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

Here is my mega Concept:
Mega Golurk@Golurkite
a Ground/Ghost type, like normal. It's ability is called "Limit Break". It would gain a 25% speed boost and 15% attack boost with this ability. Stats are as follows:
Hp: 89
Attack: 154
Defense: 100
SpA: 65
SpD: 100
Speed:95
A total boost of 120 to its BST.
It will GAIN Meteor Mash, Explosion, and Glare
I feel like it was always in need of one, cause its lore described how its seal was created to limit its power. Golurk needed a mega, and i came here to deliver. The only thing i can think of is to break Mega Golurk's seal on its sprite and make it a lot more beefy.
I hope you consider it and take it in.
 
Here is my mega Concept:
Mega Golurk@Golurkite
a Ground/Ghost type, like normal. It's ability is called "Limit Break". It would gain a 25% speed boost and 15% attack boost with this ability. Stats are as follows:
Hp: 89
Attack: 154
Defense: 100
SpA: 65
SpD: 100
Speed:95
A total boost of 120 to its BST.
It will GAIN Meteor Mash, Explosion, and Glare
I feel like it was always in need of one, cause its lore described how its seal was created to limit its power. Golurk needed a mega, and i came here to deliver. The only thing i can think of is to break Mega Golurk's seal on its sprite and make it a lot more beefy.
I hope you consider it and take it in.
1. This slate we are making megas for Falinks, Wishiwashi, and Dugtrio, not Golurk.
2. Megas get a 100 BST boost, not 120.
3. The ability is fine, but why 15%? That’s kind of weird.

Before I end this message, I just want to say that you can go on the Discord and you can put this submission it the future submissions channel, so don’t worry about your sub going to waste. Have a good day!
Btw sorry for the rapid posting everyone
Edit: DrPumpkinz notified me that I have to stop doing these things, so sorry again
 
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Mega Falinks
New Ability
: Flawless Formation - When this pokémon uses a move that reduces its own stats or HP or keeps it from switching, it recovers 12,5% HP.
Type: Fighting
Move: Curse

New stats:
HP: 65
Attack: 135(+35)
Defense: 130(+30)
Special Attack: 80(+10)
Special Defense: 80(+20)
Speed: 80(+5)
570 BST(+100)

Description: Keeping in mind Falinks' signature move, No Retreat, the concept of fighting until the end and facing off the consequences of the battles you embrace sounded like an interesting theme. Sometimes, you pour so much trust into your strategy, and dig so deep into it, that backing off is no longer an option. Such is the case when you use moves such as No Retreat, Belly Drum, or Clangorous Soul, for example. In those cases, it can be so hard "soften" the negative impact of the moves that it is not worth it. In other cases however, of moves such as Superpower, Overheat, or Close Combat, it is much easier. But what Falinks does is not to retreat, or to try and revert its sacrifices. Each individual follows the brass faithfully, carrying on the with initial plan, while the brass itself does its best to which is the point of Flawless Formation. Becoming even more organized, the Falinks organizes itself in a more rigid manner, making sure that the formation is flawless, as well as strongly coordinated, working as one to ensure victory.
With a stronger formation and an even stronger bond between each individual, Mega Falinks makes use of perseveration and faith in the lead, making sure not only to be in synergy, but not to sway when facing the challenges that appear before it.
 
inkbug's neat idea gave me the horrible realization that I can't see the acronym S.O.S. without thinking of that accursed ABBA song. What have I become?! (In an amusing coincidence, that song happens to describe Wishiwashi's situation after it gets forced into Solo Form.)

...Anyway, inkbug's idea finally helped me focus enough (with rage from the above realization) to finish a Wishiwashi-Mega idea I actually liked. Buckle up, this one is...long even for me. I have to hope that there aren't any typos here for once despite proofreading it twice already like always since I apparently always miss at least one, like I did in the last post, which I'll have to fix after this. Sigh.

(EDIT: Well, that's done. Gods there were so many typos in the last post as a result of either not clearing out bits of the first draft entirely or omission. That's embarrassing.)

(EDIT #2: I missed six or seven minor typos in this massive post. That's still annoying but at least better. They're fixed now, with no actual mechanics changed.)

:wishiwashi-school: Wishiwashi-School-Mega @ Wishiwashite
New Typing:
/
*
New Ability: Bellows Malice = If user is Wishiwashi-School(-Mega) and has > 1/4 max HP, then the user's damaging moves bypass screens, substitutes, and protection moves. Else changes to Wishiwashi-Solo-Mega Form and gains Bellows Sadness. (If this Pokémon's damaging moves break through protection moves this way, then they do 1/2 of their normal damage.)**

NEW STATS:
HP:
45
Atk: 140 => 150 (+10)
Def: 130 => 150 (+20)
SpA: 140 => 145 (+05)
SpD: 135 => 150 (+15)
Spe: 30 => 80 (+50)
(BST: 620 => 720)

Description: "The school of Wishiwashis' collective anger towards their many predators along with the energy of Mega evolution has warped them, covering them in a thick, toxic sludge that amplifies and broadcasts negative emotions."

:wishiwashi: Wishiwashi-Solo-Mega @ Wishiwashite
New Typing:
/
*
New Ability: Bellows Sadness = When this Pokémon faints, the Pokémon that knocked it out is badly poisoned, replacing whatever status they previously had, and has its Special Defense lowered by -2 stages at the end of each turn while it is active. In addition, the Pokémon that knocked it out permanently receives this Ability, which persists even through switching, until it is knocked out and the Ability is passed along again.***

NEW STATS:
HP:
45
Atk: 20
Def: 20
SpA: 25
SpD: 25
Spe: 40 => 140 (+100)
(BST: 175 => 275)

Description: "After the other Wishiwashi abandon it, its eyes ooze a constant stream of poisonous purple tears, its self-loathing evident as it goads its opponent to eat its toxic body."

Movepool Additions (shared by both): Acid Spray, Life Dew, Poison Jab, Sludge Wave, Taunt

Ugh. It was such a pain to make this that I'm glad it's finally done and hopefully not too broken. As everyone who has tried to do this already knows, it's pretty difficult to balance the School form, which is part of the reason I ended up being glad I could just dump half of the stat boost into Speed and still be "slow" relatively speaking.

Flavor (for both): I wanted to focus on the "demon of the sea" moniker, so initially I was considering making at least the School-Mega form Water/Dark to reflect that. I quickly began to consider Water/Poison as well though just due to all of those quotes about negative emotions being poisonous and damaging to people, especially those that hold said emotions. It helped my consideration that a lot of demons and other monsters in myth are born of people corrupted--or you could say poisoned--by said types of emotions. I briefly considered making the School-Mega form be Water/Dark and change to Water/Poison when it becomes the Solo-Mega form, but even before I decided on the abilities, I figured this would already be obnoxious to code for something that someone else is coding. So they're both Water/Poison to be easier to code essentially, which is fine since Water/Poison happens to have fewer vulnerabilities anyway.

Flavor (for School Boy): The ability for this was the most difficult to decide upon given its BST. I figured it needed to be rather straightforward & relatively minimal while also keeping Schooling's downside, but beyond that, I couldn't decide on anything for about a day. I admittedly was annoyed that Acid Rock seemed like it would be the perfect ability for this "demon = poison" aspect, but between Toxtricity-LowKey-Mega already apparently being a bit obnoxious with that when it has overall less (?) bulk, it's probably for the best Wishiwashi-School-Mega doesn't have that. Similarly, an Intimidate-like ability was considered for both forms, but I deemed it too boring rather quickly despite differing between them. I decided to just go with a straightforward power given my dislike of screens, especially Aurora Veil, and since Urshifu-Rapid-Strike is apparently a lot fairer than the Wicked Blow-having one was. Given Water/Poison as an attacking combination isn't as good as Water/Fighting, at least super-effectively, getting pseudo-Unseen Fist still seemed fair even with Wishiwashi-School-Mega's BST--maybe--even after I let the pseudo-Max Move/Z-Stone damage through protection moves also be 1/2 instead of 1/4 of normal damage. I figured that's maybe fine since despite Wishiwashi-School-Mega's stats, the sheer BP of its attacks still aren't as strong as those moves are. (Feel free to change it back to 1/4 damage if this somehow wins.)

It got less SpA than Atk simply because its Special Attacks are overall stronger, especially since there's no way to get rid of Hydro Pump unfortunately. The Speed boost it got, outside of just being a convenient way to avoid making its other stats even more absurd, was in part meant as a subtle nod to the baseline Speed needed to achieve a minimum speed in this form that is equal to the maximum speed of non-Mega Solo Form Wishiwashi. 80 Speed is also conveniently ever so slightly slower than Gyarados, which means that Gyarados can still coward out successfully like it does in the Pokédex lore. [/please don't kill me Gyarados]

I was originally just going to make it at least faster than Blissey, if not Corviknight, but realizing that I could conveniently use half of the stat boost to do something else I wanted was nice. I think the "high" speed is fine given how relatively risky this form can be. After all, due to being surrounded by poisonous "friends", once the main Wishiwashi gets into serious trouble in Mega form, they abandon him and stay gone permanently unlike the regular Schooling ability.

