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

:ss/lurantis: Mega Lurantis

Ability: Weather Master - Right before using a move affected by a specific weather condition, it is summoned for 5 turns.*
New Moves: Thunder, Thunderbolt, Volt Switch, Blaze Kick
New Stats:
HP 70
ATK 105 -> 115 (+10)
DEF 90 -> 100 (+10)
SPA 80 -> 110 (+30)
SPD 90 -> 100 (+10)
SPE 45 -> 85 (+40)
BST 480 -> 580
*: In particular Thunder and Hurricane summon Rain, Synthesis, Solar Blade and Solar Beam summon Sunny Day on the turn they are used, Blizzard summons Hail and Shore Up summons Sandstorm. The weather condition is summoned right before the move is used, so moves are affected by them.
Role: It can explore the effect of switching between two weathers depending on the opponent, some particular combos can originate from that. I'm in search for a better name for the ability, so any idea is welcome lol.
I can provide the code for the ability of needed, it shouldn't be hard

:ss/drapion: Mega Drapion

New Ability
: Tough Claws

New Moves: Sucker Punch, Psychic Fangs, Dragon Claw, Shadow Claw, Crush Claw
New Stats:
HP 70
ATK 90 -> 130 (+50)
DEF 110 -> 140 (+30)
SPA 60
SPD 75 -> 85 (+10)
SPE 95 -> 105 (+10)
Regarding Drapion, you have 10 points left since 130-90= 40, it's not +50.
 
:ss/lurantis:Mega Lurantis
Type: Grass
Ability: Vividate (When this pokemon uses a move that has a secondary effect it becomes a grass type move and has the chance of that happening doubled.)

Hp: 70
Att: 125 (+20)
Def: 100 (+10)
Spec Att: 120 (+40)
Spec Def: 100 (+10)
Sped: 65 (+20)

New Moves: Rock Smash, Focus Blast, Air Slash

:ss/drapion:Mega Drapion
Type: Poison/Dark
Ability: Sheer Force

Hp: 70
Att: 150 (+60)
Def: 120 (+10)
Spec Att: 60
Spec Def: 85 (+10)
Sped: 115 (+20)


New Moves: Gunk Shot, Darkest Lariat, Lunge, Spikes

I'm not going to do Flygon because I don't have any really original ideas.
 
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Mossy Sandwich

Gunning for the top
is a Community Contributoris a Tiering Contributor
UUPL Champion
:dp/flygon:
:flygon: Mega Flygon
New Ability
: Levitate
Type: Ground/Fire

New stats: 80/80/100/140/100/120
HP: 80 (+0)
Attack: 100 --> 80 (-20)
Defense: 80 --> 100 (+20)
Special Attack: 80 --> 140 (+60)
Special Defense: 80 --> 100 (+20)
Speed: 100 --> 120 (+20)
(BST) 520 --> 620

New moves: Overheat
Description: This Mega-Flygon is built to fly around volcanic ashes. As such it gains the fire typing. It's still well adapted to the desert though so it keeps its ground type.

Competitively, Mega-Flygon uses its great defensive typing combined with levitate, its decent bulk and good defensive utility to annoy attackers such as magearna or landorus-t. Its high spatk, high speed and good stab combination allows it to threaten many pokemons. With Fire Blast and Earth Power only flying/levitate pokemons that also resist fire resist all its moves. Because of that, it will often be able to force switches and will have the opportunity to use Roost, Defog or U-Turn. Overall just a tough mon to deal with both offensively and defensively.

:dp/drapion:
:drapion: Mega Drapion
New Ability
: Toxic Transferal (If a pokemon on the field is not holding an item at the end of the turn, they obtain a toxic orb. Activates before the effect of items like leftovers or toxic orb.)
Type: Poison/Dark

New stats: 70/100/135/100/100/95
HP: 70 (+0)
Attack: 90 --> 100 (+10)
Defense: 110 --> 135 (+25)
Special Attack: 60 --> 100 (+40)
Special Defense: 75 --> 100 (+25)
Speed: 95 (+0)
(BST) 500 --> 600

New moves: Switcheroo, Corrosive Gas
Description: This Mega-Drapion loves clicking Knock Off. Thanks to its ability, the opponent will always be holding an item meaning Knock Off will always have 97.5 bp. It will also badly poison the opponent letting Drapion use Venoshock off of its new base 100 spatk. With now having access to Corrosive Gas, it can even make every pokemon on the field hold a Toxic Orb in Doubles. This is honestly just Knock Ofd+Poison Spam and I love it.
 
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Ema Skye

Work!
Here's a weird one:

Mega Flygon
Type: Ground/Fairy
Ability: Pixilate
New Stats:
HP: 80
Atk: 100 -> 120 (+20)
Def: 80 -> 100 (+20)
SpA: 80 --> 120 (+40)
SpD: 80 -> 80
Spe: 100 -> 120 (+20)
New Moves: None

Description Went with Flygon's status as a 'desert spirit'; it has 'enchanting' songs and is 'mystical'. Went with the Fairy type as I felt that's the best type to represent this side of the Pokemon. Hey, Mega Altaria has the same vocal background and it got a Fairy type!

Ground/Fairy is unique to it, and offers a lot of interesting utility. Offensively, Ground and Fairy cover each other fairly well, barring Poison/Flying or Steel/Flying combos. For defence, it's immune to both Dragon and Electric, resists Rock, Fire, Fighting, Dark and Bug, and is weak to Ice, Grass, Water and Steel.

For offence, I have to mention Pixilate Boomburst. However, with no way of boosting on this side, it's weaker than you'd think (noticeably weaker than Specs Exploud). Dragon Dance is another cool option, and is probably better given the ability to boost. Body Slam is its main Fairy STAB, which has the ability to spread paralysis.

As it gets Roost from earlier gens, bulky sets are totally possible as well to use its array of resistances. Body Slam is useful here, as is Scorching Sands, giving it two options for status spreading.
 
Gonna make my first attempt at building for this pet mod here

flygon.gif

Flygon-Mega @ Flygonite
Type:
Ground/Ghost
Ability: Heat Haze
(utilizing its control of the sand, Flygon halves all damage from Water-type moves, while also being immune to burns.)


Stats:
HP:
80
Attack: 125 (+25)
Defense: 80
Special Attack: 125 (+45)
Special Defense: 80
Speed: 130 (+30)

New Moves: Mystical Fire, Hex, Agility, Phantom Force, Shadow Ball, Shadow Claw

Justification for these changes:
According to its Pokedex entries, Flygon is commonly described as 'The Desert Spirit' that also has the ability to envelop itself in sand to hide itself, essentially a 'mirage.' Hence, I felt the Ghost-typing would be quite suitable for Flygon.
When it mega evolves, it gives up its 'mythical' status as a Dragon and truly becomes one with the sand, becoming the ethereal spirit/mirage most legends played it out to be.

Naturally, with its new ghost typing, it should have extra coverage that fulfills this. I didn't give it Poltergeist because I didn't find it too fitting, and I also thought it would be too broken.

As a desert spirit, Flygon would most definitely have control over the sands that it constantly uses to hide itself. So, I came up with the idea that Flygon could heat up the surrounding sand dunes as a fire shield that evaporates most water moves effectively.

How do these changes affect Flygon and its surrounding meta?
With it's new stat spread, Flygon is now able to run mixed sets, while also having a solid speed tier to back it up. However, its unboosted defenses leave it quite frail and easily revengeable...

...unless it runs a setup sweeper set. With pre-existing accessibility to Dragon Dance, one use of that move brings Flygon's speed to a skyrocketing 195, only slower than Regieleki. The combination of Earthquake and Phantom Force is hard to deal with, only being walled by specific typing combinations like Dark/Flying, Normal/Flying and Grass/Dark. Grass mons will also have to watch out for Fire Punch, which with a +1 boost is a guaranteed 2HKO on most of them.

Here are some of the calculations I've got against some of M4A megas (and NatDex OU's) most prominent walls:

DDance Flygon after 1-turn setup can beat:
+1 252+ Atk Flygon Fire Punch vs. 252 HP / 252+ Def Ferrothorn: 316-372 (89.7 - 105.6%) -- 37.5% chance to OHKO
+1 252+ Atk Flygon Earthquake vs. 252 HP / 4 Def Garchomp: 271-321 (64.5 - 76.4%) -- guaranteed 2HKO
+1 252+ Atk Flygon Earthquake vs. 252 HP / 192+ Def Tapu Fini: 178-211 (51.7 - 61.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+1 252+ Atk Flygon Earthquake vs. 252 HP / 252+ Def Clefable: 229-271 (58.1 - 68.7%) -- guaranteed 2HKO after Leftovers recovery
+1 252+ Atk Flygon Earthquake vs. 252 HP / 248+ Def Hippowdon: 169-199 (40.2 - 47.3%) -- 2% chance to 2HKO after Stealth Rock
+1 252+ Atk Flygon Phantom Force vs. 252 HP / 212+ Def Reuniclus: 422-500 (99.5 - 117.9%) -- 93.8% chance to OHKO
+1 252+ Atk Flygon Earthquake vs. 40 HP / 216+ Def Alomomola: 225-265 (46.7 - 55%) -- 99.6% chance to 2HKO after Stealth Rock and Leftovers recovery
+1 252+ Atk Flygon Earthquake vs. 252 HP / 252+ Def Gastrodon: 205-243 (48.1 - 57%) -- 90.2% chance to 2HKO
+1 252+ Atk Flygon Fire Punch vs. 252 HP / 28 Def Corviknight: 244-288 (61 - 72%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+1 252+ Atk Flygon Earthquake vs. 252 HP / 172+ Def Venusaur-Mega: 174-205 (47.8 - 56.3%) -- guaranteed 2HKO after Stealth Rock
+1 252+ Atk Flygon Earthquake vs. 252 HP / 252+ Def Nidoqueen-Mega: 288-338 (75 - 88%) -- guaranteed 2HKO after Stealth Rock
+1 252+ Atk Flygon Earthquake vs. 252 HP / 252+ Def Clefable-Mega: 211-250 (53.5 - 63.4%) -- guaranteed 2HKO
+1 252+ Atk Flygon Fire Punch vs. 248 HP / 8 Def Parasect-Mega: 624-736 (193.1 - 227.8%) -- guaranteed OHKO
+1 252+ Atk Flygon Phantom Force vs. 0 HP / 0 Def Dragonite-Mega: 186-220 (57.5 - 68.1%) -- guaranteed 2HKO
+1 252+ Atk Flygon Fire Punch vs. 248 HP / 252+ Def Ariados-Mega: 174-206 (50.7 - 60%) -- guaranteed 2HKO
+1 252+ Atk Flygon Fire Punch vs. 248 HP / 252+ Def Delibird: 168-198 (57.3 - 67.5%) -- guaranteed 2HKO
+1 252+ Atk Flygon Earthquake vs. 248 HP / 16+ Def Regirock-Mega: 218-260 (60 - 71.6%) -- guaranteed 2HKO
+1 252+ Atk Flygon Earthquake vs. 248 HP / 252+ Def Registeel-Mega: 212-252 (58.4 - 69.4%) -- guaranteed 2HKO
+1 252+ Atk Flygon Earthquake vs. 252 HP / 252+ Def Gigalith-Mega: 230-272 (61.4 - 72.7%) -- guaranteed 2HKO
+1 252+ Atk Flygon Earthquake vs. 252 HP / 252+ Def Garbodor-Mega: 266-314 (73 - 86.2%) -- guaranteed 2HKO
+1 252+ Atk Flygon Fire Punch vs. 0 HP / 4 Def Rillaboom: 240-284 (70.3 - 83.2%) -- guaranteed 2HKO after Grassy Terrain recovery
+1 252+ Atk Flygon Earthquake vs. 248 HP / 0 Def Goodra-Mega: 192-226 (50.1 - 59%) -- guaranteed 2HKO
+1 252+ Atk Flygon Fire Punch vs. 244 HP / 0 Def Orbeetle: 210-248 (65.2 - 77%) -- guaranteed 2HKO
*all mega calculations are done with me adding the updated defense stat, and some of these calculations I goofed up because forgot to up Flygon's attack stat

Now the effects of not giving Flygon-Mega Poltergeist from these calculations is glaring: Most defensive Psychics like Slowbro, and other defensive mons like Gliscor and Zapdos have recovery that can help them negate the damage dealt from Phantom Force. However, it should be noted that a +2 Phantom Force can easily OHKO these aforementioned mons.

There are also mons that can survive +1 Flygon-Mega moves, such as:
+1 252+ Atk Flygon Fire Punch vs. 252 HP / 252+ Def Tangrowth: 162-192 (40 - 47.5%) -- guaranteed 3HKO
+1 252+ Atk Flygon Earthquake vs. 252 HP / 252+ Def Unaware Clefable: 153-181 (38.8 - 45.9%) -- guaranteed 3HKO after Leftovers recovery
+1 252+ Atk Flygon Earthquake vs. 252 HP / 248+ Def Hippowdon: 144-171 (34.2 - 40.7%) -- guaranteed 3HKO
252+ Atk Flygon Phantom Force vs. 0 HP / 68 Def Landorus-Therian: 136-162 (42.6 - 50.7%) -- 2% chance to 2HKO (scarf)
+1 252+ Atk Flygon Phantom Force vs. 252 HP / 48 Def Rotom-Wash: 181-214 (59.5 - 70.3%) -- guaranteed 2HKO after Leftovers recovery
+1 252+ Atk Flygon Earthquake vs. 252 HP / 200+ Def Vaporeon-Mega: 169-199 (36.4 - 42.8%) -- guaranteed 3HKO
+1 252+ Atk Flygon Earthquake vs. 248 HP / 252+ Def Spiritomb-Mega: 127-150 (41.9 - 49.5%) -- guaranteed 3HKO
+1 252+ Atk Flygon Phantom Force vs. 248 HP / 252+ Def Sawsbuck-Mega (Autumn): 266-314 (73.2 - 86.5%) -- guaranteed 2HKO, in which Sawsbuck can either Strength Sap to remove the +1 boost or Horn Leech to regain health)
+1 252+ Atk Flygon Phantom Force vs. 0 HP / 0 Def Hydreigon: 110-130 (33.8 - 40%) -- guaranteed 3HKO
+1 252+ Atk Flygon Phantom Force vs. 248 HP / 252+ Def Gourgeist-Large-Mega: 252-296 (71.3 - 83.8%) -- guaranteed 2HKO, same case with Sawsbuck
252+ Atk Flygon Fire Punch vs. 252 HP / 28 Def Corviknight-Mega: 126-150 (31.5 - 37.5%) -- 88.4% chance to 3HKO
+1 252+ Atk Flygon Fire Punch vs. 248 HP / 160+ Def Mandibuzz: 99-117 (23.4 - 27.6%) -- 76.8% chance to 4HKO


The possibilities with Flygon-Mega are infinite! I'm not going to go into detail about anything else, but Mixed Attacker sets and Special Attacking AOA sets also have potential to catch your opponents off guard, further increasing Flygon-Mega's versatility and making it even more unpredictable, not to mention its pre-mega evolved form's Dragon type coverage!

1) DDance set
Flygon @ Flygonite
Adamant Nature
Ability: Heat Haze
EVs: 252 Atk / 4 Def / 252 Spe
- Earthquake
- Phantom Force
- Fire Punch
- Dragon Dance

2) Mixed set
Flygon @ Flygonite
Naive Nature
Ability: Heat Haze
EVs: 4 Atk / 252 SpA / 252 Spe
- Earthquake
- Shadow Ball
- Fire Blast
- U-turn

3) Special Attacker set
Flygon @ Flygonite
Timid Nature
Ability: Heat Haze
EVs: 4 Def / 252 SpA / 252 Spe
- Earth Power
- Shadow Ball
- Fire Blast
- U-turn

But of course, aside from the DDance set, Flygon-Mega is easily revenged by common scarfers (eg Darmanitan Galar and Hydreigon) and easily taken out by common priority moves such as Ice Shard, Grassy Glide, Sucker Punch and Shadow Sneak.
252+ Atk Choice Band Mamoswine Ice Shard vs. 0 HP / 4 Def Flygon: 258-306 (85.7 - 101.6%) -- 6.3% chance to OHKO
252+ Atk Choice Band Rillaboom Grassy Glide vs. 0 HP / 4 Def Flygon in Grassy Terrain: 570-672 (189.3 - 223.2%) -- guaranteed OHKO
252 Atk Libero Cinderace Sucker Punch vs. 0 HP / 4 Def Flygon: 254-300 (84.3 - 99.6%) -- guaranteed 2HKO
252+ Atk Huge Power Mawile-Mega Sucker Punch vs. 0 HP / 4 Def Flygon: 346-408 (114.9 - 135.5%) -- guaranteed OHKO
252 Atk Lycanroc-Midnight-Mega Sucker Punch vs. 0 HP / 4 Def Flygon: 314-372 (104.3 - 123.5%) -- guaranteed OHKO
252 Atk Honchkrow-Mega Sucker Punch vs. 0 HP / 4 Def Flygon: 300-354 (99.6 - 117.6%) -- 93.8% chance to OHKO
252+ Atk Bisharp-Mega Sucker Punch vs. 0 HP / 4 Def Flygon: 326-386 (108.3 - 128.2%) -- guaranteed OHKO
252+ Atk Aegislash-Blade Shadow Sneak vs. 0 HP / 4 Def Flygon: 182-216 (60.4 - 71.7%) -- guaranteed 2HKO

Overall, my variation of Flygon-Mega would be the definitive example of an attacker that has a plethora of tools at its sleeves and one of the most unpredictable offensive Pokemon in the metagame. I'm not sure if it's broken, but I guess that's for y'all to decide.
 
