movepool Additions: Crunch, Metal Sound, Pursuit, Work Up
Description: Gods Infiltrator's effects take up so much room when you actually type them out. Gale of Darkness is effectively Infiltrator mashed into the defense-ignoring aspect of Unaware with a slight buff to both STABs on top of in the case that the ability is otherwise irrelevant the entire match. It was originally 20% but I felt that too much, especially since Infiltrator is an extremely good ability...when it's actually relevant. I mostly just wanted to make an ability for this slate that wasn't related to sound yet still at least somewhat similar. Ta da?

As it is, the attacking boost from Gale of Darkness is rather important since this Noivern-Mega is intentionally capable of attacking rather evenly on both sides even before taking Work Up into account. It's meant more on to be a revenge killer and clean up mon that you can tailor to your team than a pure set-up mon, especially since its innately faster than everything else in OU except for the banned Dragapult-Mega (which I intentionally tried not to emulate), Taloflame-Mega (which I made sure it was slower than), and the speed demon Regieleki--Ninjask gets left hanging (out with Shedinja).

Due to the typing change, however, it hits less hard than it would if it had stayed Flying/Dragon due to Dark STABs not hitting as hard as Dragon ones even back when Gale of Darkness boosted attacks by 20%. Similarly, going from Flying/Dragon to Flying/Dark is a bit of mixed bag when it comes to priority: you don't basically die to every Ice Shard under the sun anymore, but you end up taking more or the same damage from basically every other priority move besides Sucker Punch. This is especially problematic with Grassy Glide and the presumably less common Belly Drum Aqua Jet from Azumarill, but Hurricane at least blows the latter away entirely even with the current "low" SpA...if it hits. It's tempting to have Gale of Darkness also slightly increase accuracy, but that definitely feels like doing too much, especially since Noivern already gets Hone Claws.



:Toxtricity: Toxtricity-Amped-Mega
New Ability: High Fidelity - Boosts the power of the Pokémon's sound moves and Poison attacks by an additional 33% and reduces to half damage to it from damaging sound-based moves; counts as Plus for the effects of Minus, Gear Up, and Magnetic Flux.
Type: Electric/Poison (no change)

New Stats:
HP: 75 → 75 (+00)
Attack: 98 → 118 (+20)
Defense: 70 → 80 (+10)
Special Attack: 114 → 132 (+18)
Special Defense: 70 → 82 (+12)
Speed: 75 → 115 (+40)
(BST: 502 → 602)

Movepool Additions: Bulk Up, Hidden Power, Toxic Spikes
Description: This is where I feel I start to get a bit "lazy", though that's in part due to Punk Rock being such a good ability while not being broken that I see no reason not to just improve on it a little bit, especially since it's staying on the same mon. I also obviously wanted parity in the abilities given the maligned Low-Key Form while also making sure the each ability was useful to both overall, even though Toxtricity-Amped-Mega can't make "use" of the Plus+ effect in Singles like Toxtricity-Low-Key-Mega can. That's hardly important though since it's not like anyone's falling over themselves to use Magnetic Flux, and I think I can get away with entirely obviating Plus and Minus because they're both such pathetic abilities that are utterly useless in Singles otherwise.

As for how Toxtricity-Amped-Mega differs from Low-Key Form's Mega, I also feel lazy here since I went with the "well, obviously Amped is more offensively oriented" train of thought. I mean, that is true just by looking by the whole two moves that are actually different between them, but it's a bit hard to put your own spin on it if everyone else is also doing that. Still, I tried, taking way too long to figure out the stat distribution since I wanted both Forms to have the exact same amounts used for their differing increases.

In this case of this, it became (another) mon that hits harder on both sides of the spectrum after it Mega-evolves. I couldn't increase Attack as much I would like due to Shift Gear, especially now that is backed up by a rather strong if inaccurate Gunk Shot, but everything else seems fine enough if not thrilling. The slight different in defenses is make it slightly easier for this to use Bulk Up since it does get Drain Punch already, which could perhaps make for a decent set.



:Toxtricity-Low-Key: Toxtricity-Low-Key-Mega
New Ability: Low Fidelity - Boosts the power of the Pokémon's sound moves and Dark attacks by an additional 33% and reduces to half damage to it from damaging sound-based moves; counts as Minus for the effects of Plus, Gear Up, and Magnetic Flux. [This obviously shouldn't boost the now-STAB Snarl twice by 33% even though that's "only" 60 BP since then it gets boosted by 265% when all is said and done.]
Type: Electric/Dark (replaces Poison with Dark as secondary typing)

New Stats:
HP: 75 → 75 (+00)
Attack: 98 → 108 (+10)
Defense: 70 → 110 (+40)
Special Attack: 114 → 126 (+12)
Special Defense: 70 → 88 (+18)
Speed: 75 → 95 (+20)
(BST: 502 → 602)

Movepool Additions: Body Press, Hidden Power, Knock Off, Moonlight
Description: This is where I feel I start to get a bit "lazy", though that's in part due to Punk Rock being such a good ability while not being broken that I see no reason not to just improve on it a little bit, especially since it's staying on the same mon. I also obviously wanted parity with the maligned Low-Key Form while making sure the ability was useful to both overall, even though only Toxtricity-Low-Key-Mega can make use of the Minus+ effect in Singles of the two forms. That's hardly important though since it's not like anyone's falling over themselves to use Magnetic Flux, and I think I can get away with entirely obviating Plus and Minus because they're both such pathetic abilities that are utterly useless in Singles otherwise.

Besides obviously following the similar pattern of "make Low Key Form's Mega the more defensive one", I decided to attempting to make it more appealing by also completely changing its secondary typing when it Mega-evolves. It became Electric/Dark in part due to Snarl, in part due to Electric/Ice--the only other type combination for me--being a terrible defensive typing (and due to Aurorus-Mega really not needing more problems), and in part due to my tendency to think of Luxray-Mega as Electric/Dark even though the version in this Pet Mod is still just pure Electric apparently.

So to ease my mind and differ it further from Amped Form, I figured I would make this Electric/Dark, which is a bit underwhelming defensively, especially since it means it can now be poisoned. Still, it gives you the neat mindgame of potentially being able to blank any Psychic attack aiming at your natural Poison weakness one time, which would well make the difference. Electric/Dark is also surprisingly good coverage even if Snarl is weak, "only" as a strong as an unboosted Dark Pulse even after Low Fidelity's boosts.

Speaking of Dark Pulse, when it comes to the six four moves I gave it, Dark Pulse used to be one of them. I excised it though once i saw the limit was four, especially Knock Off offered yet more power even if it doomed its Attack to get the weakest buff. Beyond that, Hidden Power had to manually added as a Gen 8 mon and Moonlight is give some flavorful recovery to a mon intended to be somewhat bulky, especially if the Amped Form gets a stronger Drain Punch of the two on top of being able to increase its Attack. Meanwhile, Body Press of all things beat out Parting Shot since Toxtricity already has Volt Switch, and I figured some people would either be crazy enough actually try to Low Key Form's sole boosting move in Magnetic Flux or at least just really loathe Hydreigon and/or Tyranitar.



Now if you'll excuse me, I must (try and fail to) sleep.
 
I guess I'll try my hand at this even though I can't say I like any of my designs here, in part due to rushing myself, in part due to seeing better ones, and in part due to sneezing up a storm (again) while needing to go to bed (again). Sigh.

:Exploud: Exploud-Mega
New Ability
: Thunderous Voice - Whenever the Pokémon uses a Sound move, it is immune to priority moves from its opponents for the turn and, if Electric Terrain isn't already set, it sets Electric Terrain for 5 turns before any Pokémon moves.
Type: Normal/Electric (gains Electric as a secondary typing)

New Stats:
HP: 104 → 104 (+00)
Attack: 91 → 91 (+00)
Defense: 63 → 82 (+19)
Special Attack: 91 → 104 (+13)
Special Defense: 63 → 104 (+31)
Speed: 68 → 105 (+37)
(BST: 490 → 590)

Movepool Additions: Overdrive, Parting Shot, Rising Voltage, Snarl
Description: I was originally stumped by what to do with Exploud, which is the main reason why I wasn't going to post anything in here for this slate. Seeing I am the Impostor's idea (that's technically illegal at present from what I understand due to the Attack decrease), however, led me to realize something: despite all of the focus on Terrain in the past two gens, Electric Terrain basically still only has one setter since Pincurchin is so bad. So this was an attempt at remedying that by making some bulkier than Tapu Koko given that I was never going to make something faster that was still worthwhile. (...Let's ignore that Klinklang-Mega apparently exists as one of the weaker new Megas, especially since this is meant to have more of a Supportive role than that anyway.)

It would be nice if this could have a bit more power, but given how stupidly strong STAB Boomburst actually is even without Specs to back it up, 104 SpA seems the limit--maybe 110--given I saw Flygon-Mega, which doesn't have STAB on it, got restricted to 105 SpA almost solely because of Boomburst. Given the way its ability is intended to work, Exploud-Mega also gets a 185% boost on any Overdrives it uses, even if Electric Terrain wasn't already up (unless Rillaboom-Mega or Lycanroc-Midday-Mega are on the field I guess).

Speaking of its ability, it also brings in some potentially interesting mind games since while it does act like Queenly Majesty, it isn't always on like Queenly Majesty. Exploud-Mega would obviously be incentivized to use primarily Sound moves, but without Scrappy, its STAB coverage isn't exactly great even as strong as Boomburst is. Hell, Ghost/Ground mons wall its STABs completely, meaning it has to potentially make itself vulnerable if it wants to use coverage (or if it wants to be greedy and use Rising Voltage) even though those same mons aren't common in OU (yet).

It could maybe stand to get Metal Sound and/or Parabolic Charge, especially depending on what its design looks like in the highly unlikely case it wins and especially given that it's otherwise stuck with only Rest for healing, which it can't even use if Electric Terrain is up. That said, apparently four new moves is the maximum to be added, so it's already at the limit even with me getting rid of Volt Switch and the intentionally redundant Electric Terrain (the move).



:Noivern: Noivern-Mega
New Ability
: Gale of Darkness - Moves used by the Pokémon ignore the effects of the targets' Reflect, Light Screen, Safeguard, Mist, Substitute, Aurora Veil, and defensive stat stage boosts, and the power of its Flying and Dark attacks are increased by an additional 10%.
Type: Flying/Dark (replaces Dragon with Dark as its secondary typing)

New Stats:
HP: 85 → 85 (+00)
Attack: 70 → 110 (+40)
Defense: 80 → 87 (+7)
Special Attack: 97 → 119 (+22)
Special Defense: 80 → (+7)
Speed: 123 → 147 (+24)
(BST: 535 → 635)

Movepool Additions: Crunch, Metal Sound, Pursuit, Work Up
Description: Gods Infiltrator's effects take up so much room when you actually type them out. Gale of Darkness is effectively Infiltrator mashed into the defense-ignoring aspect of Unaware with a slight buff to both STABs on top of in the case that the ability is otherwise irrelevant the entire match. It was originally 20% but I felt that too much, especially since Infiltrator is an extremely good ability...when it's actually relevant. I mostly just wanted to make an ability for this slate that wasn't related to sound yet still at least somewhat similar. Ta da?

As it is, the attacking boost from Gale of Darkness is rather important since this Noivern-Mega is intentionally capable of attacking rather evenly on both sides even before taking Work Up into account. It's meant more on to be a revenge killer and clean up mon that you can tailor to your team than a pure set-up mon, especially since its innately faster than everything else in OU except for the banned Dragapult-Mega (which I intentionally tried not to emulate), Taloflame-Mega (which I made sure it was slower than), and the speed demon Regieleki--Ninjask gets left hanging (out with Shedinja).

Due to the typing change, however, it hits less hard than it would if it had stayed Flying/Dragon due to Dark STABs not hitting as hard as Dragon ones even back when Gale of Darkness boosted attacks by 20%. Similarly, going from Flying/Dragon to Flying/Dark is a bit of mixed bag when it comes to priority: you don't basically die to every Ice Shard under the sun anymore, but you end up taking more or the same damage from basically every other priority move besides Sucker Punch. This is especially problematic with Grassy Glide and the presumably less common Belly Drum Aqua Jet from Azumarill, but Hurricane at least blows the latter away entirely even with the current "low" SpA...if it hits. It's tempting to have Gale of Darkness also slightly increase accuracy, but that definitely feels like doing too much, especially since Noivern already gets Hone Claws.



:Toxtricity: Toxtricity-Amped-Mega
New Ability:
High Fidelity - Boosts the power of the Pokémon's sound moves and Poison attacks by an additional 33% and reduces to half damage to it from damaging sound-based moves; counts as Plus for the effects of Minus, Gear Up, and Magnetic Flux.
Type: Electric/Poison (no change)

New Stats:
HP: 75 → 75 (+00)
Attack: 98 → 118 (+20)
Defense: 70 → 80 (+10)
Special Attack: 114 → 132 (+18)
Special Defense: 70 → 82 (+12)
Speed: 75 → 115 (+40)
(BST: 502 → 602)

Movepool Additions: Bulk Up, Hidden Power, Toxic Spikes
Description: This is where I feel I start to get a bit "lazy", though that's in part due to Punk Rock being such a good ability while not being broken that I see no reason not to just improve on it a little bit, especially since it's staying on the same mon. I also obviously wanted parity in the abilities given the maligned Low-Key Form while also making sure the each ability was useful to both overall, even though Toxtricity-Amped-Mega can't make "use" of the Plus+ effect in Singles like Toxtricity-Low-Key-Mega can. That's hardly important though since it's not like anyone's falling over themselves to use Magnetic Flux, and I think I can get away with entirely obviating Plus and Minus because they're both such pathetic abilities that are utterly useless in Singles otherwise.

As for how Toxtricity-Amped-Mega differs from Low-Key Form's Mega, I also feel lazy here since I went with the "well, obviously Amped is more offensively oriented" train of thought. I mean, that is true just by looking by the whole two moves that are actually different between them, but it's a bit hard to put your own spin on it if everyone else is also doing that. Still, I tried, taking way too long to figure out the stat distribution since I wanted both Forms to have the exact same amounts used for their differing increases.

In this case of this, it became (another) mon that hits harder on both sides of the spectrum after it Mega-evolves. I couldn't increase Attack as much I would like due to Shift Gear, especially now that is backed up by a rather strong if inaccurate Gunk Shot, but everything else seems fine enough if not thrilling. The slight different in defenses is make it slightly easier for this to use Bulk Up since it does get Drain Punch already, which could perhaps make for a decent set.



:Toxtricity-Low-Key: Toxtricity-Low-Key-Mega
New Ability:
Low Fidelity - Boosts the power of the Pokémon's sound moves and Dark attacks by an additional 33% and reduces to half damage to it from damaging sound-based moves; counts as Minus for the effects of Plus, Gear Up, and Magnetic Flux. [This obviously shouldn't boost the now-STAB Snarl twice by 33% even though that's "only" 60 BP since then it gets boosted by 265% when all is said and done.]
Type: Electric/Dark (replaces Poison with Dark as secondary typing)

New Stats:
HP: 75 → 75 (+00)
Attack: 98 → 108 (+10)
Defense: 70 → 110 (+40)
Special Attack: 114 → 126 (+12)
Special Defense: 70 → 88 (+18)
Speed: 75 → 95 (+20)
(BST: 502 → 602)

Movepool Additions: Body Press, Hidden Power, Knock Off, Moonlight
Description: This is where I feel I start to get a bit "lazy", though that's in part due to Punk Rock being such a good ability while not being broken that I see no reason not to just improve on it a little bit, especially since it's staying on the same mon. I also obviously wanted parity with the maligned Low-Key Form while making sure the ability was useful to both overall, even though only Toxtricity-Low-Key-Mega can make use of the Minus+ effect in Singles of the two forms. That's hardly important though since it's not like anyone's falling over themselves to use Magnetic Flux, and I think I can get away with entirely obviating Plus and Minus because they're both such pathetic abilities that are utterly useless in Singles otherwise.

Besides obviously following the similar pattern of "make Low Key Form's Mega the more defensive one", I decided to attempting to make it more appealing by also completely changing its secondary typing when it Mega-evolves. It became Electric/Dark in part due to Snarl, in part due to Electric/Ice--the only other type combination for me--being a terrible defensive typing (and due to Aurorus-Mega really not needing more problems), and in part due to my tendency to think of Luxray-Mega as Electric/Dark even though the version in this Pet Mod is still just pure Electric apparently.

So to ease my mind and differ it further from Amped Form, I figured I would make this Electric/Dark, which is a bit underwhelming defensively, especially since it means it can now be poisoned. Still, it gives you the neat mindgame of potentially being able to blank any Psychic attack aiming at your natural Poison weakness one time, which would well make the difference. Electric/Dark is also surprisingly good coverage even if Snarl is weak, "only" as a strong as an unboosted Dark Pulse even after Low Fidelity's boosts.

Speaking of Dark Pulse, when it comes to the six four moves I gave it, Dark Pulse used to be one of them. I excised it though once i saw the limit was four, especially Knock Off offered yet more power even if it doomed its Attack to get the weakest buff. Beyond that, Hidden Power had to manually added as a Gen 8 mon and Moonlight is give some flavorful recovery to a mon intended to be somewhat bulky, especially if the Amped Form gets a stronger Drain Punch of the two on top of being able to increase its Attack. Meanwhile, Body Press of all things beat out Parting Shot since Toxtricity already has Volt Switch, and I figured some people would either be crazy enough actually try to Low Key Form's sole boosting move in Magnetic Flux or at least just really loathe Hydreigon and/or Tyranitar.



Now if you'll excuse me, I must (try and fail to) sleep.
Decreasing isn't illegal, don't worry about it. These are some nice Pokemon though!
 
Sooo I was never too keen on Toxtricity or Noivern but Exploud that's a different story Exploud is a very fun mon to use but it's so bad that even when I used a specs set it couldn't quite pick up the ko's I wanted so therefore I think it's time I did something about it
Mega Exploud stats, movepool additions, and ability;
Stats:
HP: 104(unchanged)
ATK: 91
DEF: +17>80
SpATK: +39>130
SpDEF: +14>87
SPEED: +30>98
Ability: Deaf Metal(This pokemon's sound moves have 1.6x accuracy [if they have accuracy checks] and can hit ghost type pokemon regardless of typing)
Movepool Additions:
Overdrive, Chatter, Yawn, Perish Song, Slack Off, Sing, Noble Roar, Metal Sound, Growl I just wanted to give it every sound move available because it is literally the sound pokemon yet doesn't even have all the sound moves it made me sad
 
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Hello, I am here again, I can’t remember the last time I submitted anything, but I am here now with what I think is an interesting idea!
I went through quite a few ideas to get here, and I intended to have separate abilities for each form, but my favorite idea for Amped turned out to have a problem with moves that can hit multiple targets, which Toxtricity has a lot of, so I decided to use my Low-Key ability for both. I’ll save the other one for another slate.

:toxtricity::toxtricity-low-key:
Mega Toxtricity (both forms)

Typing: Electric/Poison

New Ability: Amplify (If this Pokémon lowers or raises an opponent’s stats, the change is doubled)

New Moves: Parting Shot, Electroweb, Hidden Power, Venom Drench*
*Low-Key already has Venom Drench, but I’d like it to be added to Amped

HP: 75
Atk: 98 - - >98 (unchanged)
Def: 70 - - >90 (+20)
SpA: 114 - - >139 (+25)
SpD: 70 - - >90 (+20)
Spe: 75 - - >110 (+35)
BST: 502 - - >602

So this thing can really annoy opponents. If you’ve fought me much you’ll know that I really like annoying pivots that lower stats and give status conditions. This thing can lower both attacking stats by two stages, then switch out. Whatever attack you opponent had planned will now do significantly less. The addition of Electroweb also lets it lower the opponents speed by two stages whenever you want. It also has a few other moves that this ability buffs, like Acid Spray, Eerie Impulse, and, although I don't think it would be too useful, Venom Drench. I also added Hidden Power, since it currently doesn’t have much special coverage.
Edit: I realized that +25 to its Special Attack would equal 139, not 129, my bad.
 
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Aaalright!! Terribly sorry for any delay in posting this - I was hoping to get to it sooner, but I have been positively swamped between real life and managing other areas of the mod, so I'm afraid I haven't been able to manage the thread as well as I might have.
I am extremely grateful to both Ausma and okispokis for offering guidance to the new submitters in my absence and trying to keep the thread tidy - thank you both so much!!
To reiterate what both of them have said already, Megas for All has a Discord server, which is a fantastic place to ask for feedback on your submissions, to give constructive criticism to each other's, to hang out with fellow M4A players and maybe challenge each other to battles. I also tend to make announcements more quickly there than in the thread, and it's a huge help to all of us if you can be reached there!
Thank you guys so much for understanding, and I hope to see you there! C:

Quick important announcement:​
While it's conventional for the submission phase to last 96 hours, we have opted to extend it by one day, first in response to some extenuating circumstances surrounding the sandbox and second in the hopes that people have an appropriate amount of time to respond to feedback.​
Submissions will end and voting will begin 24 hours after this post (120 hours after the slate opened).​

Minor clarification:​
Mega Stone names are not part of the submission process; we will not necessarily be using the name you give the Mega Stone in your submission.​

Playability Update: We're Live on Main!

This is stating the obvious to a lot of you, but in case anyone didn't notice already, we're now playable on the main Pokémon Showdown server in addition to Dragon Heaven!
A couple of small updates on that front:

- Our existing host, Dragon Heaven, will still be updated continuously! Dragon Heaven and Showdown will be kept in sync to the best of my ability, which is to say that I'll submit the same updates to both of them at the same times, but be aware that updates may not be accepted or patched in simultaneously.​
- While Showdown is the only place where the mod has a ladder and seems to have the most players right now, there are still plenty of reasons to check out Dragon Heaven as well!​
On DH, we have teambuilder support, which is a huge convenience when building (you can copy your teams from DH to Showdown after the fact if you'd prefer - it's just a lot easier to make your teams on DH right now), as well as sprite support, so you can see all of your favorite Mega Evolutions' designs in battle!​
DH is also the only place where you can play our various side formats (M4A Doubles, M4A Random Battles, Mega Spooky Cup aaa, M4A Monotype, and Mix and M4A), as well as the submission sandbox, which is something that I'll talk about a bit later in the post.​
I would totally encourage you to check out DH if you have the time! There's a lot of cool stuff there that's worth seeing for yourself!​
- Showdown is currently behind Dragon Heaven on a few counts, so be aware of that when playing!​
Currently, certain official Mega Evolutions are allowed on Showdown that are not supposed to be. Please don't exploit this to gain a higher rating on the latter or to win roomtours - every Mega Evolution that is banned in National Dex is also banned in our format, but people are not currently prevented from using them as they should be.​
There are also minor bugs with two Abilities - on Showdown, Mega Mismagius's Alchemist currently applies one of its effects to the user instead of the target, which is detrimental (just be careful of using Poison-type moves against poisoned targets with less than 25% of their HP and you should be fine), and Mega Orbeetle's Ability, Gravitas, currently does not activate at all. Neither of these is a bug that can be exploited to the user's benefit, so don't worry about using these Pokémon anyway if you want - just be aware that they're not functioning at their best right now if you do, haha. It might be in your best interests to be patient for the update!​
Finally, Kricketune has yet to gain the move Close Combat on Showdown.​
All of these are addressed on Dragon Heaven, but the same patch is awaiting approval on main Showdown. There is no issue with solving these problems; the fix just needs to be accepted and patched in before it goes live, so please be patient for that! C:​
and seriously please don't abuse the banlist issue for ladder points or to win tours it's not cool
but thankfully a lot of our players have been beating them handily anyway! proud of you guys <3

Balance Changes Polls

First thing on balance changes: the Kricketune poll's results are in!

For :kricketune: Kricketune to gain access to the move Close Combat - 9 in favor vs 3 against - passes with a 75% supermajority

As previously mentioned, that update is currently live on Dragon Heaven and has been since yesterday - the poll ended on Sunday! It's just still waiting to be approved on Showdown first.
In addition to the Kricketune buff, though...!! We've been discussing a handful of other balance changes in the #balance-changes channel on the Discord, and I'll be sharing the poll for that tomorrow alongside the compilation of legal submissions when voting starts. Look forward to it, and here's hoping we'll be one step closer to having a balanced meta where all of our new additions are worth using!!