Flavor (for Flying Solo): Speaking of Han, the flavor for this is admittedly rather dark, somehow even darker than my idea for Dugtrio-Mega. Morbidly funny how that worked out just because more recent Pokédex entries, which I tend to view as very dubious even in-universe but use for this and Mega-Revolution, have tended to mention Pokémon getting eaten and other horrible things more and more--not that this is new given Farfetch'd. I figured I would run with that if I was giving Wishiwashi-Solo-Mega a KO-triggered ability given how impossible it is otherwise to buff more than one its stats to be worthwhile unless you specifically have an ability do so. I was initially just going to go with a poison-themed version of Aftermath, but I quickly decided that was underwhelming, remembered that Nightmare Heart existed, and remembered seeing comments that, if anything, Chandelure-Mega was a bit underwhelming despite having such an ability with such high stats. Given that being in a Solo form is already meant to be a punishment, a Nightmare Heart-esque ability seemed even more fitting for this mon.

Also, if you want to be even more morbid, then you can imagine this ability representing Wishiwashi literally crying on the inside (of its opponent) after its "eaten". I found it a bit surprising the poor thing didn't already learn Fake Tears, but maybe that's just because it's too busy crying "real" tears the entire time it's not in School form. Hence why it already has the even more forgettable Tearful Look move, which is part of why I ended up ultimately foregoing giving Fake Tears to it. Acid Spray made that move redundant as well, though the flavor of its ability still works if you imagine its acid causing the damage rather than pure, concentrated sadness--same difference.

Mechanically (for both): Becoming Poison type, outside of an oddity that I will note below outside of this*, has the usual perks it has: few (additional) weaknesses, an inability to be poisoned (in normal circumstances), always accurate Toxic, and absorbing Toxic Spikes. Becoming weak to Ground isn't great, but being part Water means most Ground types at least don't get to switch in freely even if I thankfully stayed sane enough to resist giving this Aqua Jet. Also I will note here that if for some reason you Mega Evolve only after becoming regular Solo Form, then you only ever get Solo-Mega form. It has Life Dew now to help prevent that as well as make staying in the one-time-only School-Mega form somewhat more viable without being easy to just stay at or near 100% HP like with other non-Rest recovery moves, especially with all of the bulk it has and the new inability to be poisoned.*

Mechanically (for School Boy): Its HP remaining low and its ability remaining tied to HP percentage puts it in the interesting place of being one of the only mons that might legitimately want to never boost its HP EVs to increase its bulk, instead having to pick a defense stat and likely stick with that if it bolstered its defenses at all. Besides that, not much to say mechanically since it's intentionally straightforward otherwise beyond never getting to change back from Solo Form like regular Wishiwashi can. Doesn't mean that it still can't probably abuse Rest Talk due to the high stats it actually has, but it doesn't get to save itself as easily via Rest as my Falinks-Mega entry does. As such, this could end up being far more risky for a one-time thing that then turns into a hot potato than I intended admittedly. It's really difficult to tell unfortunately since even if I ran a bunch of calcs, then that still wouldn't cover the entire meta and how it would adapt to this (if it even needed to do so).

As it is, it hits harder on the special side despite its slightly lesser SpA just due to higher BP STAB attacks on that side (thankfully), but it has to worry about being walled by Blissey and/or Chansey if it goes all Special. At least it already had Earthquake to muscle past Toxapex if it goes all physical or else I might actually be worried.

Mechanically (for Flying Solo): It's intentionally still pathetic, but its high Speed means it can at least fire off completely accurate Toxics and pivot well enough before it dies, even if that former is a bit redundant with its ability and even if the latter gets shut down by priority moves due to keeping its pathetic non-Mega bulk. It can support its teammates via Status moves before it goes down, though Taunt had to be added in part just so that it had some actual "offensive" status moves, especially after I got rid of the redundant and somewhat off-flavor Fake Tears.

Outside of that, in a weird way, Bellows Sadness is far friendlier and easier to build around than Nightmare Heart. While Nightmare Heart "just" Curses--which is great, don't get me wrong--the mons so afflicted by it, the fact that Bellows Sadness badly poisons mons like Toxic Orb does mean you can at least make sure at least some of Wishiwashi's teammates aren't able to be poisoned via using a Steel type or additional Poison type. It also means you should prioritize KOing those types of mons on the opposing team where possible, though this is helped by Wishiwashi-Mega's added Poison typing already drawing those mons in since Ground and Rock mons get washed away by its Water STAB and most Ghost mons are relatively frail. That won't stop the stat drops, which are meant to be taken advantage of by special attackers on your team (before turning around and poisoning them like the destructive traitor it is), or be stopped by abilities since it completely overrides them, but it at least somewhat mitigates the actual damage of Bellows Sadness. Similarly, destroying all of the special attackers on the opposing team makes the special defense drops mean nothing as well, though this also holds true for your team too.

(Speaking of overriding though, I have no idea how Bellows Sadness, Nightmare Heart, or Blackmail for that matter interact with Schooling and thus Bellows Madness. That seems..."fun" to try to code.)


*Since some people may not know this, I will note that suddenly gaining Poison typing (or Steel typing for that matter) will NOT cure a Pokémon of being poisoned, badly or otherwise. This is probably clearer now that Corrosion has existed for two gens, but I just wanted to make note of it since I had to double check myself.

**I figure that some damage reduction was needed given both Wishiwashi-School's high stats and Urshifu's terrible yet useful example, even if the latter's problem was more due to a combination of Dark typing having few resists, additional Fighting STAB, and an utterly stupid design to let it also have a 80 BP STAB move that always inflicts a critical hit. Still, let's not repeat Urshifu's design mistakes, shall we? (Also I wonder if anyone will get the reference of the ability's name. If you do, then great. Please rejoice about it silently and don't clutter up the thread.)

***As overlong as this ability's wording is (even for me), it's almost word-for-word the wording of Chandelure-Mega's ability, Nightmare Heart, outside of explicitly noting that it "should" replace any status if possible and, of course, the Special Defense stat drop that is now -2 stages instead of -1 stage. (I'll understand if you mandate it dropping back to -1 stage, Hematite, provided this is legal at all.)
 
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:ss/dugtrio:
Mega Dugtrio
Type:
Ground
Ability: Tunnel Vision (if the target is the same target that was targeted when selecting a move (for singles purposes, if the opponent didn't switch), damage is boosted by 30%)
Stats:
HP: 35​
Att: 110 (+10)
Def: 50​
SpA: 80 (+30)
SpD: 110 (+40)
Spe: 140 (+20)

Even though Arena Trap is banned, Dugtrio still has it, and can still freely use it on cart. It stands to reason that if Game Freak were to make a Mega Dugtrio, they might give it an ability that synergizes with Arena Trap (provided they don't just give it Arena Trap).

This Mega Dugtrio is a stealthy hunter. Before striking, it studies its target and works out the optimal method of attack. However, getting the download on something takes time, and if the target retreats before Dugtrio has a chance to strike, it'll get flustered and won't have time to readjust its gameplan.

Even without Arena Trap at its disposal, this Mega Dugtrio is still a threatening presence. It puts a lot of pressure on the opponent to switch with its high power and blistering speed, and even though its damage output is rather tepid against switching targets, that reduced damage only lasts a single turn. This means that offensive checks can more reliably switch into it, but defensive ones only get minor benefit. It may looks like I dumped a ton of points into Special Attack in order to keep this thing from being too powerful, and that's because I did, but it's also just enough that it could feasibly make use of Hidden Power or Sludge Wave to dent things like Landorus and Tangrowth.

Why are there so many abilities with this flavor? Analytic, Stakeout, Ambush (that last one's my fault, but still). It made naming this ability really hard.
 
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Hello, everyone! Time for your fairly standard 24-hour warning and feedback post! (disclaimer: this is a weird time of night and I can make no promises of exactly 24 hours - you might have a bit of extra time if I need to close subs the following day instead XP)
I don't think there are any major announcements of future events, but there are two minor notes first:

:zoroark::hawlucha:

There's a minor bug right now with Forgery and an unrelated minor bug with Masquerade right now, so I'll be trying to fix those tonight now that I've posted this I wrote this when I didn't know I would be posting this at 4 AM, so uh-- actually I'm going to sleep now, but by the time subs close, I promise!! I have an idea of what to do for both and it shouldn't take long, but sometimes it takes time for any updates to be accepted and go live on both DH and Showdown, so it's still worth putting this down and noting that they may continue to cause problems for a few days.

First: :zoroark: Mega Zoroark's Ability Forgery can potentially deactivate for a given match. This happens if it's copying a consumable item and Forgery wears off at the same time that it's meant to use the item (such as if it's holding a Weakness Policy and is hit by a super effective move); Forgery will wear off first, and then it will be said that Zoroark "used its Zoroarkite!" rather than the item it was supposed to use. From this point, it is possible that Zoroark will be itemless and that Forgery will not activate any more; really sorry about this mistake!
This isn't abusable in any way, so it's fine to keep using Zoroark if this doesn't concern you - you just might want to avoid teams built around consumables like this until it's safe!