:cinccino::buizel::starmie:

Hey, everyone!! We have another exciting announcement to make - please welcome IsoCon, Mossy Sandwich and BlueRay as the first members of our competitive council!
Led by Hematemesis and Ausma, the competitive council will be focused on metagame development, including working on resources like viability rankings and sample teams and being trusted with tiering decisions and suspect tests!
These three members have been recognized as contributing a ton to the development of our in-progress VR, including during today's session - which went super well, by the way!! Thank you guys so much for everything you're doing!!

:flygon::drapion::lurantis:

Lurantis-Mega
Type:
Grass->Grass/Dark
Ability:
Contrary/Leaf Guard-> Lotus Aroma (Any opponent with a higher Attack than SpA will become infatuated regardless of gender [also affects genderless Pokemon]. This also applies to mons that switch into the user. Does not affect Grass or Poison types, or Pokemon with Oblivious).
Stats

HP: 70
Attack: 105-> 125 (+20)
Defense: 90
SpA: 80-> 105 (+25)
SpD: 90-> 115 (+25)
Speed: 45-> 75 (+30)
New Moves: +Air Slash, Charm, Dark Pulse, Leech Seed, Nasty Plot, Sucker Punch, Throat Chop
Description:
Having mastered the vibrancy of its colors in its base form, Lurantis harnesses the energy of Mega Evolution to produce a sweet scent that puts even Tsareena to shame; upon getting a whiff, more physically inclined opponents become attracted by the heavenly aroma and may lose their will to attack, allowing Lurantis to "lure" in victims. This devious adaptation grants it the Dark typing, alongside several new Dark moves, plus Leech Seed as it can now sap the energy from its target. Air Slash because- why doesn't it already get that? However, opponents with higher SpA have a better grasp of their mental faculties, and so do not fall for this trap; Grass types are immune thanks to how accustomed they are to Lurantis' presence, while Poison types simply can't detect the odor, since the odor of their own poison overwhelms it. Inspiration wise, Mega-Lure was inspired by the mythical Land of the Lotus, as well as an idea I had to actually make the Attract effect potentially viable in a competitive setting. Its also not reliant on Contrary boosts, as I gave it NP and it naturally learns SD, meaning it can set up post-Mega (although the Contrary boost pre-Mega is still appreciated), and can viably run physical or special. Hopefully it's not overwhelming, but just in case I intentionally left some flaws such as RNG reliance, mediocre speed, and new weaknesses with the type change, plus the ability only works on some opponents.

Design: The petals on Lurantis' back grow into four large, white petals that meet like you typically see in flowers. Its pincers become green, while the body and legs are draped in a lush coat of small pink petals.
Hi!
I would rrrather not allow this Lurantis; regardless of how strong or weak it is or whether it's reliable enough to make it worth running, infatuation is generally considered uncompetitive. This Ability simply introduces an unnecessary layer of RNG (turning all of the opponent's attacks into cointosses) too easily - without having any non-luck-based application or competitive benefit to justify it - so it's not something that I would consider a healthy addition to the mod.
If it's not too much trouble, it would be best if you changed the Ability to something else. :x

(Also, super minor thing, but DrPumpkinz mentioned on the Discord that he disagreed with some of your choices for tail moves on Drapion, and I figured that might be worth bringing up as constructive feedback!
It looks like all of the ones Drapion would actually use are totally fine - the only questionable ones are things like Poison Sting this is a tail move for Drapion, but not for anything else, which Drapion wouldn't ever have reason to run, and Power Whip/Vine Whip/Fire Lash, none of which your Drapion has anyway.
We feel that the Ability would be more intuitive and more future-proof if you dropped those moves and stuck to the unambiguous tail moves you have if possible!
This one isn't a veto or anything, just something that might help to improve the submission if you agree. C: )

:ss/flygon: Mega Flygon
New Ability
: Levitate -> Desert's Spirit
In sandstorm, the opponent's Spa, Attack and Speed are reduced by 25%, and in sun, this pokemon's Spa, Attack, and Speed are increased by 25%. Ghost type attacks have x1.5 power when used by this pokemon.
Type: Dragon/Ground
New Stats:
HP: 80
Attack: 100 -> 125 (+25)
Defense: 80 ->
Special Attack: 80 -> 105 (+25)
Special Defense: 80 -> 100 (+20)
Speed: 100 -> 130 (+30)
New moves: Calm Mind, Ominous Wind, Shadow Ball
Description: Something I've noticed is that sun teams seem to be more balanced, while sandstorm is more offensive. I decided to continue that trend.


Mega Drapion
New Ability
: Sadistic Cruelty
Type: Dark/Poison -->Dark/Poison
This pokemon's recoil moves' recoil are shifted onto the target. Example: Drapion used double edge! Drapion was hurt by the recoil! [The opposing Rattata hung on using it's focus sash!] [Drapion's Sadistic Cruelty: The opposing Rattata was hurt with the recoil! Rattata fainted!]
New stats:
HP
: 70
Attack: 90 -> 150 (+60)
Defense: 110 -> 150 (+40)
Special Attack: 60 -> 95 (+35)
Special Defense: 75
Speed: 95 -> 60 (-35)

New Moves: Torment, Double Edge, Flare Blitz, Head Smash
Description: I. Hate. Chansey. And Blissey too. But they're dead now, thanks to this abomination.
Hi! I have some relatively minor concerns with your Flygon, and I am going to have to veto your Drapion;; NOPE never mind see below

It came up on the Discord that your Flygon introduces two entirely new Speed tiers (1.25 and 0.75), which is not necessarily broken, but it's very player-unfriendly because it's much harder to tell what a Pokémon's Speed is after the modifiers; that's usually considered bad practice for a mod.
This might sound weird (because it basically means I'm asking you to buff this), but if you do want to have Speed modifiers as part of this Ability, it would be best if you changed the modifier to Speed from 25% to the equivalent of a stat stage boost (1.5 and 0.67) - even though that's stronger than it currently is, it's more player-friendly and less optically problematic for the mod, so I would be more comfortable with that than its current state! (but please don't increase the Attack and Special Attack boosts when you do that, because a 50% buff to all three stats under sand would definitely be too much)
The other thing is that giving it a completely unrelated Steelworker effect to its Ghost moves is sssort of excessive? Purely in terms of the complexity of the Ability, consider that you already have modifiers to three different stats on potentially either Mega Flygon or its opponent, and these are both mutually exclusive and conditional (and if you fix the Speed issue, it'll also be changing them by different amounts, which is kind of a necessary evil/there's no way around that because you definitely cannot make it a full 50% boost to all three stats); the Steelworker effect that's been added on top, meanwhile, is unconditional and has nothing to do with those stats or with weather, so it feels like it shouldn't be a part of the same Ability.
If do you want your Flygon to rely on Ghost-type moves, you could always just make it a Ghost-type! but I feel that those Ability effects should not be combined; it's not clear why they should go together on a mechanical level, and I don't think any real Ability would do that.

On your Drapion, though, I'm nnnot really okay with that Ability myself.
This is essentially a combination of Rock Head (an already-strong Ability in its own right - there's a reason recoil moves have recoil, and an Ability that removes that drawback outright is not insignificant) and a buffed version of Reckless, which is also a pretty great Ability on the right Pokémon because the moves it boosts have so much raw power already - and that only adds 20% to the moves, whereas this adds 25%, 33% or 50% depending on the move in question and also allows Drapion to bypass subs/sashes/Sturdy.
To put this in perspective, with Head Smash, your Drapion has the equivalent of a 150 BP Rock STAB with no drawbacks, plus access to Swords Dance (and/or Agility if it wants), without even being a Rock-type and instead having one of the best defensive type combinations in the game, plus true STAB on a host of other relevant moves just by being a physical Dark-type.
While we're talking about this, the moves you've added here also seem kiiind of random all around - why these moves specifically, other than that you wanted to mess with recoil and Drapion didn't have anything to work with? It doesn't look like you really expect this to use anything Drapion actually has, which sort of makes one wonder "why Drapion?" You can always save an idea like this for a Pokémon that at least partially suits it, haha - we have several hundred opportunities left to find a good fit!
When this came up on the Discord, DrPumpkinz suggested amending this to have it split the recoil between Drapion and its opponent - for example, after using Head Smash, Drapion might take 25% of the damage dealt and Blissey would take the other 25%. This is something I would be more willing to accept, since it works as a fairly simple in-between of Reckless and Rock Head without going so far as to be even better than the combination of both at once. That said, he also didn't really get why you picked Drapion for this - it might be worth saving it for something more fitting in the future rather than using it right now!

EDIT: oh my goodness I can't read - the Ability uh. did not do a very important half of what I thought it did, and I am so sorry for misinterpreting it.
This is kind of still just "Reckless but better" in most ways, but since it's limited exclusively to non-STAB moves and doesn't stop the user from taking recoil like I thought it did, I no longer think it's necessary to veto this and I understand much better why you thought it was okay in the first place. Very sorry about this, and thank you for pointing that out so politely on the Discord!

:ss/lurantis: Mega Lurantis

Ability: Weather Master - Right before using a move affected by a specific weather condition, it is summoned for 5 turns.*
New Moves: Thunder, Thunderbolt, Volt Switch, Blaze Kick
New Stats:
HP 70
ATK 105 -> 115 (+10)
DEF 90 -> 100 (+10)
SPA 80 -> 110 (+30)
SPD 90 -> 100 (+10)
SPE 45 -> 85 (+40)
BST 480 -> 580
*: In particular Thunder and Hurricane summon Rain, Synthesis, Solar Blade and Solar Beam summon Sunny Day on the turn they are used, Blizzard summons Hail and Shore Up summons Sandstorm. The weather condition is summoned right before the move is used, so moves are affected by them.
Role: It can explore the effect of switching between two weathers depending on the opponent, some particular combos can originate from that. I'm in search for a better name for the ability, so any idea is welcome lol.
I can provide the code for the ability of needed, it shouldn't be hard
Lastly, uh, same issue of optics here - this one also came up on the Discord, and the Electric type and the new move additions all really come out of nowhere on this. I sorta think it would reflect badly on the mod to let a submission like this through without any justification - is there any reason why this suits Lurantis other than that it needed to be able to use any any weather other than sun?
The Ability is not at all hard to code and you can definitely leave that part as-is, but we're kinda questioning where this came from and it would help if you elaborated on the reasoning behind it or just saved it for a Pokémon that could make better use of it. We try pretty hard to stay in the realm of plausibility here - I would take a look through some of the other Mega Evolutions in the mod (and in the official games!) that have changed type and see what thought process there was behind those in case it's any help!


Here's a weird one:

Mega Flygon
Type: Ground/Fairy
Ability: Pixilate
New Stats:
HP: 80
Atk: 100 -> 120 (+20)
Def: 80 -> 100 (+20)
SpA: 80 --> 120 (+40)
SpD: 80 -> 80
Spe: 100 -> 120 (+20)
New Moves: None

Description Went with Flygon's status as a 'desert spirit'; it has 'enchanting' songs and is 'mystical'. Went with the Fairy type as I felt that's the best type to represent this side of the Pokemon. Hey, Mega Altaria has the same vocal background and it got a Fairy type!

Ground/Fairy is unique to it, and offers a lot of interesting utility. Offensively, Ground and Fairy cover each other fairly well, barring Poison/Flying or Steel/Flying combos. For defence, it's immune to both Dragon and Electric, resists Rock, Fire, Fighting, Dark and Bug, and is weak to Ice, Grass, Water and Steel.

For offence, I have to mention Pixilate Boomburst. However, with no way of boosting on this side, it's weaker than you'd think (noticeably weaker than Specs Exploud). Dragon Dance is another cool option, and is probably better given the ability to boost. Body Slam is its main Fairy STAB, which has the ability to spread paralysis.

As it gets Roost from earlier gens, bulky sets are totally possible as well to use its array of resistances. Body Slam is useful here, as is Scorching Sands, giving it two options for status spreading.
Sorry to disappoint, but uh... yeah I actually am going to veto this anyway;;
This is definitely not as reasonable a power level as you think, haha.

For one thing, this is noticeably weaker than Specs Exploud by... about 3.5%. That's not nearly enough to compensate for lack of a choice lock, reliable recovery, the incredible coverage pairing that is Fairy/Ground for STABs or a Speed tier of 120 instead of 58.
(You'd be surprised how few Mega Evolutions outdamage even their own base forms with a choice item - that's really not a fair comparison at all, for many reasons, so I would keep in mind for the future that that's not the best point of reference for damage output.)

Continuing with comparisons, this also hits harder than a Play Rough from Mega Mawile - a much more relevant and respected offensive Pokémon than Exploud (and of the same attacking type as Flygon, which matters), and one that's notably balanced by its base 50 (!!!) Speed and still thrives in OU. Something that has the immediate power of Mega Mawile with its Fairy STAB and also has 70 more points of Speed is not something I'm comfortable introducing to the meta at all.

Notably, this can also go full physical and trade the immediate power of Boomburst for Dragon Dance, adding an unhealthy layer of unpredictability to its potential counterplay - if the other player guesses its set incorrectly (and that's often a risk they're forced to take, since a Boomburst set can force a ton of Pokémon out), it's very easy to grab turns to set up and then sweep with its physical movepool.
It also has U-turn to escape unscathed from the few Pokémon that can withstand its moves on either side.

There's really no question from me that this is veto-worthy, and I would broadly recommend staying away from combinations like this in general - on a Pokémon this fast, Pixilate Boomburst would be scary enough if it was its only good move, let alone paired with wildly different mixed set options, one of the best secondary STABs to combine with Fairy, and fast pivoting and Roost to make it as safe as possible to use.

:drapion:

Lastly, I also have a sub for this slate! it's maybe not a cute fluff Ability like my last two, but I think it looks fun!

:drapion: Mega Drapion
New Ability: Battle Armor/Sniper/Keen Eye -> Steelbreaker
(When attacking Steel-type Pokémon, Mega Drapion's moves are always critical hits.)
Type: Poison/Dark

New Stats:
HP: 70
Attack: 90 -> 130 (+40)

Defense: 110 -> 150 (+40)
Special Attack: 60
Special Defense: 75 -> 105 (+30)

Speed: 95 -> 85 (-10)
(600 BST)

New moves: Shore Up
Description:
Okay, so... More than one of Drapion's dex entries comments on its ability to make scrap of a car with its physical strength, so I had the idea pretty early on that it would be fitting to make something that somehow specialized in dealing with Steel-types - especially on a Poison-type, that's a pretty relevant kind of interaction to have. That said, I didn't think Corrosion would suit Drapion - much of its flavor talks about how disinterested it is in relying on its toxins to take down foes, and its whole thing is crushing metal and using brute force to break it - and I also wanted to make sure I took a different route from Acidic Surge Dragalge yeah I don't think anyone wants to compete with that, so my first idea of Scrappy-for-Steel-types was off the table pretty quickly. Scrap Metal would be such a fun name for that though just saying


The Ability itself is actually pretty simple - it just gives Drapion a direct offensive advantage against Steel-types and nothing else - but there are a few reasons I took this route with it, and many reasons why I think this Mega Drapion could be a really interesting Pokémon to use with this in mind!
First of all, it's worth bringing up that this interacts uniquely with some relevant Steel-types - the fact that this Ability makes Drapion's moves into critical hits rather than just boosting their damage by an equivalent amount can definitely come in handy against Pokémon like Corviknight (and Mega Corviknight, which is one of the strongest glue Pokémon in the mod - Mega Drapion even bypasses Intimidate!) and Mega Registeel, both of which can be incredibly threatening to once they've set up a few boosts. I saw a Mega Registeel get to +6 Defense and a Bulk Up Corviknight sweep a team yesterday so they're on my mind right now okay
Drapion also has a pretty strong association with critical hits already - both of its standard Abilities interact with them, Battle Armor by preventing them and Sniper by taking advantage of them - so it also feels like a pretty natural fit for Drapion!
Drapion already has Ground coverage (and Fire Fang access for non-grounded Steel-types, though I don't think it would run that), but it doesn't normally have STAB on them, so this Ability is practical for it and very convincingly lets it tear through even the bulkiest of Steel-type walls:

252+ Atk Mega Drapion Earthquake vs. 252 HP / 252+ Def Mega Registeel on a critical hit: 194-230 (53.2 - 63.1%) -- guaranteed 2HKO​

But what's so important about targeting Steel-types? Flavor aside I never do anything just for flavor, what does Drapion do with this advantage that any STAB Earthquake user can't?
This offensive edge against Steel-types is actually just one piece of what makes this Mega Drapion work.
The actual point of this sub is... well...
Stallbreakers are so cool as an archetype,
and I saw the chance to make a uniquely optimized and insanely customizable one,
so this is my way of doing it!

By type alone, Drapion is naturally immune to being poisoned and absorbs Toxic Spikes, it has STAB on Knock Off to turn it into a threatening offensive option, it only has a single weakness (and one that's easily covered by an ally with an immunity - not to mention that you'd be preparing to cover Ground defensively whether you were running Drapion or not), and it naturally has a good matchup against other stallbreakers like Heatran, Tapu Fini, Clefable, Mega Latias, Reuniclus, Gengar and Serperior, which is important because I think many stallbreakers naturally appear on stall to aid in the matchup against opposing stall teams.
It also has the upper hand against prominent bulky Waters like Tapu Fini, Slowbro and Toxapex (2HKOs with Earthquake), has super effective STAB against Fairy and Grass, and, as previously established, has an edge on Steel-type walls with its Ability, on top of obviously threatening the Chansey line with Knock Off and not really being threatened back by anything they can do.
These are some of the most common defensive Pokémon in the game, and Mega Drapion can be tailored to take on whatever your team needs!