Submission Sandbox

As of yesterday, the second run of the submission sandbox is playable on DH! For those who are unfamiliar, the submission sandbox is a playable format where certain submissions - ones that needed advance testing to demonstrate certain points, answer important questions and clarify their direction and power level - can be tried out in advance of voting.

I apologize for not announcing this opportunity beforehand on this slate, haha. Actually, I wasn't necessarily planning from the start on promising to accept sandbox subs this slate, but people who were familiar with it asked if they could do it for their subs and they seemed like a good use of it.

For this slate, there are seven potential submissions for you to test, and I can't wait to see how this opportunity affects them and how they'll be refined over the coming days!

1610501065061.png

:exploud: Seismic Scream - Follows up sound moves with an Earthquake. The Earthquake a base power of 60 and currently matches Exploud's higher attacking stat like Photon Geyser.
:noivern: Reverberation - Sound moves echo over the following two turns. This Pokémon's sound moves are repeated twice - at the end of each of the following two turns - but their base power is substantially reduced on repeat hits, with 1/8 of the power on the first echo and 1/16 on the second. Sound moves are only repeated if the user is still on the field.
:toxtricity: Acid Rock - On switch-in, the field becomes Acidic Terrain. This terrain remains in effect until this Ability is no longer active for any Pokémon. Acidic Terrain is an effect we already have - see Mega Dragalge.
:toxtricity-low-key: Magnet Rock - Electric moves create a new field effect for the team. For five turns after successfully using an Electric-type move, the Pokémon on the user's team are immune to Ground-type moves and considered non-grounded. During this effect, a Pokémon with Magnet Rock can also hit Ground-type Pokémon with Electric-type moves. The duration of the effect is reset to five turns when a Pokémon with Magnet Rock uses another Electric-type move successfully.
:toxtricity: Ascending Key - Sound moves: raise target's Sp. Def before, sharply raise user's Sp. Atk after.​
:toxtricity-low-key: Descending Key - Sound moves: lower target's Sp. Def before, harshly lower user's Sp. Atk after.​

Clarifications:
- The Ability of Ausma's Exploud is on DH as "Quaking Boom," but it was recently renamed to "Seismic Scream" in her sub! The effect remains the same as it is on DH.
- BitBitio's Noivern also has slightly different moves now than when it was submitted to the sandbox, but this has not been done on DH (yet? not sure how quickly I can get an update through to address it before subs close).
- The Abilities of both of Mossy Sandwich's Toxtricity currently activate even if the sound-based move is nullified by an immunity, but this is not intended and he has clarified that this behavior should not happen if his submission wins.

You'll be able to play with these Mega Evolutions by using the name of the submitter as the Pokémon's held item - for example, Noivern holding the "item" BitBitio will be able to Mega Evolve into Mega Noivern-BitBitio.

These five are only legal in the M4A: Submission Sandbox format, which is separate from the main format!
That also goes for their new move additions - moves like Psychic Fangs on Noivern and Hidden Power on Toxtricity are only allowed the Submission Sandbox, not the main format, so don't worry about the rest of the mod being affected by this testing opportunity!
You can find this format as its own section in the teambuilder and when challenging another player! You'll be told that the Mega Stones (people?) and moves in question are banned if you try to enter them in a regular challenge, so keep that in mind. C:

For the future, I'm thinking I will prooobably slightly alter the way this is handled - I will likely lean away from people volunteering their subs for it and more towards inviting specific people to have their submissions hosted based on the discussion they generate.
As the number of total submissions increases, I don't think it's sustainable to respond to every sub that one person wants to test, and I think it would be a lot more sustainable to approach from a "no unless someone on the council offers it" angle than a "yes unless there's a reason to say no."
I would like to stress that, if what a sub needs is uncontroversial and there aren't clear questions of direction or genuine uncertainty about its balance to be answered, it will not need to be tested; if you ask me if your submission is acceptable and can safely be allowed to the mod and the answer is clearly yes, it also does not need to be tested.
The sandbox is something that serves a particular functional purpose for our mod, and I think it would be most sustainable to limit it and keep it focused on that purpose for as long as we can. (That also means we may not always have a sandbox for every slate!)
Apologies if this is disappointing to anyone who would have wanted their submission to be hosted early, but we really can't afford to do that every time someone just wants to try their idea out early in case it doesn't win; specific questions, specific goals and follow through on testing are all necessities for this to work, and I will try my utmost to make sure that the occasional cases when the sandbox is actually applicable and definitively more productive than requesting and incorporating feedback can be hosted in the future.

Submission Feedback

BitBitio already knows this because I brought it up on Discord, but for posterity/to have it in the thread:
:noivern: Calm Mind is a move I would personally be nervous to see on his Mega Noivern, and that's what I would most like to see as a focal point of the testing on it in the sandbox; I would lean towards removing it unless testing (preferably with replays) prove otherwise.
:toxtricity-low-key: After some testing, we found that the combination of Thunder Cage and Hidden Power might be a problem on Low-Key specifically, so further testing is invited here as well and it may be worth dropping one or both of them. Again, he knows this already and I'm just logging it in the thread!

DrPumpkinz: sorry I didn't actually notice this was any different from your Megamax version could I suggest toning down your Toxtricity-Amped's Special Attack? Since Acid Rock is enabling a 130 BP move in an ideal situation and still a good amount of free chip otherwise, I would maybe lean away from making it hit as hard as it does now. I know the opponent switching out can undermine this by making Venoshock less reliable, but I would recommend at least dialing it back to 141 like your Megamax version and we can maybe work our way up from there if it seems underwhelming in practice? .w.

War Incarnate: could I ask for your Toxtricity-Amped to be at least 20 points slower? It has a lot of raw power in its attacks (and the means to boost its Speed with a move anyway); I would at least prefer for its unboosted Speed tier to be closer to a wallbreaker than a cleaner. 105 is a hard cap in my eyes, but I would lean towards ~101 or less.
(Another potential solution would be to lower the modifier to more like 10% if you'd prefer for it to stay as fast as it is!)

This is almost purely a flavor/optics choice, but I think I brought this up at one point on the Discord and would be interested in knowing how Ausma feels about it:
:exploud: Would it be alright with you to have the Earthquake inherit the category of the move it's succeeding instead of having the Photon Geyser effect?
In practice, it would almost never make a difference, because all sound-based moves/all moves that activate the Ablity are special, and Exploud would not generally be investing enough in Attack for it to be higher than its Special Attack; either way pretty much always amounts to "the Earthquake is special." That said, I would feel marginally better about this for some reasons I brought up on the Discord already - the Photon Geyser effect is pretty rare and it means something specific where it's used, so anything that isn't actively designed around it feels like it shouldn't have the property if it can be avoided.

ChoiceScarfed:
:noivern: You might remember me bringing this up once for your Flygon - you know how some numbers are generally easier to use in mental math than others? I would be okay with buffing this slightly if it meant giving it a modifier that was easier to remember. How would you feel about "sound moves hit twice at 2/3 power," for example? I would then recommend taking 10 points or so out of Special Attack and putting them in some other non-Speed stat at the same time, but I won't push that too hard if you disagree, because I know my own suggestion is the only reason it would be necessary; I think you picked good stats for what it is right now! I feel like that would be a lot easier on players if you're willing to do it.
On that note, while I agree with you on Metal Sound, you could totally give it some other sound-based moves to pair with this! Something like Snarl or Noble Roar would have cool utility with this without being massive buffs.
:exploud: I'm sorry; I can't allow this one. We were discussing it on the Discord, and... asking people to learn an entirely new set of type matchups is just too much for an Ability for one Pokémon. It's a cool premise, but I think it's one that would be better suited to... a mod other than this one?;; Sorry if that's disappointing, though.
Your Amped Toxtricity is super neat, by the way!

kakaks has been told no on his Toxtricity a couple of times already, so I'm just clarifying that in the thread so people who weren't there for that aren't surprised when they're excluded.

PalpitoadChamp: :noivern: totally not mandatory and also not actually a nerf, but purely from an optics standpoint, I was wondering if you would be interested in making its sound-based moves change the target's Ability to Soundproof? (Sort of like Simple Beam or Worry Seed?) It's the same drawback for the most part - many targets aren't going to be sticking around to be hit with another one after five whole turns anyway, and this has the added benefit of suppressing their Ability, which I think could be neat! - but it's totally up to you!
:toxtricity: I can't allow Galvanize on this Low-Key, sorry; this one isn't an option. I think ChoiceScarfed's Toxtricity-Low-Key (with its Liquid Voice clone) is already about the highest damage output I would think about allowing for a sub like this, so I'm just gonna have to veto this one.

Moretto: I can't allow Punk Rock on your Exploud; its STAB Boombursts hit a lot harder than I can accept. 131 Special Attack with no boosting Ability whatsoever is already kind of the limit on these, and yours is much faster than most other Exploud on top of that - you'd have to give it an Ability that doesn't affect Boomburst at all for this spread to work.

CouchPotato:
:noivern: Puresound on Noivern is a problem with these stats; its Special Attack is balanced around not having STAB on Boomburst, so giving it STAB on that suddenly makes it way stronger. Could I suggest 107 Special Attack or so instead if you want to keep its Speed and Ability the same?
:toxtricity-low-key: This is okay with me except for the part about Thunder Wave - it seems confusing compared to the way the move normally works. Would you be willing to take that part out? The rest of it is okay!

woworiginal:
:exploud: This is not a veto, but I'm not sure I support your Exploud, personally - infatuation is a mechanic we'd rather avoid dabbling with in M4A, and I can't see this becoming a healthy presence in the meta thanks to its Ability. I understand the flavor, and I appreciate that this doesn't make it any easier to cause infatuation, but do you think you could give it a more productive Ability that represents the same idea?
:noivern: Could I ask you to pick one effect and make it the same for both sun and hail? Having two pairs of unrelated effects for two weathers - that don't relate to the weather effects themselves at all - is optically problematic in my eyes.

I am the Impostor: :exploud: This with 121 Special Attack is okay with me only if the 30% boost does not apply to moves that are already sound-based (specifically because that's definitely a problem on Boomburst but I'm okay with it on other moves). In the interest of not having to veto, I will just make that assumption if you leave it as-is, but if you'd like to change the effect at all to accommodate for that, I thought I should let you know!

StealthGhost: I wasn't sure what you meant by this part of your submission:
If this Pokemon uses a sound move, it can hit hidden pokemons(in dig, phantom force etc.) and bounces back to sound and wave moves.
Do you mean for this to be like Magic Bounce? If that's the case, I think I would make it the only part of your Ability, not something you have on top of something else.
I would also make it just sound moves rather than "sound and wave moves," because sound moves are an established category already!
If you meant something else, let me know by DM or on the Discord! Thanks! C:

The Damned: we uuusually try to keep our Ability effects condensed and streamlined where possible, and I feel like yours are doing a lot of things at once. Do they really need all of these separate effects?
:exploud: On Exploud, I would recommend just picking one - either priority immunity for the turn or setting Electric Terrain for free - because those are already the effects of completely separate Abilities and they don't meaningfully relate to one another at all. That said, I would be okay with you keeping this one as it is, because they do at least activate at the same time/in the same way.
:noivern: Noivern boosting its STAB moves is strikingly unrelated to its other effects as well. It's already "Infiltrator but better" as it is, but I think at least that and the "offensive Unaware" effect go together, so I wouldn't mind if you kept those; however, the damage boost is extraneous and I would ask for that to go. If you want to incentivize Dark and Flying moves, you could consider making the other effects only apply to those moves? "The Pokémon's Dark and Flying moves bypass these things," that is.
:toxtricity: I would either remove the 33% boost to Poison moves and just give it Punk Rock or lower its Speed by at least 10 points, but I would lean towards the former/just giving it Punk Rock because that's way better optically anyway. I'm kind of against "the same Ability it already has but 3% better and now it affects Poison moves," you know?
:toxtricity-low-key: This one isn't a concern balance-wise, but it has the same issue of being several Abilities in one - this is just "Dark Aura + Punk Rock but marginally better." I would really take a different route and aim to streamline these into something more unified and more unique rather than just combining things that don't go together.
Exploud I would still be okay keeping, but I would like you to address the others at least, if you want them to be included in the vote. Thanks for understanding!

WalreinDIceGod: Nope, you're just gonna have to deal with Exploud's Attack being 91 and take that 1 point out of somewhere else. If you want that badly for it to be a round number, you could aim for 100 instead?

WalreinDIceGod (first post) RespiraProfundo AbbyRainbow12 SerperiorSwagger
Hi! In the future, please make sure to read the rules before submitting to a mod like this.
As you can see in the first post, the slate announcement post and the thread title and all of the other posts in the last three pages, we are not open to submissions for the Pokémon you've posted right now. (For context, RespiraProfundo made a Rhyperior - it's just since been deleted.)
SerperiorSwagger, we have a poll on what slates people want to see every week, and you can vote for a slate that includes Serperior on that or suggest your own on the Discord. Please ask for help either there or by DMing me here rather than posting any more small questions like this in the thread! (and nope, we will not be making the base stat totals of future Mega starters anything other than exactly +100 points like every other Mega Evolution!)

I am the Impostor, I really appreciate your efforts to help, but it would be best if you avoided posting one-line messages or double-posts just to stop other people from cluttering the thread. Back-and-forths like this really don't keep the thread any tidier, and immediately addressing every person who breaks the rules individually... actually just doubles the number of irrelevant messages?
I know you're doing your best, but please consider taking a step back to reevaluate your approach and let those of us who are responsible for managing the thread handle it, if that's okay;;

In the interest of keeping the thread clean, if the five of you wouldn't mind, it would be really appreciated if you'd delete your irrelevant posts now that we've responded to them. This kind of clutter in the thread is something we really want to avoid; I can't clean it up myself, so I have to ask you to do that out of courtesy to all of us here. Thanks! C:

That's all for today!

I will end this by reiterating that the submission phase is expected to close 24 hours from this post, and then I'll open voting with a compilation of legal submissions, an announcement of the next slate and a link to the upcoming balance changes poll, plus any status updates on DH or Showdown that may come up until then! C:

Thank you guys so much for your continued support - and I can't wait to see what happens in the future thanks to all of our new faces! Welcome, everyone who's just now discovering our corner of the community!
 
Alright, so I'm completely new to submitting things for pet mods, but here I go!
I'm just doing Exploud for now. I may/may not do the others, but I'll edit them in if I do!

I see everyone making offensive Exploud-Megas, but no defensive ones, so here's my take at it.
:swsh/Exploud:

Exploud-Mega
Mega Stone: Exploudite

Type: Normal

New Stats
HP: 104 (Unchanged)
Atk: 91 (Unchanged)
Def: 113 (+50)
SpA: 91 (Unchanged)
SpD: 123 (+50)
Spe: 68 (Unchanged)
BST: 590

New Ability: Piercing Vibrations - Whenever this Pokemon takes damage from an opposing Pokemon's attack, the opposing Pokemon takes damage equal to 1/8th of their HP.

New Moves: Parting Shot, Heal Bell, Knock Off, Slack Off, Growl, Snarl.

Exploud has a fairly high health stat, but with mediocre defenses. Exploud-Mega bumps both defenses up, and retains it's decent defensive typing.

How the ability works is that whenever Exploud-Mega is attacked, it's body produces a piercing sound (sound is vibrations, so it fits thematically) in response, damaging the attacker. It's ability is similar to Rough Skin, but it works for ALL damaging attacks, not just contact ones. This allows Exploud-Mega to punish both physical and special attackers for pivoting, multi strike attacks, and Rapid Spin.

Exploud has a rather meager defensive/utility movepool, so I gave it a few moves to help him out. Parting Shot makes him able to do slow pivots and bring in teammates safely, and punish the opponent if they switch too. Heal Bell to allow it clerical support, and (like Parting Shot) is a sound move he doesn't learn. Knock Off is to give him a bit of utility, and another option for physical sets. Slack Off is because walls with no recovery (especially without leftovers) kinda suck, and Slack Off makes me think of Sleep Talk and Snore, which are sound based moves (even though slack off isn't sound based). Growl is purely flavour, but could be used in doubles. Snarl is nice in doubles too, giving it another support option.


Alright, time for Noivern!

:swsh/noivern:

Noivern-Mega
"Noivern-Mega's wings become so powerful, that it becomes capable of flying faster than sound. In battle, it uses this speed to outspeed the soundwaves from the opponents attacks, and retaliate before they can recover."
Type: Flying/Dragon

New Stats
HP: 75 (Unchanged)
Atk: 120 (+50)
Def: 80 (Unchanged)
SpA: 97 (Unchanged)
SpD: 80 (Unchanged)
Spe: 173 (+50)

New Ability: Supersonic Flight - Gives full immunity to all sound-based moves; this pokemon's attacks cannot miss if it moves before the target.

New Moves: Brave Bird, Extremespeed, Work Up.

Noivern-Mega becomes the new fastest mega, even faster than Talonflame. This, combined with it's improved attack stat, makes him an even better revenge killer, while access to Extremespeed augments that.

While Noivern-Mega can run a physical set with Dragon Dance and it's new physical options, Noivern-Mega can also now run a great mixed set with powerful STAB options on both sides in Brave Bird, Outrage, Dragon Rush, Draco Meteor and Hurricane, boosted with Work Up.

Noivern-Mega's ability gives it another way to come in, while also adding to it's offensive presence without adding damage to it's attacks. Noivern-Mega's Dragon Rush and Hurricane become far more threatening, even in sun as Hurricane can't miss.
Hurricane, Dragon Rush, Air Slash, Air Cutter, Super Fang, Swagger, Supersonic, Screech, Fly, Hyper Beam, Giga Impact, Steel Wing, Iron Tail, Heat Wave, Focus Blast, Draco Meteor, Dual Wingbeat, Cut, Sky Attack, Toxic
Noivern @ Noivern Mega Stone
Ability: Frisk
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Hurricane
- Focus Blast / Heat Wave
- U-turn / Work Up

Noivern @ Noivern Mega Stone
Ability: Frisk
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Dragon Rush
- Dragon Dance
- Iron Tail

Noivern @ Noivern Mega Stone
Ability: Frisk
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hurricane
- Dragon Rush
- Work Up
- Focus Blast / Iron Tail / Heat Wave
 
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I have a question I am new to this and I want to make megas other than Loudred, Noivern, or Toxtricity. Where or when can I do that. I already composed a script on mega milotic and I want to post it.
 
:ss/Toxtricity: Mega Toxtricity-Amped
New Ability
: Duet (Sound damaging moves are repeated once at 1/3 power)
Type: Electric/Poison

New stats:
HP: 75
Attack: 98
Defense: 70 -> 90 (+20)
Special Attack: 114 -> 144 (+30)
Special Defense: 70 -> 100 (+30)
Speed: 75 -> 95 (+20)
(BST) 502 -> 602

New moves: Chatter
Description: A bulky Special attacker. Hit as hard as you can, inflict status conditions and lower stats, and then get out of there to bring in a tankier mon.


:ss/toxtricity-low-key: Mega Toxtricity-Low Key
New Ability
: Magic Guard
Type: Poison/Dragon

New stats:
HP: 75
Attack: 98 -> 113 (+15)
Defense: 70 -> 110 (+40)
Special Attack: 114 -> 124 (+10)
Special Defense: 70 -> 105 (+35)
Speed: 75
(BST) 502 -> 602

New moves: Iron Defense, Amnesia
Description: Speaking of tankier mons, Toxtricity-Low Key has a free pair of HDB (kinda) and Magic Guard. You can boost stats with Amnesia/Iron Defense (Amnesia is for forgetting lyrics of a song, Iron Defense is performing some sort of shred? idk).

Will do Exploud/Noivern later.
 
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Mega Toxtricity
tumblr_ad463c5e38b212d6e02631c0e938ac1f_6650026d_500.gif
New Ability: Amplivolt (Electric type equivalent of Flash Fire)
Type: Electric/Poison (unchanged)

New stats:
HP: 75
Attack: 98-----> 128 (+30)
Defense: 70-----> 90 (+20)
Special Attack: 114-----> 124 (+10)
Special Defense: 70-----> 90 (+20)
Speed: 75-----> 95 (+20)
BST: 502----->602 (+100)

New move: Volt Tackle, Calm Mind
Description:
Thanks to Shift Gear it can be a late game physical cleaner and Calm Mind can be utilized in almost the same way.
 
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Hey again, everyone!!! Terribly sorry this is so much later than usual - there was a lot to discuss before putting this post together, and I've had a busy afternoon since then.
It's finally time for submissions to close and voting to begin!
First, a few quick updates and responses to specific people:

sorry for the one liner (will delete after I get a response in case), was my submission not accepted (since it's not in the sandbox list) or do only possibly too broken submissions get tested there?
Ah! No worries - only specific ones that are questionable and need the testing get hosted there, but your submissions here were totally fine and they are included in the vote! C:
Actually, though, on your Toxtricity-Low-Key which I think is new: we actually don't do move removals here, so you wooould have to allow it to keep Drain Punch, I'm afraid;;

TheUltraFinder - ooout of curiosity, is there a reason your Low-Key's Ability is... pseudo-Boots + Comatose of all combinations? I feel like you could just give it actual Magic Guard for a similar effect, but I'm really lost on what the flavor of it is, and those are effects that don't really go together at all; I'm not big on this one optically.

Monkey D Drake - this uh... definitely can't have Nasty Plot, and I think it's hitting too hard for the Speed that it has. The Ability is already kind of just "Transistor but better" (and Transistor is already a very strong Ability balanced by a number of other drawbacks on the Pokémon that has it), which is a problem in itself, but personally I think that even if it did only have Transistor, it would warrant a good 30 points less Speed than this. Iiis there a chance you'd consider another stat spread or a weaker Ability than this? I would personally opt to veto it as you have it now, I'm afraid.

On the previous responses:

- BitBitio did confirm on the Discord that he was willing to remove Calm Mind from his Noivern, but he hasn't edited his post yet, so I'm gonna be taking that move off of it - just recording the reason why in the thread! (lemme know if you make any other changes and want me to edit! I know you were talking about maybe dropping other moves and/or maybe adding Encore but I didn't want to go that far without you explicitly changing your sub)
- ChoiceScarfed's new Exploud is unfortunately kinda broken because of boosted Boomburst one possibility: do you want to just give it "STAB on all sound moves" without affecting ones that already are STAB? let me know by DM or on the Discord if you make a change like that - or another change that you think would help - and I can add it in!, but I really appreciate the change to Noivern and that one is totally fine now!!
- No change on kakaks's Toxtricity
- No change on CouchPotato's Noivern, but their Toxtricity is perfect now!
- No change on The Damned's subs, so like I said previously, Exploud is still fine I think but I will be keeping the others out for now
... but that said, all of the other suggested changes were addressed and you guys have no idea how happy that makes me! ;u;

For those last few, let me know if you make any changes before the voting phase closes and I'll be happy to add them in! We try to be pretty lax around here with that and you haven't missed the boat or anything. nwn
And seriously, thank you guys so much for responding so well to this!!
I was really worried that having such a big post of feedback wouldn't go over well, especially since it might've been overwhelming on top of all of the other things I was covering at once - it meant so much to go over these as I was compiling them and see that you really did care and take it into account.
I'm actually super happy with the submissions this time around, and I can't wait to see which ones we end up getting to use!!

Without further ado, here's the list:
 
:exploud: Mega Exploud
Mega Exploud


Type:
->

Ability: Soundproof/Scrappy --> Omnivoice (The user's primary type becomes the same type as the first sound move in its move set.)