Second: :hawlucha: Mega Hawlucha's Ability Masquerade currently has a strange interaction with Intimidate and presumably other Abilities that activate on entry, causing them to activate twice instead of once. I'm not really sure why this happens, but I have an idea of how to revise the code of the Ability for better interactions in a few ways, hopefully both fixing Abilities of this kind and allowing it to use Abilities like Magic Guard before the Ability currently activates (like getting hazard immunity from Magic Guard as it switches in, instead of waiting until it has switched in to gain Magic Guard).
As far as abusing this one... uh... I guess just please don't use Intimidate on Hawlucha teams? XP

But yeah, I think I can fix both of these pretty simply - it's just a matter of when those will go live! I will keep the Discord updated when I address these and again when they appear to be up, so keep an eye open there if you need. C:

:wishiwashi::wishiwashi-school:

Some of you may remember the Submission Sandbox, a side format originally intended to test current submissions that are particularly unprecedented prior to voting. This is mostly being retired and kept to cases of really strong uncertainty - submissions don't normally go there by request, but every once in a while, there's just something extremely unusual that can't be settled after a great deal of conversation, and it's worth it to make something playable and experiment with it in cases like that.
As previously announced, this is just what we're doing with the nerfs for :toxtricity-low-key: Mega Toxtricity (Low Key Form) and :dragonite: Mega Dragonite - both are playable in the sandbox to see how they pan out, so we'll hopefully be back with a final direction for those and a poll soon enough!
However, there's one more Pokémon currently in the sandbox, and this one is a submission for the current slate! The people involved have already done plenty of testing for it and come to a decision on what moves to allow, so it's served its purpose well already - but hey, there's still a day left before voting if you just want to try it out!

The submission in question is :wishiwashi: inkbug's Mega Wishiwashi :wishiwashi-school:, and you can use it yourself by giving a Wishiwashi the item "inkbug" to hold in place of a Mega Stone.
This needed to be tested because it treads a lot of unprecedented ground for a Mega Evolution and for Pokémon in general - there's nothing else quite like the slow buildup of its form changes, which leave it helpless and quite vulnerable until it has the time to set up but have lasting returns throughout the game and don't reset when it switches out. It was hard for anyone to envision how the early turns when it's most vulnerable - and especially the need to run Protect - would affect the kinds of moves it could run.
These factors were most important when deciding on the kind of recovery to give it (the final call here was to give it Wish but not Recover!), as well whether or not its Ability should count turns when Wishiwashi was switched in (the final call was that it should not! the Ability will work like Speed Boost instead, only taking effect if Wishiwashi has been around for the entire turn).
These questions have all been answered now and you can see the final take on the submission in the post above! It just seemed important to give an official update on its inclusion in the sandbox and let people know that it could be tested out. C:

:dugtrio::falinks:

Now for the actual feedback post!! Thank you guys for your patience with this as always! C:

If I don't mention your sub in this post, it's probably fine balance-wise and you're not required to make any changes! It doesn't mean I forgot!​

lydian:​

:dugtrio: Okay so first I just want to say I LOVE THIS?? This is such a creative way to push it to take advantage of Dig and an incredibly cute and clever reference to Whac-a-Mole - I love how it directly shapes its playing style into something so flavorful and fitting
This is genuinely an amazing idea holy heck
That said, I had a small concern on the balancing front: I think it would probably be a safer call not to raise Attack on turns when it uses a status move - mostly because I'm worried this Ability can be exploited too easily by using moves like Protect, Substitute and Dig in tandem, and it's fast enough that raising Attack quite that much scares me a little.
I don't plan on vetoing this either way - I'm kind of conflicted myself, and it's hard to wrap my head around how it compares to a more conventional form of setup in terms of practicality I think if I had been writing this post sooner, I would probably have wanted to put this in the sandbox too, and I am beating myself up for not thinking of that in time OTL - but that's a change I would strongly encourage if you're willing!


:falinks: Oh, uh... uuusually just combining the complete effects of three Abilities in one is something to be avoided;;
Because of the context that Falinks is made up of multiple Pokémon and it could be seen as sort of similar to the existing As One Abilities in flavor, I won't veto this one or require any changes - but I still feel like noting that this is generally discouraged and that you should consider whether you actually need to stack all three of these Abilities, what they're accomplishing for it as a Pokémon and whether you could get by with just one of the three; it might benefit your sub to stick with one of them!


:falinks: I think I mentioned this on the Discord, but this Ability kind of makes me wary because it interacts somewhat poorly with the way Showdown simulates battles (since Showdown doesn't normally have you select team order - whether you even know your opponent's team order depends entirely on whether they have specifically a Zoroark on their team, which feels like a really weird form of variance to introduce to an Ability like this), and I'm also not completely sure if I can track the party slot Falinks was in before it entered.
In addition, the value of a totally free Attack or Speed boost seems pretty dangerously high even on the assumption that you and your opponent know when it will happen and it happens at the correct time.
I'm still not sure if this is an Ability I can really support adding and I would sort of urge you to reconsider it if you can;;

(that said: I love your :wishiwashi::wishiwashi-school: so much and I am completely for them!!
Cry for Help especially is a really clever way to work around Solo Form's innate limitations and I respect that a lot)


:falinks: okay just because BitBitio "angry"-reacted the post I feel a need to confirm - could you possibly verify whether he's okay with you using his Ability Decelerate on your Falinks sub? I am okay with this balance-wise, but I feel like it would be unfair to allow this if he was saving it for something specific or anything;;
(I can also check with you both on the Discord! half of the reason I'm putting this here is just so I don't forget when I'm compiling subs XP)


:wishiwashi-school: I'm kinda concerned about the Ability on this one, and I don't think I can allow it;;
The first part is just a minor optics issue and not the main reason, but it's still advice I feel like I should give (this is something that's come up for a few other people in the past as well!) - but I think an Ability that varies based on how much damage a move would have done but then changes the amount of damage the move does is a bit unrealistic (like it's something a real Ability wouldn't do) and mostly unintuitive to players. But I think the more important thing is just how extreme the effects are themselves, with Wishiwashi being completely immune to some moves for no clear reason and being outright one-hit KOed by others out of the blue.
Part of this is because - if you don't meet the all-or-nothing 1/4 HP cutoff - it's impossible to tell how close to it you were or how much damage your moves are doing; more importantly, because damage can vary by up to 15%, it's possible for the same move to make the cutoff sometimes but not other times and there's not really any way to tell. (For example, if a move is right on the cusp of 1/4, it could be enough to hit Wishiwashi half of the time and not enough the other half - if you get unlucky, you might think the move doesn't work at all. Similarly, if a move does just about half, it's a 3HKO if it does just under half just KOs Wishiwashi instantly if it does just over half, and there's no way to tell.)
This kind of extreme variance - combined with a lack of clarity and responsiveness to the players - feels uncompetitive to me, although it's admittedly hard to put the reason for it into words and I can only hope this makes sense. OTL

I think it would maybe be best to think about what specific moves you would want to do less to Wishiwashi (and what you would want to do more to it), and try to find an effect that's just as specific. For example, as you have it, your Wishiwashi can't nullify Chansey and Blissey's Seismic Toss, but you do have it nullifying Toxapex's moves, most notably Scald - a lot of offensive Pokémon really hate coming in on Toxapex, so you could tailor your Wishiwashi to take advantage of that and make it as easy as possible to take on bulky Water-types like that instead.
If that's the kind of Pokémon you want to beat, I think an effect like Water Absorb or Storm Drain (to keep it fully immune to Scald - so it can come in as safely as possible on Toxapex and a lot of other bulky Water-types) paired with a useful coverage move for dispatching them (Wishiwashi already has Earthquake, and it's not a stretch to say it could use Earth Power too if you want to use the boost from Storm Drain) would achieve a lot of what you want more reliably and in a way that's easier to understand.
You can also deal with chip damage by, say, making it Steel-type (submarine Mega?) - that nullifies sand and poison and reduces damage it takes from Stealth Rock, so it does a lot for you at once - without needing to make it an extra clause of your Ability, which feels less realistic to me.

That's just an example, of course! You could single out any kind of move you want to be able to nullify and build the result around whatever you decide. The important thing is mostly that the Ability should be more specific in function than it is - I tried to give example advice based on the kind of Pokémon I think you've been wanting, so hopefully it's some help, but you could take it in almost any direction you want! - and especially that it's really clear to the players when it will and won't stop a move from working.


:dugtrio: Just the same thing I asked of @A Random Person earlier - is there a reason this needs to be a new Ability that's two entire other Abilities in one? I think you would be better served by just giving it either Infiltrator or Unseen Fist, personally actually the idea of Unseen Fist Dugtrio is hilarious, because the implication is that it even has a fist and you literally can't see it-- sorry. It's just something we really prefer to avoid here - while I won't require it, I will strongly encourage for you to replace it with just one of the two Abilities.

:falinks: This one is flagrantly illegal, so please read the stat rules in the first post about minmaxing first; that aside, we generally avoid making clones of Abilities that already exist without any functional differences (regular Simple would do just fine), and perhaps more importantly, Simple is unquestionably far too strong an effect to give to a Pokémon with stats like this and as many setup options as Falinks. I'm just gonna veto this one out of hand and won't include it unless you replace it with something completely different, sorry; this uh... really shouldn't come as a surprise to anyone.