ALSO I know no one but me will use this but consider:
Stomping Tantrum
if you're running Toxic or even just Poison-type attacking move
this pairs so well with them because it's super effective on Steel and Poison and can absolutely demolish them if they dare to switch in to nullify your Toxics
arguably so can Earthquake but this is so much more fun
and it synergizes with your type and your Ability in such a unique way
which I love
okay now back to things serious people will do---


Plus, aside from its excellent matchups, Drapion also has access to Taunt, Pursuit, Swords Dance, Toxic this is universal, but that doesn't make it any less important on something that can use it well!, Toxic Spikes, and now reliable recovery in Shore Up to round it out, and it has the bulk to use all of these well - this Mega has so many ways to keep your team making progress while safely coming in on defensive Pokémon, and you can so easily customize it to do whatever your team needs and be certain that it can seize the opportunity to do it.

This Mega Drapion is expressly not a bonkers wallbreaker that hits super hard right off the bat, but its matchups against many of the most important defensive Pokémon in the tier are weighted heavily in its favor, all but completed by its Ability, and it has enough defensive utility and provides enough support of its own that it can easily justify a place on any team.

Unlike many other Drapion submitters here, I am going to be weird and say that I actually really like fighting stall, and admittedly usually I lose but it's still so much fun - it's like a really engaging sort of puzzle that forces you to be creative with how you use your Pokémon, and every KO is a small victory that feels so earned
That's probably why I'm captivated in general by Pokémon that are optimized like this to take advantage of opponents that rely on stall tactics
I promise I'm not setting out to kill stall with this (and I guarantee it won't happen) - I just think this is a really fun kind of Pokémon to use, and I feel like Drapion has mostly-untapped potential in that respect and wanted to see how far I could take it : D
 
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ViZar

your toast is burned
is a Social Media Contributor Alumnus
:bw/drapion:
New Ability: Toxic Winds (The chance of the secondary effects of this Pokémon’s moves is replaced with an equal chance to Poison. Moves that already have a chance to Poison have a equal chance to Badly Poison instead)
Type:


New stats:
HP: 70 => 70 (+0)
Atk: 90 => 110 (+20)
Def: 110 => 110 (+0)
Sp. Atk: 60 => 125 (+65)
Sp. Def: 75 => 75 (+0)
Init: 90 => 105 (+15)
BST: 500 => 600

New moves: Air Slash, Hurricane, Gunk Shot, Slack Off
Description: Originally, this ability affected Flying Moves, but I decided to change it to the ability it is now. Throat Chop has a 100% chance to poison and this works really well with Venoshock. With Agility it can run more of a sweeper set and with Slack Off more of a defensive set. Throat Chop, Venoshock and Earthquake give it perfect coverage.

Offensive Mixed Attacker
Drapion @ Drapionite
Ability: Toxic Winds
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Throat Chop
- Earthquake
- Venoshock
- Agility

Specially Defensive Tank
Drapion @ Drapionite
Ability: Toxic Winds
EVs: 248 HP / 252 SpD / 8 Spe
Sassy Nature
- Throat Chop
- Earthquake
- Venoshock
- Slack Off

:bw/flygon:
New Ability: Sandman (This Pokémon summons a "Spooky Sandstorm" and it stays until the Pokémon switches out. During this time every Pokémon who fell asleep, will loose 1/16 of their maximum HP at the end of each turn. This ability also has the same effects and interactions as regular sandstorm.)
Type:


New stats:
HP: 80 => 80 (+0)
Atk: 100 => 130 (+30)
Def: 80 => 90 (+10)
Sp. Atk: 80 => 115 (+35)
Sp. Def: 80 => 90 (+10)
Init: 100 => 115 (+15)
BST: 520 => 620

New moves: Shadow Ball, Hex, Nightmare, Shadow Claw, Hypnosis
Description: This one was really OP in its first version. The ability changed every status condition to sleep. Obviously it was too good and the Discord had some good idea for making it more balanced, but I wanted to create a new ability instead of a discussion that might lead to an ability that still needed nerfing. I wanted to give it the Nightmare effect, but that would be too strong. Anyways, with this weaker Nightmare effect and Sandstorm, passive damage build up more easily.

Hex-User
Flygon @ Flygonite
Ability: Sandman
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Earth Power
- Hex
- U-turn
- Roost


New Ability: Simple
Type:


New stats:
HP: 70 => 70 (+0)
Atk: 105 => 110 (+5)
Def: 90 => 105 (+25)
Sp. Atk: 80 => 110 (+30)
Sp. Def: 90 => 105 (+25)
Init: 45 => 60 (+15)
BST: 480 => 580

New moves: Calm Mind, Focus Blast
Description: This might be a bit counterintuitive. Boosting your stats, mega-evolving and then dropping them again. I just thought of this idea and went with it. I gave it SD and CM too, so it doesn't get useless after mega-evolving. I gave it more balanced stats and equal offenses, so that it can run a physical or special, while still being Koed by some moves and easily outsped.

Physical set-up
Lurantis @ Lurantite
Ability: Simple
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Leaf Blade
- Superpower
- Swords Dance
- Synthesis

Special set-up
Lurantis @ Lurantite
Ability: Simple
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Leaf Storm
- Focus Blast
- Calm Mind
- Synthesis
 
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lurantis.png

so this beautiful thing gave me some serious thinking to do

Lurantis @ Luranitite
Type:
Grass
Ability: Fragile Flower (If Lurantis uses an attack on the first turn after Mega Evolving/switch-in, that attack deals double damage and bypasses protection, but all stat boosts are removed afterward and Lurantis loses 25% of its health. Fragile Flower activates even if target is immune to the attack.)

Stats:
HP:
70
Attack: 105
Defense: 115 (+25)
Special Attack: 105 (+25)
Special Defense: 115 (+25)
Speed: 70 (+25)
(yes i made another mixed attacker dont kill me)

New moves: Air Slash

Justification for these changes:
Lurantis-Mega is now the ultimate Russian Roulette Pokemon.
Against Lurantis-Mega, you have three choices when Fragile Flower is active:
1) Attempt to outspeed and KO it before it can land an extremely powerful attack backed by a 230 attack/special attack stat, and (if mega evolved) backed up by several boosts.
2) Switch into a Pokemon that is immune to Superpower/Leaf Storm, or can tank a hit from Lurantis-Mega.
3) Accept your fate and allow Lurantis-Mega to get the kill, and attempt to revenge kill it while its weakened.

And here's the catch: Lurantis-Mega also has a multi-choice dilemma:
1) Attack using your Contrary-boosted attack, finishing off an opponent while also hurting yourself, with the risk of the opponent switching into a type-immune Pokemon.
2) Save your boosts for another attack afterwards, but losing the protection bypass and increased firepower.
3) If there are no boosts present, use a status move/heal up to maintain your lifespan for the lategame.

But why the lategame, you may ask? Well, that's what the defense boosts are for.
1) Physical Attacker
Lurantis @ Luranitite
Ability: Contrary
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Superpower
- Knock Off
- Synthesis
- Leaf Blade

2) Offensive Defog
Lurantis @ Luranitite
Ability: Contrary
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Knock Off
- Synthesis
- Defog/Rapid Spin

Most of Lurantis' Pokedex entries mention how its trainers would carefully raise and protect them in order to maintain their vivid colors, thus increasing their bond. This further emphasizes how important it is to bond with your Pokemon in order to achieve Mega Evolution, and upon achieving said result, they successfully raise a powerful Pokemon that can also defend itself efficiently.

Lurantis-Mega can only abuse Contrary's boons once: When it first Mega Evolves. +2 Superpower and Leaf Storm both hit harder than trucks when boosted by Fragile Flower (calculations were too complicated for my small brain so sorry about that), Knock Off is Lurantis' primary utility move, used to remove Boots/Lefties from unsuspecting Flying/Steel type checks. Synthesis is crucial so Lurantis can heal off Fragile Flower's recoil damage.

I'm trying to picture an Offensive Defogger but at the moment Lurantis-Mega still feels pretty weak. Should I perhaps add the Fighting type? I'm on the M4A Discord now so feel free to leave feedback on this.

Pros:
Explosive power on switch in/Mega Evolution
Good, usable movepool
Can run various different sets such as Defog, Physical Attacker, Special Attacker etc.

Cons:
Sadly, 70 is just not a good speed tier.
Mono-Grass typing leaves it with 5 easily exploitable weaknesses.
Grass typing can be walled by many mons, too
 
:ss/flygon:
:flygon: Flygon-Mega
Ground/Dragon->Bug/Dragon
Levitate->Sand Song (during a sandstorm, this Pokémon’s sound-based moves are Ground type and have 1.2x power.)
New Stats: 80/120/90/120/90/120
HP: 80->80 (+0)
Attack: 100->120 (+20)
Defense: 80->90 (+10)
Special Attack: 80->120 (+40)
Special Defense: 80->90 (+10)
Speed: 100->120 (+20)
Total: 520->620 (+100)
New moves: Sludge Bomb, Quiver Dance, Leech Life, Pollen Puff


Kinda cute idea
edit: added Pollen Puff solely for the fact that Sand Song prevents Bug Buzz from being useable, lol
 
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ausma

token smogon furry
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OU Forum Leader
:bw/flygon:

/


Ability: Desert Gales (Upon switch-in, the user sets a weather effect labelled "Desert Gales". Effects in spoiler.)

Boosts Ground, Rock, and Steel moves' strength by 1.2x for any Pokemon on the field
Normal-type attacks become Ground-type
Sand Rush, Sand Veil, and Sand Force activate
Weather Ball becomes a Ground-type move.

HP: 80
Atk: 130 (+30)
Def: 95 (+15)
SpA: 105 (+25)
SpD: 105 (+25)
Spe: 105 (+5)
New Moves: Iron Head, Flash Cannon, Extreme Speed

Reasoning
:

I was incredibly intrigued by the idea of supporting teammates through an artifical, albeit weaker Sand Force boost, but also through providing a universal -ate for a useful attacking type. Although at the surface this appears to be nothing short of an awkward Sandstorm clone, I feel that this was the best way to let Flygon's unique "desert spirit" attribute shine in a way that would let its offenses be highlighted, but also would provide unique team support for its teammates by providing certain Pokemon with a possible extra offensive option/consistently effective firepower.

For itself, it's a very potent abuser. It is given access to a boosted Iron Head/Flash Cannon to handle Fairy-type matchups more readily, as well as an incredible STAB priority option that lets it perform as a very effective revenge killer and cleaner through an -ated Extreme Speed. Additionally, Boomburst becomes a viable option for it to run if it opts to run a more specially oriented set, being an extremely powerful general purpose offensive move, even letting it viably run a mixed set if it also wants to opt for Extreme Speed. However, its stats are carefully balanced around Boomburst's natural strength, making it so it isn't an overtly broken option, and has an opportunity cost.

There are some extremely obvious weaknesses to this, being that its weather is only temporary and forces itself to switch if it runs short on fuel. It doesn't help that it loses its Ground-type immunity and can even become a victim to its own weather under the wrong circumstances, while also lacking recovery all the same. That being said, this can be extremely potent in the right hands, and can seize games from complacent opponents.

Flavor:

the desert spirit... it's big, regal, but also a bit of a specter in its shape and conduct.

Dex Entry:

tba
:ss/lurantis:

/


Ability: Finishing Force (Upon fainting, the user will use Stored Power regardless of whether the user moved before fainting.)

HP: 70
Atk: 145 (+40)
Def: 105 (+15)
SpA: 100 (+20)
SpD: 90
Spe: 75 (+30)
New Moves: Clangorous Soul, Psychic, Aura Sphere, Close Combat

Reasoning
:

Sometimes we really do gotta have fun with our setup sweepers. I wanted to put an emphasis on its ability to snowball its stat boosts, but also let it more reasonably adapt its movepool to specific needs of a team. It has the ability to boost itself in a myriad of ways, making use of Clangorous Soul post-Mega (and draw itself even closer into Finishing Force range), boosting with Leaf Storm/Hammer Arm/Close Combat/Superpower pre-mega, or possibly even doing both.

However, while it has a great myriad of options, it is capable of being a setup sweeper/wallbreaker with a very terrifying trick up its sleeve: through unleashing a dangerous Stored Power upon fainting. In essence, Lurantis is capable of establishing a very clear niche in comparison to Serperior, where it is incentivized to get as many boosts as possible through either means to make the greatest impact upon fainting. Though, even if a Dark-type switches in and anticipates its collapse, Lurantis has access to three very effective Fighting-type options to dissuade them from the get go, which can even further help to snowball Lurantis's firepower if it opts to take this route. Every move addition deliberately reflects this. Clangorous Soul not only brings Lurantis closer to fainting, but juices up its ability even more while giving Lurantis fearsome wallbreaking/sweeping potential, and Aura Sphere/Close Combat give it a general purpose Fighting-type option (the latter of which can even be exploited with Contrary). On top of this, it has a horrid defensive typing, which can be a double edged sword in this case.

It can be run both physically and specially, which was a deliberate design choice in this mega. On one hand, you can make use of its great Attack stat and go all in on physical firepower at the cost of a weaker Finishing Force, or you could make use of its significantly weaker Special Attack while snowballing much easier and having a much more nuclear Finishing Force. Or, you could even make it mixed to get a bit of both worlds! The whole design of this mega was to enable any kind of wallbreaking/sweeping that a trainer could possibly want, and act as an adaptable offensive force that can provide apt breaking support for a team in need.

Lastly, unlike Mega Banette, Lurantis does not necessarily act as a conventional suicide mega, as it is able to be a constant threat that can incentivize the foe to knock it out and activate its potentially devastating ability.

Flavor:

Lurantis is described heavily to take advantage of stored energy and weaponizing light in its fighting style, so I chose to reflect that with the flavor of this mega, making it a Grass/Psychic type. Psychic is also affiliated commonly with light in Pokemon (the main exhibit of which is Necrozma).

Dex Entry:

tba
:bw/drapion:

/


Ability: Cleaver (Contact moves will lower the opponent's defense by 1 stage.)

HP: 70
Atk: 100 (+10)
Def: 140 (+30)
SpA: 90 (+20)
SpD: 100 (+25)
Spe: 110 (+15)
New Moves: Foul Play

Reasoning
:

Cleaver is a signature custom ability of mine, and is one that I feel fits the ruthless nature of Drapion, alongside its mentioned ability to rip through things with its tough claws.

Cleaver Knock Off lets it perform as a very interesting bulky attacker and wallbreaker that can always make active progress in a game. Cleaver allows for it to take a more unique approach to wallbreaking through making use of stat drops as opposed to stat boosts, especially with its access to Fell Stinger, which can allow for it to gain an attack boost in a very one-of-a-kind way thanks to Cleaver buttering the opponent up. Foul Play is also slotted in to allow for it to possibly even take an opponent's stronger attacking stat, especially in tandem with Cleaver.

It has access to a bevvy of utility moves as well, letting it speck more into its phenomenal bulk and typing while still posing an active offensive presence with Cleaver Knock Off.

Flavor:

bigga, stronga, dangerousa, clawsie claws.

Dex Entry:

tba
 
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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!

I'm currently leaving out kakaks's Lurantis because we discussed it a lot on the Discord (they know that changes are expected of them but don't appear to have implemented them yet) - kakaks, let me know when you do that and I'll add it to the list! C:
As for the previously noted vetoes, okispokis's Drapion and Lurantis are now totally fine, and ChoiceScarfed's Drapion should not have been vetoed in the first place as now noted in my post; meanwhile, ChoiceScarfed's Flygon, sharpen42's Lurantis and Ema Skye's Flygon are all unchanged, so they will be excluded for the reasons previously noted. Let me know if you make any changes during the voting phase and I can add them back!

Other than that, everything looks fantastic to me!! Here's a compilation of legal submissions for convenience when voting:

Slate 25 Voting

:flygon: Mega Flygon
:xy/flygon:
Description: Very powerful Sand abuser, with access to U-Turn to pivot and a really powerful Earthquake (Also see it's ground type don't smite me Hema)
Mega Flygon




Type:
/


Ability: Levitate --> Erosive Storm (Summons sandstorm until withdrawn. Damaging wind based moves become ground type.)

Hurricane
Air Slash
Fairy Wind
Icy Wind
Silver Wind
Ominous Wind
Razor Wind
Air Cutter
Gust
Aeroblast
Twister

Stats:

HP: 80
Attack: 100 -> 115 (+15)
Defense: 80 -> 80 (+0)
Sp.Atk: 80 -> 120 (+40)
Sp.Def: 80 -> 95 (+15)
Speed: 100 -> 130 (+30)

New Moves: Hurricane, Quiver Dance, Dazzling Gleam

Description: Flygon's dex entries talk a lot about it flapping its wings to create sandstorms that it hides within. This mega flygon is basically that, And flygon's sprite's and model shows it airborne most of the time, so it'd make some sense that its always surrounded by a sandstorm. Anyway getting into the ability, its a primal sandstorm, it lasts forever. This allows flygon to pressure against stall with infinite chip damage from sandstorm and if it decides to run any wind moves they'll become ground type and ignore stat changes. Now with this, you can gain a base 110 STAB-Ground move, but it only has 70 accuracy, but It's probably worth running Earth Power or Air Slash on a QD set. For a Dragon Dance set you're still given options, flygon gets faster and a little stronger, but don't forget you still have the sandstorm to aid you.
:flygon: Mega Flygon
New Ability
: Punk Rock
Type: Ground/Dragon

New stats:
HP: 80
Attack: 100->80 (swapped with Sp. Atk)
Defense: 80->100 (+20)
Special Attack: 80->140 (swap with atk +40)
Special Defense: 80->110(+30)
Speed: 100->110 (+10)
(BST) 620

New moves: Hyper Voice, Clanging Scales, Eerie Spell
Description: Hit hard with sound-based moves. Go ham, pretty much.