Stats:
HP: 104
Attack: 91
Defense: 63 -> 90(+27)
SpAtk: 91 -> 130 (+39)
SpDef: 73 -> 107 (+34)
Speed: 68

New Moves: Sparkling Aria, Bug Buzz, Overdrive, Eerie Spell, Chatter.
Optional New Moves: Nasty Plot, Flash Cannon, Perish Song, Parting Shot, Dark Pulse (These moves don't have to be added but it'd be really nice if they were. Also exploud gets soundproof so just keep that in mind.) ( Just learned that parting shot is a sound move. Do what you will with that. I personally won't advocate for these but I mean hey, it is a sound move and gives exploud another type option. )

Description: Using the very little information I learned from a video I came up with this. Basically, exploud is an organ, and organs are very large instruments that can play a numerous amounts of different sounds. That's basically what exploud can do now, It is able to become a specific sound and play it throughout battle thanks to its ability Omnivoice. This can create an interesting bulky offensive mon depending on what type you decided to go with. For example, If you gave it chatter in its first slot, it becomes Flying/Steel. It can still use its other moves, of course. The optional moves would be nice to have.
:exploud:
Exploud-Mega
Type:
Normal
Ability: Scrappy/Soundproof-> Mold Breaker
Stats
HP:
104
Attack: 91-> 101 (+10)
Defense:
63-> 83 (+20)
SpA:
91-> 131 (+40)
SpD:
73-> 83 (+10)
Speed:
68-> 88 (+20)
New Moves: +Parting Shot

Description:
With the added power of Mega Evolution, Exploud unleashes attacks so loud that they ignore the target's ability. Normal Exploud's trade is firing off high power attacks, and while Mold Breaker isn't as useful for Boomburst as Scrappy, it is useful in making Bulletproof a non-issue for Focus Blast and Shadow Ball, as well as removing pesky immunities to high power Fire Blasts, Overheats, and Hydro Pumps. As for the new move, Parting Shot allows Exploud to maintain momentum for its team and fits its sound theme. Also, I got this hilarious image of Exploud screaming so loud it blows itself off the field in my head.
:bw/exploud:

/


Ability: Seismic Scream (Upon using a sound move, an earthquake of 60 BP will then occur, using the offense that the base sound move used. If the sound move is status based, the earthquake will default to Physical.)

HP: 104
Atk: 101 (+10)
Def: 73 (+10)
SpA: 101 (+10)
SpD: 113 (+40)
Spe: 98 (+30)
New Moves: Clanging Scales, Dragon Pulse, Snarl

Reasoning
:

If there's one way to make a Boomburst spammer interesting, it's by doing literally anything aside from outright power boosts. The idea behind this is to exacerbate the flavor of ground-shattering sound and limit Exploud's switch-ins in a more creative way, and I think this is a pretty flavorful, effective way of doing so. Having additional Ground-type coverage to compliment Exploud's STABs come to play as it uses a sound move allows for its switch-ins to be much less effective, balanced through a low secondary BP and a less than stellar Special Attacking stat. However, to remedy this, it is fitted with a better defensive typing and actually fantastic overall bulk to find more switch-in opportunities unlike its original counterpart. Additionally, the Dragon-type also pairs very well with Seismic Scream, as Dragon/Ground coverage gives Exploud quite a bit of room to work with on non-Fairy-type targets. As an extra bonus, its ability's offensive mechanics allow for it to do some Screech shenanigans and further make this sub a fun thing to mess with outside of blatant Boomburst spam, even letting it go mixed. Lastly, It also has a pretty solid speed tier and good coverage to bat, such as access to Focus Blast and Fire Blast. The addition of Dragon Pulse is to allow it an additional Dragon-type STAB that isn't sound based, and Snarl lets it cover the new Ghost-type immunity that can deal with its Boomburst.

Although it does have pretty little utility outside of Boomburst spam, it is a pretty unique Boomburst spammer at the least!

Flavor:

One of Exploud's foreign name translations includes "dragon" in it. This was a pretty easy excuse to give it a Dragon-type, plus, it fits the ability like a glove!

Dex Entry:

tba
Mega Exploud


Ability - Soundproof; Scrappy ➝ Motivic Development (Motivic Development boosts the power of sound-based moves used consecutively by the user by 20%, up to a maximum increase of 100%.)
HP - 104 ➝ 104
Atk
- 91 ➝ 108 (+17)
Def - 63 ➝ 108 (+45)
SpA - 91 ➝ 135 (+44)
SpD - 73 ➝ 81 (+8)
Spe - 68 ➝ 54 (-14)
BST - 502 ➝ 602 (+100)

Movepoll Changes - Steel Beam
Competitive Corner - While quite a bit weaker than Choice Specs Exploud initially, Mega Exploud packs quite a punch, and came make its Boombursts stronger with Motivic Development. The added Steel-typing and bulk help it tank more hits given its lower speed.
Flavor Corner - Exploud are based on pipe organs, which commonly have parts made of Steel, hence the new typing. Its ability is a little play on words between two of the many possible interpretations of strong. A "strong" melody, is a well developed one, something you can do with Motivic Development, which is making your motifs more complex and expanding them as the song goes on. The other interpretation of "strong" is that the attacks just plain hit harder, which is why this ability gives a Metronome boost to sound-based moves! "Why Motivic Development, though?" — You may ask — well, given that Exploud is based on the organ, and the Motivic Development is a driving force of classical music (which used organs, among other instruments) I just thought it'd be quite fitting. If Exploud is an organ that can play itself, I imagine it would play classical music as that's what most organs player for most of their life, but even then, Motivic Development is a thing on many different areas of music, mostly because repetition is a key part of music, and, repetition legitimizes, repetition legitimizes, repetition legitimizes, repetition legitimizes...
:ss/exploud:

Exploud-Mega @ Exploudite
Type
: Normal
Ability: Boombox (If this Pokemon uses a sound move, it is locked into it for 2 to 3 turns. Sound moves used by this Pokemon during this period have a x1.2 BP boost. Sound moves used by any other Pokemon during this period will fail.)

Stats:
HP:
104 (+0)
ATK: 91 (+0)
DEF: 103 (+40)
SPA: 121 (+30)
SPD: 103 (+30)
SPE: 68 (+0)

New Moves: Overdrive

Why this Idea?
Exploud by itself is known to be a loud pokemon- literally. However, this can take its explosive sound to a new level; by gaining an inbuilt boombox type speaker that can unleash even more devastating waves.

Is this usable in meta?
Exploud-Mega isnt one of the bulkiest mons out here, however its fairly specially defensive. Its mono-normal typing semi-shields it from multi type weaknesses.
With a moderate boost to its Def., Sp.Atk., and Sp.Def.; and paired with its ability, it can easily be a devastating game changing glass cannon with Boomburst.

Example Sets:

Exploud-Mega @ Exploudite
Ability: Boombox (Base: Scrappy)
EVs: 252 HP/ 252 SpA / 4 SpD
Nature: Modest
- Boomburst
- Overdrive
- Fireblast
- Surf

POV you are using it:
This is the familiar set which randbats Exploud already has, with the slight tweak of Focus Blast being replaced by Overdrive.
However, this simple change can make Exploud a better wallbreaker, as it can now deal considerable damage to hazard walls like Skarmory and Toxapex, and even bulky attackers like Corviknight.
Its Boomburst gives it a neat STAB along with the ability, making it a whopping 252 BP move, which can even destroy the more fragile Rock and Steel types.
You can also somewhat chip up against Rock and Steel types with Surf and Fireblast.

POV you are up against it:
Exploud-Mega can be devastating if its sound moves are not resisted. The no brainer move is to swap out with either a Ghost or Ground type once its locked or by prediction. Wrong prediction can lead to taking severe damage, so be careful
Its slow. A strong Fighting type thats faster than it and hits hard can defeat it if executed properly.
Using a U-Turn regenerator Pokemon to exploit movelock seems nice as well.
Steel and Rock types with great special defense and not weak to electric can withstand the sound moves once locked. You can use it to your advantage.


Exploud-Mega @ Exploudite
Ability: Boombox (Base: Scrappy)
EVs: 248 HP/ 8 SpA / 252 SpD
Nature: Calm
- Rest
- Snore
- Substitute
- Overdrive

POV you are using it:
A set which probably wont do much, but still just a thought I'm putting out here.
Here, Exploud-Mega fills as a Special Bulk. Snore becomes a decent 90 BP from STAB and ability boost, and allows it to repeat Rest and continue
dealing decent damage without wasting any moves sleeping.

POV you are up against it:
Faster Physical or Fighting Pokemon can still demolish this set as well, as long as they hit hard.
Its a painful set to come up against if your fighting and physical pokemon are out of steam.
However, you can counter wall it with Specially Defensive/ Bulky Recovery Pokemon, since the only coverage it has is Snore and Overdrive. A Pokemon well resisting both can easily stall it out. Plus, if your Focus Blast actually lands…
:bw/exploud:
New Ability: Devil Noise (Dark moves are Sound based moves and do 20% more damage. Additionally, they prevent the opponent from using Sound moves until they switch out)
Type:


New Stats:
HP: 104 => 104 (+0)
Atk: 91 => 106 (+15)
Def: 63 => 88 (+25)
SpA: 91 => 121 (+30)
SpD: 73 => 88 (+15)
Spe: 68 => 83 (+15)
BST: 490 => 590

New moves: Snarl, Jaw Lock, Dark Pulse
Description: You'll realize I'm not your Devil anymore!
Exploud looses its most dangerous weapon in Specs-Scrappy-Boomburst. It gains a new Stab in Dark Pulse, which is boosted by 20% and helps it against Ghosts. It still doesn't have the power of Choice Specs, but it gains more Bulk and Speed, in addition to Jaw Lock. The Pokémon that can easily take its special hits are Heatran and Blissey. With Jaw Lock, Return, EQ and the help of Taunt, Exploud can get rid of these special walls. With this, you'll support your Magearna, Ash-Greninja and many other special attacker. This can be expanded to other special or even physical walls, since you can even run Jaw Lock on special sets. You can customize this mon to fit your team in any kind of way.

Special Boomer
Exploud @ Exploudite
Ability: Devil Noise
EVs: 48 HP / 252 SpA / 208 Spe
Modest Nature
IVs: 0 Atk
- Boomburst
- Dark Pulse
- Fire Blast
- Hydro Pump

Physical Lure
Exploud @ Exploudite
Ability: Devil Noise
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Return
- Jaw Lock
- Earthquake
- Taunt
:swsh/Exploud:
:exploud: Mega-Exploud
Ability: Voicequakes (when using a sound Move, it is ×1.2 power and becomes Ground type)
Typing: Normal/Ground
Stats:
HP:104 (Unchanged)
Atk:101(+10)
Def:113(+50)
SpA:91 (Unchanged)
SpD:113(+40)
Spe:68 (Unchanged)
New Moves: Spikes, Slack Off
Description: So this one has great defensive stats, a great utility movepool (Slack Off, Spikes, Toxic, Whirlwind), and most importantly deals great damage with Boomburst becoming a 168BP Ground STAB. It should be noted, however, that this is weaker than Base Form with Specs, and that this has absolutely no offensive capabilities outside of it. This kind of work like Araquanid, a defensive Pokemon with a lot of utility which also has a really strong move but mostly uses it to be less passive.
:exploud: Mega Exploud
New Ability: Bass Boost (All sound moves have an added 30% chance to lower targets Def and SpD)
Type: Normal

New stats:
HP: 104
Attack: 91 -> 104 (+13)
Defense: 63 -> 104 (+41)
Special Attack: 91 -> 104 (+13)
Special Defense: 73 -> 104 (+31)
Speed: 68 -> 70 (+2)
(590 BST)

New moves: Metal Sound
:Exploud: Mega Exploud
New Ability
: Cacophony - User's sound-type moves have a 30% chance to confuse the target
Type: Normal

New stats:
HP: 104 -> 104
Attack: 91 -> 101 (+10)
Defense: 63 -> 83 (+20)
Special Attack: 91 -> 131 (+40)
Special Defense: 73 -> 93 (+20)
Speed: 68 -> 78 (+10)
BST: 490 -> 590

New moves: Parting Shot, Snarl
Description: Not only are Mega Exploud's Boombursts incredibly powerful, but they now also have a chance to be crippling thanks to the 30% chance to confuse the opponent. Cacophony Parting Shot also allows extra safety of the incoming teammate thanks to confusion chance along with the lowered offenses of the opponent. Exploud gains substantial boosts in bulk and Speed upon Mega Evolution, allowing it to actually take hits this time.
:ss/exploud:Mega Exploud
Normal
Ability: Reverberation (When this pokemon uses a sound move it gets used a second time at 1/4 power (This includes status moves).)

Hp: 104
Att: 116 (+25)
Def: 83 (+20)
Spec Att: 106 (+15)
Spec Def: 93 (+20)
Sped: 88 (+20)

New Moves: Snarl, Noble Roar, Parting Shot

Description: This pokemon is a set up sweeper who likes the support of trick room with being able to get off multiple roars on the same turn. Or you could run a bulky set with multiple Noble Roar and Parting Shots. Special sets are doable but without any set up options.
Bringing back the band!

:exploud: Mega Exploud
New Ability
: Bellows - Sound moves are Flying type and boosted by 1.3x
Type: Normal

New stats:
HP: 104
Attack: 91 -> 111
Defense: 63 -> 93
Special Attack: 91 -> 121
Special Defense: 73 -> 93
Speed: 68 -> 68
590 (BST)

New moves: None
Description: This one is kind of weird, but, as Exploud is based on a pipe organ, I played with the idea of the bellows - moving air between the parts of the organ, so I wanted to play with it having wind powers. Now, the closest type we have to wind is Flying, and that's... a stretch. So it gets Flying Liquid Voice + mini-Steelworker as a compensate to still let it keep STAB Boomburst. This gives it a better offensive option, given that it has no immunities (since its also losing Scrappy). The attack boost is primarily for Earthquake, which compliments Flying Boomburst nicely.

Exploud-Mega
Stone: Exploudite
Types: Normal / Electric
Ability: Soundproof / Scrappy -> Pressure
New Moves: Thunderbolt, Rising Voltage, Parabolic Charge, Volt Switch, Overdrive, Sing, Parting Shot, Thunder Wave
HP: 104 -> 104
ATK: 91 -> 101 (+10)
DEF: 63 -> 73 (+10)
SPA: 91 -> 131 (+40)
SPD: 73 -> 73
SPE: 68 -> 108 (+40)
BST: 590 (+100)
Role: Other Sweeper that can be very strong with electric terrain.
Exploud-Mega
Mega Stone:Explodite

Types:Normal/Steel

Ability: Soundproof/Scrappy--> Air Vacuum(If opponent is Flying type, it loses its flying type and raises Exploud's sound-based moves by 1.3x.)
New Moves:Heat Wave, Thunder Wave, Flash Cannon

HP:104>104
ATK:91>91
DEF:63>93(+30)
SP.ATK:91>141(+50)
SP.DEF:73>103(+30)
SPE:68>58(-10)
Role: Stop flying pokemons.

Mega Exploud
Typing: Normal/Fairy
Ability: Lovesong: Sound moves are followed up with either a Charm or a Captivate, depending on the opponent's gender.
Stats: 104/121(+30)/63/121(+30)/83(+10)/98(+30) (BST: 590)
New moves: Play Rough, Dazzling Gleam, Thunderbolt
Role: The ability used to be about infatuation, but that didn't go over well. I still wanted to keep the central idea, so I came up with this instead,
:swsh/exploud:
Mega Exploud
New Typing:

Ability: Supersonic Waves - These Pokemon's Special moves are now sound moves and have 30% more power. (Does not apply to moves that are already sound moves.)
HP: 104 -- 104
Attack: 91 -- 91 (+0)
Defense: 63 -- 78 (+15)
Sp. Attack: 91 -- 121 (+30)
Sp. Defense: 73 -- 98 (+25)
Speed: 63 -- 93 (+30)
BST: 490 -- 590 (+100)

Mega Stone: Exploudite
Movepool Changes: Psychic, Psyshock, Future Sight
Description: W.I.P


Type:

Ability: No Guard
HP: 104 --> 104
Atk: 91 --> 126 (+35)
Def: 63 --> 73 (+10)
SpA: 91 --> 106 (+15)
SpD: 73 --> 73
Spe: 68 --> 108 (+40)

Mega Stone: Exploudite

Movepool Changes: +Dark Pulse, +Thunder

Description: Because it's incredibly hard to create a Mega Exploud that can't hold items and hits harder than its Choice Specs base form, I decided to aim for another type of mega. Mega Exploud gains an incredible 40 base Speed, going from unbelievably low to decently fast by OU standards, while getting more points in Special Attack, Attack, Defense and No Guard. The Special Attack buff + No Guard make sure that its Special set isn't outclassed by its base form: despite losing Scrappy, Exploud has better coverage in the form of Thunder that can't miss, Blizzard that can't miss, Dark Pulse to hit ghosts, Focus Blast, Overheat and Hydro Pump to make a 4 attacks set very viable. The 35 base Attack buff makes even a physical version surely viable: Dynamic Punch that can't miss offers good coverage vs would-be-walls in Steel and Rock types and the confusion is always helpful to break through things you could never win against otherwise (Corvi, Skarm, Cele). Mega Kick that can't miss is the new STAB of this powerful physical Exploud, which is an already very strong move that makes the itemless 126 Base Attack of Exploud good. A mixed set can also be run, mixing the powerful Mega Kick + Dynamic Punch combo with BoltBeam in the form of Thunder and Blizzard to everything pretty hard. As for details, I imagine a smaller, taller form of Exploud with its legs extending. Its mouth is now wide open and goes down until the end of its stomach.
:Exploud: Exploud-Mega
New Ability: Thunderous Voice - Whenever the Pokémon uses a Sound move, it is immune to priority moves from its opponents for the turn and, if Electric Terrain isn't already set, it sets Electric Terrain for 5 turns before any Pokémon moves.
Type: Normal/Electric (gains Electric as a secondary typing)

New Stats:
HP: 104 → 104 (+00)
Attack: 91 → 91 (+00)
Defense: 63 → 82 (+19)
Special Attack: 91 → 104 (+13)
Special Defense: 63 → 104 (+31)
Speed: 68 → 105 (+37)
(BST: 490 → 590)

Movepool Additions: Overdrive, Parting Shot, Rising Voltage, Snarl
Description: I was originally stumped by what to do with Exploud, which is the main reason why I wasn't going to post anything in here for this slate. Seeing I am the Impostor's idea (that's technically illegal at present from what I understand due to the Attack decrease), however, led me to realize something: despite all of the focus on Terrain in the past two gens, Electric Terrain basically still only has one setter since Pincurchin is so bad. So this was an attempt at remedying that by making some bulkier than Tapu Koko given that I was never going to make something faster that was still worthwhile. (...Let's ignore that Klinklang-Mega apparently exists as one of the weaker new Megas, especially since this is meant to have more of a Supportive role than that anyway.)

It would be nice if this could have a bit more power, but given how stupidly strong STAB Boomburst actually is even without Specs to back it up, 104 SpA seems the limit--maybe 110--given I saw Flygon-Mega, which doesn't have STAB on it, got restricted to 105 SpA almost solely because of Boomburst. Given the way its ability is intended to work, Exploud-Mega also gets a 185% boost on any Overdrives it uses, even if Electric Terrain wasn't already up (unless Rillaboom-Mega or Lycanroc-Midday-Mega are on the field I guess).

Speaking of its ability, it also brings in some potentially interesting mind games since while it does act like Queenly Majesty, it isn't always on like Queenly Majesty. Exploud-Mega would obviously be incentivized to use primarily Sound moves, but without Scrappy, its STAB coverage isn't exactly great even as strong as Boomburst is. Hell, Ghost/Ground mons wall its STABs completely, meaning it has to potentially make itself vulnerable if it wants to use coverage (or if it wants to be greedy and use Rising Voltage) even though those same mons aren't common in OU (yet).

It could maybe stand to get Metal Sound and/or Parabolic Charge, especially depending on what its design looks like in the highly unlikely case it wins and especially given that it's otherwise stuck with only Rest for healing, which it can't even use if Electric Terrain is up. That said, apparently four new moves is the maximum to be added, so it's already at the limit even with me getting rid of Volt Switch and the intentionally redundant Electric Terrain (the move).
Mega Exploud stats, movepool additions, and ability;
Stats:
HP: 104(unchanged)
ATK: 91
DEF: +17>80
SpATK: +39>130
SpDEF: +14>87
SPEED: +30>98
Ability: Deaf Metal(This pokemon's sound moves have 1.6x accuracy [if they have accuracy checks] and can hit ghost type pokemon regardless of typing)
Movepool Additions:
Overdrive, Chatter, Yawn, Perish Song, Slack Off, Sing, Noble Roar, Metal Sound, Growl I just wanted to give it every sound move available because it is literally the sound pokemon yet doesn't even have all the sound moves it made me sad
Alright, so I'm completely new to submitting things for pet mods, but here I go!
I'm just doing Exploud for now. I may/may not do the others, but I'll edit them in if I do!

I see everyone making offensive Exploud-Megas, but no defensive ones, so here's my take at it.
:swsh/Exploud:

Exploud-Mega
Mega Stone: Exploudite

Type: Normal

New Stats
HP: 104 (Unchanged)
Atk: 91 (Unchanged)
Def: 113 (+50)
SpA: 91 (Unchanged)
SpD: 123 (+50)
Spe: 68 (Unchanged)
BST: 590

New Ability: Piercing Vibrations - Whenever this Pokemon takes damage from an opposing Pokemon's attack, the opposing Pokemon takes damage equal to 1/8th of their HP.

New Moves: Parting Shot, Heal Bell, Knock Off, Slack Off, Growl, Snarl.

Exploud has a fairly high health stat, but with mediocre defenses. Exploud-Mega bumps both defenses up, and retains it's decent defensive typing.

How the ability works is that whenever Exploud-Mega is attacked, it's body produces a piercing sound (sound is vibrations, so it fits thematically) in response, damaging the attacker. It's ability is similar to Rough Skin, but it works for ALL damaging attacks, not just contact ones. This allows Exploud-Mega to punish both physical and special attackers for pivoting, multi strike attacks, and Rapid Spin.

Exploud has a rather meager defensive/utility movepool, so I gave it a few moves to help him out. Parting Shot makes him able to do slow pivots and bring in teammates safely, and punish the opponent if they switch too. Heal Bell to allow it clerical support, and (like Parting Shot) is a sound move he doesn't learn. Knock Off is to give him a bit of utility, and another option for physical sets. Slack Off is because walls with no recovery (especially without leftovers) kinda suck, and Slack Off makes me think of Sleep Talk and Snore, which are sound based moves (even though slack off isn't sound based). Growl is purely flavour, but could be used in doubles. Snarl is nice in doubles too, giving it another support option.