:dugtrio: This sort of feels to me like it adds an unnecessary layer of RNG to using Dugtrio, and especially for a status like freeze, that's something I would really rather not allow when it can be avoided. There's a section about using RNG while still being competitive in the guide at the top of this post if it's any help, but here I think it is uncompetitive and I don't think I can allow it;;


:wishiwashi-school: This has the same problem as a few other subs in being three Abilities in one (mostly for no reason at all - what does Aura Break have to do with Wishiwashi?), and Intimidate is already a very good Ability in itself - a version that lowers both Attack and Special Attack just feels unnecessary to introduce, especially since we have a doubles metagame as well and Intimidate is game-defining there. I would normally advise you to pick one of the three effects, but we do already have a perfectly good Intimidate Wishiwashi and I feel it would be better to support that one if it's already taking the approach you want (and politely give feedback if there's just something small you wish were different about it!) rather than post a competing sub that's almost identical.

:wishiwashi-solo: There's, uh, a bit of a common misconception when it comes to stat changes like this that I think is important to have in mind. You might be expecting this Wishiwashi to have 148 Attack and Special Attack and 132 Speed, but when you multiply a stat, you're also multiplying EVs and IVs along with it. In actuality, this is sort of the equivalent of a Wishiwashi that has base 181.5 Speed (faster than Deoxys-Speed!) and 296.5 Attack and Special Attack (higher than... anything!!) as long as it Mega Evolves while its HP is low enough, which feels... uh... yyyeah, I'm not gonna allow that, sorry - it's just the kind of Pokémon that either gets absolutely nothing done or wins the game on the spot depending on how prepared your opponent's team is for it, and that's not a good addition to the metagame.


:wishiwashi: Hi! Uh, mostly I'm sort of confused by what you're going for with this one?
It looks like your Ability explicitly changes Wishiwashi from its School Form (its stronger form) into its Solo Form (its weaker form) whenever its HP is above 1/4 - but then its HP is also restored by 1/4 when it changes form, so it goes back above that threshold right away and can't stay in School Form.
Being able to be in its strong form while at the absolute lowest possible HP is already a pretty harsh constraint (even Archeops is allowed more than twice as much HP and has a lot more Speed, and it's already considered hard to use), and with the Ability as you've described it, restoring its HP would just change it back? The effects definitely work against each other, even in addition to how debilitating the Ability is (and how hard it is to manage your HP with something so frail - Solo Form is more likely to faint than to get within a specific 1/4 of its HP), and I thought you might want to reconsider this;;


:dugtrio: Iii have concerns with the balance on this one and I think I'm going to veto it, sorry;;
The risk of missing a move is just not reliable as a balancing factor, and a chance for something to go wrong outside of either player's control doesn't make an otherwise broken Pokémon balanced. The Hustle Mega Evolution we do have, Gumshoos, is nowhere near as strong and fast as yours - I think it would help to point out that this is hitting almost as hard as incredible wallbreakers like Mega Mawile while having a full hundred points more Speed than Mawile does.

CrLmao:​

:dugtrio: I'm... debating how important it would be to enforce the usual stat rules in this case (see the first post for those) on account of being a total role shift, but still be aware that this is something we at least normally wouldn't allow at all and I feel like it demands some kind of justification - what makes you think this belongs as a Dugtrio Mega in the first place...?
There are plenty of other Ground-types whose stat spreads are already suited to a role like this, but Dugtrio's existing stats (both its low defenses, which you've seen fit to raise by 195 points to get the level of bulk you wanted, and its HP, which is one of the lowest for a fully-evolved Pokémon in the entire series) work against this pretty strongly; and it doesn't seem like the change actually has anything to do with Dugtrio, which is all about being fast and frail hence... why you had to go so far out of your way and also out of the rules to change that. It would be one thing if there were a compelling reason this Mega had to be Dugtrio to work or if you gave any justification beyond "Just got bored and made an interesting trick room mon," but I don't think I have any reason to allow this and I don't think I will, sorry.


Okay so uh
I do just have to veto all three of these, sorry;;

:dugtrio: This Ability is extremely complex and unintuitive, changing the way type matchups work in discrete and relatively inconsistent ways on top of a flat damage modifier; for an example of a similar Ability, you should look at Mega Tyrantrum's Prehistoric Rage (which bypasses immunities to Dragon and does absolutely nothing else) or maybe the canon Regidrago's Dragon's Maw (which just boosts the power of Dragon and does absolutely nothing else). There is no reason for an Ability like this to have a different interaction with every level of type effectiveness; I would suggest just running with one of those two Abilities that already exist.
I personally would lean towards Prehistoric Rage on account of its high Speed; if you chose to give it Dragon's Maw, I would also require you not to give it Nasty Plot.

:falinks: As a general rule of thumb, if your Pokémon can't change between its forms and the way to decide between them is entirely within the teambuilder, they are functionally just separate Pokémon.
In this case, what you have is just six entirely separate Mega Falinks (if six separate Mega Falinks with no Abilities) that can't be distinguished at team preview; there's no compelling reason here to accept all of these at once. We don't accept multiple Megas for the same Pokémon without very good reason, pretty much the only common one being if the base form already has multiple forms and it's a necessity; the quantity of different Falinks here is not a good thing, and the only way this is going to be accepted is if you pick one stat spread and make a single Mega around it.

:wishiwashi-school: This Ability just has way too much going on, and it's entirely unnecessary to introduce a new field effect to do all of this. Broadly speaking, field effects are much harder to get right than any other kind of Ability, and because their impact on the metagame and its complexity is so large, we have to enforce much higher standards for them; there's a very detailed explanation of this in the spoiler at the bottom of this post (there are three in a row - it's the last one), but this one definitely does not warrant it.
(small heads-up also: :wishiwashi: The Ability on this one can only possibly activate within an extremely tiny range of HP - between 20%, below which it stops working, and 25%, above which Wishiwashi won't enter Solo Form - and I'm not sure what the point of that is; realistically, whether you get into that range at all is more likely to depend on the rolls your opponents gets with their moves' damage rather than anything at all in either player's control. If the effect is too strong to happen reliably, you should be balancing that by making it weaker, not less reliable - I would remove the 1/5 HP requirement entirely if you try to amend this submission and then weaken the Ability itself.)


:dugtrio: This is hilarious, but I do still have to give serious feedback if it's meant as a serious submission and you want it to be included as an option (I can't really tell)
Uh, on account of this Ability being RNG-based, I'm going to encourage you to read the guide at the top of this post - specifically just the section about using RNG effectively - because I think this in its current state is uncompetitive and doesn't really warrant the random chance here at all. I would not allow this in its current state, though; it's not the kind of Pokémon that can effectively "make its own luck" and instead just adds unnecessary variance to the game in a way you can't really plan around or use.

(I love your :falinks: though!! That's a really cool way to interact with No Retreat and sounds super engaging to use!)


:wishiwashi-school: sorry, I know we talked about this on the Discord and I think I said it was okay, but I'm looking at it again and I'm having second thoughts;;
Wooould you be comfortable with like a 1.3x modifier instead of 1.5x? It seems like this hits extremely hard - particularly with Hydro Pump, which I had neglected to take into account because I don't run it often myself, but I think it's the attack this Wishiwashi would be using the most and it's sort of scary how much it does. OTL

ausma:​

:falinks: Holy heck, I really love the premise of this and the way it makes use of both forms (Legion being so much faster is so neat and completely changes the form dynamics compared to something like Aegislash)
but I think I would still recommend toning down the stats a little?;; Especially when it has a strong STAB like Close Combat, the fact that it can use that 180 Attack and that 135 Speed in the same turn feels pretty extreme to me, and it has multiple kinds of setup. The main benefit of Stance Change is being able to get the best of both forms, so rather than giving each one such extreme highs and lows, I think it would be a good call to tone down each form individually since they're kind of parts of a whole - it feels safer to assume that Falinks will be in the best form for any given situation and decide its stats accordingly than to make each form individually quite minmaxed.

Aurum4:​

(Wow I actually love your :wishiwashi-school:
This is a really cool way to make use of both forms and take advantage of its access to pivoting moves to keep it safe
I support this)

:falinks: I'm slllightly wary of this one, even with the HP requirement, just because this does get Swords Dance man I wish it didn't have this - your idea sounds so much cooler with just No Retreat in mind and STAB on a move as strong as Close Combat. Base 90 at +1 by default is a pretty amazing Speed tier, and getting there and then being able to use Swords Dance afterwards makes me think this might be too good at cleaning?;;
If you are gonna go with an Ability like this, I think maybe giving it a bit less Attack and Speed would be wise - my instinct is to put its Speed at base 65 (-10 from base) and bring its Attack down by 20 to 25 points (110 to 115) as well to be safe, but I think the Speed drop is more important if you would rather do just one!


:falinks: I do actually like the idea of trapping opponents while Falinks itself is trapped - it's an interesting effect that pairs well with No Retreat! That said, I feel like some of the rest of the Ability is extraneous - adding on the effect of Steelworker just makes it feel like two Abilities in one (which is something to avoid) and isn't related to the effect itself at all. The residual damage also feels kind of unnecessary when compared to how every other trapping Ability works, but I would be okay with it if you wanted to keep that part since this also comes at more of a drawback than other kinds of trapping and the extra edge is justifiable.
While he posted his later than you did (I can vouch that he wasn't copying you, for what it's worth - he'd been talking about his idea for a few days before he posted it), I think Magmajudis had the right idea with this simpler version of the effect and I think it would be better for you to do the same. As always, I'm also inclined to suggest that you discuss your ideas together and see if you can come up with a joint submission both of you like, although I would understand if you'd prefer to keep them separate since you seem to have pretty divergent visions for the rest of them!
I also feel like suggesting that you rename the Ability - I can see how you ended up with "Anchor Infestation" when the Ability is a combination of Anchor Shot and Infestation, but the phrase itself really doesn't make any sense OTL
But uh, yeah, the built-in Steelworker effect is the part that I'm questioning the most and I would rather not accept this unless you removed it - having three STABs is unusual and sort of a big deal by itself (especially for a setup sweeper like this) and it just has nothing to do with the rest of the premise as far as I can tell.