Flygon-Mega
Type:
Ground/Dragon
Ability: Levitate-> Swarm Leader (User's damaging Bug type moves hit twice. The second hit has its damage quartered).
Stats

HP: 80
Attack: 100->120 (+20)
Defense: 80-> 90 (+10)
SpA: 80-> 110 (+30)
SpD: 80-> 90 (+10)
Speed: 100-> 130 (+30)
New Moves: +Lunge
Description:
Given Hematite's "request" we keep the Ground typing, I saw a unique opportunity to still make good advantage of Flygon's various Bug moves. I was initially just going to make a Steelworker clone for the ability, but then I got a more unique idea based on two sources: the tendency of dragonflies and damselflies to fly literally together while they mate, as well as Flygon's less commented on aviator influence (what with the goggle-like lenses). Since we want to keep this PG, I came up with the idea of Flygon as the squad leader of a swarm of small, unidentified insects (kind of like the fish that join to form Wishiwashi-School)/tiny Vibravas (because that image is funny to me) ala a locust swarm, which cause its Bug moves to work ala Parental Bond; I figured this wouldn't be overwhelming since a) the effect only happens to moves of one type and b) Mega Flygon doesn't even get STAB on the type. As for the stat spread, I wanted Flygon to be a fast threat that can still make good use of its diverse movepool, and of multiple Bug type moves. You can use it as a DDance sweeper, special attacker with Bug Buzz, support mon with the new Lunge or support/offensive pivot with U-turn (not entirely sure how Parental Bond works with a pivoting move, I admit).

Design: Flygon's lens merge to form a sleek visor, while a reed of something drapes across its neck like a scarf. Its wings split into 2 pairs, both white, and both flap more rapidly. Around Mega Flygon, a swarm of unidentified insects (or tiny Vibravas) flutter around their leader. *Flight of the Valkyries intensifies*

Mega Flygon
New Ability: Desert Aid
(On switch-in, If Sand is active, Mega Flygon heals it and allies for 1/4 of their maximum health. If Sand is not active, Sand and Misty Terrain is summoned)
Type: Ground/Dragon --> Ground/ Fairy

New stats:
HP
: 80 (+0)
Attack: 100 (+0)
Defense: 110 (+30)
Special Attack: 120 (+40)
Special Defense: 110(+30)
Speed: 90 (-10)

New Moves: Strange Stream, Moonlight
Flavor Moves: Aromatic Mist, Crafty Shield, Fairy Wind

Description: The idea behind Mega Flygon is that its hides its allies and itself in Mist and Sand and heals them with its Fairy Powers. Special Points are because it wants to fight from a distance so it can heal itself. Bulk Points are because it has better defense its its home territory. Mega Flygon is a great Dragon Counter upon Mega evolution with its new Fairy typing. U-turn in tandem with its ability makes for Regenerator on a smaller scale, but with better pivoting. Summoning Misty terrain and Sand enables Sand Rush users to have a field day, as they cannot be affected by statuses while the Terrain is up. They also can comes in very safely through U-turn. Moonlight gives recovery, and Strange Stream makes sense as well as as having a confusion chance, which breaks lots of hax. Just imagine a Pink Flygon rescuing you in a desert...
:Flygon:
Mega Flygon

New Ability
: Buzz
User's sound moves apply Torment affect to the target.

Type: Ground | Dragon

New stats:
HP: 80
Attack: 100 -> 80 (swapped)
Defense: 80 -> 115 (+35)
Special Attack: 80 -> 130 (swapped, then +30)
Special Defense: 80 -> 95 (+15)
Speed: 100 -> 120 (+20)
BST: 520 -> 620 (+100)

New moves:
competitive: Quiver Dance, Clanging Scales
flavour: Sing

Description:
Doubles: Just like Mega Salamance, Mega Flygon is suited for Double battles. It is not hindered by the omnipresence of Intimidate and has access to a very valuable SpAtk stat that makes Earth Power quite potent, unlike Earthquake which can be affected by Intimidate or Wide Guard. It has enough physical defense to take most strong physical moves, like Double Edge from Mega Salamane or Ice Punch from Mega Swampert after Intimidate. Moreover, Earthquake from the likes of Landorus-T are a 3HKO.
Mega Flygon's potential as an efficient Pokémon in Doubles is further stressed by its ability to restrict your opponent's tactics and possibly avoid harmful damage done to your Pokémon. For instance, if you use Protect and your opponent goes for a move that is effective to your Pokémon, you can use a sound move to stop it for a turn! Also, after one Quiver Dance, it's strong enough to 2HKO most Pokémon with Clanging Scales in Doubles.

Singles: With Access to Quiver Dance and Clanging Scales, Mega Flygon can start sweeping and be different from other Pokémon who share its typing. Also, the use of sound moves such as Clanging Scales and Boomburst allows you take advantage of strategies like Substitute or Roost since it can avoid dangerous moves every second turn, therefore making it even more likely to use Quiver Dance several times. Balance wise, physical attackers should be able to deal with Flygon because every time it uses Clanging Scales, its Defense gets lowered. Bear in mind that after a -1 drop in Defense, it is still able to survive Earthquake from Landorus-T!

That said, Buzz is a reference to its bug theme and sound moves. Sing refers to the sound people sometimes hear whenever they're in a desert and come across Flygon flying through a sandstorm. For them, it's like a pleasant humming.

Pokédex entry: Mega Evolution amplified Flygon's sound moves fur hunting purposes; they're able to make enemies disorientated. Coupled with sandstorms that it creates with its wings, Mega Flygon will make sure the prey won't have a chance to defend themselves against it or flee from it.
:Flygon: Mega Flygon
New Ability
: Compound Eyes
Type: Ground/Dragon

New stats:
HP: 80 -> 80
Attack: 100 -> 140 (+40)
Defense: 80 -> 90 (+10)
Special Attack: 80 -> 120 (+40)
Special Defense: 80 -> 90 (+10)
Speed: 100 -> 100
BST: 520 -> 620

New moves: None
Description: Thanks to Compound Eyes, Flygon can now use Dragon Rush for a reliable, high-powered Dragon STAB without any drawbacks. When used with Dragon Dance, Dragon Rush is especially dangerous due to its 20% chance to flinch. 120 Special Attack also allows Flygon to run a fully accurate Fire Blast to smack physical walls such as Ferrothorn and Corviknight. Iron Tail is another move buffed by Compound Eyes, allowing Flygon to hit Clefable hard.
:ss/flygon:
Mega Flygon
Type:
Ground / Dragon
Ability: Shield Dust
Stats:
HP: 80​
Att: 160 (+60)​
Def: 80​
SpA: 80​
SpD: 110 (+30)​
Spe: 110 (+10)​

Shield Dust is a pretty neat ability that I don't think many people pay attention to. Since all the current Shield Dust mons are special-attacking bugs, this Mega Flygon aims to do something no other Shield Dust mon can do: be thankful it's immune to Scald burn.
first:flygon:
PokemonFlygon
TypingGround, Bug
AbliltyFiltered lens If a stab move deals super effective damage, it recieves a 1.5 boost. Slightly weaker/stronger neuroforce clone.
Stats80, 110, 105, 110, 105, 110
Movepool additionsQuiver dance, Leech life
:dp/flygon:
:flygon: Mega Flygon
New Ability
: Levitate
Type: Ground/Fire

New stats: 80/80/100/140/100/120
HP: 80 (+0)
Attack: 100 --> 80 (-20)
Defense: 80 --> 100 (+20)
Special Attack: 80 --> 140 (+60)
Special Defense: 80 --> 100 (+20)
Speed: 100 --> 120 (+20)
(BST) 520 --> 620

New moves: Overheat
Description: This Mega-Flygon is built to fly around volcanic ashes. As such it gains the fire typing. It's still well adapted to the desert though so it keeps its ground type.

Competitively, Mega-Flygon uses its great defensive typing combined with levitate, its decent bulk and good defensive utility to annoy attackers such as magearna or landorus-t. Its high spatk, high speed and good stab combination allows it to threaten many pokemons. With Fire Blast and Earth Power only flying/levitate pokemons that also resist fire resist all its moves. Because of that, it will often be able to force switches and will have the opportunity to use Roost, Defog or U-Turn. Overall just a tough mon to deal with both offensively and defensively.
Gonna make my first attempt at building for this pet mod here


Flygon-Mega @ Flygonite
Type:
Ground/Ghost
Ability: Heat Haze
(utilizing its control of the sand, Flygon halves all damage from Water-type moves, while also being immune to burns.)


Stats:
HP:
80
Attack: 125 (+25)
Defense: 80
Special Attack: 125 (+45)
Special Defense: 80
Speed: 130 (+30)

New Moves: Mystical Fire, Hex, Agility, Phantom Force, Shadow Ball, Shadow Claw

Justification for these changes:
According to its Pokedex entries, Flygon is commonly described as 'The Desert Spirit' that also has the ability to envelop itself in sand to hide itself, essentially a 'mirage.' Hence, I felt the Ghost-typing would be quite suitable for Flygon.
When it mega evolves, it gives up its 'mythical' status as a Dragon and truly becomes one with the sand, becoming the ethereal spirit/mirage most legends played it out to be.

Naturally, with its new ghost typing, it should have extra coverage that fulfills this. I didn't give it Poltergeist because I didn't find it too fitting, and I also thought it would be too broken.

As a desert spirit, Flygon would most definitely have control over the sands that it constantly uses to hide itself. So, I came up with the idea that Flygon could heat up the surrounding sand dunes as a fire shield that evaporates most water moves effectively.

How do these changes affect Flygon and its surrounding meta?
With it's new stat spread, Flygon is now able to run mixed sets, while also having a solid speed tier to back it up. However, its unboosted defenses leave it quite frail and easily revengeable...

...unless it runs a setup sweeper set. With pre-existing accessibility to Dragon Dance, one use of that move brings Flygon's speed to a skyrocketing 195, only slower than Regieleki. The combination of Earthquake and Phantom Force is hard to deal with, only being walled by specific typing combinations like Dark/Flying, Normal/Flying and Grass/Dark. Grass mons will also have to watch out for Fire Punch, which with a +1 boost is a guaranteed 2HKO on most of them.

Here are some of the calculations I've got against some of M4A megas (and NatDex OU's) most prominent walls:

DDance Flygon after 1-turn setup can beat:
+1 252+ Atk Flygon Fire Punch vs. 252 HP / 252+ Def Ferrothorn: 316-372 (89.7 - 105.6%) -- 37.5% chance to OHKO
+1 252+ Atk Flygon Earthquake vs. 252 HP / 4 Def Garchomp: 271-321 (64.5 - 76.4%) -- guaranteed 2HKO
+1 252+ Atk Flygon Earthquake vs. 252 HP / 192+ Def Tapu Fini: 178-211 (51.7 - 61.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+1 252+ Atk Flygon Earthquake vs. 252 HP / 252+ Def Clefable: 229-271 (58.1 - 68.7%) -- guaranteed 2HKO after Leftovers recovery
+1 252+ Atk Flygon Earthquake vs. 252 HP / 248+ Def Hippowdon: 169-199 (40.2 - 47.3%) -- 2% chance to 2HKO after Stealth Rock
+1 252+ Atk Flygon Phantom Force vs. 252 HP / 212+ Def Reuniclus: 422-500 (99.5 - 117.9%) -- 93.8% chance to OHKO
+1 252+ Atk Flygon Earthquake vs. 40 HP / 216+ Def Alomomola: 225-265 (46.7 - 55%) -- 99.6% chance to 2HKO after Stealth Rock and Leftovers recovery
+1 252+ Atk Flygon Earthquake vs. 252 HP / 252+ Def Gastrodon: 205-243 (48.1 - 57%) -- 90.2% chance to 2HKO
+1 252+ Atk Flygon Fire Punch vs. 252 HP / 28 Def Corviknight: 244-288 (61 - 72%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+1 252+ Atk Flygon Earthquake vs. 252 HP / 172+ Def Venusaur-Mega: 174-205 (47.8 - 56.3%) -- guaranteed 2HKO after Stealth Rock
+1 252+ Atk Flygon Earthquake vs. 252 HP / 252+ Def Nidoqueen-Mega: 288-338 (75 - 88%) -- guaranteed 2HKO after Stealth Rock
+1 252+ Atk Flygon Earthquake vs. 252 HP / 252+ Def Clefable-Mega: 211-250 (53.5 - 63.4%) -- guaranteed 2HKO
+1 252+ Atk Flygon Fire Punch vs. 248 HP / 8 Def Parasect-Mega: 624-736 (193.1 - 227.8%) -- guaranteed OHKO
+1 252+ Atk Flygon Phantom Force vs. 0 HP / 0 Def Dragonite-Mega: 186-220 (57.5 - 68.1%) -- guaranteed 2HKO
+1 252+ Atk Flygon Fire Punch vs. 248 HP / 252+ Def Ariados-Mega: 174-206 (50.7 - 60%) -- guaranteed 2HKO
+1 252+ Atk Flygon Fire Punch vs. 248 HP / 252+ Def Delibird: 168-198 (57.3 - 67.5%) -- guaranteed 2HKO
+1 252+ Atk Flygon Earthquake vs. 248 HP / 16+ Def Regirock-Mega: 218-260 (60 - 71.6%) -- guaranteed 2HKO
+1 252+ Atk Flygon Earthquake vs. 248 HP / 252+ Def Registeel-Mega: 212-252 (58.4 - 69.4%) -- guaranteed 2HKO
+1 252+ Atk Flygon Earthquake vs. 252 HP / 252+ Def Gigalith-Mega: 230-272 (61.4 - 72.7%) -- guaranteed 2HKO
+1 252+ Atk Flygon Earthquake vs. 252 HP / 252+ Def Garbodor-Mega: 266-314 (73 - 86.2%) -- guaranteed 2HKO
+1 252+ Atk Flygon Fire Punch vs. 0 HP / 4 Def Rillaboom: 240-284 (70.3 - 83.2%) -- guaranteed 2HKO after Grassy Terrain recovery
+1 252+ Atk Flygon Earthquake vs. 248 HP / 0 Def Goodra-Mega: 192-226 (50.1 - 59%) -- guaranteed 2HKO
+1 252+ Atk Flygon Fire Punch vs. 244 HP / 0 Def Orbeetle: 210-248 (65.2 - 77%) -- guaranteed 2HKO
*all mega calculations are done with me adding the updated defense stat, and some of these calculations I goofed up because forgot to up Flygon's attack stat

Now the effects of not giving Flygon-Mega Poltergeist from these calculations is glaring: Most defensive Psychics like Slowbro, and other defensive mons like Gliscor and Zapdos have recovery that can help them negate the damage dealt from Phantom Force. However, it should be noted that a +2 Phantom Force can easily OHKO these aforementioned mons.

There are also mons that can survive +1 Flygon-Mega moves, such as:
+1 252+ Atk Flygon Fire Punch vs. 252 HP / 252+ Def Tangrowth: 162-192 (40 - 47.5%) -- guaranteed 3HKO
+1 252+ Atk Flygon Earthquake vs. 252 HP / 252+ Def Unaware Clefable: 153-181 (38.8 - 45.9%) -- guaranteed 3HKO after Leftovers recovery
+1 252+ Atk Flygon Earthquake vs. 252 HP / 248+ Def Hippowdon: 144-171 (34.2 - 40.7%) -- guaranteed 3HKO
252+ Atk Flygon Phantom Force vs. 0 HP / 68 Def Landorus-Therian: 136-162 (42.6 - 50.7%) -- 2% chance to 2HKO (scarf)
+1 252+ Atk Flygon Phantom Force vs. 252 HP / 48 Def Rotom-Wash: 181-214 (59.5 - 70.3%) -- guaranteed 2HKO after Leftovers recovery
+1 252+ Atk Flygon Earthquake vs. 252 HP / 200+ Def Vaporeon-Mega: 169-199 (36.4 - 42.8%) -- guaranteed 3HKO
+1 252+ Atk Flygon Earthquake vs. 248 HP / 252+ Def Spiritomb-Mega: 127-150 (41.9 - 49.5%) -- guaranteed 3HKO
+1 252+ Atk Flygon Phantom Force vs. 248 HP / 252+ Def Sawsbuck-Mega (Autumn): 266-314 (73.2 - 86.5%) -- guaranteed 2HKO, in which Sawsbuck can either Strength Sap to remove the +1 boost or Horn Leech to regain health)
+1 252+ Atk Flygon Phantom Force vs. 0 HP / 0 Def Hydreigon: 110-130 (33.8 - 40%) -- guaranteed 3HKO
+1 252+ Atk Flygon Phantom Force vs. 248 HP / 252+ Def Gourgeist-Large-Mega: 252-296 (71.3 - 83.8%) -- guaranteed 2HKO, same case with Sawsbuck
252+ Atk Flygon Fire Punch vs. 252 HP / 28 Def Corviknight-Mega: 126-150 (31.5 - 37.5%) -- 88.4% chance to 3HKO
+1 252+ Atk Flygon Fire Punch vs. 248 HP / 160+ Def Mandibuzz: 99-117 (23.4 - 27.6%) -- 76.8% chance to 4HKO


The possibilities with Flygon-Mega are infinite! I'm not going to go into detail about anything else, but Mixed Attacker sets and Special Attacking AOA sets also have potential to catch your opponents off guard, further increasing Flygon-Mega's versatility and making it even more unpredictable, not to mention its pre-mega evolved form's Dragon type coverage!