:noivern: Mega Noivern
:ss/noivern:
:noivern: Noivern-Mega
Flying/Dragon-->Psychic/Dragon
Frisk/Infiltrator/Telepathy-->Trace
New Stats: 85/70/95/120/95/170
HP: 85-->85 (+0)
Attack: 70-->70 (+0)
Defense: 80-->95 (+15)
Special Attack: 97-->120 (+23)
Special Defense: 80-->95 (+15)
Speed: 123-->170 (+47)
Total: 535-->635 (+100)
New Moves:
Encore
Description: So Mega Dragapult was one of the earliest creations of this mod, being known for its incredible speed, its unmatched versatility, and its bonkers offensive utility. One of the really interesting things about it was its speed stat being so high that it often was able to utilize these very unique stat spreads where it invested into its bulk much more than one would expect for such an offensvie Pokemon, because its speed was so high it could do it efficiently and still outrun whatever it wanted. It also had pivoting, reliable recovery, and Trace, transforming it into an incredible multifaceted offensive threat that was able to threaten a lot of things incredibly well. It was also decidedly broken due to its access to Curse and Infestation enabling it to trap and eliminate any threat, paired with an already great Pokemon.
Mega Noivern is that Mega Dragapult's legacy. With fantastic speed, passable bulk, and solid special attack, Noivern functions as a powerful Trace pivot possessing many of the same tools as Dragapult, albeit with the broken stuff cut out. It can run a wide variety of sets and be slotted onto any team in need of its good traits. Its customizability with a wide range of tools let it target and handle specified threats.
I was thinking flavorwise, that its ears turn into like, radars or something and it like, scans the target or something. I dunno lol
Overall it's rad and uh, enjoy!
sorry I don't know what color you would want Encore to be but you said you wanted this change on the Discord
:ss/noivern:
Mega Noivern
Type:
Flying / Dragon
Ability: Sonar (hitting a Pokemon with a sound move randomly reveals one of that Pokemon's moves)
Moves: Snarl
Stats:
HP: 85​
Atk: 70​
Def: 105 (+25)​
SpA: 127 (+30)​
SpD: 105 (+25)​
Spe: 143 (+20)​

Noibat, Ultra Moon:
"It flies around in search of fruit to eat. It uses ultrasonic waves to detect which fruits are ripe."​

With its sensitive ears (that also produce sound? somehow?) Mega Noivern can hear a Pokemon's moves just by the echo of its sonic blasts bouncing off them. Combined with its pre-mega ability Frisk, this lets Mega Noivern act as a scout, probing your opponent's strategies before they get the chance to reveal them. Snarl was added for doubles utility, where Boomburst is unappealing due to it hitting your other Pokemon. It could already do this with Hyper Voice, but Snarl is just generally more useful due to it dropping Special Attack. Mega Noivern can also use Snarl in singles over Boomburst if you prefer utility to damage, though if you don't want to deal with 5% miss rates, you could also opt for Confide.
:noivern:
Mega Noivern
New Ability
: Draconic Echoes (This pokemon's Dragon- and Flying-type moves are considered sound moves. When damaging a pokemon with these types of moves, apply Torment effect to the target.)
Type: Dragon/Flying

New stats:
HP: 85
Attack: 110 (+40)
Defense: 80
Special Attack: 137 (+40)
Special Defense: 80
Speed: 143 (+20)
(635 BST)

New moves: look at the movepool of this thing. then tell me if this needs any new moves. obvious answer is no.
Description:
This may not look like something you'd want to use over Mega Hydreigon, Mega Dragalge, heck, even Mega Latios of all things, at first, due to seemingly poor initial strength further compounded by the lack of setup on this thing, but when you take a closer look at it, it's a pretty damn strong and interesting wallbreaker. 137 special attack + decently high powered STABS + 143 speed allows it to hit first and hit reasonably hard - a combo that a lot of these wallbreakers can't really bring out. Dragalge hits hard but is painfully slow, Mega Latios isn't very good in this meta, and Mega Hydreigon brings out the "hit hard" but somewhat lacks in "hit first".

And then you look at Mega Noivern's ability, Draconic Echoes.

All of a sudden, this turns from "almost outclassed Dragon-type sweeper" to "fast, hard-hitting offensive support". Sure, it doesn't carry hazard-setting, but the ability works well with the utility it already carries in Defog and U-turn (singles), and Tailwind (Doubles). Torment is a unique kind of utility that's really not seen within the competitive metagame, and while it certainly isn't as potent or useful as Taunt, every once in a while it kicks in and turns the tide of the battle. It's an interesting kind of support that I think will help it in both Singles and Doubles. And even if you look past the ability, this mega has an amazing speed tier of 143 and a special attack level, that in conjunction with its high-powered STABs, enable it to hit reasonably hard too. Sound moves also ignore Substitute, so they can't hide behind a Sub and try to win against it that way.

With great power, comes great disadvantages. 85/80/80 defenses, while not the worst thing in the world, don't allow it to live a lot of hits, and while it may resist 85% of the priority options available, if there's something that can survive a hit from this thing and hit back hard, Noivern won't last long. The fact it also can't hold HDB and is weak to Stealth Rock cuts into its already kinda average defenses, and is worsened when you consider that Dragon/Flying also has a lot of really commonly seen weaknesses. Oh yeah. That 4x weakness to Ice means that against something like a Regice, Weavile, or Kyurem (realistically I could list so much more but this is all the relevant ones off my mind, Mega Delibird is niche and doesn't pose a threat to this mon anyways, Mega Vanilluxe and Mega Walrein might pose a threat but are kinda mid-tier competitively, Mega Aurorus and Mega Froslass are below-average competitively) that can either tank what Mega Noivern throws at it (Mega Regice and, to some extent, Kyurem) or have priority to make that speed tier mean nothing (Weavile), your mega's lifespan is going to be really short-lived.
:noivern:
Noivern-Mega
Type:
Flying/Dragon
Ability: Frisk/Infiltrator/Telepathy-> Piercing Screech (User's sound moves ignore natural immunities).
Stats
HP:
85
Attack: 70-> 85 (+15)
Defense:
80-> 95 (+15)
SpA:
97-> 122 (+25)
SpD:
80-> 95 (+15)
Speed:
123-> 153 (+30)
New Moves: +Clanging Scales

Description:
With its heightened senses, Noivern is able to oscillate its cries at a frequency which allows its sound moves to ignore type-based immunities. This precision allows it to make good use of Clanging Scales, an ideal new STAB for a sound-based Dragon (and also occasionally no-immunity Boomburst). While Mega Tyrantrum can also bypass Fairy types with its Dragon STAB, Noivern differentiates itself as a hit and run, naturally fast offensive threat as opposed to a set-up sweeper.
:ss/noivern:

/


Ability: Reverberation (Sound moves will hit 3 times at descending strengths, one for the end each passing turn (this can stack). The effect vanishes if Noivern is no longer on the field while these turns are active.)

On Use: 100% Strength
Turn 1: 1/8 Strength
Turn 2: 1/16 Strength

HP: 85
Atk: 90 (+20)
Def: 90 (+10)
SpA: 107 (+10)
SpD: 110 (+30)
Spe: 153 (+30)
New Moves: Zen Headbutt, Psyshock, Psychic, Eerie Spell, Metal Sound, Snarl

Reasoning
:

SHRIEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEKSHREEEEEEEIKKSHREEEIIIIIIIIIIIIIIIIIIIIIEEEEKK

Anyway, I really wanted to toy with the idea of voice echoes, and this Noivern is always going to be dishing out its crazy sound moves in tandem with each other as long as it is on the field. A lot of sound moves have some really cool side effects with them, such as Eerie Spell, Snarl, and Metal Sound, and I felt being able to spam these options on a more liberal basis and opening up Noivern to play with its other options while not being passive would create for a really one of a kind wallbreaker, chip damage spreader, and stallbreaker. With access to options such as Whirlwind to spread around its echoing sounds, this Noivern fits best on semi stall/hazard stacking builds that want to play the long term and accumulate reliable chip damage. Obviously, 4MSS is a pretty obnoxious issue for it, but it has a lot of options to toy with and I think it has a lot of room to be interesting.

Flavor:

I opted for a Psychic-type because the impact of echoes and sound can really affect the individual's mental state and create headaches/manipulate one's psyche, plus I liked my Noivern retaining a Fighting-type resistance and not being Stealth Rock weak.

Dex Entry:

tba
:ss/noivern:
Noivern-Mega
Type:
Flying/Dragon
Ability: Frisk/Infiltrator/Telepathy-> Echo (This pokemon's sound hit twice at 2/3 power.)
Stats
HP:
85
Attack: 70-> 90 (+30)
Defense: 80 ->
SpA: 97-> 127 (+30)
SpD: 80-> 90 (+10)
Speed: 123 -> 153 (+30)
New Moves: I could give it Metal Sound, but having the opponent's SpD lowered 4 stages seems a bit overkill.
Description: I feel like a physical might be pretty strong, with Screech lowering defense 4 stages instead of two. Bburst is surprisingly... not that strong? It only is 160 BP, and not stabed...
Mega Noivern


Ability - Frisk, Infiltrator; Telepathy ➝ Echolocation (Flying-type moves used by the user become Sound-based. Sound-based moves from the user prevents foes from fleeing or switching out as long as the user remains in battle.)
HP - 85 ➝ 85
Atk
- 70 ➝ 77 (+7)
Def - 80 ➝ 88 (+8)
SpA - 97 ➝ 132 (+35)
SpD - 80 ➝ 99 (+19)
Spe - 123 ➝ 154 (+31)
BST - 535 ➝ 635 (+100)

Movepoll Changes - Snarl
Competitive Corner - Boomburst and Hurricane now have the ability to trap foes, guaranteeing the gain of momentum with a fast U-turn (or even a hard switch). E.g., you Hurricane as Clefable comes in, now you can safely U-turn into a breaker of yours that takes advantage of Clefable, instead of having to risk your opponent switching out into a Pokémon that would put you on a poor position no matter what you U-turned into. That aside, Mega Noivern just boasts a strong typing with great coverage and powerful offensive stats and a solid bulk, nothing groundbreaking, but hard to go wrong with it.
Flavor Corner - For those unaware, bats use Echolocation by emitting high frequency waves and tracking their return to spot prey and navigate through dark caves, making the second part of Mega Noivern's ability clear. The first part, however, is a little less intuitive. While most bats do have some form of emiting sound that can be echolocated, fruit bats tend to lack that ability, but they can pick up sound reflected from their wings flapping, hence, for Mega Noivern, Flying-type moves will create a sound and allow it to track its foe as well! The rest should be pretty self explanatory.

Noivern @ Noivernite
Type: Dark/Flying
Ability: Midnight Winds (on switch in, Tailwind begins for the ally’s side.)

Stats:
HP: 80
Attack: 115 (+45)
Defense: 95 (+15)
Special Attack: 105 (+8)
Special Defense: 95 (+15)
Speed: 140 (+17)

New moves: Hone Claws, Foul Play, Night Slash, Shadow Sneak, Confuse Ray

Flavor reasoning: Honestly, I just wanted ONE of my entries to differ from sound-based abilities/reliance, so Noivern was my best shot. The main reason why Noivern’s type was changed to Dark was to compliment all the Dex entries which emphasize how fearsome Noivern is in the dark. With its Mega Evolution, the ultrasonic waves do something (i think) scientifically impossible: create strong slipstreams which drastically improves its ally’s speeds for a few turns or so.


In competitive play:


Noivern @ Noivernite
Ability: Midnight Winds
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- U-turn
- Roost
- Defog
- Hurricane

Support Noivern. With innate Tailwind and access to U-Turn, Noivern can provide free speed setup for slow wallbreakers like Magearna and Glastrier to do their thing better, while also being able to clear hazards to prevent unnecessary chip damage. Noivern also has great coverage and solid offensive stats on its own so that it isn’t just some free Tailwind machine, with solid STAB moves in Hurricane, Dark Pulse and strong moves like Draco Meteor and Boomburst. It can also utilize its solid attack stat to mix up its approach, with Night Slash being a solid STAB physical Dark move, while Dual Wingbeat despite being a niche, is still good to break subs/hit the things it checks effectively.
:ss/noivern:

Noivern-Mega @ Noivernite
Type:
Flying/Dragon
Ability: Echolation (After another Pokemon uses a sound move, this Pokemon uses this same move)

Stats:
HP: 85 (+0)
ATK: 70 (+0)
DEF: 95 (+15)
SPA: 137 (+40)
SPD: 95 (+15)
SPE: 153 (+30)

New Moves: Parting Shot

Why this Idea?
Noivern is based on a bat, and bats use echoloclation to 'see' so as to speak. However, the process of their 'sight' completes when the sound transmission is two way,
which inspired the ability (albeit the direction is vice versa).

Is this usable in meta?
In singles? Its your placeholder superfast special sweeper, which might be replacable since sound moves arent aplenty in singles. It still is a fast sweeper or chip damage dealer nonetheless.
In doubles, however its ability can be exploited to full potential with commonplace moves like Snarl and Parting Shot. Opponents parting shots can be reflected back at the newly sent mon with possibly a sneaky ally switch,
or you can have its ally use Parting Shot to doubly debuff a mon. Similarly, debuffs galore whenever your ally or opponents use Snarl. Perfect ally for a fellow special attacker.

Example Sets:

Noivern-Mega @ Noivernite
Ability: Echolation (Base: Infiltrator)
EVs: 252 SpA / 4 SpD / 252 Spe
Nature: Timid
- Flamethrower/Focus Blast
- Draco Meteor/Boomburst
- Parting Shot
- Air Slash/Dragon Pulse

POV: You are using it:
Having a better stat spread and already great movepool makes Noivern-Mega a higher threat than before- even with the regular sets. Its sufficient coverage can act as a good sweeper, and if things get dicey, it can switch out with parting shot, debuffing the opponent before return, which might allow you to safely deploy a Wish healer or such. Its ability to get Flamethrower/Focus Blast leaves it capable of fending off several Steel types on its own. Its also a bit more bulkier and can survive a few non Ice super effective attacks and switch out this way, plus it has a higher survival rate against non banded ice shards.

POV: You are up against it:
Its fast and its hard hitting. What its not, is that bulky. A bulky Steel or Rock type Pokemon can easily wall off its attacks and counter-attack easily. Ice attacks still demolish it easily. Not using sound moves is a given, and will render it Ability-less (in terms of its effects).


Noivern-Mega @ Noivernite
Ability: Echolation (Base: Frisk)
EVs: 252 SpA / 4 SpD / 252 Spe
Nature: Timid
- Protect
- Air Slash/Flamethrower
- U-Turn
- Boomburst/Draco Meteor

POV: You are using it:
Looks like your usual Doubles Moveset- it is, but the ability does the work here! As mentioned in the set title, its a support, but can also take out Pokemon that survive with low health just as easily, not to mention it has its own Special Attack to boast of. Paired with an ally that has access to Snarl can drastically turn tides of opposing special attackers, not to mention Parting Shot which can do the same. It can also do some chip damage heading out of danger with U-Turn. Using Protect will still allow it to copy sound moves used in battle, which is a great advantage. Triple Boomburst can totally destroy fragile Pokemon.

POV: You are up against it:
As mentioned before, Ice moves still prove to be extremely effective against Noivern-Mega. Here, working around by not using sound moves won’t work much, as the ally itself can use sound based moves, while Noivern can hide behind Protect. Cancelling their usage of sound based moves by Throat Chop, or using mons with Neutralizing Gas/Soundproof/ Clear Body are the best way out. The threat can be neutralised by using Bulky Pokemon/ Priority moves/ Trick Room. All in all, Noivern Mega still remains quad weak to ice and any strong Ice Stab moves are almost guaranteed to be at max 2HKO.

New Ability: Metal Lover (Sound moves lower the targets Special Defense by one stages)
Type:


New Stats:
HP: 85 => 85 (+0)
Atk: 70 => 85 (+15)
Def: 80 => 95 (+15)
SpA: 97 => 112 (+15)
SpD: 80 => 95 (+15)
Spe: 123 => 163 (+40)
BST: 535 => 635

New moves: Snarl, Brave Bird
Description: Ooh, ooh, ooh, ooh, ooh, ooh, ooh, Heavy Metal Lover
Noivern is designed to be a fast special wallbreaker, albeit without a special boosting move. How does it wallbreak then? Easy, Metal Lover. Metal Lover isn't the best way to wallbreak, but it does fullfil its job. Dropping the enemies Special Defense after using a powerful move in Boomburst really means something and it isn't meant to be taken lightly. It's kinda like Shaymin-Sky, where you have a move that decreases Special Defense of the target and then a Stab Flying Move that does massive damage. Air Slash can also be used to really immitate Skymin.
The set that I shared has some problems though. Steels wall this set, so a Fire move is recommended. Hurricane is only 70% accurate, so Air Slash is a good replacement. However the biggest weak point is Boomburst. It can be PP stalled and then you have basically a useless ability. Alternatively you could run Hyper Voice or a supporting set with Snarl.

Special Wallbreaker
Noivern @ Noivernite
Ability: Metal Lover
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Boomburst
- Roost
- U-turn
:swsh/Noivern:
:noivern: Mega-Noivern
Ability: Echolocation (Boosts Speed when KOing an opponent)
Typing: Dragon-Flying
Stats:
HP:85 (Unchanged)
Atk:110(+30)
Def:112(+32)
SpA:160(+63)
SpD:95(+15)
Spe:83(-40)
New Moves: Clanging Scales, Sparkling Auria
Description: Very high Special Attack, but is balanced by it's poor speed, which makes it more manageable. It also makes it great if you faint an opponent because it boosts your speed and make you pretty fast and still as dangerous. You Can also use a DD set for that.
:noivern: Mega Noivern
New Ability: Air Lock
Type: Flying, Dragon

New stats:
HP: 85
Attack: 70 -> 125 (+55)
Defense: 80 -> 100 (+20)
Special Attack: 97 -> 125 (+28)
Special Defense: 80 -> 100 (+20)
Speed: 123 -> 100 (-23)
(635 BST)

New moves: Dragon Ascend
:ss/noivern:Mega Noivern
Dragon/Flying
Ability: Decibel Overflow (When the opponent is hit by a damaging sound move it does 1.5x more damage, but the opponent's ability is changed to soundproof.)

Hp: 85
Att: 70
Def: 105 (+25)
Spec Att: 137 (+40)
Spec Def: 105 (+25)
Sped: 133 (+10)

New Moves: Snarl, Noble Roar, Roar

Description: This pokemon ruptures its opponent's ear drums stopping them from hearing since its sound moves are so loud. I had the idea a while ago and though "sure why not?" This pokemon hits like a truck with increased damage boomburst but the opponent won't be able to be hurt by any more sound moves for 5 turns afterwards.
:Noivern:
Mega Noivern

New Ability
: Distortion
After using a Sound move, the user applies Torment effect to the target(s).

Type: Ghost | Dragon

New stats
HP: 85
Attack: 70 -> 85 (+15)
Defense: 80 -> 100 (+20)
Special Attack: 97 -> 132 (+35)
Special Defense: 80 -> 90 (+10)
Speed: 123 -> 143 (+20)
BST: 535 -> 635 (+100)

New moves
competitive: Parting Shot, Spite, Calm Mind
flavour: Giga Drain, Poltergeist, Snarl

Description
1) Strategy
- supporter:
You can use Parting Shot to get out of an uncomfortable situation and bring in a Pokémon that can profit from a Pokémon afflicted by Torment. For instance, they can set-up more easily since the opponent likely has to switch out if they want to deal with Noivern's teammates.
- gimmick:
You can also use a more defensive set with maxed HP and Speed and rely on Spite to reduce the PPs of certain moves. After all, after getting hit by a move intended to be very hurtful to Noivern, you can use the turn in which your opponent can't rely on that move to lower its PP.
- attacker:
Thanks to its ability, you can set-up with Calm Mind more easily
- Doubles:
In this format, Noivern can use Protect on turn 1 to see if the opponent is going to use a move effective to your Pokémon. If it is, you can simply use Parting Shot or Snarl to prevent that, thus allowing your Pokémon to stay longer on the field.

2) Pokédex:
- To avoid a disease getting spread, Noivern tend to avoid each other once they get sick, and die alone, just like certain bats do in real life. If they form a close bond with someone precious to them, which rarely happens due to their aggressive and solitary nature, they will try to follow this mindset even more so. Knowing the other is safe from them makes Noivern happy. But at the same time, they regret not being able to spend more time with them. The combination of grief, regret, and anger at their kind for not helping them is strong enough to persist even after death, similar to Banette. Therefore, Noivern's reanimation in the form of a mega-evolution is pretty much indicative of that. In its new form, it can rely on its ghastly appearance and its improved sound moves to intimidate their opponents or preys and control their behaviour to some extent.
- This custom entry and its possible Dracula allusion are the reasons why I went for a Ghost typing. Its Torment like ability reflects canon pretty well since they love to attack and toy with their preys, especially with sound coming from their ears.
:noivern: Mega Noivern
New Ability
: Do The Wave (increases the power of its sound moves for each consecutive sound move) - Think the Metronome item but it only works for sound moves
Type: Dragon/Flying

New stats:
HP: 85
Attack: 70 -> 90
Defense: 80 -> 90
Special Attack: 97 -> 117
Special Defense: 80 -> 90
Speed: 127 -> 167
635 (BST)

New moves: None
Description: Another way of boosting Boomburst, but this one is trickier as Normal coverage is difficult to spam, and its power boost resets if you use anything else. But it's an excellent cleaner if it can build momentum with Boomburst.











Noivern-Mega
Stone: Noiverite
Types: Psychic / Dragon
Ability: Telepathy / Frisk / Infiltrator -> Loudscream (Lowers the opposing Pokemon's SpD upon switch-in)
New Moves: Psyshock, Snarl, Teleport, Zen Headbutt
New Stats:
HP: 75 -> 75
ATK: 70 -> 100 (+30)
DEF: 80 -> 70 (-10)
SPA: 97 -> 137 (+40)
SPD: 80 -> 90 (+10)
SPE: 123 -> 143 (+20)
BST: 615 (+100)
Description: A Special Wallbreaker, that can deal a lot of damage with its high SpA and the lower on SpD
:ss/noivern:
Mega Noivern
Typing: Dragon/Flying (unchanged)
Ability: Wave Effects: If it is hailing or sunny, the user's sound moves gain +2 priority but have 0.8x base power. If
Stats: 85/70/95(+15)/127(+30)/105(+25)/153(+30)
New moves: None
Role: Noivern usually struggles with hail and sun, so I gave it an ability that aims to help with that. It's also based on the fact that sound travels faster in particularly warm or cold air (usually).
Design: The fur around Noivern's neck spreads to its legs, and the "speakers" on top of its head become larger and paler in color on the inside.
:Noivern:
mega noivern
Item: noivernite
New ability: night vision

This Pokemon's attacking stat is multiplied by 1.5 while using a dark-type attack.=> steelworker but dark type

Typing: flying/dragon

New moves:
night daze, crunch, poison fang, dark pulse, night slash

New stats:
HP 85
ATK 70 -> 90
DEF 80 -> 89
SPA 97 -> 122
SPD 80 -> 89
SPE 123 -> 160


ROLE: fast special sweeper that stops powerful ghost-types and fast dragon-types.


Typing:

Ability: Mountaineer (On switch-in, this Pokemon avoids all Rock-type attacks and Stealth Rock. The CAP ability)
HP: 85
Atk: 70
Def: 80 --> 127 (+47)
SpA: 97 --> 99 (+2)
SpD: 80 --> 111 (+31)
Spe: 123 --> 143 (+20)

Mega Stone: Noivernite

Movepool Changes: +Block, +Spite

Description: I always liked the concept of a fast, bulky Dragon. This megaevolution of Noivern offers great role compression, as it can check countless threats such as Rillaboom, Heatran, Volcarona and so on. It can switch in without too many problems on them without being threatened by rocks because of Mountaineer, while Rilla can't progress too much against it because of not being able to Knock Off its boots to hit it harder on the switch if it's the ability (and not the item) that makes it rocks immune. A set with Block & Spite can trap reliable switch-ins in the form of Toxapex and Heatran, while Hurricane and Draco Meteor hit hard despite the measly itemless 99 Special Attack because of their sheer power; as for any reasoning, I can imagine Mega Noivern becoming the mountain dragon it's always wished to be, flying over high mountains towards the endless skies and being majestic but unbelievably fast.
:ss/noivern:
:noivern: Mega Noivern
New Ability
: Stormy Wings: This pokemon's secondary type changes depending on the weather and its stab moves cannot miss while weather is up.
Sun=Fire
Rain=Water
Sand=Rock
Hail=Ice
Desolate Land=Fire
Primordial Sea=Water
Delta Stream=Flying (Noivern becomes Pure-Flying)
Type: Flying/Dragon

New stats: 85/95/90/132/90/143
HP: 85 (+0)
Attack: 70 --> 95 (+25)
Defense: 80 --> 90 (+10)
Special Attack: 97 --> 132 (+35)
Special Defense: 80 --> 90 (+10)
Speed: 123 --> 143 (+20)
(BST) 535 --> 635

New moves: Weather Ball, Rain Dance, Sandstorm, Hail
Description: Yes this is the same ability as my Mega-Staraptor sub. If you've seen it you know the drill. Versatile weather setter that can get stab weather ball everywhere (except in delta stream I guess) and whose hurricanes can't miss in weather. Very good mega if you want a weather abuser that still works when your weather gets replaced.
Hey!
I have an idea!

:ss/noivern:


MEGA NOIVERN!