:dugtrio: Yeah, this is, uh... this is definitely not just one Ability - the part that modifies Dig feels completely isolated from the part that modifies Dark moves, and it's also really unlike an Ability to overhaul the effect of just one specific move so radically. In addition, the multi-hit effect is only really relevant in the case of moves with secondary effects (it's actually often detrimental for moves without secondary effects, particularly if you're using contact moves specifically), and the only moves you would have Dugtrio use that fit the bill are biting moves - with that in mind, I think this is pretty redundant to the Ability Savage that already exists, and I would suggest just using that instead of making something so similar to it with no extra purpose.

The emphasis on flinching here is not something I support in the first place, though - making a Pokémon primarily to add RNG to battles and make the opponent flip a coin every time they want to move (and flinching is, in fact, the only purpose you've given for the effect) does not make the game more fun and does not benefit the mod, so I kind of wouldn't suggest fixing this.
Instead: when you asked about your first idea on the Discord, Aquatic and Earl gave perfectly good suggestions on how to achieve the original purpose you had in mind without modifying the UI for no reason.
Aquatic's suggestion was this:

If I may suggest something to keep your goal of beating roost and using bulldoze​
Make it so it moves last when using attacking moves with 60 or less bp​

and Earl's was this:

could also make it where 60 BP and lower moves have a gravity/tarrows effect​

and both of these are more competitive and more interesting than what you've done instead - I would really just take one of their suggestions, since they serve exactly the purpose your original idea was meant to fill, instead of going further down this route.


:falinks: I actually totally support the idea of making a Fighting/Ghost Falinks, if not for the reasons you would think!
Ghost is a really interesting type for Mega Falinks because of the way it interacts with Falinks's signature move, No Retreat (No Retreat is a strong move, but it has the drawback of trapping the user; meanwhile, Ghost-types can't be trapped, so it can use it basically for free instead). It's one of the best ways to exploit the effect, so I would really like to see a Ghost Falinks do well, personally!
That said, Ghost is also a really strong type to pair with Fighting, in addition to No Retreat being a very strong move if you get rid of its key drawback, so that has to be handled with a lot of caution, and I thiiink this takes it too far.
The first thing is pretty minor, but if you'd like to keep this Ability, I would not include the part that super effective hits deal 3/4 damage - this is an entirely different Ability's effect, and making customs that are an entire existing Ability and then some is something we try to avoid. I also would change it from a random stat to a specific stat, although it's up to you what stat that should be; there's not really any need for that kind of variance here and it definitely doesn't make equal use of all of its stats, so just picking one of them and sticking with it would be better, I think.

More importantly, I do not feel comfortable with this having Poltergeist; that's the strongest Ghost-type move you could give it, and the combination of Poltergeist and Close Combat is perfect coverage made of two moves that are already extremely good individually. Adding Ghost at all helps Falinks so much that I think this is a case where it doesn't actually need good physical STABs of both of its types; Fighting/Ghost STABs are really dangerous on a setup sweeper because they can't be resisted, so while you probably want to give it a STAB for its new type, giving it a strong physical STAB to pair with Close Combat is actually probably a bad idea. I would let it rely on Shadow Ball or Hex instead, since you've given it the Special Attack it needs to work with those anyway!
I also feel like there are a lot of moves here that aren't necessary to add at all. The one I would consider most important to remove is Teleport, which lets the base form switch out of No Retreat anyway - it defeats the purpose of the most interesting part of making it a Ghost-type and kind of undermines the Mega - but I think most of these additions were just made with Ghost flavor in mind and don't really suit regular Falinks at all. I would encourage you to remove however many you're willing, personally;;


:falinks: I know we talked about this on Discord already, but this does not need all of these moves. This is way too many additions; please prioritize the ones you expect it to use.

bekama:​

:dugtrio: There's a reason why, as you put it, nothing actually strong has Stakeout - on as threatening a revenger as this, I think it might actually be broken? I'm going to ask others' thoughts on the Discord and will make a final decision tomorrow when voting closes, but it strikes me as probable that I will need to veto this and I would encourage you to consider other routes;;

:wishiwashi: I will need you to specify in your post exactly when Wishiwashi's Cry for Help is supposed to activate, but if I'm interpreting it right, your Wishiwashi can potentially be healed by 75% for free every time its HP falls below half. No matter how weak its Ability makes it offensively, that sounds like it could go horribly wrong and create borderline infinite loops; this sounds really broken as a defensive Pokémon and I don't think I'll allow it unless you clarify (or revise) the meaning of the Ability to something else.

qways:​

:dugtrio: I can't tell if this is just a joke submission or if you expected it to be accepted, but total immunity to contact moves is uh
not allowed, no
sorry


:falinks: (It might be worth clarifying or rewording your Ability - at the moment, I'm interpreting this as "Mega Falinks always moves first on its first turn in battle," but is this correct or did you mean something else?)
But uh
I dooon't think this needs to have ten new moves - please prioritize the ones it actually needs! no other Mega has this many and I guarantee this will not use all of them - and it's also not allowed within the rules (nor necessary, since this has plenty to work with already and doesn't really need the minmaxing) for you to lower its Special Attack by 10 to get more points to spend elsewhere. I would personally encourage you to take those 10 points out of Speed so that its Ability is at the forefront, but you can take them out of anywhere you want - you just can't (and don't need to) lower Special Attack like that.
That said, the premise of the Ability itself is cool! I would drop the part about flinching, because that's just Inner Focus (but plenty of Abilities come with Intimidate immunity on top of their usual effects - that's totally fine!), but I really like the core of the Ability and think it sounds really cool as a revenger! If you can adjust this to be a legal submission and preferably tone down the movepool additions, I would like this quite a lot!


:falinks: We're not going to do itemless Megas, and the requirement for Falinks to Mega Evolve will just be to hold Falinksite like every other Mega Evolution in the mod, sorry;;
That said!! United Front is a really intuitive and really clever effect for this and I would totally encourage you to go with that one, if you're still unsure between the two options you presented. That's a super elegant Ability, and I love that it adds a risk to using Falinks but comes with a hidden upside because of its signature move - at least personally, I will totally vote for this if you go with that!!

:xerneas:

Whew! Okay, that's all of the ones I needed to cover (I think)!!

Submissions will close and voting will begin in 24 hours (or perhaps a bit longer - again, weird hour for me to be giving an exactly-24-hours warning XP), and I'll make a compilation of all of the legal entries then! If you've gotten feedback here, it would be best to implement it as soon as possible with that in mind.
(No worries if you can't quite make it by then! If you need to make changes, then as long as you can do that before voting closes just leave enough time for people to vote for you!, I'll be happy to make the amendments you need!)
 
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Mega Falinks
Stone:Phalanxite
Type:Fighting/Steel
Ability:Formation Changes
-Stay at Defensive form until the pokemon use an attacking move, revert back is the pokemon use King Shield
Stats:
Def:65/70(-30)/145(+45)/70/145(+85)/75
Atk:65/135(+35)/90(-10)/105(+35)/80(+20)/95(+20)
New Moves:King Shield, sth related to fire(greek fire, like lava plume?), Wide Guard
The brass falink command the trooper falinks from behind in defensive form, while the trooper falinks hold up shields. When the falinks attack, the troopers hold their lance, while the brass sit on top of them held a sword.
 
:ss/falinks:
Falinks-mecha @ Falinksite
Type: Fighting

Ability: United Front (Prevents this pokemon from switching out for 1 turn upon switch-in)

HP: 65
ATK
: 100 -> 125 (+25)
DEF: 100 -> 120 (+20)
SPA: 70
SPD: 60 -> 100 (+40)
SPE: 75 -> 90 (+15)
BST: 470 -> 570 (+100)

New Move(s): Sacred Sword, Drain Punch

Dex: Legend tells of Falinks that have been in countless battles and honed their teamwork and skill such a degree that they have no wea...is that a mech!?

Edo9p5nU4AE7bo9.jpg
[Some eye-candy I found on google images, wouldn't look like that though. More pokemony]

1. The name is simply a pun since "mega" almost sounds like "mecha", although if one could theoretically get showdown to show "mecha" instead then that would be cool (cough cough nudge nudge).

2.
The "United Front" ability may seem useless and detrimental to the naked eye, but due to the mechanics of no retreat it is a passive boost. This would allow Falinks to pull off 1 "no retreat" and still be able to switch or pull off 2 "no retreats" for a cap of x2 stats and then be unable to switch. Due to its BST range, I tried to make its stats to where you would consider choosing it over Kommo-o.
 