1) DDance set
Flygon @ Flygonite
Adamant Nature
Ability: Heat Haze
EVs: 252 Atk / 4 Def / 252 Spe
- Earthquake
- Phantom Force
- Fire Punch
- Dragon Dance

2) Mixed set
Flygon @ Flygonite
Naive Nature
Ability: Heat Haze
EVs: 4 Atk / 252 SpA / 252 Spe
- Earthquake
- Shadow Ball
- Fire Blast
- U-turn

3) Special Attacker set
Flygon @ Flygonite
Timid Nature
Ability: Heat Haze
EVs: 4 Def / 252 SpA / 252 Spe
- Earth Power
- Shadow Ball
- Fire Blast
- U-turn

But of course, aside from the DDance set, Flygon-Mega is easily revenged by common scarfers (eg Darmanitan Galar and Hydreigon) and easily taken out by common priority moves such as Ice Shard, Grassy Glide, Sucker Punch and Shadow Sneak.
252+ Atk Choice Band Mamoswine Ice Shard vs. 0 HP / 4 Def Flygon: 258-306 (85.7 - 101.6%) -- 6.3% chance to OHKO
252+ Atk Choice Band Rillaboom Grassy Glide vs. 0 HP / 4 Def Flygon in Grassy Terrain: 570-672 (189.3 - 223.2%) -- guaranteed OHKO
252 Atk Libero Cinderace Sucker Punch vs. 0 HP / 4 Def Flygon: 254-300 (84.3 - 99.6%) -- guaranteed 2HKO
252+ Atk Huge Power Mawile-Mega Sucker Punch vs. 0 HP / 4 Def Flygon: 346-408 (114.9 - 135.5%) -- guaranteed OHKO
252 Atk Lycanroc-Midnight-Mega Sucker Punch vs. 0 HP / 4 Def Flygon: 314-372 (104.3 - 123.5%) -- guaranteed OHKO
252 Atk Honchkrow-Mega Sucker Punch vs. 0 HP / 4 Def Flygon: 300-354 (99.6 - 117.6%) -- 93.8% chance to OHKO
252+ Atk Bisharp-Mega Sucker Punch vs. 0 HP / 4 Def Flygon: 326-386 (108.3 - 128.2%) -- guaranteed OHKO
252+ Atk Aegislash-Blade Shadow Sneak vs. 0 HP / 4 Def Flygon: 182-216 (60.4 - 71.7%) -- guaranteed 2HKO

Overall, my variation of Flygon-Mega would be the definitive example of an attacker that has a plethora of tools at its sleeves and one of the most unpredictable offensive Pokemon in the metagame. I'm not sure if it's broken, but I guess that's for y'all to decide.
:bw/flygon:
New Ability: Sandman (This Pokémon summons a "Spooky Sandstorm" and it stays until the Pokémon switches out. During this time every Pokémon who fell asleep, will loose 1/16 of their maximum HP at the end of each turn. This ability also has the same effects and interactions as regular sandstorm.)
Type:


New stats:
HP: 80 => 80 (+0)
Atk: 100 => 130 (+30)
Def: 80 => 90 (+10)
Sp. Atk: 80 => 115 (+35)
Sp. Def: 80 => 90 (+10)
Init: 100 => 115 (+15)
BST: 520 => 620

New moves: Shadow Ball, Hex, Nightmare, Shadow Claw, Hypnosis
Description: This one was really OP in its first version. The ability changed every status condition to sleep. Obviously it was too good and the Discord had some good idea for making it more balanced, but I wanted to create a new ability instead of a discussion that might lead to an ability that still needed nerfing. I wanted to give it the Nightmare effect, but that would be too strong. Anyways, with this weaker Nightmare effect and Sandstorm, passive damage build up more easily.

Hex-User
Flygon @ Flygonite
Ability: Sandman
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Earth Power
- Hex
- U-turn
- Roost
:ss/flygon:
:flygon: Flygon-Mega
Ground/Dragon->Bug/Dragon
Levitate->Sand Song (during a sandstorm, this Pokémon’s sound-based moves are Ground type and have 1.2x power.)
New Stats: 80/120/90/120/90/120
HP: 80->80 (+0)
Attack: 100->120 (+20)
Defense: 80->90 (+10)
Special Attack: 80->120 (+40)
Special Defense: 80->90 (+10)
Speed: 100->120 (+20)
Total: 520->620 (+100)
New moves: Sludge Bomb, Quiver Dance, Leech Life, Pollen Puff


Kinda cute idea
edit: added Pollen Puff solely for the fact that Sand Song prevents Bug Buzz from being useable, lol
thin ice, my friend
but this is actually great and it uses its type and Ground association well : D
:bw/flygon:

/


Ability: Desert Gales (Upon switch-in, the user sets a weather effect labelled "Desert Gales". Effects in spoiler.)

Boosts Ground, Rock, and Steel moves' strength by 1.2x for any Pokemon on the field
Normal-type attacks become Ground-type
Sand Rush, Sand Veil, and Sand Force activate
Weather Ball becomes a Ground-type move.

HP: 80
Atk: 130 (+30)
Def: 95 (+15)
SpA: 105 (+25)
SpD: 105 (+25)
Spe: 105 (+5)
New Moves: Iron Head, Flash Cannon, Extreme Speed

Reasoning
:

I was incredibly intrigued by the idea of supporting teammates through an artifical, albeit weaker Sand Force boost, but also through providing a universal -ate for a useful attacking type. Although at the surface this appears to be nothing short of an awkward Sandstorm clone, I feel that this was the best way to let Flygon's unique "desert spirit" attribute shine in a way that would let its offenses be highlighted, but also would provide unique team support for its teammates by providing certain Pokemon with a possible extra offensive option/consistently effective firepower.

For itself, it's a very potent abuser. It is given access to a boosted Iron Head/Flash Cannon to handle Fairy-type matchups more readily, as well as an incredible STAB priority option that lets it perform as a very effective revenge killer and cleaner through an -ated Extreme Speed. Additionally, Boomburst becomes a viable option for it to run if it opts to run a more specially oriented set, being an extremely powerful general purpose offensive move, even letting it viably run a mixed set if it also wants to opt for Extreme Speed. However, its stats are carefully balanced around Boomburst's natural strength, making it so it isn't an overtly broken option, and has an opportunity cost.

There are some extremely obvious weaknesses to this, being that its weather is only temporary and forces itself to switch if it runs short on fuel. It doesn't help that it loses its Ground-type immunity and can even become a victim to its own weather under the wrong circumstances, while also lacking recovery all the same. That being said, this can be extremely potent in the right hands, and can seize games from complacent opponents.

Flavor:

the desert spirit... it's big, regal, but also a bit of a specter in its shape and conduct.

Dex Entry:

tba

:drapion: Mega Drapion
:xy/drapion:

Drapion's Description: Extremely dangerous stallbreaker, with access to Swords Dance, good ability for it's role and a Toxic immunity. Also sugested on Discord to test Super Fangs on this in the sandbox.

EDIT: After testing, Super Fangs isn't broken on this. So:

My Drapion gets Super Fangs
Mega Drapion



Type:
/


Ability: Sniper/Battle Armor/Keen Eye --> Merciless

HP: 70
Attack: 90 -> 145 (+55)
Defense: 110 -> 130 (+20)
SpAtk: 60 -> 60 (+0)
SpDef: 75 -> 100(+25)
Speed: 95 -> 95 (+0)

New Moves: Sucker Punch, Crush Grip, Superpower

Description: I'm surprised this ability isn't used more. Drapion with merciless works better than toxapex anyway, since toxapex isn't meant to be offensive. It learns what it needs to accomplish an effective Merciless strategy: Toxic Spikes, Toxic, Roar/Whirlwind. It gets earthquake for other poison types or steel types. And if it needs to, Drapion still carries the elemental fangs for flying types.
:drapion: Mega Drapion
New Ability
: Corrosion
Type: Dark/Poison

New stats:
HP: 70
Attack: 90 -> 100 (+10)
Defense: 110 -> 140 (+30)
Special Attack: 60 -> 80 (+20)
Special Defense: 75 -> 115 (+40)
Speed: 95
(BST) 600

New moves: Spikes
Description: Stall and use hazards to terminate the opposition.
:ss/drapion:
Mega Drapion
New Ability
: Tainted Venom (When this pokemon uses a Poison-type move, lower the opponent's highest defensive stat by 1 stage. If this pokemon uses a Dark-type move, a Heal Block effect is applied to the target.)
Type: Dark/Poison

New stats:
HP: 70
Attack: 140 (+50)
Defense: 140 (+30)
Special Attack: 60
Special Defense: 95 (+20)
Speed: 95
(600 BST)

New moves: no
Description:
I've never liked stall as a playstyle. To me, it stands out as boring and slow. Besides, what fun is it when your team is basically composed of pokemon that only set up some hazards and then take hits until they die 50 turns later? I like my games quick, and games that involve stall teams are not only slow but are never fun to watch. So this is why I've always had a liking for building megas that can hit hard and destroy teams with ease.

There are 2 aspects of stallbreakers that come to mind when you hear this word: brute force (Hoopa-U) and methods of disabling and crippling the opponent before eventually overpowering them (Spectrier). But rarely do you see pokemon use both, and even more rare are pokemon which stallbreak using both methods actually viable.

Drapion combines both to slowly but surely break the opponent down, one by one. Its Poison Jabs (it doesn't learn Gunk Shot) effectively weaken the opponent's strongest points, giving it leeway to wreck the sh*t out of the physical wall in front of it, while its Knock Off cripple the opponent even harder than they already would! A good wall will always have recovery and access to an item (there are a few exceptions, namely Mega Sableye) - if that source of recovery is blocked AND you don't have a usable item on you, that wall is going down real fast.

And if you thought that stallbreaking was all Drapion could do, trust me, you'd be wrong. Very, very, wrong. 140/95 defenses are great for such an offensive threat, and it even has a decent speed for what it wants to do. It may need a bit more support to function well versus other offensive teams, but with such advantages, you aren't deadweight versus offense. Oh yeah, let's not forget too that this pokemon has a decently strong base 140 attack too.


Mega Drapion
New Ability
: Sadistic Cruelty
Type: Dark/Poison -->Dark/Poison
This pokemon's recoil moves' recoil are shifted onto the target. Example: Drapion used double edge! Drapion was hurt by the recoil! [The opposing Rattata hung on using it's focus sash!] [Drapion's Sadistic Cruelty: The opposing Rattata was hurt with the recoil! Rattata fainted!]
New stats:
HP
: 70
Attack: 90 -> 150 (+60)
Defense: 110 -> 150 (+40)
Special Attack: 60 -> 95 (+35)
Special Defense: 75
Speed: 95 -> 60 (-35)

New Moves: Torment, Double Edge, Flare Blitz, Head Smash
Description: I. Hate. Chansey. And Blissey too. But they're dead now, thanks to this abomination.

Drapion-Mega
Type:
Poison/Dark
Ability: Battle Armor/Keen Eye/Sniper-> Ultra Stinger (All tail moves gain an additional 50% chance to poison the target).
Tail Slap, Aqua Tail, Poison Tail, Dragon Tail, Iron Tail

Stats
HP: 70
Attack: 90-> 120 (+30)
Defense: 110-> 150 (+40)
SpA: 60-> 70 (+10)
SpD: 75-> 95 (+20)
Speed: 95
New Moves: None
Description:
The power of Mega Evolution transforms Drapion's tail into a massive stinger that curls above its body, so venomous that all tail based moves have a high poison chance (I wanted it to be more than Poison Touch considering its more exclusive). This ability also informs Mega Drapion's playstyle as it uses its poison spreading to soften up walls, allowing it to break through them more easily. It finds opportunities to set up SD thanks to its solid defensive typing and meaty Defense stat, making it an ideal wallbreaker or late-game cleaner.

Design: In addition to the massive tail, Drapion develops a thick black carapace along its back that the tail rests on when not attacking, which also pushes its head down. Its claws become significantly larger.

Mega Drapion
New Ability: Flooding Poison ( Moves that don't Poison lose their secondary effect (if any) and gain a 50% chance to poison. Moves with a chance to Poison lose their secondary effect and gain a 30% chance to badly Poison
Type: Dark/Poison -->Water/Poison

New stats:
HP
: 70(+0)
Attack: 140 (+50)
Defense: 130 (20+)
Special Attack: 60
Special Defense: 95 (+20)
Speed: 105(+10)

New Moves: Aqua Jet, Flip Turn
Flavor Moves: Muddy Water , Surf

Description: I don't know. I gets Aqua Tail and Rain Dance. The thought process was basically: Poison --> Acid --> Wet --> Water --> Water type. Plus its a little Blue soo... The idea of it is thats it generates so much poison its starts coming out in waves, and its body is covered in the stuff. As a result its Speed is increased( water=sliding), attack is increased (Having poison on you while attacking is ++ dmg), defense gets a buff because everything physically attacking you has to hit you through the poison, and Special defense cause' I had leftover points. We all know the great typing that is Water/Poison (i.e. Toxapex, Tentacruel, Qwilfish). Of course Poison/ Dark is better but I never thought of Drapion as mean and angry, just scary with all its pointy things. (I also never thought of him as a bug). From a competitive standpoint all his attacks have a Poison chance, which means he is now a great stall breaker. Moves like Poison jab now have a chance to Badly Poison, while his STAB Aqua Tail or Flip Turn get a chance to poison as well. He also becomes a great Pivot and his breaking power is increased greatly.
:Drapion:
Mega Drapion

New Ability
: Intimidate

Type: Poison | Dark

New Stats:
HP: 70
Attack: 90 -> 130 (+40)
Defense: 110 -> 135 (+25)
Special Attack: 60
Special Defense: 75 -> 95 (+20)
Speed: 95 -> 110 (+15)
BST: 500 -> 600 (+100)

New Moves:
competitive: Gunk Shot, Strength Sap, Flip Turn, Glare
flavour: Obstruct, Coil

Description:
1) There were several things that made me want to go for Intimidate. First of all, Poison | Dark is a fantastic defensive typing, and Intimidate allows it to underline that aspect even more, basically turning most physical moves it takes neutral damage from into resistance, such as physical Fighting moves! Moreover, according to the German pokédex entry, Drapion is classified as some sort of an ogre scorpion and ogre are generally very, very scary, unless you're Shrek.
While Strength Sap is a very strong status move, it does have some anti-synergy with Intimidate, which is intended and makes it very balanced, in my opinion. For instance, Mega Drapion is not supposed to sponge special moves on a regular basis--that's a job best left to Alolan Muk!--, therefore it will gain little HP from special walls or attackers. However, against physical attackers, Strength Sap is still a great move, especially if they try to set-up with Swords Dance or if they have Choice Band.
That said, it can be argued that Strengh Sap is like poison to weaken preys if they start acting difficult.

2) Strategy: Use Intimidate to better deal with physical attackers. Moreover, you should have an easier time setting-up hazards or boosting your offense with a status move like Swords Dance or Coil in front of physical attackers. Finally, you can use Mega Drapion as a status shuffler due to somewhat reliable recovery and access to different status moves to annoy your opponent, such as Toxik Spikes or Glare.

3) Pokédex entry: Thanks to Mega Evolution, Drapion no longer has to rely on surprise tactics during the night to overwhelm its prey. With its intimidating glare and look, it will literally freeze preys in their tracks.
:Drapion: Mega Drapion
New Ability
: Rough Skin
Type: Poison/Dark

New stats:
HP: 70 -> 70
Attack: 90 -> 120 (+30)
Defense: 110 -> 150 (+40)
Special Attack: 60 -> 70 (+10)
Special Defense: 75 -> 95 (+20)
Speed: 95 -> 95
BST: 500 -> 600

New moves: Pain Split
Description: A physical wall with only one weakness. Rough Skin allows it to punish physical attackers that try to break through. The ability also punishes U-Turn spammes and users of Draining Kiss and Grass Knot. Mega Drapion notably has incredibly great synergy with Rillaboom. Grassy Terrain weakens Earthquake, one of the few physical moves that can take it down in one hit. Rough Skin also punishes opponents that use High Horsepower to bypass the Grassy Terrain power nerf. Pain Split gives it some form of recovery.
:ss/drapion:
Mega Drapion
Type:
Poison / Dark
Ability: Poison Point
Stats:
HP: 70​
Att: 110 (+20)​
Def: 140 (+30)​
SpA: 60​
SpD: 125 (+50)​
Spe: 95​

I like how Drapion is similar to a reverse Zapdos: good stats in both offense and defense, great typing and movepool, and its most common role is the reverse of what its stats lean towards. This mega aims to bolster its defensive prowess, which in turn lets it more easily Pursuit-trap stuff or set up with Swords Dance.
:ss/drapion: Mega Drapion

New Ability
: Tough Claws[/SIZE]
New Moves: Punishment, Pursuit, Sucker Punch, Psychic Fangs, Dragon Claw, Shadow Claw, Crush Claw
New Stats:
HP 70
ATK 90 -> 130 (+40)
DEF 110 -> 140 (+30)
SPA 60
SPD 75 -> 95 (+20)
SPE 95 -> 105 (+10)
BST 500 -> 600
a man has fallen into the river in lego city:drapion:
PokemonDrapion
TypingPoison, Dark
AbilityPoisonous boost Every damaging move has (5 x number stat changes)% of chance to poison
Stats70, 130, 140, 70, 90, 100
Movepool additionsCoil
:ss/drapion:Mega Drapion
Type: Poison/Dark
Ability: Sheer Force

Hp: 70
Att: 150 (+60)
Def: 120 (+10)
Spec Att: 60
Spec Def: 85 (+10)
Sped: 115 (+20)


New Moves: Gunk Shot, Darkest Lariat, Lunge, Spikes
:dp/drapion:
:drapion: Mega Drapion
New Ability
: Toxic Transferal (If a pokemon on the field is not holding an item at the end of the turn, they obtain a toxic orb. Activates before the effect of items like leftovers or toxic orb.)
Type: Poison/Dark

New stats: 70/100/135/100/100/95
HP: 70 (+0)
Attack: 90 --> 100 (+10)
Defense: 110 --> 135 (+25)
Special Attack: 60 --> 100 (+40)
Special Defense: 75 --> 100 (+25)
Speed: 95 (+0)
(BST) 500 --> 600

New moves: Switcheroo, Corrosive Gas
Description: This Mega-Drapion loves clicking Knock Off. Thanks to its ability, the opponent will always be holding an item meaning Knock Off will always have 97.5 bp. It will also badly poison the opponent letting Drapion use Venoshock off of its new base 100 spatk. With now having access to Corrosive Gas, it can even make every pokemon on the field hold a Toxic Orb in Doubles. This is honestly just Knock Ofd+Poison Spam and I love it.
it's maybe not a cute fluff Ability like my last two, but I think it looks fun!