Types:Ghost/Flying

Ability:Jammer(If this Pokemon uses a sound move, it can hit hidden pokemons(in dig, phantom force etc.) and bounces back to sound and wave moves.)

Stats:


HP:85
Attack:70
Defense:70(10-)
Sp. Atk:157(60+)
Sp. Def:100(20+)
Speed:153(30+)


Description:It howls secretly in the air. It is thought to be the source of unknown sounds.
* unless it's clarified later, I will be treating the second part as "Magic Bounce for sound-based moves"
:swsh/noivern:

Noivern-Mega
"Noivern-Mega's wings become so powerful, that it becomes capable of flying faster than sound. In battle, it uses this speed to outspeed the soundwaves from the opponents attacks, and retaliate before they can recover."
Type: Flying/Dragon

New Stats
HP: 75 (Unchanged)
Atk: 120 (+50)
Def: 80 (Unchanged)
SpA: 97 (Unchanged)
SpD: 80 (Unchanged)
Spe: 173 (+50)

New Ability: Supersonic Flight - Gives full immunity to all sound-based moves; this pokemon's attacks cannot miss if it moves before the target.

New Moves: Brave Bird, Extremespeed, Work Up.

Noivern-Mega becomes the new fastest mega, even faster than Talonflame. This, combined with it's improved attack stat, makes him an even better revenge killer, while access to Extremespeed augments that.

While Noivern-Mega can run a physical set with Dragon Dance and it's new physical options, Noivern-Mega can also now run a great mixed set with powerful STAB options on both sides in Brave Bird, Outrage, Dragon Rush, Draco Meteor and Hurricane, boosted with Work Up.

Noivern-Mega's ability gives it another way to come in, while also adding to it's offensive presence without adding damage to it's attacks. Noivern-Mega's Dragon Rush and Hurricane become far more threatening, even in sun as Hurricane can't miss.
Hurricane, Dragon Rush, Air Slash, Air Cutter, Super Fang, Swagger, Supersonic, Screech, Fly, Hyper Beam, Giga Impact, Steel Wing, Iron Tail, Heat Wave, Focus Blast, Draco Meteor, Dual Wingbeat, Cut, Sky Attack, Toxic
Noivern @ Noivern Mega Stone
Ability: Frisk
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Hurricane
- Focus Blast / Heat Wave
- U-turn / Work Up

Noivern @ Noivern Mega Stone
Ability: Frisk
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Dragon Rush
- Dragon Dance
- Iron Tail

Noivern @ Noivern Mega Stone
Ability: Frisk
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hurricane
- Dragon Rush
- Work Up
- Focus Blast / Iron Tail / Heat Wave
 
Guys I can't
I can't fit the Toxtricity in one post
I
...

:toxtricity: Some Mega Toxtricity :toxtricity-low-key:
And now it's time for a blast from the past.

:ss/toxtricity:
Mega Toxtricity (Amped)
Type:
Electric / Poison
Ability: Acid Rock (upon switch-in (or mega evolution, you know the drill) inflict regular poison on all Pokemon on the field, unless of course they can't be poisoned for whatever reason)
Moves: Gear Up, Hidden Power, Frustration
Stats:
HP: 75​
Att: 128 (+30)​
Def: 80 (+10)​
SpA: 144 (+30)​
SpD: 80 (+10)​
Spe: 95 (+20)​

:ss/toxtricity-low-key:
Mega Toxtricity (Low Key)
Type:
Electric / Poison
Ability: Acid Rock
Moves: Slack Off, Hidden Power, Return
Stats:
HP: 75​
Att: 98​
Def: 100 (+30)​
SpA: 114​
SpD: 140 (+70)​
Spe: 75​

Toxtricity is an interesting Pokemon because its two forms actually seem to have been intended to serve opposite roles. Amped exclusively learns Shift Gear and Venoshock, two offensive moves, while Low Key exclusively learns Magnetic Flux and Venom Drench, two defensive moves. While it's a neat idea, the execution falls flat because both forms have the same offensively-oriented stats, Magnetic Flux and Venom Drench are terrible moves, and Venoshock isn't all that useful for Toxtricity, so in the end people only using Amped because it can potentially run Shift Gear (and even if they don't use Shift Gear, Amped is still preferred because it doesn't reveal the lack of Shift Gear).

I wanted to fix that. Both forms receive the same ability in Acid Rock, but due to their exclusive moves and new stats, the two use it in very different ways. Amped is pretty straight-forward. It uses Acid Rock to power up its Venoshocks.

Low Key was a bit trickier to make work. It's more suited to defense, and can use Acid Rock in conjunction with Venom Drench to weaken the opponent, but while that's probably a decent niche in doubles, it still lacked the tools to really function in singles. That's where the addition of Slack Off comes in. With access to reliable recovery, Low Key Mega Toxtricity can more easily play the long game. Of course, Amped needed a counterpart move, and I chose Gear Up. It's similar to Shift Gear and the stat counterpart to Magnetic Flux. While it's probably useless, Amped can potentially use it to boost its Special Attack pre-mega.

Both forms can of course use Acid Rock for an additional use: to chip down opponents with poison damage. By switching into foes and then switching back out (either by hard switching or by using Volt Switch) Mega Toxtricity becomes a living Toxic Spike that's even capable of hitting foes that are off the ground. Through this ability, Mega Toxtricity can wear down the opponent's team without actually having to see much play. Amped can capitalize on this by coming in late game to clean up, while Low Key and its defensive partners can wait out the clock.
:toxtricity:

Mega Toxtricity
New Ability:
Electric Amplification (This pokemon's Electric- and Poison-type moves are considered Sound-moves (if they are not already), and have their BP increased by 10%.)
Type: Electric/Poison

New stats:
HP: 75
Attack: 118 (+20)
Defense: 70
Special Attack: 144 (+30)
Special Defense: 70
Speed: 125 (+50)
(602 BST)

New moves: what no
Description:
Y'know, it doesn't take even a look at the stats to tell what the counterparts are supposed to do. This is no exception (seriously their stats are the same). Since Toxtricity-Amped has Shift Gear and Venoshock, which would imply that it would be more offensive, I figured, "why not?". While none of them are terribly relevant (save Shift Gear, I guess), and frankly, I don't intend to change that, this variant of Mega Toxtricity intends to bring out the offensive.

Looking at Toxtricity's initial stat spread, I noticed something that would really seem problematic - speed. See, Toxtricity by itself clearly isn't surviving any hits, and the fact 75 speed isn't good either doesn't help things either. Sure, this has the potential to hit absurdly hard, but that means nothing if you're slow AND frail. This basically explains the +50 in speed for this thing - if you're going to be a legitimately threatening wallbreaker, you have to be fast or you have to be bulky.

Now, you might ask, "what the heck does this ability do?". Well, thing is, it basically makes it so that Mega Toxtricity doesn't suffer from the opportunity cost of not running base Toxtricity (who is not a good mon in NatDex, by the way) - you aren't locked into Overdrive for Electric STAB and can instead actually afford to run Thunderbolt - which effectively becomes a 99 BP move - yes it is weaker than Punk Rock Overdrive, but it's also significantly faster, so it can afford to nab a KO on the next mon that switches in, especially if that next mon is something that might pack some dastardly firepower. Let's not forget too that, congrats, those Thunderbolts and Sludge Bombs (and Volt Switches too, haha) also bypass Substitute, so if you're dealing with some annoying Substitute user, you can easily hit them through the Substitute! 2 advantages for the price of 1!

That being said, this is balanced out by Mega Toxtricity not having a lot of coverage on the special side - sure, Boomburst may hit extremely hard with neutral targets, but against the face of something that either doesn't care about stomaching a Boomburst, Toxtricity is in serious trouble. That first issue is also worsened when you consider its lacking defenses - 75/70/70 is clearly not going to be anyone's definition of "good bulk", and if it's facing something that can make a decent trade against it... well, say goodbye to your mega.


:toxtricity-low-key:

Mega Toxtricity (Low Key)
New Ability:
Electric Suppressor (Attacks with secondary effects do not activate their secondary effects and deal 25% less damage to this pokemon.)
Type: Electric / Poison

New stats:
HP: 75
Attack: 98
Defense: 90 (+20)
Special Attack: 144 (+30)
Special Defense: 120 (+50)
Speed: 75
(602 BST)

New moves: same thing
Description:
Y'know, it doesn't take even a look at the stats to tell what the counterparts are supposed to do. This is no exception (seriously their stats are the same). Since Toxtricity-Low Key has Magnetic Flux and Venom Drench, which would imply that it would be more defensive, I figured, "why not?". While none of them are terribly relevant, and frankly, I don't intend to change that, this variant of Mega Toxtricity intends to bring out the defensive (ok, it's not a true defensive pokemon).
shamelessly copied from Toxtricity-Amped's description, I won't do that again

Let's face it, though, Mega Toxtricity-Low Key is not intended to be fully defensive. Obviously, I want to try to stay true to the base form's role, and while I am not completely opposed to role shifts if the time calls for it, Toxtricity's mega is not one of those. Also, I make Megas around what I know what I want to actually use, and a full defensive mon is clearly not one of those. What I did want to do, however, is to make this a bulky yet slow wallbreaker - the yin to Mega Toxtricity-Amped's yang. Whereas Toxtricity-Amped intends to hit hard and hit first, Toxtricity-Low Key tanks hits all the way before bringing out a seriously damaging attack.

Electric Suppressor... is a pretty interesting ability. It doesn't seem that it does anything for Toxtricity-Low Key at first, but upon closer inspection, this grants DR to 85% of the moves here (because they have secondary effects, you may not see them instantly, but they do happen), basically, it's a defensive/reverse Sheer Force. This greatly cripples pokemon like Mega Lurantis that first, don't actually have a way to hit it for super effective damage, but second, rely on a move to either boost up or to cripple the opponent as a critical part of their role. You may not hit as hard as Toxtricity-Amped, but 144 special attack is still clearly going to be no joke, plus you have the added benefit of being able to actually tank some hits where needed.

Electric/Poison may be great offensively... and to some extent, defensively (8 resists, I'll take it over none), but when your 2 weaknesses are not only relatively common in the metagame, but one of them also OHKOes you regardless of damage reduction or defensive investment... yeah, I think we know where this is heading. This also suffers from a lack of coverage too, I shouldn't need to explain this because this weakness is shared with his Amped form. 75 speed is also a poor speed tier for something this offensive - you're getting outsped by a lot, and while 90/120 defenses are good, they aren't great (especially physical defense) so stronger and faster wallbreakers are usually going to be able to outspeed this easily and potentially kill it before it can do anything of note.

Toxtricity-Low Key feels a lot like a neglected alternate form of a given mon - there's a reason you see nobody using it even though it could hypothetically fill the same role as Toxtricity-Amped, or at least, the base form. I wanted to give it something a bit more interesting to turn it from neglected alternate form mon into something that people are actually going to use competitively. Honestly, that doesn't mean I'm not going to make Toxtricity-Amped interesting either, though.
Mega Toxtricity

Type
:




Amped:
Ability: Plus/Punk Rock/Technician -> Electrotoxin ( If there are two Poison/Electric attacking moves in the first two move slots, one is used after the other but they deal 1/2 of the damage.) [ It doesn't have to be just poison and electric, It can also be two Electric and two Poison moves.]

Stats:
HP: 75
Attack: 98 -> 120 (+22)
Def: 70 -> 76 (+6)
SpAtk: 114 -> 146 (+32)
SpDef: 70 -> 90 (+20)
Speed: 75 -> 95 (+20)

New Moves: Clear Smog, Overheat, Hidden Power, Parabolic Charge, Thunder Cage



Low Key:
Ability: Minus/Punk Rock/Technician -> Neurotoxin ( Adjacent Poisoned/Paralyzed opponents have all of their stats (except accuracy and evasion) decreased by one on entry.)

Stats
:
HP: 75
Attack: 98 -> 103 (+5)
Def: 70 -> 110 (+40)
SpAtk: 114 -> 134 (+20)
SpDef: 70 -> 110 (+40)
Speed: 75 -> 70 (-5)

New Moves: Toxic Spikes, Hidden Power, Knock Off, Slack Off, Megahorn.


Description: Two unique and useful mega evolutions in my opinion. Amped Toxtricity is good for utility with its ability that links two electric or poison moves together, but halves the damage for balancing. It can set up some status conditions and pivot away in the same turn, such as by using nuzzle + volt switch, or Sludge Bomb + Volt switch. You could setup for another pokemon with Acid Spray + Volt Switch, decreasing their special defense which allows volt switch to still deal an okay amount of damage, and pressuring them to switch as you'd most likely swap into a special glass cannon of some sort. I imagine that amped toxtricity will mostly rely on volt switch, but you can still combine regular poison moves or regular electric moves together. Low-Key Toxtricity gets Neurotoxin which acts as a hyper intimidate for poisoned/paralyzed opponents, lowering all of their stats. This thing becomes pretty much a nightmare to fight, as you're either forced out by weakened offenses or forced out by weakened defenses for toxtricity to finish you off with. And the lowered speed helps too. Could work on trick room maybe? As for their move additions hidden power is really just filler but it'd help toxtricity with coverage. T-Spikes for low key so it can ensure its neurotoxin activates, Amped gets overheat because it could overexert itself playing for too long or even too loud. I wanted to go for something different than just "These pokemon make noise" Because I knew every other submission would already use that concept, and toxtricity has more to it than just sound unlike noivern and exploud. It's G-Max form's brain is basically being corroded by its own poison, and its G-Max move can paralyze or poison, implying it uses both poison and electricity. That's where the inspiration came from, hope you liked them.
:toxtricity::toxtricity-low-key:
Toxtricity-Mega (Amped)
Type:
Electric/Poison
Ability: Plus/Punk Rock/Technician-> Ignite
Stats
HP:
75
Attack: 98-> 128 (+30)
Defense:
70-> 90 (+20)
SpA:
114-> 124 (+10)
SpD:
70-> 90 (+20)
Speed:
75-> 95 (+20)
New Moves: +Flamethrower

Toxtricity-Mega (Low-Key)
Type: Electric/Poison
Ability: Minus/Punk Rock/Technician-> Refrigerate
Stats
HP:
75
Attack: 98-> 88 (-10)
Defense:
70-> 115 (+45)
SpA:
114-> 124 (+10)
SpD:
70-> 115 (+45)
Speed:
75-> 85 (+10)
New Moves: +Ice Punch, Slack Off

Description:
The boost of Mega Evolution presents a sharp difference in the style of the two Toxtricities: Amped's high-octane, fiery energy vs Low-Key's chill, laid back vibe. The hot and cold dynamic is most obviously present in their abilities, which allow each of them a powerful hit against a type that normally blocks at least one STAB, although in exchange for better coverage Boomburst no longer hits quite as hard as with Punk Rock (thanks to Mossy for calc-ing that). Amped takes a more offensive approach with its spread, serving as a decently fast pivot or late-game sweeper with Shift Gear, potentially even making use of physical/mixed sets, as well as getting Flamethrower as a pre-Mega representation of its fiery passion.

Low-Key, being more aloof and chill, instead goes for a more defensive spread, with the equally chill Slack Off allowing it to have sustain. You see, Toxtricity's normally meh bulk alongside the 4x EQ weakness means people often overlook that Electric/Poison has 8 resistances, including Grass, Fighting, Fairy and both halves of VoltTurn. The big defensive boosts and Slack Off are designed to specifically to leverage these respectable defensive qualities, allowing Low-Key to serve as soft defensive answer to some notable meta staples, while still hitting hard thanks to Refrigerate granting it the famous BoltBeam coverage (its chillness also lets it have Ice Punch). Thus, the two Toxtricities serve very distinct roles from each other, and each have their place in the meta.
toxtricity-amped (1).png

Toxtricity-Amped @ Toxtricinite
Type: Electric/Poison
Ability: Direct Current (When this Pokemon uses a sound-based move, all opponents on the field are poisoned.)

Stats:
HP: 75
Attack: 121 (+23)
Defense: 80 (+10)
Special Attack: 146 (+32)
Special Defense: 80 (+10)
Speed: 100 (+25)

New moves: Hidden Power, Low Sweep (taking suggestions here)

Flavor reasoning: Literally the first thing that came to mind when I started brainstorming for Toxtricity was 'what if whenever Toxtricity struck a chord it could poison their opponent’s brains lmao'.

Competitive reasoning:
1) Physical Attacker
Toxtricity @ Toxtricinite
Ability: Direct Current
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shift Gear
- Drain Punch
- Wild Charge
- Gunk Shot

2) Special Attacker
Toxtricity @ Toxtricinite
Ability: Direct Current
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overdrive
- Venoshock
- Boomburst
- Volt Switch

3) Potential Mixed Set
Toxtricity @ Toxtricinite
Ability: Direct Current
EVs: 144 Atk / 148 SpA / 216 Spe (or etc)
Rash Nature
- Shift Gear
- Boomburst
- Overdrive
- Drain Punch

First of all, let me admit that Toxtricity-Amped-Mega's best set is perhaps the one that doesn't run any sound-based moves. Shift Gear is an insane boosting move which allows Toxtricity-AM to hit a monstrous 173 base attack alongside a 222 base speed stat, allowing it to break past many physical wall.

Here are some calcs I've made:
+1 252+ Atk Toxtricity Wild Charge vs. 252 HP / 252+ Def Slowbro: 320-380 (81.2 - 96.4%) -- guaranteed 2HKO
+1 252+ Atk Toxtricity Drain Punch vs. 252 HP / 0 Def Heatran: 252-298 (65.2 - 77.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+1 252+ Atk Toxtricity Drain Punch vs. 252 HP / 252+ Def Ferrothorn: 158-186 (44.8 - 52.8%) -- 25.8% chance to 2HKO after Stealth Rock and Leftovers recovery
+1 252+ Atk Toxtricity Gunk Shot vs. 0 HP / 0 Def Garchomp: 165-195 (46.2 - 54.6%) -- 97.7% chance to 2HKO after Stealth Rock
+1 252+ Atk Toxtricity Gunk Shot vs. 244 HP / 52 Def Gliscor: 125-147 (35.5 - 41.7%) -- 84.3% chance to 3HKO after Stealth Rock and Poison Heal
+1 252+ Atk Toxtricity Gunk Shot vs. 252 HP / 184+ Def Zapdos: 270-318 (70.3 - 82.8%) -- 62.5% chance to OHKO after Stealth Rock
+1 252+ Atk Toxtricity Wild Charge vs. 252 HP / 0 Def Aegislash-Shield: 178-210 (54.9 - 64.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+1 252+ Atk Toxtricity Gunk Shot vs. 252 HP / 212+ Def Reuniclus: 285-336 (67.2 - 79.2%) -- guaranteed 2HKO
+1 252+ Atk Toxtricity Drain Punch vs. 0 HP / 0 Def Excadrill: 398-470 (110.2 - 130.1%) -- guaranteed OHKO
+1 252+ Atk Toxtricity Drain Punch vs. 244 HP / 0 Def Melmetal: 194-230 (41.1 - 48.7%) -- 10.9% chance to 2HKO after Stealth Rock
+1 252+ Atk Toxtricity Gunk Shot vs. 0 HP / 4 Def Swampert-Mega: 145-171 (42.5 - 50.1%) -- 39.5% chance to 2HKO after Stealth Rock
+1 252+ Atk Toxtricity Gunk Shot vs. 252 HP / 148+ Def Kommo-o: 211-249 (59.6 - 70.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+1 252+ Atk Toxtricity Wild Charge vs. 252 HP / 76+ Def Slowbro-Mega: 246-290 (62.4 - 73.6%) -- guaranteed 2HKO after Stealth Rock
+1 252+ Atk Toxtricity Wild Charge vs. 248 HP / 8 Def Sableye-Mega: 195-229 (64.3 - 75.5%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Toxtricity Gunk Shot vs. 252 HP / 252+ Def Clefable-Mega: 186-219 (47.2 - 55.5%) -- 17.6% chance to 2HKO after Leftovers recovery
252+ Atk Toxtricity Gunk Shot vs. 0 HP / 0 Def Flygon-Mega: 110-130 (36.5 - 43.1%) -- guaranteed 3HKO after Stealth Rock
+1 252+ Atk Toxtricity Drain Punch vs. 252 HP / 4 Def Registeel-Mega: 158-186 (43.4 - 51%) -- 5.9% chance to 2HKO after Stealth Rock and Leftovers recovery
+1 252+ Atk Toxtricity Wild Charge vs. 248 HP / 252+ Def Spiritomb-Mega: 133-157 (43.8 - 51.8%) -- 69.5% chance to 2HKO after Stealth Rock
+1 252+ Atk Toxtricity Drain Punch vs. 248 HP / 16+ Def Regirock-Mega: 130-154 (35.8 - 42.4%) -- guaranteed 3HKO after Stealth Rock
+1 252+ Atk Toxtricity Gunk Shot vs. 252 HP / 252+ Def Clefable-Mega: 277-327 (70.3 - 82.9%) -- guaranteed 2HKO after Stealth Rock
+1 252+ Atk Toxtricity Drain Punch vs. 252 HP / 0 Def Gigalith-Mega: 176-208 (47 - 55.6%) -- guaranteed 2HKO after Stealth Rock
+1 252+ Atk Toxtricity Gunk Shot vs. 252 HP / 252+ Def Gourgeist-Super-Mega: 348-410 (93 - 109.6%) -- guaranteed OHKO after Stealth Rock
+1 252+ Atk Toxtricity Gunk Shot vs. 244 HP / 0 Def Orbeetle-Mega: 253-298 (78.5 - 92.5%) -- guaranteed OHKO after Stealth Rock
252+ Atk Toxtricity Wild Charge vs. 252 HP / 0 Def Corviknight: 306-360 (76.5 - 90%) -- 18.8% chance to OHKO after Stealth Rock

and here's some stuff that checks physical tox:
252+ Atk Toxtricity Gunk Shot vs. 252 HP / 112+ Def Landorus-Therian: 93-110 (24.3 - 28.7%) -- 55.4% chance to 4HKO after Stealth Rock and Leftovers recovery
+1 252+ Atk Toxtricity Gunk Shot vs. 252 HP / 248+ Def Hippowdon: 102-120 (24.2 - 28.5%) -- guaranteed 4HKO after Stealth Rock
+1 252+ Atk Toxtricity Gunk Shot vs. 252 HP / 108+ Def Nidoqueen-Mega: 53-63 (13.8 - 16.4%) -- possible 6HKO after Stealth Rock

yea ngl this thing is fucking scary
*note that these calcs were made when toxtricity-am's had 126 atk, so the damage is slightly lessened for most of these calcs

Aside from the Pokemon listed above, I'd say Buzzwole, Zygarde, Necrozma-DM and Mudsdale also check this mon quite well.

Of course, we haven't even started on the Special Attacker set, which can threaten any special wall that attempts to switch in with the risk of being poisoned. Common switch-ins like Blissey and most Ground-types are no longer stable switch-ins, which leaves Steel and Poison types (or Pokemon with Magic Guard) due to their natural immunity from poison.