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Just editing the Dug according to hems suggestions (reworking the mon)

dugtrio.png

Mega Dugtrio
No Support- This pokemon seemingly loses support when taking damage but gets more riled up as a result. (When below 50% speed drops by 10% but attack raises 10%)
Ground/Fighting

Hp: 35
Attack: 120 (+30)
Defense: 60 (+10)
Sptak: 50
Sp. Def: 80 (+10)
Speed: 160 (+50)


New Moves: Bulk Up/Body Press/Detect
 
I change the ability since the last one wasnt accepted.

Mega Dugtrio:


Typing: Ground
Ability: 2Fast4You - If Dugtrio acts first it will switch out after its move

HP: 35
Attack: 145 (+45)
Defense: 75 (+25)
Special Attack: 50 (+0)
Special Defense: 90 (+20)
Speed: 130 (+10)

New moves: Triple axel

Description:
Dugtrio is based on a Whack-A-Mole machine and if you are too slow you wont be able to hit a mole in a Whack-A-Mole machine and lose the game. This ability has the same principle and your pokemon wont be able to hit Dugtrio if its slower.
I also gave Dugtrio Triple axel because Dugtrio is three moles with increasing size and Triple axel is 3 hits with increasing strength and ground/ice is great coverage.
 
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:dugtrio: Okay so first I just want to say I LOVE THIS?? This is such a creative way to push it to take advantage of Dig and an incredibly cute and clever reference to Whac-a-Mole - I love how it directly shapes its playing style into something so flavorful and fitting
This is genuinely an amazing idea holy heck
That said, I had a small concern on the balancing front: I think it would probably be a safer call not to raise Attack on turns when it uses a status move - mostly because I'm worried this Ability can be exploited too easily by using moves like Protect, Substitute and Dig in tandem, and it's fast enough that raising Attack quite that much scares me a little.
I don't plan on vetoing this either way - I'm kind of conflicted myself, and it's hard to wrap my head around how it compares to a more conventional form of setup in terms of practicality I think if I had been writing this post sooner, I would probably have wanted to put this in the sandbox too, and I am beating myself up for not thinking of that in time OTL - but that's a change I would strongly encourage if you're willing!
hey hema, happy to hear you liked my dugtrio :) but i think the ability already doesn't raise attack when the user uses a status move?:
Mole-A-Whac (At the end of every turn, if the user wasn't hit by a contact move or used a status move, the user's Attack raises one stage. If the user was hit by a contact move, its Attack stage is reset to 0.)
hmm, i just realised that i worded it horribly... LOL i did intend to not have it raise attack when you used a status move, but clearly i didn't communicate that well enough! sorry about the ambiguity. gonna change the wording to this, to make it more clear
Mole-A-Whac (At the end of every turn, if the user wasn't hit by a contact move AND if the user didn't use a status move, the user's Attack raises one stage. If the user was hit by a contact move, its Attack stage is reset to 0.)
thanks for the feedback though, i probably wouldn't have caught this otherwise!
 

:wishiwashi-school: This has the same problem as a few other subs in being three Abilities in one (mostly for no reason at all - what does Aura Break have to do with Wishiwashi?), and Intimidate is already a very good Ability in itself - a version that lowers both Attack and Special Attack just feels unnecessary to introduce, especially since we have a doubles metagame as well and Intimidate is game-defining there. I would normally advise you to pick one of the three effects, but we do already have a perfectly good Intimidate Wishiwashi and I feel it would be better to support that one if it's already taking the approach you want (and politely give feedback if there's just something small you wish were different about it!) rather than post a competing sub that's almost identical.

:wishiwashi-solo: There's, uh, a bit of a common misconception when it comes to stat changes like this that I think is important to have in mind. You might be expecting this Wishiwashi to have 148 Attack and Special Attack and 132 Speed, but when you multiply a stat, you're also multiplying EVs and IVs along with it. In actuality, this is sort of the equivalent of a Wishiwashi that has base 181.5 Speed (faster than Deoxys-Speed!) and 296.5 Attack and Special Attack (higher than... anything!!) as long as it Mega Evolves while its HP is low enough, which feels... uh... yyyeah, I'm not gonna allow that, sorry - it's just the kind of Pokémon that either gets absolutely nothing done or wins the game on the spot depending on how prepared your opponent's team is for it, and that's not a good addition to the metagame.
Revised my mega wishiwashi.
I changed it to only be wishiwashi-solo, but you can only mega-evolve if wishiwashi is in solo form.

:ss/wishiwashi: Mega Wishiwashi
New Ability: Battle Cry
: This pokemon's attack, special attack, and speed are doubled. This pokemon gets fully healed upon mega-evolving.
Type: Water

New stats:
HP: 45
Attack: 20 -> 38 (+18)
Defense: 20
Special Attack: 25 -> 38 (+13)
Special Defense: 25 -> 90 (+65)
Speed: 40 -> 44 (+4)
(BST) 175 -> 275

New moves:
Gyro Ball, Last Resort, Flail
Description: Using the power from mega evolution as a last resort, wishiwashi sends out a battle cry, which powers it up significantly.

EDITS: I changed the stat spread, I changed the ability, and I added Last Resort.
 
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Mega WishiWashi
Ability: Reinforcement:
This pokemon's base special defense is doubled.
Type: Water, Steel

Stats:
HP: 100
Attack: 20
Defense: 20
Special Attack: 25
Special Defense: 75
Speed: 40

New Moves: Stockpile, spit up, swallow, amnesia, iron defense, body press, knock off, recover, wish, night shade,

Description: Thought having mega WishiWashi be more of a defensive set than a be an offensive compared to the schooling counterpart. If possible maybe have the ability double base physical defense as well. The concept would be based on it's schooling ability. The WishiWashi gather together to increase strengthen their preservation or lifespan, rather than attacking ability. I'm thinking since it's focusing on defense it would become a steel type. All the new the moves are to make it easier to stall.
 
Mega Dugtrio @ Dugtrite
Type: Ground-Poison
Ability: Toxicate - This Pokemon's Normal type moves become Poison type move and have a 20% power boost

Stats:
HP: 35
ATK: 100 -> 135
DEF: 50
SPA: 50->84
SPD: 70
SPE: 120->151

New Moves: Double Edge, Return (It might already get this), Spikes, Toxic Spikes

Pokedex Entry: Dugtrio saw its forest getting polluted and decided to save it. It absorbed all of the pollution and gained the ability to infuse other things with the pollution and became a poison type.

Summary: I was trying to think of a unique idea for Dugtrio and thought about one of the episodes of the Pokemon anime in the first season, where the Diglett stop the man from building because they want to protect their home, where the Dugtrio were planting trees. I also thought about all the pollution in our world and thought, "What if there was pollution in the Dugtrio's forest?" Dugtrio can use the pollution that it absorbed to contaminate other things, too. It has very high speed and attack, but it is very frail. It's ability makes use of the normal type moves it gets. It can act as a fast Toxic user, a sacrificial lead to set up Spikes/Stealth Rock/Toxic Spikes, or a more offensive choice with STAB Toxicate Return/Double Edge and Earthquake. It dies to a 3 hit water shuriken from Greninja and it gets 2KOd by Aqua Jet in the sun from Barraskewda. Mega Dugtrio can serve as an offensive threat or hazard setter and do well.
 
:ss/wishiwashi:
Wishiwashi-mega @ Wishiwashite
Type: Water

Upon mega evolving it switches to solo form if in schooling. (Clarity: It'll always begin mega-evolution in solo form)

Ability
: School's In (If this pokemon is Wishiwashi-mega, this pokemon's hp is restored by 8% and both defenses are boosted by 1 stage at the end of each turn. Switches to schooling form after 3 turns.)
*Active turn not required*

Hp: 45
Atk
: 20 -> 30 (+10)
Def: 20 -> 50 (+30)
SpA: 25 -> 30 (+5)
SpD: 25 -> 50 (+25)
Spe: 40 -> 70 (+30)
BST: 175 -> 275 (+100)

:ss/wishiwashi-school:
Wishiwashi-school-mega @ Wishiwashite
Type: Water

Ability: School's Out (If this pokemon is wishiwashi-mega, both its defenses are lowered by 1 stage at the end of each turn. Damage taken is increased by 1.5x. Switches to solo form after 3 turns.)

Hp: 45
Atk
: 140 -> 165 (+25)
Def: 130 -> 160 (+30)
SpA: 140 -> 165 (+25)
SpD: 135 -> 160 (+25)
Spe: 30 -> 25 (-5)
BST: 620 -> 720 (+100)

New Move(s): Power Trip, Heal bell

Dex: The peculiar mega-stone of a Wishiwashi does not provide any change in the form or boost in power for the creature whatsoever. It instead immensely boosts the communication abilities of a single Wishiwashi allowing it to summon and coordinate a school composed of unprecedented numbers. Schools formed this way are unusually aggressive but do not stay together long. One should never engage a Wishiwashi that is unafraid to travel alone as it may be capable of mega-evolution.



1. Ok where do I start? Um ok, Theme-wise the general idea is that the Wishiwashi are gathering in solo form, while they are dispersing in the schooling form. The names of the abilities are similar to the pokemon's yin-yang name as well as fit its school of fish theme -> Wishi Washi Wax-on Wax-off School-in School-out. School's out 3 turn duration can also be thought of as friday, saturday and sunday for fun.