:drapion: Mega Drapion
New Ability: Battle Armor/Sniper/Keen Eye -> Steelbreaker
(When attacking Steel-type Pokémon, Mega Drapion's moves are always critical hits.)
Type: Poison/Dark

New Stats:
HP: 70
Attack: 90 -> 130 (+40)

Defense: 110 -> 150 (+40)
Special Attack: 60
Special Defense: 75 -> 105 (+30)

Speed: 95 -> 85 (-10)
(600 BST)

New moves: Shore Up
Description:
Okay, so... More than one of Drapion's dex entries comments on its ability to make scrap of a car with its physical strength, so I had the idea pretty early on that it would be fitting to make something that somehow specialized in dealing with Steel-types - especially on a Poison-type, that's a pretty relevant kind of interaction to have. That said, I didn't think Corrosion would suit Drapion - much of its flavor talks about how disinterested it is in relying on its toxins to take down foes, and its whole thing is crushing metal and using brute force to break it - and I also wanted to make sure I took a different route from Acidic Surge Dragalge yeah I don't think anyone wants to compete with that, so my first idea of Scrappy-for-Steel-types was off the table pretty quickly. Scrap Metal would be such a fun name for that though just saying


The Ability itself is actually pretty simple - it just gives Drapion a direct offensive advantage against Steel-types and nothing else - but there are a few reasons I took this route with it, and many reasons why I think this Mega Drapion could be a really interesting Pokémon to use with this in mind!
First of all, it's worth bringing up that this interacts uniquely with some relevant Steel-types - the fact that this Ability makes Drapion's moves into critical hits rather than just boosting their damage by an equivalent amount can definitely come in handy against Pokémon like Corviknight (and Mega Corviknight, which is one of the strongest glue Pokémon in the mod - Mega Drapion even bypasses Intimidate!) and Mega Registeel, both of which can be incredibly threatening to once they've set up a few boosts. I saw a Mega Registeel get to +6 Defense and a Bulk Up Corviknight sweep a team yesterday so they're on my mind right now okay
Drapion also has a pretty strong association with critical hits already - both of its standard Abilities interact with them, Battle Armor by preventing them and Sniper by taking advantage of them - so it also feels like a pretty natural fit for Drapion!
Drapion already has Ground coverage (and Fire Fang access for non-grounded Steel-types, though I don't think it would run that), but it doesn't normally have STAB on them, so this Ability is practical for it and very convincingly lets it tear through even the bulkiest of Steel-type walls:

252+ Atk Mega Drapion Earthquake vs. 252 HP / 252+ Def Mega Registeel on a critical hit: 194-230 (53.2 - 63.1%) -- guaranteed 2HKO​

But what's so important about targeting Steel-types? Flavor aside I never do anything just for flavor, what does Drapion do with this advantage that any STAB Earthquake user can't?
This offensive edge against Steel-types is actually just one piece of what makes this Mega Drapion work.
The actual point of this sub is... well...
Stallbreakers are so cool as an archetype,
and I saw the chance to make a uniquely optimized and insanely customizable one,
so this is my way of doing it!

By type alone, Drapion is naturally immune to being poisoned and absorbs Toxic Spikes, it has STAB on Knock Off to turn it into a threatening offensive option, it only has a single weakness (and one that's easily covered by an ally with an immunity - not to mention that you'd be preparing to cover Ground defensively whether you were running Drapion or not), and it naturally has a good matchup against other stallbreakers like Heatran, Tapu Fini, Clefable, Mega Latias, Reuniclus, Gengar and Serperior, which is important because I think many stallbreakers naturally appear on stall to aid in the matchup against opposing stall teams.
It also has the upper hand against prominent bulky Waters like Tapu Fini, Slowbro and Toxapex (2HKOs with Earthquake), has super effective STAB against Fairy and Grass, and, as previously established, has an edge on Steel-type walls with its Ability, on top of obviously threatening the Chansey line with Knock Off and not really being threatened back by anything they can do.
These are some of the most common defensive Pokémon in the game, and Mega Drapion can be tailored to take on whatever your team needs!

ALSO I know no one but me will use this but consider:
Stomping Tantrum
if you're running Toxic or even just Poison-type attacking move
this pairs so well with them because it's super effective on Steel and Poison and can absolutely demolish them if they dare to switch in to nullify your Toxics
arguably so can Earthquake but this is so much more fun
and it synergizes with your type and your Ability in such a unique way
which I love
okay now back to things serious people will do---


Plus, aside from its excellent matchups, Drapion also has access to Taunt, Pursuit, Swords Dance, Toxic this is universal, but that doesn't make it any less important on something that can use it well!, Toxic Spikes, and now reliable recovery in Shore Up to round it out, and it has the bulk to use all of these well - this Mega has so many ways to keep your team making progress while safely coming in on defensive Pokémon, and you can so easily customize it to do whatever your team needs and be certain that it can seize the opportunity to do it.

This Mega Drapion is expressly not a bonkers wallbreaker that hits super hard right off the bat, but its matchups against many of the most important defensive Pokémon in the tier are weighted heavily in its favor, all but completed by its Ability, and it has enough defensive utility and provides enough support of its own that it can easily justify a place on any team.

Unlike many other Drapion submitters here, I am going to be weird and say that I actually really like fighting stall, and admittedly usually I lose but it's still so much fun - it's like a really engaging sort of puzzle that forces you to be creative with how you use your Pokémon, and every KO is a small victory that feels so earned
That's probably why I'm captivated in general by Pokémon that are optimized like this to take advantage of opponents that rely on stall tactics
I promise I'm not setting out to kill stall with this (and I guarantee it won't happen) - I just think this is a really fun kind of Pokémon to use, and I feel like Drapion has mostly-untapped potential in that respect and wanted to see how far I could take it : D
:bw/drapion:
New Ability: Toxic Winds (The chance of the secondary effects of this Pokémon’s moves is replaced with an equal chance to Poison. Moves that already have a chance to Poison have a equal chance to Badly Poison instead)
Type:


New stats:
HP: 70 => 70 (+0)
Atk: 90 => 110 (+20)
Def: 110 => 110 (+0)
Sp. Atk: 60 => 125 (+65)
Sp. Def: 75 => 75 (+0)
Init: 90 => 105 (+15)
BST: 500 => 600

New moves: Air Slash, Hurricane, Gunk Shot, Slack Off
Description: Originally, this ability affected Flying Moves, but I decided to change it to the ability it is now. Throat Chop has a 100% chance to poison and this works really well with Venoshock. With Agility it can run more of a sweeper set and with Slack Off more of a defensive set. Throat Chop, Venoshock and Earthquake give it perfect coverage.

Offensive Mixed Attacker
Drapion @ Drapionite
Ability: Toxic Winds
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Throat Chop
- Earthquake
- Venoshock
- Agility

Specially Defensive Tank
Drapion @ Drapionite
Ability: Toxic Winds
EVs: 248 HP / 252 SpD / 8 Spe
Sassy Nature
- Throat Chop
- Earthquake
- Venoshock
- Slack Off
:bw/drapion:

/


Ability: Cleaver (Contact moves will lower the opponent's defense by 1 stage.)

HP: 70
Atk: 100 (+10)
Def: 140 (+30)
SpA: 90 (+20)
SpD: 100 (+25)
Spe: 110 (+15)
New Moves: Foul Play

Reasoning
:

Cleaver is a signature custom ability of mine, and is one that I feel fits the ruthless nature of Drapion, alongside its mentioned ability to rip through things with its tough claws.

Cleaver Knock Off lets it perform as a very interesting bulky attacker and wallbreaker that can always make active progress in a game. Cleaver allows for it to take a more unique approach to wallbreaking through making use of stat drops as opposed to stat boosts, especially with its access to Fell Stinger, which can allow for it to gain an attack boost in a very one-of-a-kind way thanks to Cleaver buttering the opponent up. Foul Play is also slotted in to allow for it to possibly even take an opponent's stronger attacking stat, especially in tandem with Cleaver.

It has access to a bevvy of utility moves as well, letting it speck more into its phenomenal bulk and typing while still posing an active offensive presence with Cleaver Knock Off.

Flavor:

bigga, stronga, dangerousa, clawsie claws.

Dex Entry:

tba
 
:lurantis: Mega Lurantis
...ahem.


1608277925014.png

:lurantis: Lurantis-Mega
Grass-->Grass/Fairy
Leaf Guard/Contrary-->Elegance (this Pokemon's secondary effects are guaranteed, unless this Pokemon is afflicted with a status condition, volatile or non-volatile.)
New Stats: 70/125/110/100/110/65
HP: 70-->70 (+0)
Attack: 105-->125 (+20)
Defense: 90-->110 (+20)
Special Attack: 80-->100 (+20)
Special Defense: 90-->110 (+20)
Speed: 45-->65 (+20)
New Moves: Play Rough, Moonblast, Silver Wind, Moonlight

Description: Lurantis is a super cool Pokemon that I've always appreciated. I love its unique flavor, depiction in the anime and games, and I wish it was better competitively. I also fully realized that balancing a Mega Lurantis was a fine line to walk- make it too capable of abusing the pre-mega Contrary boosts, and it's broken. Make it not be able to take good enough advantage of the tools allotted it... and you just use another Grass type. This Mega Lurantis is admittedly very, very ambitious, and without a doubt the closest sub I've made to being broken without actually being broken, but I digress.
Let me give you the backstory to this sub: I was doing some schoolwork, thinking about random stuff absently, and my mind caught on a thought. Back in Megas For All v6, I lurked a lot. Basically, from the Galar starters slate forward, I watched as many a concept was submitted and didn't even register an account to vote for my favorites. I simply watched. And then, slate 10 arrived. That one was Froslass, Butterfree, and Slowking, counterparts to canon Megas Glalie, Beedrill, and Slowbro respectively. One submission in particular caught my eye- so much so that I decided to make a sub for the next slate, and join the community. The submission in question was Mega Butterfree by Hematite. I thought it was absolutely brilliant. Its ability was Iridescence- the secondary effects of Mega Butterfree's Bug Type moves were guaranteed with that ability. In my eyes, no other Butterfree could possibly compete with that- Silver Wind and Bug Buzz with that ability? So cool! Ironically, on that slate, a different Mega Butterfree, albeit my second favorite, ended up winning- somewhat to my chagrin, although Hematite's Slowking and Froslass for that slate did end up winning as well, lol.
Anyways, point is, that Mega Butterfree was actually the catalyst that convinced me to join the mod, so despite me not having been really involved or present really at all at the time, I remain very appreciative of that Butterfree to this day. And I was just sitting there thinking, and at some point my mind somehow remembered Iridescence Butterfree- and I wondered- what does Lurantis have to abuse this?
As it turned out, Lurantis did not have much to abuse it at all. It has the following: Nature Power turning into Tri Attack, Poison Jab/Cross Poison, Energy Ball, and Snore. I brought it up with the incredible Hematite on whether he would be okay with me using the idea for a Lurantis. I was met with enthusiastic support. After some discussion, including separate work-in-progress versions with varying stat spreads and movepools (Seed Flare, Fire Lash, and Thunderous Kick were all considered at separate times), we settled on the above move additions. Silver Wind, combined with Energy Ball, emulates the original Butterfree's gimmick- Guaranteed Special Defense drops, and guaranteed omniboosting with Silver Wind. It also changed typing to be Grass/Fairy- a type combination that I believe uniquely fits Lurantis quite well both in terms of flavor and being somewhat more competitively useful than pure Grass for this sub- it in turn gains STAB Moonblast and Play Rough to give it another fun form of stat drops and basic STAB on both sides. Moonlight, while unnecessary, adds a sort of flavorwise duality to Lurantis that will be explained momentarily once I get to the flavor-oriented section of this submission.
The stat changes were carefully selected- With them, Lurantis is a little bit bulkier, noticeably faster while remaining slower than a majority of offensive threats, and stronger on both sides of the spectrum. Mixed attackers, to paraphrase Hematite's words, are cool because they use tools from both sides that they otherwise wouldn't have access to if fully in one direction. The original Lurantis is like this as well- it technically is stronger on the special side than Serperior, with Contrary Leaf Storm. However, unlike Serperior, instead of bypassing Steel types with Hidden Power, it instead goes mixed and runs Superpower- a tool that it wouldn't have access to if fully special. It runs Superpower despite the opportunity cost of doing so- It loses out on power, speed, or bulk if it does- Contrary Leaf Storm is on its own plenty good enough as STAB and as a nuke, as clearly demonstrated by Serperior's viability in tiers like SM OU and NatDex. This Mega Lurantis does the same as base Lurantis, but in a super cool, different way, that I will explain once I flesh things out a little bit more here.
Now to get on to the competitive rundown of this submission- Mega Lurantis aims to carefully snowball with synergy between its moves- Energy Ball's guaranteed Special Defense drops force switches- and these switches give it room to set up Silver Wind boosts. These boosts let it become more threatening as time goes on.
However, there is still the issue of dealing with Steels. Weather Ball is unfeasible due to it relying on playing the long game and slowly accumulating boosts, which doesn't synergize well at all with Sun, a very limited field effect, especially with the prominence of weather as a whole. And it isn't like you can just bring Torkoal back in- Doing so costs valuable boosts on a move with a mere 8 PP, and Lurantis can't afford to fit Sunny Day itself- that alone costs two moveslots, just to run a special Fire move! Hidden Power Fire is also very weak until several boosts have been accumulated, and even then it disrupts the process due to the fact that Lurantis will be forced out until it acquires the very boosts it needs to make real use of HP Fire! As you can see, Special coverage for Steels is a no-go. However, Lurantis still has Superpower, of course! Though it doesn't snowball with Superpower anymore, having lost Contrary, the stat drops that it brings are in fact mitigated by Silver Wind! Because Lurantis can, fairly reliably, set up with Silver Wind, in most contexts, it is capable of not dropping to the negative stat stages because Silver Wind is doing the lifting now instead of Contrary!
Now to speak more on the ability, and the flavor of this sub. Lurantis's Pokedex entries state:

SunIt requires a lot of effort to maintain Lurantis’s vivid coloring, but some collectors enjoy this work and treat it as their hobby.
Ultra MoonAs it slashes into its enemies, it looks like it’s dancing. Its elegant appearance has led some to call it the most glamorous Grass Pokémon.
SwordThis Pokémon resembles a beautiful flower. A properly raised Lurantis will have gorgeous, brilliant colors.
ShieldThe petals on this Pokémon’s arms are thin and super sharp, and they can fire laser beams if Lurantis gathers light first.
Essentially, from these four, we essentially learn a few things:
1. Lurantis is elegant. It is absolutely beautiful.
2. Lurantis is super high maintenance. It takes work to make it beautiful. It's no easy feat.
3. Lurantis is powerful, and from not only these but its depiction in the anime and games, it seems to draw a lot of its power from light. It used to have Solar Blade as its signature move, in fact!
So to put these together with the ability, added moves, and new typing, Lurantis has become an incredibly powerful (albeit light and maintenance dependent) Pokemon. Drawing its power now from both the sun and moon (which ties in neatly to its games of origin), Lurantis is more powerful than ever. This is all flavor of course, but it explains Moonlight, Moonblast, and I guess Play Rough on this, as well.
However, the maintenance aspect of this Pokemon remains- as suggested by Hematite, it musn't be statused, otherwise its beauty and in turn its power, wanes (excuse the moon pun.) The status drawback actually brings up even more little nuances and unique things about the submission. First, RestTalk sets are a no-go. It has to use its (light-dependent) low PP recovery moves to stay healhty. It also neatly eliminates any chance of Snore somehow being problematic with its theoretical 100% flinch chance. On top of this, Lurantis now must choose- Leaf Guard uniquely protects it from status as long as sun is up (another cool interaction with light!), at the obvious cost of possible pre-mega Contrary boosts. Another cool thing is that it does get Aromatherapy to work around status at the cost of a moveslot as well! Elegance was the name I chose for this ability- Lurantis's beauty and power is dependent on both light and how well it is maintained!
I believe that that this sub will in fact, be balanced, for those concerned. A long discussion with Hematite about it concluded in the fact that it clearly has a very powerful gimmick, but one that entirely is balanced. First of all, it is dependent on Silver Wind, a non-STAB (although flavorwise it fits quite well due to Lurantis being an honorary Bug and all) and weak attack that does nothing for its coverage- it remains walled by Fire, Poison, Steel, and Flying types, and costs Lurantis a STAB in most cases, which leads me to the next point- Lurantis essentially isn't using its Fairy STAB on most sets! This means that it isn't taking advantage of half of the benefits of the added typing, making it arguably more of a hindrance than a help, on top of the fact that it has very extreme four-moveslot-syndrome. It needs Silver Wind, Moonlight/Synthesis, and Energy Ball, but that fourth slot is a toss up between Superpower to not get walled by Steels and Fires, Aromatherapy/Substitute to mitigate status and ease setup, basic Fairy STAB on either end of the spectrum, Defog and Knock Off for utility, and the list probably goes on! Its best sets are crippled by not being able to run everything it needs. On top of this, it is dependent on low-PP moves- Its main healing move in Moonlight/Synthesis is a mere 8 PP, its primary snowballing tool in Silver Wind is a mere 8 PP, and its best coverage move is a mere 8 PP! And due to the amount of switches that Energy Ball forces, it can be difficult to make progress and lose PP on all of Lurantis’ moves without extremely good play. Corviknight is a particularly good counter, given that Pressure effectively halves Lurantis’ incredibly limited PP and its 4x resistance to both Energy Ball and Silver Wind means that it walls Lurantis pretty handily. Flying and Poison types in general are very challenging for Mega Lurantis to deal with.
However, this is still a very powerful submission regardless, and I understand concerns that people may have, which is why it will be thoroughly tested in the new M4A Sandbox format to ensure that it isn't overbearing, though I genuinely believe it isn't.
All in all, this Mega Lurantis has a ton of cool interactions, it means a lot to me as far as my involvement in this mod goes, and I just think it's super cool and will be an amazing addition to the mod! Thanks so much to Hematite for the inspiration, support, and aid he gave to this sub- it would not have been possible without him! Shoutout to him and everything he does for this mod! And thank you for reading this through to the end- I wasn't expecting to stay up until 2 AM writing this, but here I am. Enjoy!
Note: to my knowledge, the non-volatile status conditions included in this are confusion and any effects cured by the Mental Herb, I think!
alsoIloveyou<3
:sm/Lurantis:


Lurantis's Description: So Lurantis is already such a unique mon, with the fact that it's a Contrary mixed slow attacker, that i thought it's one of those mons that just need better stats, but not really anything else to fulfill their role. I also gave it 100 offenses to avoid it becoming broken.
Mega Lurantis



Type:


Ability:
Leaf Guard/Contrary -> Drought

Stats:


HP: 70
Attack: 105 --> 135 (+30)
Defense: 90 --> 90
Sp.Atk: 80 --> 85(+5)
Sp.Def: 90 --> 90 (+0)
Speed: 45 --> 110 (+65)

New Moves: Agility, U-Turn.