Here are more calcs
252 SpA Toxtricity Venoshock (130 BP) vs. 252 HP / 4 SpD Blissey: 178-211 (24.9 - 29.5%) -- 100% chance to 3HKO after poison damage
252 SpA Toxtricity Venoshock (130 BP) vs. 252 HP / 0 SpD Latias-Mega: 163-193 (44.7 - 53%) -- guaranteed 2HKO after Stealth Rock and poison damage
252 SpA Toxtricity Overdrive vs. 248 HP / 244 SpD Scizor-Mega: 114-135 (33.2 - 39.3%) -- guaranteed 3HKO after Stealth Rock
252 SpA Toxtricity Boomburst vs. 244 HP / 76 SpD Gliscor: 192-226 (54.5 - 64.2%) -- guaranteed 2HKO after Stealth Rock and Poison Heal
252 SpA Toxtricity Boomburst vs. 244 HP / 76 SpD Gliscor: 192-226 (54.5 - 64.2%) -- guaranteed 2HKO after Stealth Rock and Poison Heal
252 SpA Toxtricity Boomburst vs. 0 HP / 4 SpD Kyurem: 181-213 (46.2 - 54.4%) -- guaranteed 2HKO after Stealth Rock and poison damage
252 SpA Toxtricity Boomburst vs. 252 HP / 0 SpD Landorus-Therian: 200-236 (52.3 - 61.7%) -- guaranteed 2HKO after Stealth Rock, Leftovers recovery, and poison damage
252 SpA Toxtricity Venoshock (130 BP) vs. 252 HP / 0 SpD Zapdos: 253-298 (65.8 - 77.6%) -- guaranteed 2HKO after poison damage
252 SpA Toxtricity Overdrive vs. 252 HP / 4 SpD Aegislash-Shield: 106-126 (32.7 - 38.8%) -- 61.9% chance to 3HKO after Stealth Rock and Leftovers recovery
252 SpA Toxtricity Boomburst vs. 252 HP / 4 SpD Gastrodon: 195-230 (45.7 - 53.9%) -- 94.5% chance to 2HKO after Stealth Rock
252 SpA Toxtricity Venoshock (130 BP) vs. 252 HP / 4 SpD Clefable-Mega: 252-297 (63.9 - 75.3%) -- guaranteed 2HKO after poison damage
252 SpA Toxtricity Overdrive vs. 248 HP / 148 SpD Regirock-Mega: 108-127 (29.7 - 34.9%) -- guaranteed 3HKO after Stealth Rock and poison damage
252 SpA Toxtricity Venoshock (130 BP) vs. 0 HP / 4 SpD Regice-Mega: 115-136 (38.2 - 45.1%) -- 9.4% chance to 2HKO after poison damage
252 SpA Toxtricity Overdrive vs. 248 HP / 8 SpD Spiritomb-Mega: 105-124 (34.6 - 40.9%) -- 51.6% chance to 2HKO after Stealth Rock and poison damage
252 SpA Toxtricity Overdrive vs. 248 HP / 8 SpD Spiritomb: 105-124 (34.6 - 40.9%) -- 51.6% chance to 2HKO after Stealth Rock and poison damage
252 SpA Toxtricity Overdrive vs. 172 HP / 0 SpD Dhelmise: 132-156 (40.7 - 48.1%) -- 4.7% chance to 2HKO after Stealth Rock

252 SpA Toxtricity Overdrive vs. 252 HP / 252+ SpD Tyranitar in Sand: 69-82 (17 - 20.2%) -- 99.9% chance to 4HKO after Stealth Rock, Leftovers recovery, and poison damage
252 SpA Toxtricity Overdrive vs. 252 HP / 176+ SpD Heatran: 105-124 (27.2 - 32.1%) -- guaranteed 4HKO after Stealth Rock and Leftovers recovery
252 SpA Toxtricity Boomburst vs. 252 HP / 4 SpD Ferrothorn: 73-86 (20.7 - 24.4%) -- possible 5HKO after Stealth Rock and Leftovers recovery
252 SpA Toxtricity Boomburst vs. 0 HP / 0 SpD Magnezone: 90-107 (32 - 38%) -- guaranteed 3HKO after Stealth Rock
252 SpA Toxtricity Boomburst vs. 252 HP / 72 SpD Nidoqueen-Mega: 138-163 (35.9 - 42.4%) -- guaranteed 3HKO after Stealth Rock
252 SpA Toxtricity Boomburst vs. 252 HP / 252+ SpD Bastiodon-Mega: 41-49 (12.6 - 15.1%) -- possible 7HKO after Stealth Rock
252 SpA Toxtricity Overdrive vs. 252 HP / 4 SpD Gothitelle-Mega: 100-118 (29 - 34.3%) -- 99.6% chance to 4HKO after Leftovers recovery
Of course, there is also the fact that Toxtricity-Amped without Shift Gear is easily revenge killed by 100+ speed warriors, leaving much to be desired.


Of course, the mixed set combines the best of both worlds, but also has the cost of terrible 4MSS, with Boomburst required to slap Ground-types but having to miss out on Overdrive or Venoshock may be costly. And all the while, Nidoqueen-Mega infinitely walls all of Toxtricity-Amped's sets.

Overall, Toxtricity-Amped-Mega, like my previous Flygon-Mega entry, has very strong offensive potential, with the ability to run Special, Mixed and Physical sets, further proving that Toxtricity's wide arsenal of moves can make it unpredictable and a solid threat many teams have to watch out for.

And then there's Toxtricity-Low-Key Mega...

toxtricity-low-key.png

Toxtricity-Low-Key @ Toxtricinite
Type: Electric/Poison
Ability: Alternating Current (On switch-in, the opposing Pokemon's highest attacking stat is lowered by 1 stage.)

Stats:
Health: 75
Attack: 98
Defense: 120 (+50)
Special Attack: 114
Special Defense: 120 (+50)
Speed: 75

New moves: Hidden Power, Parabolic Charge, Parting Shot, still taking suggestions

Flavor reasoning: Toxtricity-Low-Key plays a distorting chord on switch-in that temporarily makes their opponent lose focus, causing the attacks to be weakened. Parabolic Charge has stupid accessibility while Parting Shot is a sound move that’s fitting for a rockstar like Toxtricity-Low-Key.
Also someone’s a huge AC/DC fan.

In competitive play:
Defensive Toxtricity. With new access to moves like Parabolic Charge and Parting Shot, Toxtricity is able to perform its defensive duties better, while also being able to neutralize the opposing Pokemon's offensive threat effectively, akin to Incineroar.

Toxtricity-Low-Key @ Toxtricinite
Ability: Alternating Current
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Parting Shot
- Snarl
- Parabolic Charge
- Thunder Wave/Toxic

This set focuses on crippling offensive threats with the loss of their higher offensive stat and alerts them with the dangers of getting statused, further disabling their ability to attack. Snarl is there because it pretty much shuts down any special attacker intending to fire strong special moves at this monster. Here are some threats Toxtricity-Low-Key-Mega can shut down safely:
-1 252 Atk Cinderace Pyro Ball vs. 252 HP / 252+ Def Toxtricity: 76-91 (21.4 - 25.7%) -- 1.2% chance to 4HKO (17.5 - 20.6% recovered)
-1 252+ SpA Choice Specs Magearna Fleur Cannon vs. 252 HP / 4 SpD Toxtricity: 99-117 (27.9 - 33%) -- guaranteed 4HKO (12.4 - 14.6% recovered)
+1 252+ Atk Huge Power Mawile-Mega Knock Off vs. 252 HP / 252+ Def Toxtricity: 128-151 (36.1 - 42.6%) -- guaranteed 3HKO (14.4 - 17.2% recovered)
+1 0 Atk Scizor-Mega Knock Off vs. 252 HP / 252+ Def Toxtricity: 63-75 (17.7 - 21.1%) -- possible 5HKO (11 - 13.2% recovered)
-1 252+ Atk Tyranitar-Mega Stone Edge vs. 252 HP / 252+ Def Toxtricity: 91-108 (25.7 - 30.5%) -- 8.3% chance to 3HKO after sandstorm damage (8.1 - 9.6% recovered)
-1 252+ SpA Choice Specs Magnezone Thunderbolt vs. 252 HP / 4 SpD Toxtricity: 69-81 (19.4 - 22.8%) -- possible 5HKO (7.6 - 9% recovered)
-1 252 Atk Choice Band Weavile Triple Axel (40 BP) (3 hits) vs. 252 HP / 252+ Def Toxtricity: 120-144 (33.8 - 40.6%) -- approx. 3HKO (15.8 - 18.6% recovered)
+1 252+ Atk Aegislash-Blade Shadow Claw vs. 252 HP / 252+ Def Toxtricity: 127-150 (35.8 - 42.3%) -- guaranteed 3HKO (23.7 - 27.9% recovered)
+1 252 Atk Kartana Giga Impact vs. 252 HP / 252+ Def Toxtricity: 200-236 (56.4 - 66.6%) -- guaranteed 2HKO (16.3 - 19.2% recovered)
-1 252 Atk Lopunny-Mega Return vs. 252 HP / 252+ Def Toxtricity: 73-87 (20.6 - 24.5%) -- guaranteed 5HKO (14.4 - 16.9% recovered)
-1 0 SpA Life Orb Reuniclus Psyshock vs. 252 HP / 252+ Def Toxtricity: 117-140 (33 - 39.5%) -- 99.8% chance to 3HKO (15.8 - 18.6% recovered)
-1 252 SpA Choice Specs Tapu Koko Thunderbolt vs. 252 HP / 4 SpD Toxtricity in Electric Terrain: 66-78 (18.6 - 22%) -- possible 5HKO (11.2 - 13.5% recovered)
-1 252 SpA Charizard-Mega-Y Flamethrower vs. 252 HP / 4 SpD Toxtricity in Sun: 145-172 (40.9 - 48.5%) -- guaranteed 3HKO (24.5 - 29% recovered)
+1 252 SpA Gengar Shadow Ball vs. 252 HP / 4 SpD Toxtricity: 168-198 (47.4 - 55.9%) -- 80.1% chance to 2HKO (snarl does better damage)
-1 252 SpA Choice Specs Greninja Hydro Pump vs. 252 HP / 4 SpD Toxtricity: 130-154 (36.7 - 43.5%) -- guaranteed 3HKO (36.4 - 40.3% recovered)
-1 252+ Atk Choice Band Iron Fist Melmetal Double Iron Bash (2 hits) vs. 252 HP / 252+ Def Toxtricity: 88-104 (24.8 - 29.3%) -- approx. 100% chance to 4HKO (eq still kos)
-1 252+ Atk Melmetal Earthquake vs. 252 HP / 252+ Def Toxtricity: 220-260 (62.1 - 73.4%) -- guaranteed 2HKO (assault vest set)
-1 252+ Atk Choice Band Rillaboom Wood Hammer vs. 252 HP / 252+ Def Toxtricity in Grassy Terrain: 86-102 (24.2 - 28.8%) -- possible 5HKO after Grassy Terrain recovery
-1 252 Atk Choice Band Victini V-create vs. 252 HP / 252+ Def Toxtricity: 156-184 (44 - 51.9%) -- 13.7% chance to 2HKO
252 Atk Raichu-Mega (kanto) Volt Tackle vs. 252 HP / 252+ Def Toxtricity: 60-72 (16.9 - 20.3%) -- possible 5HKO (8.4 - 9.8% recovered)
+1 252 Atk Parasect-Mega Knock Off vs. 252 HP / 252+ Def Toxtricity: 102-120 (28.8 - 33.8%) -- 0.7% chance to 3HKO
+1 252 SpA Jolteon-Mega Thunderbolt vs. 252 HP / 4 SpD Toxtricity: 110-129 (31 - 36.4%) -- 65.8% chance to 3HKO
-1 252 Atk Typhlosion-Mega Flare Blitz vs. 252 HP / 252+ Def Toxtricity: 93-111 (26.2 - 31.3%) -- guaranteed 4HKO
252 Atk Feraligatr-Mega Liquidation vs. 252 HP / 252+ Def Toxtricity: 96-114 (27.1 - 32.2%) -- guaranteed 4HKO
-1 252+ SpA Walrein-Mega Surf vs. 252 HP / 4 SpD Toxtricity in Rain: 150-177 (42.3 - 50%) -- 0.4% chance to 2HKO
-1 252 Atk Luxray-Mega Superpower vs. 252 HP / 252+ Def Toxtricity on a critical hit: 73-86 (20.6 - 24.2%) -- guaranteed 5HKO
-1 252 Atk Staraptor-Mega Double-Edge vs. 252 HP / 252+ Def Toxtricity: 88-105 (24.8 - 29.6%) -- 100% chance to 4HKO
+1 252+ Atk Bibarel-Mega Waterfall vs. 252 HP / 252+ Def Toxtricity: 153-181 (43.2 - 51.1%) -- 5.1% chance to 2HKO (41.5 - 42.3% recovered)
+1 252 Atk Kricketune-Mega Leech Life vs. 252 HP / 252+ Def Toxtricity: 67-80 (18.9 - 22.5%) -- possible 5HKO (23.4 - 27.6% recovered)
(there is literally no way to predict Mismagius-Mega if it used a poison move btw)
-1 252 Atk Froslass-Mega Triple Axel (40 BP) (3 hits) vs. 252 HP / 252+ Def Toxtricity: 84-102 (23.7 - 28.8%) -- approx. 98.9% chance to 4HKO
-1 252+ Atk Conkeldurr-Mega Close Combat vs. 252 HP / 252+ Def Toxtricity: 60-72 (16.9 - 20.3%) -- possible 5HKO
-1 252 Atk Archeops-Mega Head Smash vs. 252 HP / 252+ Def Toxtricity: 139-165 (39.2 - 46.6%) -- guaranteed 3HKO
-1 252 SpA Vanilluxe-Mega Blizzard vs. 252 HP / 4 SpD Toxtricity: 120-142 (33.8 - 40.1%) -- guaranteed 3HKO after hail damage
-1 252 SpA Sawsbuck-Mega Flamethrower vs. 252 HP / 4 SpD Toxtricity: 58-69 (16.3 - 19.4%) -- possible 6HKO
+1 252+ Atk Klinklang-Mega Gear Grind (2 hits) vs. 252 HP / 252+ Def Toxtricity: 84-102 (23.7 - 28.8%) -- approx. 98.4% chance to 4HKO
-1 252+ SpA Eelektross-Mega Flamethrower vs. 252 HP / 4 SpD Toxtricity: 53-63 (14.9 - 17.7%) -- possible 6HKO
-1 252 SpA Chandelure-Mega Fire Blast vs. 252 HP / 4 SpD Toxtricity: 135-159 (38.1 - 44.9%) -- guaranteed 3HKO
+1 252+ Atk Bisharp-Mega Sucker Punch vs. 252 HP / 252+ Def Toxtricity: 130-154 (36.7 - 43.5%) -- guaranteed 3HKO
-1 252 SpA Talonflame-Mega Scorching Sands vs. 252 HP / 4 SpD Toxtricity: 180-212 (50.8 - 59.8%) -- guaranteed 2HKO
-1 252 Atk Meowstic-Mega Zen Headbutt vs. 252 HP / 252+ Def Toxtricity: 114-134 (32.2 - 37.8%) -- 93.2% chance to 3HKO
-1 252+ SpA Dragalge-Mega Draco Meteor vs. 252 HP / 4 SpD Toxtricity: 145-172 (40.9 - 48.5%) -- guaranteed 3HKO

...oops.

I'm pretty sure you get the idea at this point: Toxtricity-Low-Key-Mega is a defensive monster. However, there ARE a few ways to stop this monstrosity of a Mega:
1) Ground-type moves
This, in particular, works for any setup sweeper with Swords Dance/Dragon Dance that learns Earthquake. Unlike Toxapex, Toxtricity-Low-Key doesn't have much utility other than Drain Punch to hit Ground-types, rendering it incapable of doing much other than Parting Shot to pivot. It's only healing tool, Parabolic Charge, is also invalidated by Grounds.
-1 252 SpA Heatran Earth Power vs. 252 HP / 4 SpD Toxtricity: 224-268 (63.2 - 75.7%) -- guaranteed 2HKO
+1 252 Atk Garchomp Earthquake vs. 252 HP / 252+ Def Toxtricity: 624-736 (176.2 - 207.9%) -- guaranteed OHKO
+1 0 Atk Gliscor Earthquake vs. 252 HP / 252+ Def Toxtricity: 396-468 (111.8 - 132.2%) -- guaranteed OHKO
-1 232 Atk Landorus-Therian Earthquake vs. 252 HP / 252+ Def Toxtricity: 300-352 (84.7 - 99.4%) -- guaranteed 2HKO
0 Atk Gastrodon Earthquake vs. 252 HP / 252+ Def Toxtricity: 232-280 (65.5 - 79%) -- guaranteed 2HKO
-1 4 Atk Mold Breaker Excadrill Earthquake vs. 252 HP / 252+ Def Toxtricity: 240-288 (67.7 - 81.3%) -- guaranteed 2HKO
-1 252 Atk Swampert-Mega Earthquake vs. 252 HP / 252+ Def Toxtricity: 312-372 (88.1 - 105%) -- 25% chance to OHKO
-1 252+ Atk Choice Band Melmetal Earthquake vs. 252 HP / 252+ Def Toxtricity: 328-388 (92.6 - 109.6%) -- 56.3% chance to OHKO
-1 0 Atk Nidoqueen-Mega Earthquake vs. 252 HP / 252+ Def Toxtricity: 220-264 (62.1 - 74.5%) -- guaranteed 2HKO
+1 252 Atk Lycanroc-Mega Drill Run vs. 252 HP / 252+ Def Toxtricity: 336-396 (94.9 - 111.8%) -- 68.8% chance to OHKO
-1 252 SpA Choice Specs Spectrier Mud Shot vs. 252 HP / 4 SpD Toxtricity: 224-264 (63.2 - 74.5%) -- guaranteed 2HKO (this is clearly a joke)
-1 4 Atk Flygon-Mega Earthquake vs. 252 HP / 252+ Def Toxtricity: 232-276 (65.5 - 77.9%) -- guaranteed 2HKO
252 SpA Butterfree-Mega Earth Power vs. 252 HP / 4 SpD Toxtricity: 364-432 (102.8 - 122%) -- guaranteed OHKO

2) Powerful special attacks
Since Toxtricity prefers a physically defensive set, it's more prone to being hit on its weaker special defense side. Special wallbreakers/sweepers can easily take advantage of this, particularly Psychic types.
-1 252+ SpA Choice Specs Kyurem Draco Meteor vs. 252 HP / 4 SpD Toxtricity: 198-234 (55.9 - 66.1%) -- guaranteed 2HKO
-1 252 SpA Choice Specs Greninja-Ash Hydro Pump vs. 252 HP / 4 SpD Toxtricity: 174-205 (49.1 - 57.9%) -- 96.9% chance to 2HKO
+1 252 SpA Life Orb Hydreigon Draco Meteor vs. 252 HP / 4 SpD Toxtricity: 343-406 (96.8 - 114.6%) -- 81.3% chance to OHKO
-1 252 SpA Reuniclus-Mega Psycho Boost vs. 252 HP / 4 SpD Toxtricity: 312-368 (88.1 - 103.9%) -- 31.3% chance to OHKO
-1 252 SpA Choice Specs Tapu Lele Psychic vs. 252 HP / 4 SpD Toxtricity in Psychic Terrain: 326-386 (92 - 109%) -- 56.3% chance to OHKO
-1 252 SpA Charizard-Mega-Y Fire Blast vs. 252 HP / 4 SpD Toxtricity in Sun: 178-211 (50.2 - 59.6%) -- guaranteed 2HKO
+1 252 SpA Gengar Shadow Ball vs. 252 HP / 4 SpD Toxtricity: 168-198 (47.4 - 55.9%) -- 80.1% chance to 2HKO
+2 252 SpA Manaphy Psychic vs. 252 HP / 4 SpD Toxtricity: 280-330 (79 - 93.2%) -- guaranteed 2HKO
252 SpA Starmie-Mega Photon Geyser vs. 252 HP / 4 SpD Toxtricity: 294-348 (83 - 98.3%) -- guaranteed 2HKO

3) Physical Psychic type attackers
+1 252 Atk Gallade-Mega Zen Headbutt vs. 252 HP / 252+ Def Toxtricity: 300-354 (84.7 - 100%) -- 6.3% chance to OHKO
-1 252 Atk Pure Power Medicham-Mega Zen Headbutt vs. 252 HP / 252+ Def Toxtricity: 186-218 (52.5 - 61.5%) -- guaranteed 2HKO
-1 224 Atk Choice Band Hoopa-Unbound Zen Headbutt vs. 252 HP / 252+ Def Toxtricity: 192-228 (54.2 - 64.4%) -- guaranteed 2HKO
-1 60 Atk Tough Claws Metagross-Mega Zen Headbutt vs. 252 HP / 252+ Def Toxtricity: 138-164 (38.9 - 46.3%) -- guaranteed 3HKO

4) Stallbreakers
Gliscor with Taunt and Heatran can both shut down Toxtricity-Low-Key-Mega pretty well, removing its ability to pivot out with Parting Shot, but in Heatran's case it might not work if Toxtricity runs Volt Switch instead (which will most likely be the case since Parting Shot absolutely breaks Toxtricity-LK-Mega lmao)

5) Clear Body and Defiant

6)



...i give up
council give me the heads up to remove Parting Shot and I'll do so without questioning.
Also guys ngl Slack Off feels a bit too broken for defensive Toxtricity but that's probs just me
:ss/toxtricity:

/


Ability: Soul Tempo (Upon entry, if the user is a Amped Toxtricity, the "Amplify" volatile is set. Read spoiler for details.)

Every time the user uses a sound move, damage output is increased by +0.1x until the user switches out, capping at 2x. This will reset upon switch-out.

HP: 75
Atk: 148 (+50)
Def: 70
SpA: 134 (+20)
SpD: 80 (+10)
Spe: 95 (+20)
New Moves: Plasma Fists, Knock Off, Howl, Work Up

:ss/toxtricity-low-key:

/


Ability: Soul Tempo (Upon entry, if the user is a Low-Key Toxtricity, the "Mellow Out" volatile is set. Read spoiler for details.)

Every time the user uses a sound move, the opposite side's damage output is decreased by -0.2x, capping at -2x. This will reset upon the user switching out.

HP: 75
Atk: 98
Def: 120 (+50)
SpA: 124 (+10)
SpD: 90 (+20)
Spe: 95 (+20)
New Moves: Heal Bell, Slack Off, Roar

Reasoning
:

I am way too proud of myself for this,,,,,

Basically, Toxtricity has some really cool potential both offensively and defensively and I really want to highlight that with both of its forms being an analog of one another. I think I figured out how to do it while retaining flavor; they both have the same ability, but with different effects depending on which Toxtricity you are using. Both have analog effects of one another, and are balanced by having a more steady snowball.

Amped is really cool because it has so much potential to be a mixed attacker thanks to Boomburst's natural strength and its really cool offensive toolkit. Between the two, I opted to make this one offensive because of its natural access to Shift Gear and because it flavorfully makes sense for it to be more offensive. Using sound moves, it is able to grow increasingly stronger with whatever move it opts to use, no matter which side of the spectrum it chooses to attack from. This means that it can viably run a mixed set and take advantage of its very powerful Boomburst, while encouraging the use of its surprisingly great offensive movepool. Options such as Drain Punch, Fire Punch, Gunk Shot, and the newly added Plasma Fists and Knock Off exist for it now to take advantage of offensively. As far as sound moves go, access to Metal Sound, Boomburst, Overdrive, and the newly added Howl allow for it to grow increasingly stronger as turns pass by; although Shift Gear is generally optimal for it, it can very viably get away with running Howl if it wants to simultaneously boost and strengthen its ability. Work Up is also now an option for it if it wants to cover both bases at once too.

Low Key is defensive, to nobody's surprise. As much as we'd like it to work, sadly, as long as its other form has Shift Gear, it will be strictly outclassed. So, I opted to highlight its actually awesome defensive typing and resistances by flipping the switch. First, I gave it Heal Bell, which is a sound move that yields utility. Additionally, I gave it Slack Off because it flavorfully makes sense and because I felt it needed reliable recovery to remain a consistent force. I felt this was all it really needed, as its stats, ability, and typing really speak for themselves. It has access to things such as Noble Roar and now Roar to take advantage of its ability to consistently lower the power level of the opposing side so long as Toxtricity is on the field, and the latter is immensely helpful since it can phase the opposition and spread hazard chip damage while making Toxtricity a bit harder to take out. In a vacuum, Low Key Toxtricity is designed to be a unique Electric/Poison wall with helpful utility and even momentum to bat.