2. In solo form, as more wishiwashi gather it would make sense for its bulk to increase. The wishiwashi that scattered from schooling would have rested and recovered some health as well, this would give it some sustain to allow it to stay in long enough to change forms and become a presence to be reckoned with.

3. In school form, it has monstrous stats. Being more aggressive and a larger target it, I feel it makes sense for it to take more damage. The damage increase also makes makes it so that its defenses are not actually as high as it seems, giving the opponent a free choice band.

4. It has to be taken into account that PP exists, the school form is on a timer, and you only have 4 move slots. So you don't want to waste attacks outside of school form. Heal bell (school bell) is here to give it alternative way to deal with burn outside of rest due to its slow speed. Power trip is usable and fits the theme. It also is not stab and has low pp and varying power (100-140 assuming no stat drops).

5. School's In requiring no active turn means one can slow switch it in for a head start on the turns. School's out being active for 3 turns effectively reverses its solo-forms bulk gains. The form transformation would happen at the beginning of the 4th turns.



Not going to bother with Mega-dugtrio, looking through the submissions I already knew who was going to get that slot since day 1... (ba dum tss)
 
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I dont have any others, but i pour my heart into falinks. Being one of my favorite mons to use and always an integral part of every swsh playthrough.
Falinks-Mega
Type: fighting-fairy
Ability: Last Stand: upon mega evolving, this pokemon uses no retreat, forcing it to not switch. Using a fighting move raises the users attack and spatk, but lowers the user's defenses. Fairy moves raise the user's defenses, but lower its attacks. this pokemon cannot use a status move. if this pokemon is forced to switch, it faints.
New stats:
hp: 65
attack: 120 (+20)
def: 120(+20)
spatk: 90 (+20)
spdef: 80(+20)
speed: 95(+20)
new moves: play rough, moonblast, aura sphere, flash cannon, calm mind, iron head
 
Hello, everyone!! Sorry for the short delay, but it's now time for submissions to close and voting to begin!!

As always, I really appreciate everyone who took the time to respond to the feedback I gave!!
A couple of subs are still being excluded, though, so I'll tag the people in question just in case they still want to make changes!
(As is the usual policy, it's not too late to update your sub if you just didn't have time in the last 24 hours! If you need to make any changes to a disqualified sub before the voting phase closes, just let me know by DM or in the Discord, and I'll add it back right away if it's fixed! As long as there are still people voting, you have time to win their votes, haha.)

With that said, subs from the following people are still being excluded at the moment:

MegaFlareon (:dugtrio:), VoolPool (:wishiwashi-school:), StarFalcon555 (:dugtrio:), Aurum4 (:falinks:) and Marshmallow_Fish_24 (:falinks:), who didn't edit their subs yet;
qways (:dugtrio:) did make a new Dugtrio, but it's still pretty borderline and also very similar in function to other better-balanced Dugtrio, so I'm also excluding it for the time being (let me know if anyone disagrees with this and I'll add it back!);
EeveeGirl1380 (:dugtrio:) submitted after the feedback post, so I wasn't able to respond in time, but I'm wary of how hard-hitting and fast this is, and Ground/Poison is deceptively good STAB coverage - since Dugtrio already gets Double-Edge and Return, removing moves isn't an option to tone it down offensively, but I would at least ask you to lower its Attack to like 110 or 115 at most if that's alright?;;
harmony96369 (:falinks:) also submitted after the feedback post, so I wasn't able to respond in time (actually, subs would've closed by then anyway if I hadn't been late XP), but this is too strong for me to allow on account of starting with an omniboost and snowballing offensively so easily by using its STAB moves.​

If any of you still want to make changes and get them in, now would be the time!
Every other submission (I think - if I missed any, that's a mistake, so please tell me!) is included! Thank you guys so much for your cooperation and your fantastic ideas! C:

Slate 29 Voting

Those exceptions aside, here's the list of legal submissions for your voting convenience! As usual, this will be split across multiple posts because the character limit requires it, haha.

:dugtrio: Mega Dugtrio
Mega Dugtrio


Ability - Sand Veil, Arena Trap; Sand Force ➝ Mole-A-Whac (At the end of every turn, if the user wasn't hit by a contact move AND if the user didn't use a status move, the user's Attack raises one stage. If the user was hit by a contact move, its Attack stage is reset to 0.)

HP - 35 ➝ 35
Atk
- 100 ➝ 112 (+12)
Def - 60 ➝ 84 (+24)
SpA - 50 ➝ 70 (+20)
SpD - 70 ➝ 98 (+28)
Spe - 110 ➝ 126 (+16)
BST - 425 ➝ 525 (+100)

Movepoll Changes - n/a
Competitive Corner - This seemed like a fun way to make use of Dig and make for a Pokémon that is able to punish switches but not too much, in a way, standing loyal to its Arena Trap legacy. Throw Dig, Substitute, some coverage, and you're set :)
Flavor Corner - The idea here is that Dugtrio is based on Whac-A-Mole, and the only way to beat Whac-A-Mole is to "Whac" the "Mole", obviously, therefore, Dugtrio is rewarded for not being hit, in a way, reversing the roles, and Dugtrio might be the one "Whacing" you!

Type: Ground
Ability: Dig on This (When this Pokemon uses the move Dig, it hits instantly and the user switches out afterward, regardless of whether the move hit. Dig has 1.3 increased power.)

Stats:
Health: 35
Attack: 125 (+25)
Defense: 70 (+20)
Special Attack: 50
Special Defense: 85 (+15)
Speed: 150 (+30)

Flavor reasoning: How could you make a Dugtrio-Mega and not give it some way of utilizing its (technically) specialty move, Dig? This variation of Dugtrio has slightly toughened defenses and can Dig faster than ever, allowing it to escape the clutches of many potential threats coming it's way.
(also god dammit pokedex entries, every single one of them is 'hAhA DiG 60 mIlEs uNdERgRoUnD')

Competitive reasoning:
Hit and Run offensive pivot, anyone?

Dugtrio @ Dugtrio Mega Stone
Ability: Sand Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dig
- Stone Edge
- Stealth Rock
- Earthquake

This is the set most people would want to use. Max investment in speed allows it to reach a speed tier that is matched by few Pokemon in general. Stealth Rock can be replaced with Sucker Punch to allow Dugtrio to finish off weakened threats/get the quick draw on priority users (except Rillaboom but Rilla is busted), Earthquake and Stone Edge being hard-hitting moves that make any Pokemon quiver in fear (unless you're Rillaboom, but again, Rilla is busted), while Dig is the main attraction of this moveset, giving Dugtrio a solid 96 BP Ground move that allows it to run away from potential defensive checks like Corviknight and Amoonguss with ease, while potentially denting grounded Pokemon (like Pex and Blissey) in the process.

Essentially, it's Offensive SR Garchomp, but tons more fun.
:dugtrio:Dugtrio Mega
New Ability: Gravitas — Summons gravity on switch-in (Orbeetle-Mega's ability)
Type:

Stats: 35 / 145 (+45) / 80 (+30) / 60 (+10) / 110 (+40) / 95 (-25) (BST: 525)
New Moves: Pain Split
Description: I was looking at what Orbeetle could do with Gravitas and I was like "man, focus blast is cool but idk, there could be such a better use for that ability". That better use being spamming those sweet sweet earthquakes. Kind of like the spiritual successor of Zygarde where you only really need one move and the rest can be spent on utility/weird set up options. Contrarily to Zygarde, this one hits substantially harder, but has way less bulk and options in general (which is what pushed zyg over the edge). Still, being able to hit defoggers with eq with a rocker is a pretty cool feat. This mon's biggest problem is being really mid against offense, you're honestly not gonna go that far with 95 speed. You can probably do cool stuff by not mega-evolving turn one but honestly I have trouble picturing anything useful.



Dugtrio-Mega @ Dugtritite

Ability: Grand Ground Guard – Dugtrio-Mega Starts with 3* “pawns”, most likely 3 slightly taller digletts. Every time Dugtrio-Mega were to lose hp (except by status or entry hazard), it loses one. It cuts damage it would have taken to a third (thirds? the damage) and lowers Dugtrio-mega’s attack by 1. If dugtrio mega has no pawns left, it’s attack will be permanently decreased by 1. These cannot be regained in any way. Imposter will copy the number of pawns remaining.

No Type Changes *{I can lessen/increase the amount)

Stats:

Hp: 35

Atk: 140 (+40)

Def: 60 (+10)

Spa: 50

Spd: 80 (+10)

Spe: 160 (+40)

New Moves: (Bold=Notable) Quash, Head Smash, Iron Head

Physical Description: The tallest of the dugtrio has a crown of earth and stone and grows a lot bigger and has an angry expression. There are 3 middle sized ones guarding the tallest one, with a circle of about 12 digletts surround them. The crown has sand in the center which flows onto the heads of the middle-sized ones and surrounds the digletts.

Competitive Description: This dugtrio plays extremely hyper-offensively, with head smash and earthquake forming a great and powerful core of moves. Stone Edge/Rock Slide may still be used, as to not use up grand ground guard (because it activates on head smash recoil as well). It’s speed is excellent, and memento is a great fit for this because of its playstyle. Grand Ground Guard is a double edged sword, as it blocks priority from instakiling it and reduces head smash's recoil so that it doesn't 2hko itself because of it's horrendous hp, but in return, it nerfs its attack, making it so that it only has 3 chances to use head smash. Even with -1 attack, i believe it can still do some damage. Seriously held back by mega corv. Also, no partial rock typing since stab head smash might be too much.