Description: Now, I know what you're thinking. "Drought doesn't fit lurantis at all!" You'd be right, it pretty much doesn't. But drought helps lurantis quite a bit actually. Flavor wise, In Pokémon sun and moon there is a totem lurantis you face off against, and it usually calls a sunny castform to help it. Together they pull off a combination of Sun + Solar Blade so lets just pretend every time lurantis mega-evolves conveniently a castform will show up to help! So, competitively I think it'd do well. First of all, if it sets up with contrary you're done, because after that it can just spam solar blade or weather ball. You don't have to even run a contrary set to setup either since it has access to growth, swords dance, and now agility. Also gets reliable recovery with Synthesis.
:lurantis: Mega Lurantis
New Ability
: Mimicry
Type: Grass/Bug

New stats:
HP: 70
Attack: 105 -> 125 (+20)
Defense: 90 -> 120 (+30)
Special Attack: 80 -> 100 (+20)
Special Defense: 90 -> (+30)
Speed: 45
(BST) 580

New moves: Shadow Claw
Description: *mantis lords theme intensifies* Just use powerful moves to take down as many pokemon as you can. You wont be going first, you'll be hitting the hardest.
:ss/lurantis:
Mega Lurantis
New Ability
: Nature's Beauty (When sun is not active, the BP of this pokemon's attacks are multiplied by 1.5x. When sun is active, multiply speed by 1.5x.)
Type: Grass

New stats:
HP: 70
Attack: 135 (+30)
Defense: 90
Special Attack: 80
Special Defense: 120 (+30)
Speed: 85 (+40)
(580 BST)

New moves: *crickets chirping*
Description:
Y'know how most weather abusers are basically useless once their preferred weather is removed? It's the reason that's truly strayed me away from playing a lot of weather teams on the competitive side of things. (with all due respects the only reason I do it is for fun value, not for actual competitiveness)

"But War Incarnate, there are tons of weather abusers that aren't useless outside of that desired weather!"

This statement is both right and wrong at the same time. Right in the context of regular pokemon, wrong because in 85% of those situations, abusing a certain weather condition is not their main role. Stuff like Tornadus-Therian that aren't useless outside of their desired weather (in this case, Rain) typically don't utilize it as their main role and instead prefer to serve different roles and fit on other archetypes. And besides, what little weather-abusing megas we do have typically either A) only excel in that weather, or B) end up not being very good (or even unviable) due to competition from other pokemon that achieve the same role while also being a lot more flexible.

While yes, this variant of Mega Lurantis isn't going to be top tier any time soon by itself or make Sun a top-tier archetype (it does, after all, still have the issue of being quite slow in and out of sun; it's actually slower than Venusaur under Sun due to the lower speed boost from the ability), it can at least be useful outside of Sun. Outside of it, this pokemon becomes a slow yet decently bulky and fearsome breaker that you probably do not want to switch in to, while under Sun, it becomes a fast and (still fearsome) sweeper. You got 70/90/120 defenses. 135 attack. A speed tier that, while not great, outspeeds a decent portion of the defensive metagame. You are still capable of doing things outside of Sun.

Lurantis-Mega
Type:
Grass->Grass/Dark
Ability:
Contrary/Leaf Guard-> Lotus Aroma (When user is on the field, all Pokemon besides the user have the effect of the ability Contrary applied to them).
Stats

HP: 70
Attack: 105-> 125 (+20)
Defense: 90-> 100 (+10)
SpA: 80-> 105 (+25)
SpD: 90-> 115 (+25)
Speed: 45-> 65 (+20)
New Moves: +Air Slash, Charm, Dark Pulse, Leech Seed, Nasty Plot, Sucker Punch, Throat Chop
Description:
Having mastered the vibrancy of its colors in its base form, Lurantis harnesses the energy of Mega Evolution to produce a sweet scent that puts even Tsareena to shame; this scent is so fragrant that all attempts by other Pokemon to change their stats are reversed. This devious adaptation grants it the Dark typing, alongside several new Dark moves, plus Leech Seed as it can now sap the energy from its target. Air Slash because- why doesn't it already get that? Inspiration wise, Mega-Lure was inspired by the mythical Land of the Lotus. It's also not reliant on Contrary boosts, as I gave it NP and it naturally learns SD, meaning it can set up post-Mega (although the Contrary boost pre-Mega is still appreciated), and can viably run physical or special. Gameplay wise, the revised version of Lotus Aroma allows Mega Lurantis a unique role as an anti-meta Mega, continuing the idea of Contrary by turning the power of dangerous offensive sweepers against them.

Design: The petals on Lurantis' back grow into four large, white petals that meet like you typically see in flowers. Its pincers become green, while the body and legs are draped in a lush coat of small pink petals.
:Lurantis:
Mega Lurantis

New Ability
: Hunter's Sight
The first time the user sees an opposing Pokémon, it will mark it as its prey. Meaning, the user's moves will always have +1 priority against its prey whenever it mega-evolves or switches in to attack during its first turn (like First Impression or Fake Out). Only if the prey is "dead" will the user choose another prey.

Type: Grass

New stats:
HP: 70
Attack: 105 -> 145 (+40)
Defense: 90 -> 110 (+20)
Special Attack: 60
Special Defense: 90 -> 110 (+20)
Speed: 45 -> 65 (+20)
BST: 480 -> 580 (+100)

New Moves:
competitive: Power Whip, U-Turn, Strength Sap, Pursuit
flavour: Camouflage, Mimic, First Impression

Description:
1) Orchid mantis are quite adapted at camouflage since they're able to mimic parts of an orchid flower and lure bugs in. In a big moment of surprise, they will lash at their prey who are too shocked to even realize the flower was a trap.

2) Pokédex entry: Mega-evolution turned Lurantis into a very ferocious hunter that won't give up on their prey as, just like real orchid mantis, they love the thrill of hunting.
:Lurantis: Mega Lurantis
New Ability
: Boom Sickle - On the first turn the user is sent out, its charging moves such as Solar Blade no longer need to recharge. The ability also activates on the turn it Mega Evolves.
Type: Grass

New stats:
HP: 70 -> 70
Attack: 105 -> 155 (+50)
Defense: 90 -> 110 (+20)
Special Attack: 80 -> 90 (+10)
Special Defense: 90 -> 110 (+20)
Speed: 45 -> 45
BST: 480 -> 580

New moves: First Impression, U-Turn, Bounce
Description: A hit-and-run attacker that is most useful on the turn it is sent in. Boom Sickle allows it to fire off an instant Solar Blade (formerly Lurantis' signature move), but only on the first turn. Afterwards, it most likely has to switch out unless Lurantis is carrying other strong moves against the opponent. First Impression allows it to pick off weakened threats, and just like its ability, works only on the first turn. U-Turn allows it to pivot out after using up its first turn. Mega Lurantis can also set up a Contrary Superpower before Mega Evolving then fire off an instant +1 Solar Beam on the turn it Mega Evolves. Its low Speed, poor defensive typing, and poor offensive coverage (walled by Moltres and Corviknight) keep in balanced.
hematite:lurantis:
PokemonLurantis
TypingGrass, Fairy
AbilityContrary
Stats70, 130, 105, 105, 105, 65
Movepool additionsFirst impression, U-turn, Fleur cannon
:ss/lurantis:Mega Lurantis
Type: Grass
Ability: Vividate (When this pokemon uses a move that has a secondary effect it becomes a grass type move and has the chance of that happening doubled.)

Hp: 70
Att: 125 (+20)
Def: 100 (+10)
Spec Att: 120 (+40)
Spec Def: 100 (+10)
Sped: 65 (+20)

New Moves: Rock Smash, Focus Blast, Air Slash

New Ability: Simple
Type:


New stats:
HP: 70 => 70 (+0)
Atk: 105 => 110 (+5)
Def: 90 => 105 (+25)
Sp. Atk: 80 => 110 (+30)
Sp. Def: 90 => 105 (+25)
Init: 45 => 60 (+15)
BST: 480 => 580

New moves: Calm Mind, Focus Blast
Description: This might be a bit counterintuitive. Boosting your stats, mega-evolving and then dropping them again. I just thought of this idea and went with it. I gave it SD and CM too, so it doesn't get useless after mega-evolving. I gave it more balanced stats and equal offenses, so that it can run a physical or special, while still being Koed by some moves and easily outsped.

Physical set-up
Lurantis @ Lurantite
Ability: Simple
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Leaf Blade
- Superpower
- Swords Dance
- Synthesis

Special set-up
Lurantis @ Lurantite
Ability: Simple
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Leaf Storm
- Focus Blast
- Calm Mind
- Synthesis

so this beautiful thing gave me some serious thinking to do

Lurantis @ Luranitite
Type:
Grass
Ability: Fragile Flower (If Lurantis uses an attack on the first turn after Mega Evolving/switch-in, that attack deals double damage and bypasses protection, but all stat boosts are removed afterward and Lurantis loses 25% of its health. Fragile Flower activates even if target is immune to the attack.)

Stats:
HP:
70
Attack: 105
Defense: 115 (+25)
Special Attack: 105 (+25)
Special Defense: 115 (+25)
Speed: 70 (+25)
(yes i made another mixed attacker dont kill me)

New moves: Air Slash

Justification for these changes:
Lurantis-Mega is now the ultimate Russian Roulette Pokemon.
Against Lurantis-Mega, you have three choices when Fragile Flower is active:
1) Attempt to outspeed and KO it before it can land an extremely powerful attack backed by a 230 attack/special attack stat, and (if mega evolved) backed up by several boosts.
2) Switch into a Pokemon that is immune to Superpower/Leaf Storm, or can tank a hit from Lurantis-Mega.
3) Accept your fate and allow Lurantis-Mega to get the kill, and attempt to revenge kill it while its weakened.

And here's the catch: Lurantis-Mega also has a multi-choice dilemma:
1) Attack using your Contrary-boosted attack, finishing off an opponent while also hurting yourself, with the risk of the opponent switching into a type-immune Pokemon.
2) Save your boosts for another attack afterwards, but losing the protection bypass and increased firepower.
3) If there are no boosts present, use a status move/heal up to maintain your lifespan for the lategame.

But why the lategame, you may ask? Well, that's what the defense boosts are for.
1) Physical Attacker
Lurantis @ Luranitite
Ability: Contrary
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Superpower
- Knock Off
- Synthesis
- Leaf Blade

2) Offensive Defog
Lurantis @ Luranitite
Ability: Contrary
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Knock Off
- Synthesis
- Defog/Rapid Spin

Most of Lurantis' Pokedex entries mention how its trainers would carefully raise and protect them in order to maintain their vivid colors, thus increasing their bond. This further emphasizes how important it is to bond with your Pokemon in order to achieve Mega Evolution, and upon achieving said result, they successfully raise a powerful Pokemon that can also defend itself efficiently.

Lurantis-Mega can only abuse Contrary's boons once: When it first Mega Evolves. +2 Superpower and Leaf Storm both hit harder than trucks when boosted by Fragile Flower (calculations were too complicated for my small brain so sorry about that), Knock Off is Lurantis' primary utility move, used to remove Boots/Lefties from unsuspecting Flying/Steel type checks. Synthesis is crucial so Lurantis can heal off Fragile Flower's recoil damage.

I'm trying to picture an Offensive Defogger but at the moment Lurantis-Mega still feels pretty weak. Should I perhaps add the Fighting type? I'm on the M4A Discord now so feel free to leave feedback on this.

Pros:
Explosive power on switch in/Mega Evolution
Good, usable movepool
Can run various different sets such as Defog, Physical Attacker, Special Attacker etc.

Cons:
Sadly, 70 is just not a good speed tier.
Mono-Grass typing leaves it with 5 easily exploitable weaknesses.
Grass typing can be walled by many mons, too
:ss/lurantis:

/


Ability: Finishing Force (Upon fainting, the user will use Stored Power regardless of whether the user moved before fainting.)

HP: 70
Atk: 145 (+40)
Def: 105 (+15)
SpA: 100 (+20)
SpD: 90
Spe: 75 (+30)
New Moves: Clangorous Soul, Psychic, Aura Sphere, Close Combat

Reasoning
:

Sometimes we really do gotta have fun with our setup sweepers. I wanted to put an emphasis on its ability to snowball its stat boosts, but also let it more reasonably adapt its movepool to specific needs of a team. It has the ability to boost itself in a myriad of ways, making use of Clangorous Soul post-Mega (and draw itself even closer into Finishing Force range), boosting with Leaf Storm/Hammer Arm/Close Combat/Superpower pre-mega, or possibly even doing both.

However, while it has a great myriad of options, it is capable of being a setup sweeper/wallbreaker with a very terrifying trick up its sleeve: through unleashing a dangerous Stored Power upon fainting. In essence, Lurantis is capable of establishing a very clear niche in comparison to Serperior, where it is incentivized to get as many boosts as possible through either means to make the greatest impact upon fainting. Though, even if a Dark-type switches in and anticipates its collapse, Lurantis has access to three very effective Fighting-type options to dissuade them from the get go, which can even further help to snowball Lurantis's firepower if it opts to take this route. Every move addition deliberately reflects this. Clangorous Soul not only brings Lurantis closer to fainting, but juices up its ability even more while giving Lurantis fearsome wallbreaking/sweeping potential, and Aura Sphere/Close Combat give it a general purpose Fighting-type option (the latter of which can even be exploited with Contrary). On top of this, it has a horrid defensive typing, which can be a double edged sword in this case.

It can be run both physically and specially, which was a deliberate design choice in this mega. On one hand, you can make use of its great Attack stat and go all in on physical firepower at the cost of a weaker Finishing Force, or you could make use of its significantly weaker Special Attack while snowballing much easier and having a much more nuclear Finishing Force. Or, you could even make it mixed to get a bit of both worlds! The whole design of this mega was to enable any kind of wallbreaking/sweeping that a trainer could possibly want, and act as an adaptable offensive force that can provide apt breaking support for a team in need.

Lastly, unlike Mega Banette, Lurantis does not necessarily act as a conventional suicide mega, as it is able to be a constant threat that can incentivize the foe to knock it out and activate its potentially devastating ability.

Flavor:

Lurantis is described heavily to take advantage of stored energy and weaponizing light in its fighting style, so I chose to reflect that with the flavor of this mega, making it a Grass/Psychic type. Psychic is also affiliated commonly with light in Pokemon (the main exhibit of which is Necrozma).

Dex Entry:

tba
(please yell at me if I messed anything up or missed anything!)
EDIT: added kakaks's revised Lurantis @ 17:41 GMT on 12/23/2020


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 21:00 GMT on Thursday, the 24th of December! edit: oops I said the 22nd which is when they started

Balance Changes and Other Updates

As previously announced, after slate 25, we'll be taking a short break from submissions! With that in mind, there's no slate 26 to announce just yet. Instead, we'll be taking a two-week period without new slates, from the 24th of December to the 7th of January, during which we will be focusing our efforts on learning about the metagame so far.

We've actually been working on that up until now, too!
Ausma, Hematemesis and our competitive council have been collaborating on some fantastic teambuilding resources, and we now finally have a list of viability rankings updated through slate 22!
edit: I'm so sorry, Bolivia, whoever you are - I know Hematemesis by that name on the Discord and tagged you instead by mistake :'D


We're also currently working on a role compendium to get people started on finding the Mega Evolution that best suits their team, though it needs some more discussion before we're ready to make it official. Look forward to updates on that in the coming weeks as well!
As previously announced, some other upcoming events include:

* identifying the existing Mega Evolutions that call for balance changes, notably including finally suspecting Dragonite and giving more thought to the others at the top of our list, as well as taking a closer look at the ones that stand out as unviable so far and how we can help them!​
* hosting more tours and events, including another New Recruits Tournament at the beginning of next month and possibly a monotype tour by kakaks!​
* maybe finishing the Mega Spooky Cup? I'm so sorry I lost track of this amid everything else we've been doing :'D more benefits of taking a break!!