Flavor:

amped is, uh, amped, so offensive. low key is more chill so, chill vibes, lower the power

Dex Entry:

tba
:ss/toxtricity-low-key:
Toxtricity-Mega (Low Key)
Type:
Electric/Poison
Ability: Minus/Punk Rock/Technician-> Thunderous Beast (Liquid Voice Clone: This pokemon's sound attacks become electric type)
Stats
HP:
75
Attack: 98->
Defense: 70-> 85 (+15)
SpA: 114-> 129 (+15)
SpD: 70-> 110 (+40)
Speed: 75-> 105 (+30)
New Moves
:ss/toxtricity:
Toxtricity-Mega (Amped)
Type:
Electric/Poison
Ability: Plus/Punk Rock/Technician-> Toxic Rampage (When this pokemon uses a poison type move, it goes "Beserk", and is locked into the move, but is guarantied to poison pokemon with poison type moves, and poison moves have their power increased by 1.25.
Stats
HP:
75
Attack: 98->
Defense: 70-> 95 (+25)
SpA: 114-> 134 (+20)
SpD: 70-> 90 (+20)
Speed: 75-> 110 (+35)
New Moves:
Mega Toxtricity-Amped


Ability - Punk Rock, Plus; Technician ➝ Punk Guitar (If a Pokémon with Punk Guitar executes its move before all other Pokémon have made their move, the power of its sound-based moves are increased by 50%.)
HP - 75 ➝ 75
Atk
- 98 ➝ 102 (+4)
Def - 70 ➝ 85 (+15)
SpA - 114 ➝ 153 (+39)
SpD - 70 ➝ 85 (+15)
SpD - 75 ➝ 102 (+27)
BST - 502 ➝ 602 (+100)

Movepoll Changes - Flamethrower
Competitive Corner - This is very similar to vanilla Toxtricity, but it trades some power with consistency and a lot more speed, the added bulk eases setting up, and while it's marginally weaker than a Throat Spray vanilla Toxtricity, it can afford to click Boomburst or Overdrive once or twice before setting up without fearing to consume its Throat Spray. The added speed should also give it a little bit of an edge.
Flavor Corner - Toxtricity-Amped is inspired on electric guitar, hence the "Punk Guitar" ability, it's a bit faster than its Low-Key counterpart but trades some bulk and power for that. Flamethrower is given as coverage for being evocative of the "lit" metaphor that rock and electronic genres enjoy, while it can still be believable a weird looking lizard like this can spit fire.

Mega Toxtricity-Low-Key


Ability - Punk Rock, Minus; Technician ➝ Punk Bass (If a Pokémon with Punk Bass executes its move after all other Pokémon have made their move, the power of its sound-based moves are increased by 50%.)
HP - 75 ➝ 75
Atk
- 98 ➝ 102 (+4)
Def - 70 ➝ 102 (+32)
SpA - 114 ➝ 153 (+39)
SpD - 70 ➝ 102 (+32)
Spe - 75 ➝ 68 (-7)
BST - 502 ➝ 602 (+100)

Movepoll Changes - Flamethrower
Competitive Corner - This one takes the more "hit slow but hard" approach that you would see with Choice Specs set on a vanilla Toxtricity, the high power and reasonable bulk are supposed to force switches, which can be taken advantage of with its ability! Choice Specs does hit about as hard as this fella, but the tradeout is more about freedom to switch up moves and much improved bulk at expense of speed.
Flavor Corner - Toxtricity-Low-Key is inspired on electric bass, hence the "Punk Bass" ability, it's a bit stronger and bulkier than its Low-Key counterpart but trades some speed for that. Flamethrower is given as coverage for being evocative of the "lit" metaphor that rock and electronic genres enjoy, while it can still be believable a weird looking lizard like this can spit fire.
:ss/toxtricity:

Toxtricity-Amped-Mega @ ToxAmpedite
Type:
Electric/Poison
Ability: Rock Concert (On using a sound move, this Pokemon has a 30% chance to get +1 stage in crit ratio. Its Physical STAB moves are now sound moves.)

Stats:
HP:
75 (+0)
ATK: 140 (+42)
DEF: 100 (+30)
SPA: 114 (+0)
SPD: 70 (+0)
SPE: 103 (+28)

New Moves: Ice Punch

Why this idea?
Out of the two forms, Amped up form seems more likely to be wild and lax, often going reckless, which is why it gets the poison type counterpart of the ability. Its carefree and 'chill' attitude is mostly the reason I gave it Ice Punch (n-not as if for coverage against Ground or something ; ;)

Is this usable in meta?
Toxtricity-Amped-Mega has an Attack oreinted stat spread with decent Sp.Atk and moderate Speed, which makes it a good mixed offense Pokemon.

Example Set:

Toxtricity-Mega-Amped @ ToxAmpedite
Ability: Rock Concert (Base: Punk Rock)
EVs: 252 HP / 252 Atk / 4 SpA
Nature: Hasty
- Shift Gear
- Ice Punch
- Gunk Shot
- Overdrive

POV you are using it:
This set focuses on mixed offense while being a bit bulky on the special side, and maintaining moderately fair speed. Toxtricty-Amped relies mainly on its Atk. Stat to dish out damage with Gunk Shot, while it can handle moderate Ground type threats with Ice Punch. While its SpA. stat isnt too high, it can still do pretty decent with the STAB and Ability powered Overdrive.

POV you are up against it:
Toxtricity-Amped can still hit hard without its setups, however Ice Punch wont create that much impact at that stage. It can be easy to knock it out swiftly with a Ground move. The gaping special defenses provide much room for strong Psychic types to demolish it. Steel type Pokemon can somewhat halt its progress as well, provided they arent weak to Electric type.

------

:ss/toxtricity-low-key:

Toxtricity-Low-Key-Mega @ ToxLowKeynite
Type:
Electric/Poison
Ability: Punk Concert (On using a sound move, this Pokemon has a 30% chance to get +1 stage in crit ratio. Its Special STAB moves are now sound moves.)

Stats:
HP:
75 (+0)
ATK: 98 (+0)
DEF: 70 (+0)
SPA: 140 (+26)
SPD: 100 (+30)
SPE: 119 (+44)

New Moves: Shadow Ball

Why this idea?
Toxtricity Low Key is the calmer form out of the two, would rather devise sneaky and smart tactics rather than go in reckless.

Is this usable in meta?
Toxtricity Low Key is mostly specially oriented, with its moderate Atk.Stat. While it shares the same moderate speed, it has a higher Special Attack stat, which can help as a semi bulky special offense.

Example Set:

Toxtricity-Mega-Low-Key @ ToxLowKeynite
Ability: Punk Concert (Base: Punk Rock)
EVs: 252 HP / 252 SpA / 4 SpD
Nature: Modest
- Snarl
- Shadow Ball/Rising Voltage
- Boomburst
- Thunderbolt/Sludge Bomb

POV you are using it:
This is a full-special offense set, which attempts to be a special semi bulk sweeper. Ground Pokemon can receive serious damage from Boomburst if there is no option left. STAB Thunderbolt and Sludge Bomb allow Toxtricity to perform decently as well, while Shadow Ball and Snarl can damage the Psychic types. Snarl can also lower opposing Special attack, thus making it even more specially impenetrable. Rising Voltage can be immensely effective if a terrain was set up before hand, or in doubles with a terrain setter.

POV you are up against it:
Thanks to the quad weakness, Ground types can sweep it with ease; but Ground types are still vulnerable to Boomburst. Steel types are a great switch in this case, as Steel is immune to one of the STAB and resists Boomburst, leaving not many options for it in case it had Sludge Bomb. Physical attackers can also chip away at Toxtricity with ease, taking advantage of its subpar defenses.

New Ability: Kind Hearted Voice [The attacker heals its own and its teams status conditions when using a sound move => Heal Bell effect)
Type:


New Stats:
HP: 75 => 75 (+0)
Atk: 98 => 108 (+10)
Def: 70 => 95 (+25)
SpA: 114 => 134 (+20)
SpD: 70 => 110 (+40)
Spe: 75 => 80 (+5)
BST: 502 => 602

New moves: Wish, Slack Off, Hidden Power
Description: 'Cause I'm the shoulder you can cry on, the dose that you can die on
Toxtricity has a good defensive typing that many people overlooked due to its fraility and offensive playstyle. Eight resistences, one regular and one 4x weakness doesn't sound bad. On top of that it absorbs Toxic Spikes and is immune to Toxic. This mon is designed to be a Pivot and Cleric. You can rely on it to take some Fighting, Grass, Flying, Poison, Electric, Bug, Fairy and Steel (cause f*ck Magearna) moves and then recover the damage done with Slack Off. Alternatively you can run Wish + Protect with Volt Switch to heal your other Pokémon. Boomburst can cure your entire of status and deals great damage.

Physical Defensive Pivot
Toxtricity @ Toxtricite
Ability: Kind Hearted Voice
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Boomburst
- Wish
- Protect

Special Defensive Pivot
Toxtricity @ Toxtricite
Ability: Kind Hearted Voice
EVs: 252 HP / 200 SpD / 56 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Boomburst
- Wish
- Protect
New Ability: Toxic Speech (The attackers lowers Attack, Special Attack and Speed with Sound moves on a poisoned target => Venom Drench effect)
Type:


New Stats:
HP: 75 => 75 (+0)
Atk: 98 => 108 (+10)
Def: 70 => 80 (+10)
SpA: 114 => 154 (+40)
SpD: 70 => 80 (+10)
Spe: 75 => 105 (+30)
BST: 502 => 602

New moves: Toxic Spikes, Slack Off, Hidden Power
Description: You, what do you own the world? How do you own disorder, disorder?
Venom Drench is a really cool move, but unfortunaly it isn't used much. However, what about turning it into an ability and applying this effect on poisoned opponents with Sound moves? Toxtricity happened to get this ability and have two really good moves to abuse it. Those are Overdrive and Boomburst. Giving it Toxic Spikes was a logical conclusion, so that it can support itself and don't be reliant on others. Alternatively it can use Toxic or Volt Switch if you decide to run an other Toxic Spikes setter. Unfortunaly, Poison types like Mega-Dragalge, Mega-Nidoqueen, Toxapex and Nidoking are common, which can absorb T-Spikes and make Toxtricity useless if you rely on them. Other than that Toxtricity can really mess up crippled offensive teams.

Special Attacker
Toxtricity-Low-Key @ Toxtricite
Ability: Toxic Speech
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overdrive
- Sludge Bomb
- Boomburst
- Toxic Spikes
:swsh/Toxtricity:
:Toxtricity: Mega-Toxtricity Amped
Ability: Stunning Voice (Sound moves have a 30% chance to paralyze)
Typing: Electric/Poison
Stats:
HP:75 (Unchanged)
Atk:98 (Unchanged)
Def:87(+17)
SpA:150(+36)
SpD:87(+17)
Spe:105(+30)
New Moves: None
Description: I don't have much to say on that one. It gets great offensive stats, and can also boost it's speed or wait for it's opponent to be paralyzed to outspeed it. It can also benefit from Electric Terrain.

:swsh/Toxtricity-low-key:
:Toxtricity-low-key: Mega-Toxtricity Low-Key
Ability: Toxic Voice (Sound moves have a 30% chance to poison)
Typing: Electric/Poison
Stats:
HP:75 (Unchanged)
Atk:100 (+2)
Def:119(+49)
SpA:114 (Unchanged)
SpD:119(+49)
Spe:75 (Unchanged)
New Moves: Magnet Rise, Recover
Description: I'll admit, i only added points in Attack because it looks better. This one is also a more defensive Mega, except this one is fully defensive. It also gets Thunder Wave and Toxic. The ability isn't that useful for it, but it gets a nice contrast with Amped and it could be cool for MN4A.
:Toxtricity: Mega Toxtricity (Amped)
New Ability
: Arena Rock (same ability as Mega Rillaboom)
Type: Electric/Poison

New stats:
HP: 75 -> 75
Attack: 98 -> 143 (+45)
Defense: 70 -> 100 (+30)
Special Attack: 114 -> 129 (+15)
Special Defense: 70 -> 70
Speed: 75 -> 85 (+10)
BST: 502 -> 602

New moves: Drum Beating
Description: Upon Mega Evolution, Toxtricity low-key transitions from being a guitarist and now becomes the drummer of the band.

As the Amped Form is acquired from Toxel through a Jolly and Adamant nature, Mega Amped Toxtricity gets the role of physical attacker. A physically-inclined stat spread allows Toxtricity to take advantage of Shift Gear, a move exclusive to the Amped Form. Arena Rock aids it in setting up by reducing its weakness to Earthquake while healing some HP every turn. Arena Rock also powers up its Drum Beating coverage against Ground-types.

:toxtricity-low-key: Mega Toxtricity (Low-Key)
New Ability
: Liquid Voice
Type: Electric/Poison

New stats:
HP: 75 -> 75
Attack: 98 -> 118 (+20)
Defense: 70 -> 70
Special Attack: 114 -> 154 (+40)
Special Defense: 70 -> 100 (+30)
Speed: 75 -> 85 (+10)
BST: 502 -> 602

New moves: Parting Shot
Description: Upon Mega Evolution, Toxtricity low-key transitions from being a guitarist and now becomes the lead singer of the band.

As the Low-Key Form is acquired from Toxel through a Modest and Timid nature, Mega Low-Key Toxtricity gets the role of special attacker. Liquid Voice turns Boomburst into a Water-type move, allowing it to hit its Ground-type checks hard. Parting Shot allows it to grab momentum and pivot a teammate safely, giving it something useful that its Amped counterpart does not have.
:ss/toxtricity::ss/toxtricity-low-key:
Mega Toxtricity (Amped)
Typing:
Electric / Poison
Ability: Plus / Punk Rock / Technician ---> Overtones | Special sound-moves become physical moves.
Stats
HP:
75
Atk: 98 ---> 128 (+30)
Def: 70 ---> 70
SpA: 114 ---> 154 (+40)
SpD: 70 ---> 70
Spe: 75 ---> 105 (+30)
New Moves: Swords Dance

Mega Toxtricity (Low-Key)
Typing: Electric/Poison
Ability: Minus / Punk Rock / Technician ---> Undertones | Physical moves become special sound moves.
Stats
HP:
75
Atk: 98 ---> 118 (+20)
Def: 70 ---> 105 (+35)
SpA: 114 ---> 129 (+15)
SpD: 70 ---> 110 (+40)
Spe: 75 ---> 75
New Moves: Nasty Plot
 
:toxtricity: More Mega Toxtricity :toxtricity-low-key:
:ss/toxtricity-low-key:
:toxtricity-low-key: Toxtricity-Mega-Low-Key
Electric/Poison
Punk Rock/Minus/Technician-->Magnet Rock
(when this Pokemon uses an Electric type move, Magnet Rise is applied to this Pokemon's side of the field for 5 turns (this effect is refreshed if it uses an Electric move during this period.) While this Pokemon is under the effects of Magnet Rise, Electric type moves bypass immunities.)
New Stats: 75/98/110/114/110/95
HP: 75-->75 (+0)
Attack: 98-->98 (+0)
Defense: 70-->110 (+40)
Special Attack: 114-->114 (+0)
Special Defense: 70-->110 (+40)
Speed: 75-->95 (+20)
Total: 502-->602 (+100)
New Moves: Slack Off, Magnet Rise, Thunder Cage, Hidden Power, Toxic Spikes

Just hear me out, ok?
So basically, Low Key Toxtricity has been somewhat spurned by GameFreak. It basically boils down to the fact that it lacks Shift Gear so Amped is optimal to run since even on sets not actively running Shift Gear, the potential is there and gives it a slight bit of extra unpredictability.
While minor, this causes everyone to just use Amped, which is very unfortunate for Low Key, which happens to be tiered alongside Amped because they're basically the same otherwise.
Their movepools have tiny differences that indicate that Low Key is ever so slightly more defensively oriented whilst Amped is slightly better offensively. So I decided to lean into that difference and widen the gap a bit here. Low Key becomes a solid defensive 'mon with a solid offensive presence. The premise here is that with improved bulk, reliable recovery, and a higher speed stat that lets it outrun certain targets with minimal investment, it is capable of taking advantage of its surprisingly fantastic defensive typing to be a solid team support as well. Electric/Poison bears two weaknesses to Ground and Psychic, and a very solid 8 resistances to several common attacking types.
My favorite thing about this sub is the ability, however. "But why, Bit?" you may ask. "Why not just have Levitate like a normal person?" I considered Levitate, and I decided that while I could do that, this was so much cooler that I couldn't bring myself to. Basically what the ability entails is that Low Key Mega Toxtricity will be uniquely incapable of being forced out by Ground types, though it can't really switch into them unless it sets Magnet Rise earlier on and then switches in but I digress. It also means a few other things:
-Teammates such as Heatran that appreciate the temporary immunity are able to take advantage of it.
-Mega Toxtricity is capable of hitting things that are immune to Electric, which is really helpful as well. This gives it access to fun paralysis with Nuzzle, fun pivoting with Volt Switch, and fun trapping with Thunder Cage. Also, it gets Charge so it's quite capable of throwing out strong Electric type attacks even without much in the way of offensive stats.
Overall, a highly unique and useful team support that also acts as the second bulky Electric type for this metagame. That's about it!

:ss/toxtricity:
:toxtricity: Toxtricity-Mega-Amped
Electric
/Poison
Punk Rock/Plus/Technician-->Acid Rock
(On switch-in, this Pokémon summons Acidic Terrain, and the effect lasts until this Pokemon exits the field. This effect cannot be removed or overwritten. During the effect, the power of Poison-type attacks made by grounded Pokémon is multiplied by 1.3, and grounded Steel-types are not immune to Poison-type damage.)
Also:
An Acidic Seed exists for use with this Ability, though it only has relevance for Mega Dragalge.
* Steel-type Pokémon are still immune to being poisoned and badly poisoned, except by Pokémon with Corrosion.
* Camouflage transforms the user into a Poison-type, Nature Power becomes Sludge Bomb, and Secret Power has a 30% chance to cause poison.
DrPumpkinz, you are welcome.
New Stats: 75/134/70/134/70/119
HP: 75-->75 (+0)
Attack: 98-->134 (+36)
Defense: 70-->70 (+0)
Special Attack: 114-->134 (+20)
Special Defense: 70-->70 (+0)
Speed: 75-->119 (+44)
Total: 502-->602 (+100)
New Moves: Hidden Power, Ice Punch, Thunder Cage

While I was brainstorming concepts for Low Key Toxtricity, Amped was very much lost in the shuffle and I ended up with Soloist, which was a flat damage boost based on how many teammates were fainted. I thought that while it flavorfully made sense, it lacked the insane coolness which Magnet Rock had.
So, I threw that idea in the trash and tried again.
My second idea has a lot of logical holes in it and was also somewhat dysfunctional conceptually.
In the trash.
Round 3.
Toxtricity is a solid mixed attacker in its base form that has high initial power on the special side with Punk Rock boosted Boomburst and STAB Overdrive. However, it utilizes Shift Gear to be faster and also to take down special walls with Drain Punch. It was prominent in the Isle of Armor OU Metagame as a means of busting through common cores.
So with Magnet Rock being such a cool effect, I decided that it was my job to make an equally cool effect that worked completely differently for the respective user of the effect. This is Acid Rock. What it does is it gives Toxtricity the ability to act as either a self-sufficient wallbreaker and pivot, or a self-sufficient lategame cleaner.
Basically, it sets and maintains its own Acidic Terrain, but does not lend the aid to its teammates. Flavorfully, this makes sense as Amped is always the lead guitarist and takes the spotlight while Low Key is the bassist that lends its support around to the squad. Amped is able to break through Steel types that attempt to switch in on it with Acidic Terrain-boosted Poison moves. The few that are Steel/Flying types and don't care about the terrain get mauled by Electric STAB. This usually is a special set with Sludge Wave, Thunderbolt, Volt Switch, and Hidden Power.
Optionally, it can also run a mixed/physical cleaner set with Shift Gear+Ice Punch in addition to its choice of coverage on either end of the spectrum (though it actually can afford to go 252 Atk, 252+ SpA, 4 Speed for its EVs because Shift Gear makes it outspeed pretty much anything even with no investment.)
Overall, it leans into many of the motifs Toxtricity-Amped is known for flavorfully and competitively, being a mixed attacker, relying on Shift Gear for beating specially defensive targets, and being a soloist. I really enjoy it and I hope you guys do too!

Mega Toxtricity @Toxtricite

Poison/Electric

Ability: Guitar solo (sound moves get priority when full health and imunity to sound moves)

New moves: Zing zap, nasty plot, sing, wake up slap

Stats
Hp: 75
Atk: 108 (+10)
Def: 85 (+15)
SpA: 154 (+40)
SpD: 85 (+15)
Spe: 95 (+20)
:ss/Toxtricity:
Mega Toxtricity(Amped Form)

Types:Electric/Dark

Ability:Loud Concert(If this Pokemon active, all sound and wave-based moves "disappear in the noise" and no effect.)

New Moves:Dark Pulse, Nasty Plot

HP:75
ATK:98
DEF:95(+25)
SPA:164(+50)
SPD:95(+25)
SPE:75
Role:Sound Pokemon for stop Sound Pokemons!


:ss/Toxtricity-Low-Key:

Mega Toxtricity(Low Key Form)

Types:Electric/Ghost

Ability:Secluded Concert(If this Pokemon active, all sound and wave-based moves "echoes" and damages for 3-5 turns. (like Whirlpool, Infestation etc.))

New Moves:Shadow Ball, Nasty Plot
HP:75
ATK:98
DEF:115(+45)
SPA:124(+10)
SPD:80(+10)
SPE:110(+35)
Role:Nasty Plot wallbreaker!


Typing:

Ability: Slow Charger (the item metronome as an ability)
HP: 75
Atk: 98 --> 133 (+25)
Def: 70 --> 90 (+20)
SpA: 114 --> 164 (+50)
SpD: 70 --> 100 (+30)
Spe: 75 --> 50 (-25)

Mega Stone: Purple Toxtricitite

Movepool Changes: -Drain Punch.

Description: The ultimate stall killer. Can't be toxic-ed, 164 Special Attack-powered Boombursts, Overdrives and Sludge Waves sure do a lot, but this is the form that can't learn Shift Gear, so fear not, this monster will be mostly deadweight vs offense (if not for some Pokemon that it can soft check with its type and newfound decent bulk, such as Lucha). The difference between this and a Choice Specs Toxtricity of some kind is that the power to change moves gives it much more versatility against the teams that expect it to be locked into a move, and can only defeat it by restisting one of its STABs (or Boomburst). Oh and, if this thing could use Drain Punch with 133 Attack to defeat Blissey with reliability it'd be far more OP than I want, so I removed it. What the description of this mon looks like... I guess I see it as Toxtricity whose mane (or however you want to call the lil spark behind its head), has become so large and wide it can't move properly, while sending out extreme amounts of electricity and boosting the sounds of everything he makes like a super-microphone.
* clarifications: as noted above, this will not have Drain Punch removed, and since this is their only Toxtricity submission, I would count it for both forms if it won - I hope that's okay? I don't think Drain Punch is a problem, though, personally! I'm okay with this as it is unless you let me know that you want to change it further. C:
:sm/toxtricity:
:toxtricity: Mega Toxtricity-Amped
New Ability
: Ascending Key (Before hitting an opponent with a damaging sound move, that opponent gains +1 spdef. This pokemon gains +2 spatk after using a sound move.)
Type: Electric/Poison

New stats: 75/128/90/134/90/85
HP: 75 (+0)
Attack: 98 --> 128 (+30)
Defense: 70 --> 90 (+20)
Special Attack: 114 --> 134 (+20)
Special Defense: 70 --> 90 (+20)
Speed: 75 --> 85 (+10)
(BST) 502 --> 602

New moves: Return, Frustration, Hidden Power
Description: Mega-Toxtricity-Amped is a snowballing setup sweeper that uses Shift Gear and its ability to gain speed and special attack boosts. While its sound moves start off weaker than usual, they grow stronger and stronger with each attack. However, nothing is forcing Toxtricity to use sound moves. It can simply use Thunderbolt and its new Hidden Power Ice to hit without increasing the opponent's special defense. Furthermore, if you have used 1 sound move already, Toxtricity will be at +2 while your opponent will only be at +1. This means that if you use a non-sound move, it will be stronger. While its damage output may start out underwhelming, Mega-Toxtricity-Amped is a sweeper that you cannot underestimate as one extra turn can be the turn it needs to become to become strong enough to sweep.

:sm/toxtricity-low-key:
:toxtricity-low-key: Mega Toxtricity-Low-Key
New Ability
: Descending Key (Before hitting an opponent with a damaging sound move, that opponent loses -1 spdef. This pokemon loses -2 spatk after using a sound move.)
Type: Electric/Poison

New stats: 75/98/90/134/90/115
HP: 75 (+0)
Attack: 98 (+0)
Defense: 70 --> 90 (+20)
Special Attack: 114 --> 134 (+20)
Special Defense: 70 --> 90 (+20)
Speed: 75 --> 115 (+40)
(BST) 502 --> 602

New moves: Return, Frustration, Hidden Power
Description: Mega-Toxtricity-Low-Key is a wallbreaker that gets weaker after each of its attacks. Its initial Boomburst is as powerful as if it was holding a Choice Specs! It's a hit and run pokemon that will likely use a sound move before Volt Switching out. However, when Toxtricity Volt Switches, the pokemon that got hit by boomburst is still at -1 spdef. This means that you can bring in another powerful special attacker such as Ash-Greninja and destroy their special walls because of their lowered special defense. Overall, Mega-Toxtricity-Low-Key is a pokemon that will help its team make progress and break through opposing walls.
:toxtricity::toxtricity-low-key:
Mega Toxtricity (both forms)

Typing: Electric/Poison

New Ability: Amplify (If this Pokémon lowers or raises an opponent’s stats, the change is doubled)

New Moves: Parting Shot, Electroweb, Hidden Power, Venom Drench*
*Low-Key already has Venom Drench, but I’d like it to be added to Amped

HP: 75
Atk: 98 - - >98 (unchanged)
Def: 70 - - >90 (+20)
SpA: 114 - - >139 (+25)
SpD: 70 - - >90 (+20)
Spe: 75 - - >110 (+35)
BST: 502 - - >602

So this thing can really annoy opponents. If you’ve fought me much you’ll know that I really like annoying pivots that lower stats and give status conditions. This thing can lower both attacking stats by two stages, then switch out. Whatever attack you opponent had planned will now do significantly less. The addition of Electroweb also lets it lower the opponents speed by two stages whenever you want. It also has a few other moves that this ability buffs, like Acid Spray, Eerie Impulse, and, although I don't think it would be too useful, Venom Drench. I also added Hidden Power, since it currently doesn’t have much special coverage.
:ss/Toxtricity: Mega Toxtricity-Amped
New Ability
: Duet (Sound damaging moves are repeated once at 1/3 power)
Type: Electric/Poison

New stats:
HP: 75
Attack: 98
Defense: 70 -> 90 (+20)
Special Attack: 114 -> 144 (+30)
Special Defense: 70 -> 100 (+30)
Speed: 75 -> 95 (+20)
(BST) 502 -> 602

New moves: Chatter
Description: A bulky Special attacker. Hit as hard as you can, inflict status conditions and lower stats, and then get out of there to bring in a tankier mon.


:ss/toxtricity-low-key: Mega Toxtricity-Low Key
New Ability
: Magic Guard
Type: Poison/Dragon

New stats:
HP: 75
Attack: 98 -> 113 (+15)
Defense: 70 -> 110 (+40)
Special Attack: 114 -> 124 (+10)
Special Defense: 70 -> 105 (+35)
Speed: 75
(BST) 502 -> 602

New moves: Iron Defense, Amnesia
Description: Speaking of tankier mons, Toxtricity-Low Key has a free pair of HDB (kinda) and Magic Guard. You can boost stats with Amnesia/Iron Defense (Amnesia is for forgetting lyrics of a song, Iron Defense is performing some sort of shred? idk).
EDIT 1/14/2021 @ 6:33 MST - updated the Ability of TheUltraFinder's Toxtricity!

Reminder on Voting Rules

For a reminder, Megas for All uses a variation on instant runoff voting, meaning that it uses a systematic process of elimination to find the submission that's supported by the most people. This system takes into account both the total number of people who voted for the submission at all and how those people ranked it in relation to any other submissions that have not been eliminated.

Your votes should consist of however many submissions you like.​
Including a submission in your post at all is "voting for it," but you can vote for as many (or as few) as you want! It doesn't have to be exactly three.​
Your votes should also be ranked from most preferred to least preferred, just like they were in the previous system.​

It's also now acceptable to self-vote in first!​
One of the benefits of the new system is that you get less extreme an advantage from this and there's not as much room for one individual to swing the results dramatically in their own favor, so we can afford to loosen up the rules in that area.​
That said, I would still ask you to include at least two other people in your vote if one of your votes is for yourself (this was already in the rules before).​

Please make sure you tell inkbug if you edit your vote! He generally adds them to his list as soon as they're posted, so edits may go unnoticed. You can contact him on his profile here or on the Discord. C:​

Voting will last until 0:00 GMT on Sunday, the 17th of January! (That's just shy of 65 hours from this post! We normally do 48 hours, but our schedule has been thrown a bit lately and Saturday is also when the Dragonite suspect is taking place - more on that later! - so we felt it was best to space them out a bit more, especially with how busy we've been. We hope that's alright with everyone!)

Balance Changes and Other Updates

So I was looking at how I presented this last time
and I happened to notice that my last balance changes poll was introduced with the line "our Discord has also been more active than ever"
I wanted to share that quote so you all could laugh at my innocence


Back when I shared the Kricketune poll, I brought up that we'd been working on some more and would be back soon with a much bigger poll. Well... that time is now!! We're here with another poll on balance changes for some of our existing Mega Evolutions, and it is by far our biggest list yet!

As usual, we will require at least a 60% supermajority in the poll to go through with each of these changes.
That said, these are changes that the original creators of these Megas support and have also all been approved by the council, so now we're just checking the public opinion before we go through with them!

We do these pretty often now, but since we have a lot of newcomers, I think it's important to reiterate our goals here and what goes into them.
We generally only poll changes that we feel are important, and a great deal of discussion happens on all of them to make sure they're all the right choice for our mod, including from everyone on the competitive council, from the one who originally made the Pokémon and from many other active players in our community. This isn't meant to be an impartial poll where we throw our hands into the air and see what happens - we're all really, really rooting for these changes, so please do take them seriously and put just as much thought into your own opinion if you think you disagree!
Especially when you're looking at a potential nerf... I know a lot of people are under the impression that making a Pokémon weaker or caring too much about balance makes the game less fun, but it's really just the opposite - the better balanced every Pokémon is, the more Pokémon you can use! Nerfing a Pokémon that's too strong is also a way to help everything that's too weak to it and open up a lot more options when you're building your teams - we try hard to make sure all of these changes get the Pokémon to a healthy place in the metagame, where it can still be relevant and do what it wants without compromising other Pokémon to get there, and we would never nerf something into the ground to stop it from being used.


For those interested, the affected Mega Evolutions are Starmie, Bibarel, Leavanny, Klinklang, Bisharp and Aurorus!

The change to Bibarel is a nerf prompted by recent metagame discussion and testing (yes, we're serious!! please support this - it's very important!!), and Starmie is mostly a matter of cleaning up moves it doesn't need; they're not really relevant, but it has a lot more new moves than any other Pokémon, and the precedent that sets is pretty significant when it doesn't use most of them.
The other four are buffs prompted by the discussion that took place as we worked through our newly-established viability list! The changes proposed are as follows:

:starmie: Mega Starmie is currently in the weird situation that it has more new move additions than any other Pokémon in the mod by a lot - look how tiny the font has to get to fit them on the spreadsheet!, but it doesn't actually need or use most of them. This isn't that big a problem, but a lot of them are super rare moves that aren't meant to be given out liberally as flavor, and it goes against our usual standards for movepool additions without much reason. With that in mind, the original submitter, BlueRay, has supported removing Prismatic Laser, Doom Desire, Moonlight and Luster Purge from its options.
Don't worry, though! None of these are viable options for it - it's already much better at using Future Sight rather than Doom Desire, Recover rather than Moonlight, and any number of strong Psychic-type moves over the relatively weak Luster Purge and the very unreliable Prismatic Laser; every one of these was intended from the start to be nothing more than flavor, and we've come to agree that the flavor on them is less fitting than originally thought. This is definitely the least consequential change here, but it was broadly agreed on the Discord that it would be better for it not to have them, so we're polling that now to see if the public consensus is the same. C:
For context, Mega Starmie's Ability, Rotation, raises either its Defense or its Special Defense depending on whether its opponents' Attack or Special Attack is higher, like a reversed version of Download. This isn't relevant to the moves that we're removing here at all, but it always helps to know what the Mega Evolution is meant to do!

:bibarel: Mega Bibarel, as cute as it is and as much as we love it, is actually a terrifying sweeper right now that can cleave through tough Pokémon way more easily than you'd expect! Thanks to the powerful combination of Hard Worker (an Ability that boosts the power of HM moves by 50%, giving it access to some incredibly strong, reliable STAB moves that are unmatched by other Pokémon) after it Mega Evolves and Simple + Swords Dance beforehand, it can be incredibly hard to stop once it gets going. You can find some Bibarel sweeps here if you don't believe how powerful it is!
It takes something that's strong enough to KO it and also able to move faster than its blistering base 121 Speed to deal with it right now, so most players have found that Banded Rillaboom's Grassy Glide is pretty much the only reliable answer! It surprised a lot of us, but this is a nerf that really needs to happen so people don't have to fit Rillaboom into all of their teams.
The proposed change is to lower Bibarel's Speed from 121 to 108, placing the remaining points in Special Attack, so that more Pokémon can threaten it if it sets up too early and the opposing team hasn't been weakened.

so actually I made this one and it turned out to be really bad
I'm sorryyy

:leavanny: Mega Leavanny is a neat Pokémon on paper, meant to make use of the rare and powerful Ability Parental Bond in a unique way by exploiting the stat-reducing moves Bug- and Grass-types often have and trying to use them to give itself opportunities to set up.
Expecting this to be dangerous if done carelessly, the original submission tried really hard to keep it in check with unoptimized stats, making sure that it wasn't so good at abusing Parental Bond that it couldn't be countered.
And... it worked! Uh. Really well! In fact, I did such a good job making this not broken that it currently sits in the C+ rank of our viability rankings and is widely considered basically unusable, which... yyyeah we were discussing this and it kinda needs help badly
SO
One of the main tricks up Mega Leavanny's sleeve is that it's supposed to be able to run both physical sets and special sets effectively, and it has different reasons to use both. Initially, its movepool was biased towards special sets, while its stats were biased towards physical sets, in the hope that there would be different merits for each one. Unfortunately, it's turned out that its special sets' stats are so bad that they're still substantially worse than its physical ones even with what should be a good movepool to exploit Parental Bond, while its physical sets still aren't any good because they lack important moves. This kind of tradeoff, creating flexibility and unpredictability, might be interesting on a Pokémon that was actually viable, but Leavanny just makes too many sacrifices for either of its sets to be good.
The proposed balance changes here are meant to bump up both sets at once, and they sort of go together. The goal is to soften the blow of its current tradeoffs - by giving some much-needed offensive presence to its special sets and moving some points from Attack to Special Attack, then buffing physical sets with an important move that they lack but couldn't be allowed with Leavanny's current high Attack, each side gets the help it needs while still being useful in different situations from the other.
The suggestion that will be polled is for Mega Leavanny's stats to change from 133 Attack and 80 Special Attack to 103 Attack and 110 Special Attack and for Leavanny to gain access to the move Thunderous Kick, a relevant coverage option for physical sets that helps it with Steel-types and also exploits Parental Bond in a way that's true to Mega Leavanny's goals.
While these changes are being polled separately, be aware that Thunderous Kick will only pass if the stat change also passes - you're welcome to vote for the stat change and against Thunderous Kick, but we feel that we cannot afford to give it Thunderous Kick without the change to its Attack, so the other way around is not an option!

Our :klinklang: Mega Klinklang strikes me as pretty underrated, to be honest - it's widely been considered one of our weakest Mega Evolutions, but as we discussed what help it needed, we came to the conclusion that it has a lot going for it as an Electric Surge user that no other Pokémon can claim.
As a Steel-type, it resists Grass, Psychic and Fairy and has an immunity to Poison, all of which useful resistances for dealing with opposing terrains - and it has STAB on the powerful Steel Roller, which few other Pokémon can use reliably but which lets it eliminate opposing terrains and which it can use for free by setting its own. Between Steel Roller and Electric Surge, it can even switch in on Dragalge safely, because it overwrites Acidic Surge and also resists Dragon. With access to pivoting like Tapu Koko and Rising Voltage like Pincurchin, it has a unique combination of moves that's very relevant as an Electric Terrain setter, and its stat boosts play directly to all of these strengths, with buffs to Attack and Special Attack helping it with all of the moves it needs to run and its high Speed letting it outrun every competing terrain setter.
Between all of these assets, Mega Klinklang is about as optimal and well-designed an Electric Surge Mega Evolution we could ever get, and it beats almost every other terrain setter one on one - I think that's pretty awesome, personally!!
Unfortunately, it still struggles to find a place in our metagame. It's admittedly likely that "Electric Surge Mega Evolution" won't necessarily be in high demand as a niche, and Mega Klinklang is held back by the same factors that keep its base form in check as well; base Klinklang was specifically designed around terrible coverage to compensate for its access to the powerful Shift Gear, too, which really hurts Mega Klinklang's viability by making it easier to wall than it needs to be.
We feel that the addition of Overheat would be flavorfully appropriate and give it a much-needed buff in some key matchups. There are a few reasons we like this option - on Shift Gear sets, Overheat lets it force damage onto some of the Steel-types that wall it, without directly benefiting from Shift Gear or being overly spammable in a way that undermines necessary defensive counterplay; as a terrain setter, it helps it complete its niche of 1v1ing opposing terrain setters by being its most damaging option against Rillaboom, capitalizing on its low Special Defense; and as a movepool change in general, it's relevant that Mega Klinklang's stat spread lets it take much better advantage of this than its physically-biased base form and it's appropriately tailored to the Mega Evolution's specific needs.
This is a relatively small buff all things considered, and it's possible that we'll revisit Klinklang in the future with some other buffs if it needs them badly, but this is a move we broadly agreed supported its concept effectively and addressed some of its bigger flaws without being too radical, so we're hoping for the best!

:bisharp: Mega Bisharp is actually one of our coolest additions conceptually, and I will say from experience that it's super fun and feels really good to use when you're not actively comparing it to other options.
However, making a Mega Evolution for a Pokémon as strong as Bisharp is a tough balancing act - it's hard not to make something that's too much stronger than the base form and ends up being too much, and this was the thought process behind its current stat spread, which deliberately throws 30 spare points into Special Attack rather than making use of them.
Unfortunately, it's equally important not to be so moderate that it faces too much competition and isn't worth Mega Evolving. Since regular Bisharp is already so good at the same things, it's since been found that there's not much reason to use Mega Bisharp at all when you could use regular Bisharp and another Mega and probably be a lot better off - we've found that Mega Bisharp really needs more of an edge to differentiate it from its non-Mega counterpart.
After some back-and-forths on new move additions to exploit its Ability, Executioner, we concluded that what plays with its concept the best is not a new move at all but an increase to Speed.
Executioner is a new Ability that increases Mega Bisharp's attacking power by 50% if its target has 50% or less of its HP remaining. If Mega Bisharp is meant to pick off weakened opponents, it needs a reliable way to do that - one that's better and not as easy to play around as the base form's Sucker Punch - to give it a niche as a revenger, and that means a direct buff to its stats.
As mentioned, it currently has 30 spare points to work with - its Special Attack, which it doesn't use, is currently 30 points higher than base Bisharp - and submitter DrPumpkinz and our competitive council decided after some deliberation to put 20 of them into Speed and 10 more of them into Attack, leaving it with 155 Attack, 60 Special Attack (the same as its base form), and 110 Speed.

Finally, we have another one I have apparently made super weak oops... and it wasn't even on purpose this time! - it's been found that :aurorus: Mega Aurorus is really not worth using on hail teams, because it's directly competing with other important Pokémon in different ways and not worth replacing them. As an Electric/Ice-type, it can't justify being used over the excellent hail sweeper Arctozolt, which uses the weather much more efficiently and has the same offensive type combination that was supposed to make Aurorus worth using; as a Mega Evolution, well... it didn't exist at the time, but Mega Regice is the only reason serious players are using hail in the first place, and Mega Aurorus does not support its team nearly as well and requires relying on another hail setter... to... support it... at giving support? I'm really sorry I don't know what I was thinking with this one
Resident hail specialist inkbug actually made a really cool suggestion, though, and it's one that makes Aurorus a lot more valuable and interesting as a support Pokémon!
With the recent slate 25 came our beloved new Mega Flygon, a Pokémon that sets a variation of sandstorm, providing a unique form of support for its team that serves a different purpose from sand while still activating all of the same moves and Abilities sand does. inkbug and Mega Flygon's creator Ausma have encouraged taking the same approach here and making Mega Aurorus an opposite to it in a way.
Aurorus's current Ability, Diamond Dust, gives it an immunity to Rock-type damage (including Stealth Rock), but only in hail. The current effect is as follows:

During hail, this Pokémon is immune to all Rock-type attacks and Stealth Rock.​

The buff we're putting forward here is to extend this benefit to its whole team by making it instead set a unique variation of hail, like Desert Gales is to sand. The new version of the Ability is as follows:

On switch-in, this Pokémon summons Diamond Dust for 5 turns. During the effect, Pokémon are immune to all Rock-type attacks and Stealth Rock; Weather Ball becomes an Ice-type move, and its base power is 100; and other weather-related moves and Abilities behave as they do in Hail.​

(Be aware that our Mega Aurorus is not a Rock-type! As mentioned, its type after Mega Evolving is Electric/Ice - it doesn't need to worry about its own moves being prevented by this weather!)

That's all for potential balance changes this time! Here's hoping I covered them well enough and this captures people's interest.
As usual, this poll will last just as long as the voting period for slate 26, and the results will be announced at the same time! We'd love to have everyone's input on this, so please vote to let us know how you feel about them! Personally, I'm rooting for all of these and can't wait to see if they go through. :>

Slate 27

Based on the results of the latest poll, slate 27 will be this selection of Pokémon suggested by BitBitio! The Pokémon we'll be doing next are :cacturne: Mega Cacturne, :hawlucha: Mega Hawlucha and :araquanid: Mega Araquanid!
Wonder what they have in common? Well, all of them are pretty awesome, aren't they?! (And the fifth letter of each of their names is U!)

To keep the thread organized, I ask that you refrain from posting your submissions here until the submission phase begins, but remember that the Discord is always a fantastic place to discuss ideas and get feedback on your submissions even before the slate opens!

We've also been trying something new recently to try and accommodate for the sheer volume of slate suggestions we've had lately - based on a list of everyone's recent slate suggestions compiled by BitBitio, inkbug has made this poll of all potential candidates for the next slate!
We'll start by voting on this preliminary poll every week to see what the most popular slates on the masterlist are, including any new suggestions that have been made recently, and then we'll have a more narrowed-down poll once the next slate opens like we always do, so you can vote on that throughout the week!


The Dragonite Suspect Resumes!


amazing banner by inkbug!

speaking of this-- a new person joined our Discord server recently with our Mega Dragonite as their name and icon and I thought that was really strange but also kinda neat .w. I really love this design I'm happy they do too
AHEM
As previously announced, we've decided to host a second
Mega Dragonite suspect tour
, this time at 19:00 GMT on Saturday, the 16th of January so that some people who weren't able to make the previous tour can be involved!

We have this Challonge page where you can sign up to participate, and we'll be using replays from the tour in our discussions! It's recommended that you prepare at least one team with Mega Dragonite and one without it if possible - we'd really value the data from both sides!
Once the tournament is over, we'll finally get to address Dragonite as a community! Most of the discussions will be happening on the Discord - join us there if you haven't already so you can share your thoughts after the suspect test!
 
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:bw/exploud:
  1. Ausma
    A really cool idea that makes sense too. This adds a new twist on how you want to check/counter opposing threats. It's not even broken since Exploud doesn't get much of a boost in its attacking stats. Really love this one!
  2. abismal
    I love it when you can customize your own before battle and this idea is so cool. I'm a bit worried about NP though. I'm still gonna vote for it because I really love it and I can't see it to become something problematic.
  3. lydian
    I love the Snowball effect this has and it doesn't look like a broken either. At least to me. It's a slow heavy metal hitter and can be easily revenge killed. Sure Steel is a good defensive type, but Normal doesn't do it many favours.
  4. This Bot Is Hot
    Making Sound moves behave like Outrage is unique and I quite like it.I don't think it's broken, since you can block either Boomburst or Overdrive with Ghost or Ground types. It's unique and super cool.
  5. okispokis
    It's a simple idea, yet an effective on. It has potential to be a great wallbreaker with many coverage options and decent bulk. It's going to be fun to use and I'm excited to see what happens with it.


  1. DrPumpkinz
    Can I borrow your creativity? The combination of Noiverns regular ability and its megas ability is so cool and unique. Finding out their item and then finding out on of their moves is an incredible scouting technic and I love it.
  2. Ausma
    I feel like you always have some of the coolest ideas. I really love the effect of the ability and you mentioned Whirlwind, which is a such a cool combination. Racking up Hazard damage and the damage of the reverbs is a combination that I like.
  3. Mossy Sandwich
    The same case as with abismal. I love it when you can customize your mons before battle. This isn't the exact same case here, since Noivern changes mid battle, but I still like it, so I'm gonna vote for it.
  4. Magmajudis
    I love snowball effects and this Noivern is a unique one. Being very powerful, but being unable to 1v1 offensive mon and being better than defensive mons. I still like it though, but I'm not sure if I agree with lowering the speed. It makes sense for balance, but still thin ice, buddy.
  5. kakaks
    It can serve as a check to Weather teams or Dhelmise, which I really like It has balanced stats and can be a bit of an unpredictable attacker. I has a speed tier that is overcrowded a bit, but I still like it.


  1. ViZar
    How do I not make this sound like I'm arrogant? The Amped form can provide good team support while also checking mons like Rillaboom and Magearna. The Low-Key form can be a member of status spreading teams, although it had to be Poison. I really don't now what to say here.
  2. abismal
    Same with Exploud: Customization before battle. Linked is a really cool OM and I love it that it founds its way in this mod. It can open a game with so many options. I love it.
  3. shinxthe17
    This is simple but effective. I love the Low Key forms ability and the Amped form is basically G-Max Toxtricity, but without paralysis. I don't really have much to say here. Like I said it's simple, but it'll definitively find a place.
  4. Ausma
    I love the effect, that those two have. It makes a sense too since one of them have Plus, while the other one has Minus. I also love it that the Amped form has a more offensive playstyle while the Low Key form has a more defensive one, because, it has a good defensive type.
  5. Magmajudis
    Really simple concept, but I like it. The effects were obvious though since they are Elelctric/Poison, but I'm fine with that approach. There isn't much to say here. It's simple, but still a cool idea.

I'll add more votes later, because I don't have much time rn.
 
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Mega Exploud: Xephyrr, Magmajudis, This Bot is Hot, WalreinDiceGod, GrandSmasher, Moretto, I Am The Impostor, woworiginal, kakaks, okispokis, MegaFlareon, PalpitoadChamp, abismal, CouchPotato, The Damned, Ema Skye, Ausma, ViZar, Lydian

Mega Toxtricity: DrPumpkinz, MegaFlareon, shinxthe17!, Mossy Sandwich, Ausma, zxgzxg, ChoiceScarfed, War Incarnate, lydian, Couch Potato, abismal, okispokis, Magmajudis, Bito Bito, Xephyrr, BotwNerd745, TheUltraFinder, Raimundo Bita

Mega Noivern: Xephyrr, Magmajudis, This Bot is Hot, okispokis, BitBitio, PalpitoadChamp, kakaks, Mossy Sandwich, Grand Smasher, woworiginal, Ema Skye, Moretto, shinxthe17!, War Incarnate, DrPumpkinz, ChoiceScarfed, greyllama8, BlueRay, Ausma, lydian, ViZar, StealthGhost
 

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