:meganium::slowking::kricketune::meowstic-f:

Our Discord has also been more active than ever, and on top of all of this, we're here with another poll on balance changes for some of our existing Mega Evolutions!

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. C:


For those interested, the affected Mega Evolutions are Meganium, Slowking, Kricketune and female Meowstic!

Two of these are nerfs prompted by recent metagame discussion and testing (seriously, please support these - they're very important), and two are buffs prompted by the discussion that took place as we worked through our newly-established viability rankings. The changes proposed are as follows:

Buffs

When our winning :meganium: Mega Meganium was first being designed, inkbug's initial plan was meant to be balanced around the move Dragon Dance from the start, but he ultimately dropped the move out of concern that that and Solar Blade would be too much in combination, and he chose to prioritize Solar Blade - mostly because it was clear that Meganium would have access to that eventually, and he didn't want to take the risk of it being too much if Game Freak buffed it later in a way that was out of our hands coughs in Mega Dragonite.
After seeing how Meganium has panned out so far, though, some group discussion on the viability rankings led us to conclude that it's currently one of the Mega Evolutions most deserving of a buff - and Dragon Dance is just what it needs, giving Meganium a defined niche on sun teams as a sweeper and helping to differentiate it from fellow bulky breaker Gigalith and to stand out from the many Grass-types that compete with it on sun.
And it takes the submission a step closer to its own roots!

inkbug's :kricketune: Mega Kricketune has been buffed once before, but it was found that it could use more help as well. U-turn is a fairly simple but significant change that allows it to function better as a pivot, which is handy on something that relies on forcing opposing setup sweepers out in very risky ways - and just in general on something this fast and this frail!
This is a move that the competitive council felt was almost a given for Kricketune; it would definitely be a big change in the right direction for helping it on its feet as a relevant Pokémon in the mod.

There's actually one more buff you might see in the near future that I'm really excited about myself, but I'm waiting on approval from the original submitter first, since they aren't on the Discord where it was discussed. Very hopeful that they'll support it! : D

Nerfs

On the flip side, there are definitely some nerfs we'd like to make as well.

My own :slowking: Mega Slowking has proven to be pretty hard for many otherwise-viable offensive teams to handle; it strikes us as pretty dangerous to have a Pokémon like this that can invalidate common team archetypes so readily.
I brought Slowking up myself in #balance-changes on the Discord myself today - I've been a Slowking main for a long time, and it's always been distinctly easy to use and very capable of getting a lot done in almost every game, but today, mine managed to 6-0 an offensive team entirely by itself. Winning a battle at team preview is never a sign of a healthy Pokémon - we've always understood Counter-Clockwise Spiral to be a dangerously anti-offense Ability that needs to be balanced very carefully (if it's even sustainable to have it in the meta at all - I'm gonna note that a Mega Slowking suspect is entirely on the table even post-nerf if this solution doesn't cut it), and although I did my best to account for this in my original submission with a massively detrimental stat distribution, it's pretty clear after some testing it that even this stat spread is dangerous.
With that in mind, after some long deliberation on whether stats can solve this problem or not, we've settled on a stat spread of 110 Special Attack (+10 - 35 less than it has now), cementing Slowking as the lategame cleaner it was meant to be rather than a breaker in itself, and 120 Speed +90 - 35 more than it has now.
For reference, 120 Speed gives Slowking a Speed tier of 220, allowing it to be undersped by base 60s with maxed Speed and neutral natures - a crucial Speed tier that's common among slow wallbreakers, and actually very in line with the original submission's goal. For reference, base 60 was exactly the cutoff specified in the original submission and was the reason it originally had base 85, but most slow breakers still run maximum Speed investment, which has proven to undermine their previously-intended advantage over Slowking.
When voting on this stat change, please be aware of Mega Slowking's Ability, Counter-Clockwise Spiral! This Ability creates a Trick Room effect while Mega Slowking is present that cannot be undone, even by itself. That means that an increase to Speed is strictly detrimental and leaves more room to move before it, not less - unlike most Pokémon, Mega Slowking has absolutely no way to benefit from higher Speed.
I also want to emphasize that, as far as I'm concerned, this is definitely a change we should be implementing. It's super important to the state of the meta that a Pokémon with a gimmick like this is balanced as carefully as possible, and it's crucial to be able to recognize when that goal has not been met and to make adjustments accordingly - especially as the one with the most responsibility for keeping this mod running smoothly and as the one who submitted Mega Slowking myself, it would be very remiss of me not to address this and I want to urge everyone to take this proposed nerf seriously!

Lastly, I'm not totally sure how this slipped past me the first time - I was sort of vocal against strong Fighting coverage on Meowstic when responding to many other submissions, so I apologize for not bringing this up at a more opportune time before it won! This one is kind of on me;;
That said, we've concluded that Mossy Sandwich's :meowstic-f: female Mega Meowstic needs to lose access to Focus Blast and Mystical Fire for a few reasons; I brought this up in #balance-changes earlier today after realizing that it had Focus Blast, and then it was tested a few times in battle and people quickly came to agree.
Currently, our female Mega Meowstic is very similar to Mega Gardevoir, but it comes with many crucial advantages and comparatively few tradeoffs.
Meowstic is a Psychic/Fairy Mega Evolution whose Moonblasts hit almost exactly as hard as Gardevoir's Pixilate-boosted Hyper Voices, and it currently has the same coverage Gardevoir does in an Ability-boosted Fairy STAB + Psyshock + Focus Blast. However, where Mega Gardevoir is already a potent wallbreaker with only middling Speed, Meowstic is set apart by access to Nasty Plot and a blistering base 124 Speed, and while its special bulk isn't quite as good as Gardevoir's, its physical bulk is somewhat better to make up for it.
This is the kind of Pokémon that strongly demands viable and widespread defensive counterplay. The consensus after testing and further discussion was to remove Focus Blast as I initially suggested, but also to remove the other new addition of Mystical Fire, making it more possible for Steel-types to wall it and making it more reliant on support and prior chip to sweep teams.
 
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:drapion:Guess the local Skorupi really did take the next evolutionary step. I don't have a good feeling about this.: Hematite, Mine, DrPumpkinz, BlueRay, MegaBanette69, okispokis, Mossy Sandwich, Magmajudis, kakaks, MegaFlareon, ViZar, Ausma, ChoiceScarfed, abismal
:lurantis:Some flowers are the embodiment of beauty. Others are insects.: Ausma, Mine, shinxthe17!, BitBitio, sharpen42, PalpitoadChamp
:flygon:Neptuna planned her Triassic invasion perfectly. But like the conquerors before her, she underestimated the Flygon.: Ausma, Mossy Sandwich, shinxthe17!, kakaks, DrPumpkinz, MegaFlareon
 
:flygon: Mega Flygon:
1) BlueRay
2) Ausma
3) shinxthe17!
4) BitBitio
5) MegaFlareon
6) Magmajudis
7) DrPumpkinz
8) kakaks​

:drapion: Mega Drapion:
1) Magmajudis
2) BlueRay
3) Ausma
4) abismal
5) Hematite
6) Mossy Sandwich
7) DrPumpkinz
8) MegaFlareon
9) MegaBanette69​

:lurantis: Mega Lurantis:
1) BitBitio
2) Ausma
3) MegaFlareon
4) Magmajudis
5) shinxthe17!
6) BlueRay
7) PalpitoadChamp
8) abismal​
you guys make voting so hard you have no idea
but I would be so happy with any of these aaaaaa
I can't wait for this slate too ;u;
 

Magmajudis

Title pending
1. Magmajudis
2. kakaks
3. Hematite
4. DrPumpkinz
5. ViZar
6. abismal

1. Okispokis
2. ViZar
3. BlueRay
4. Magmajudis
5. Ausma

I don't really have strong opinions on the Flygons so I won't vote for it.

Also i agree with Hema it's so hard to vote all the subs are good
 
Strictly voting my top 5 for each one:
:lurantis: my votes would have to go to BitBitio, WarIncarnate, BlueRay, ausma and ViZar.
BitBitio's post is (to me) not just a very excruciatingly detailed post about a pretty simplistic Serene Grace Grass/Fairy Lurantis, it's also a love letter to the Pet Mod that through it, I can see how much fanfare this mod truthfully deserves.

WarIncarnate's twist on weather-based abilities is pretty sick, though this one worries me a Superpower coming off of 135 Atk + boosts Lurantis-M seems pretty scary on paper.

BlueRay's Lurantis-M utilizes common facts about the praying mantis and allows it to shine very thoroughly.

Vizar's idea of giving Lurantis-M Simple was the best solution to MY variant of Lurantis-M, while also making Lurantis a threat capable of sweeping given the opportunity to setup.

Finally, ausma's post... is just genius, like all his posts this slate (i havent seen much of his submissions tho tbh but they should be good)

:drapion: my votes go to abismal, WarIncarnate (again), MegaFlareon, Hematite and MossySandwich.
Honestly, I would've made a similar post to Hematite's had I not seen it before completing my Flygon-M entry. In my vision, Drapion is:
a) a ruthless, ferocious scorpion thing
b) can wreak havoc on any major city, and can even break steel
c) relies on pure strength
d) commonly uses toxins as a finisher move.

abismal's post fulfills criteria A and C, while also giving what is usually a useless move on The Pex onto a much befitting Pokemon.
WarIncarnate's stallbreaker idea is probably the only one of my votes that don't fulfill any of the major criteria (except 1 maybe) but I'm genuinely interested to see how it plays out.
MegaFlareon's post also fulfills neither of the criteria mentioned, but they pulled off defensive Drapion pretty well, hence barely getting my vote over DrPumpkinz (srry man)
Hematite's post fulfills criteria A, B, AND C, and is really good, y'all should really go check it out
MossySandwich's post is evil with a capital E and I love it. Fulfills criteria A, C and D, and I would actually play this thing and make a team outta it!

finally we have :flygon:
My votes go to myself (shinxthe17), abismal (again), ausma (again), okispokis and BlueRay (again)
I still feel like my idea is really, really concrete, am obviously very, very proud of this post, and I genuinely feel like if a non-Dragon/Bug Flygon-M would ever exist, this would be it.

abismal's custom ability is pretty cool, I dig it, my only problem is that it MIGHT snowball too well and force most teams to run Ice Shard.

okispokis' vision of Flygon-M being a swarm leader is very interesting and I like that

BlueRay's Flygon-M is also one that MIGHT snowball too well, but I like the concept overall and the flavor plays well to Flygon's tendencies to produce sounds in the sands.

ausma just straight up pulled off a CFM weather ability. That alone is downright impressive.

also please vote for my Flygon-M post i put loads of effort into it and if it loses gonna be quite upset
 

ViZar

your toast is burned
is a Social Media Contributor Alumnus
:bw/drapion:
  1. War Incarnate
  2. Magmajudis
  3. BlueRay
  4. Hematite
  5. Ausma
  6. kakaks
  7. Mossy Sandwich

:bw/flygon:
  1. Ausma
  2. BlueRay
  3. MegaFlareon
  4. kakaks
  5. shinx17
  6. Magmajudis
  7. BitBitio


  1. BlueRay
  2. Ausma
  3. BitBitio
  4. War Incarnate
  5. MegaFlareon
  6. okispokis
  7. shinxthe17
 
:Flygon: Mega Flygon: BlueRay, okispokis, MegaFlareon, BitBitio, DrPumpkinz, Mossy Sandwich, shinxthe17!
:Drapion: Mega Drapion: DrPumpkinz, War Incarnate, sharpen42, MegaFlareon, okispokis, ViZar, Ausma, Hematite
:Lurantis: Mega Lurantis: abismal, Ausma, MegaFlareon, TheUltraFinder, PalpitoadChamp, Magmajudis, War Incarnate
 
I feel like my lists keep getting longer and longer with each slate. I've seen so many interesting subs, especially the Drapion subs. Good work!

:Flygon:
1) BlueRay (me)
2) BitBitio (I like the idea of Flygon being useful in a sandstorm team. It got a great typing for it for sure!)
3) MegaFlareon (I was always a fan of seeing Compound Eyes on Flygon. It got a great movepool to benefit from it)
4) Mossy Sandwich
5) DrPumpkinz
6) ViZar
7) shinxthe17
8) Magmajudis
9) TheUltraFinder

:Drapion:
1) Mossy Sandwich (another fantastic idea to spread poison. Poison needs all the love!)
2) War Incarnate
3) MegaBanette69 (oh, my. This is looking to be quite annoying to deal with. Poison everywhere. I like the idea and the dual typing since it can pull it off much better than gimmick Swords Dance Tentacruel)
4) Hematite (I was a bit sad you changed the name of your ability. I was quite fond of "Metal Scrapper". Maybe, you change your mind? :D)
5) Magmajudis (interesting idea; this is a very unusual but cool way to approach a battle!)
6) MegaFlareon
7) DrPumpkinz
8) sharpen42
9) ausma
10) PalpitoadChamp
11) okispokis
12) kakaks
13) TheUltraFinder
14) ChoiceScarfed
15 abismal

:Lurantis:
1) BitBitio (I like to see your ability in action, it's a unique way to threaten opponents just with Silver Wind, lmao. How graceful.)
2) BlueRay (me)
3) ViZar (simple, yet effective. I don't think I've seen a Simple user like that. Great typing to abuse it!)
4) MegaFlareon
5) Ausma (for some reason, I had to think of Star Wars. May the force be with you!)
6) WarIncarnate
7) abismal
 
1608741875129.png
ViZar, okispokis, MegaFlareon, BitBio, Magmajudis

1608741881256.png
Ausma, Hematite, ChoiceScarfed, okispokis, Mossy Sandwich, TheUltraFinder, ViZar

1608741887082.png
okispokis, BitBio, shinxthe17!, MegaFlareon, BlueRay
 

inkbug

Maybe the real mega pokemon were the friends we ma
is a Community Contributor
Strictly voting my top 5 for each one:
:lurantis: my votes would have to go to BitBitio, WarIncarnate, BlueRay, ausma and ViZar.
BitBitio's post is (to me) not just a very excruciatingly detailed post about a pretty simplistic Serene Grace Grass/Fairy Lurantis, it's also a love letter to the Pet Mod that through it, I can see how much fanfare this mod truthfully deserves.

WarIncarnate's twist on weather-based abilities is pretty sick, though this one worries me a Superpower coming off of 135 Atk + boosts Lurantis-M seems pretty scary on paper.

BlueRay's Lurantis-M utilizes common facts about the praying mantis and allows it to shine very thoroughly.

Vizar's idea of giving Lurantis-M Simple was the best solution to MY variant of Lurantis-M, while also making Lurantis a threat capable of sweeping given the opportunity to setup.

Finally, ausma's post... is just genius, like all his posts this slate (i havent seen much of his submissions tho tbh but they should be good)

:drapion: my votes go to abismal, WarIncarnate (again), MegaFlareon, Hematite and MossySandwich.
Honestly, I would've made a similar post to Hematite's had I not seen it before completing my Flygon-M entry. In my vision, Drapion is:
a) a ruthless, ferocious scorpion thing
b) can wreak havoc on any major city, and can even break steel
c) relies on pure strength
d) commonly uses toxins as a finisher move.

abismal's post fulfills criteria A and C, while also giving what is usually a useless move on The Pex onto a much befitting Pokemon.
WarIncarnate's stallbreaker idea is probably the only one of my votes that don't fulfill any of the major criteria (except 1 maybe) but I'm genuinely interested to see how it plays out.
MegaFlareon's post also fulfills neither of the criteria mentioned, but they pulled off defensive Drapion pretty well, hence barely getting my vote over DrPumpkinz (srry man)
Hematite's post fulfills criteria A, B, AND C, and is really good, y'all should really go check it out
MossySandwich's post is evil with a capital E and I love it. Fulfills criteria A, C and D, and I would actually play this thing and make a team outta it!

finally we have :flygon:
My votes go to myself (shinxthe17), abismal (again), ausma (again), okispokis and BlueRay (again)
I still feel like my idea is really, really concrete, am obviously very, very proud of this post, and I genuinely feel like if a non-Dragon/Bug Flygon-M would ever exist, this would be it.

abismal's custom ability is pretty cool, I dig it, my only problem is that it MIGHT snowball too well and force most teams to run Ice Shard.

okispokis' vision of Flygon-M being a swarm leader is very interesting and I like that

BlueRay's Flygon-M is also one that MIGHT snowball too well, but I like the concept overall and the flavor plays well to Flygon's tendencies to produce sounds in the sands.

ausma just straight up pulled off a CFM weather ability. That alone is downright impressive.

also please vote for my Flygon-M post i put loads of effort into it and if it loses gonna be quite upset
Sorry, I don’t usually post out of line during voting period but Shinx, you can vote for as many as you want you know right? There’s... absolutely no reason to restrict it to a “Top 5”, And in some cases it’s actually detrimental to do so, especially when (as you described in some of your written portions of the post) you are leaving off certain submissions that you would like to vote for but prioritized something else.

... Not having to prioritize like that is part of why we made the change to this voting system in the first place! You can still vote for both of them! And it’s helpful to do so because sometimes your vote does go all the way down to your sixth or lower choice, but the crucial thing there is your opinion is still being taken into account. There is absolutely no reason to leave a submission that you like out of your ranking.

(And speaking of “ranking”, are your listed votes in order of preference? I thought it was kind of clear at first but your descriptions kind of imply they aren’t... that might just be me misreading things, but they do need to be listed in order, for the record.)

Anyway, sorry about that :’D If you do want to keep your votes as-is that’s not a problem, this is just something that comes up sometimes and as the vote counter I just wanted to make it absolutely clear how the system works - rank as many submissions as you like, in the order that you prefer them - to make sure we’re on the same page about it. (And if you do edit your votes, please let me know; I tend to keep track of these things as they’re posted, so tend to miss edits when they’re made.)
 

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