Sample Set:

Dugtrio @ Dugtritite

Ability: Sand Veil

EVs: 4 Hp / 252 Atk / 252 Spe

Adamant/Jolly Nature

- Earthquake

- Head Smash / Stone Edge

- Memento / Night Slash / Shadow Claw

- Memento / Stealth Rock / Iron Head / Hone Claws
:ss/dugtrio: Mega Dugtrio
New Ability
: Power of Three: The base power of this pokemon's moves is divided by three, rounding up. This pokemon's moves are used three times.
Type: Ground (No Change)

New stats:
HP: 35
Attack: 100 ->120 (+20)
Defense: 50 ->70 (+20)
Special Attack: 50 ->120 (+70)
Special Defense: 70
Speed: 120 -> 110 (-10)
(BST) 425-> 525

New moves
: Charge Beam, Close Combat, Crush Claw
Description: This ability could be cool to use with status moves, or with moves that have a high chance to use their secondary effect.
:Dugtrio:
Mega Dugtrio
New Ability
: Tunnelling - In the 'invulnerable turn' of Dig, this Pokemon can switch out instead of attacking. Multiplies the power of Dig by 50%. [Credit to PalpitoadChamp for this ability from DLCmons. I hope you don't mind me taking it but let me know if you are.]
Type: Ground/Dark

New stats:
HP: 35
Attack: 100 -> 130 (+30)
Defense: 50 -> 70 (+20)
Special Attack: 50
Special Defense: 70 -> 90 (+20)
Speed: 120 -> 150 (+30)
(525 BST)

New moves: Parting Shot
Description: This ability turns Mega Dugtrio into great team support, as it now gets an interesting 'fast pivot' move that is somewhat like inverse Teleport. It creates a lot of mind games and removes the 'predictability' of Dig. Unlike other pivoting moves, the choice to pivot is optional. I don't want to overexplain it because it's really simple but incredibly effective because it is just oozing options. Beyond this new tool, Dugtrio still offers support through Stealth Rock, Pursuit (now STAB) and Memento.
:dugtrio: Mega Dugtrio
New Ability
: Road Trio - This Pokémon uses Ground moves 3 times, with Attacking Ground moves having their power reduced to 33%. Works with Ground-Type Status Moves as well.
Type: Ground

New stats:
HP: 35
Attack: 145 (+45)
Defense: 70 (+20)
Special Attack: 60 (+10)
Special Defense: 70 (+0)
Speed: 145 (+25)
[525]

New moves: Spikes, Taunt
Description: I realise a lot of other submissions have a simillar idea for Dugtrio hitting 3 times. I also might hear you asking what's the point of making it hit 3 times but have its power cut in 1/3, essentially making no difference in damage. Well, the answer is simple. Road Trio also affects Status moves, meaning Dugtrio can get 3 layers of Spikes in one turn! It fills the role of a lead, being able to shut down opposing leads with Taunt, forcing out foes so it can set hazards more easily and also carrying Stealth Rock itself if you want both hazards (Beware that Dugtrio lacks longevity though). It hits slightly harder than Base Dugtrio with a Life Orb, making sure its attack isn't broken. Its overall high Speed also allows it to further work out its Lead role by outspeeding most foes and Taunting them. Dugtrio's shotcoming is the base 35 HP, giving it frailty that can't really be worked around.

(Also while I know this is a singled Meta, this thing is very cool in doubles with Bulldoze and Rototiller and you can also use the way gimmickier and less good Scorching Sands)
:ss/dugtrio:
Mega Dugtrio
Ground
Ability: Convection Current (Mega Dugtrio's Speed is doubled when gravity is intensified.)

Hp: 35
Att: 145 (+45)
Def: 80 (+30)
Spec Att: 75 (+25)
Spec Def: 90 (+20)
Sped: 100 (-20)

New Moves: Gravity, Zen Headbutt

Description: I may not have a 5 paragraph explanation like Hematite, but I think Convection Current is too good to not use on a mega. This pokemon takes advantage of the gravity by hitting hard with Earthquake, Zen Headbutt, and Stone Edge. This combo is very effective at destroying lots of pokemon. But it only really needs earthquake to kill most pokemon. I did some calcs and
252 Atk Dugtrio Earthquake vs. 252 HP / 252+ Def Blissey: 322-379 (45 - 53%) -- 30.5% chance to 2HKO
252 Atk Dugtrio Earthquake vs. 252 HP / 0 Def Mew: 178-210 (44 - 51.9%) -- 12.5% chance to 2HKO
252 Atk Dugtrio Stone Edge vs. 0 HP / 4 Def Rillaboom: 129-152 (37.8 - 44.5%) -- guaranteed 3HKO after Grassy Terrain recovery
252 Atk Dugtrio Earthquake vs. 0 HP / 0 Def Celesteela: 348-410 (103.8 - 122.3%) -- guaranteed OHKO
252 Atk Dugtrio Earthquake vs. 252 HP / 4 Def Corviknight: 338-402 (84.5 - 100.5%) -- 6.3% chance to OHKO
-1 252 Atk Dugtrio Earthquake vs. 0 HP / 12 Def Landorus-Therian: 127-151 (39.8 - 47.3%) -- guaranteed 3HKO
252 Atk Dugtrio Earthquake vs. 0 HP / 12 Def Landorus-Therian: 192-226 (60.1 - 70.8%) -- guaranteed 2HKO
252 Atk Dugtrio Earthquake vs. 252 HP / 80 Def Ferrothorn: 132-156 (37.5 - 44.3%) -- guaranteed 3HKO after Leftovers recovery
:rb/dugtrio:
Dugtrio-Mega
Holey Moley
Type: Ground
Ability: Diggy Diggy Mole - After Dugtrio attacks with Dig, the opposing pokemon is hit again the following turn at half power.

New Stats
HP: 35 (Unchanged)
Atk: 120 (+20)
Def: 90 (+40)
SpA: 50 (Unchanged)
SpD: 90 (+20)
Spe: 140 (+20)

New Moves: None.

"I am a mole and I'm digging a hole! Diggy Diggy Mole!"
Dugtrio's new ability turns Dig into a pseudo Future Sight. Turn one is the charge turn. Turn two is when Dugtrio attacks with Dig. Turn 3, the opponent is hit with a 40 bp Dig, even if they switched out (except flying types of course).

This does not stop Dugtrio from starting another dig up again, as there wouldn't be another Future Sight-like effect until turn 4, and the first one ends at the end of turn 3.

The idea for this came from sinkholes, and the idea of Dugtrio-Mega causing sinkholes underneath the opponent from all the digging it does.

With the extra defense, it has hope in taking weak attacks now, and can afford 76 EV's in a Defense stat as Jolly with 176 EV's in Speed puts him at 396 Speed, making him outspeed KoKo.

I was gonna name it Pitfall or Sinkhole, but then I thought Diggy Diggy Hole would be funny (and it was (and it fits)) and then made it more punny (and more fitting) because it's the Mole pokemon.
:ss/dugtrio:
Mega Dugtrio
New Ability
: Triple Threat: On switch in, this pokemon's three highest stats gain a 1.2 boost.
Type:
Sand Tomb - Ground-type

New stats:
HP: 35
Attack: 100 ->130 (+30)
Defense: 50 ->60 (+10)
Special Attack: 50 ->60 (+10)
Special Defense: 70
Speed: 120 -> 170 (+50)
New moves: None
Description: A mon following in the footsteps of MegaDrill, excelling in certain stats while being simply horrible in others.
Mega Dugtrio
Type: Ground
Ability: Excavator:
This pokemon ignores Opponent's Substitutes, Protect, and screens ( Infiltrator + Unseen Fist Clone)
HP: 35
Atk: 100 => 140 (+40)
Def: 50 => 70 (+20)
SpA: 50
SpD: 70 => 85 (+15)
Spe: 120 => 145 (+25)
New Moves: Bulk Up, Superpower, Zen Headbutt, Gunk Shot, Knock Off, Taunt
Description: Mega Dugtrio can take advantage of stall by ignoring Protect and can prevent opponents from using status moves with Taunt. It also does well against offense, as it ignores screens and is faster than most pokemon.
Mega Dugtrio
:ss/dugtrio:
New Ability : Holey-Moley : When Dugtrio reaches half or less HP, It comes out of its hole and shows its true self...A three headed dangerous threat who looks like he looks like he trained with G-Max Grimmsnarl. Its attack increases and becomes a bit bulkier, only for a little bit of speed loss.
Type : Ground
Holey-Moley Type : Dark/Ground

Stats

HP: 35
ATTACK: 100 ---> 120 (+20)
DEFENSE: 50 ---> 90 (+40)
SP.ATTACK: 50 ---> 55 (+5)
SP.DEFENSE: 70 ---> 90 (+20)
SPEED: 120 ---> 135 (+15)

Holey-Moley Stats

HP: 35
ATTACK: 120 ---> 135 (+15)
DEFENSE: 90 ---> 105 (+15)
SP.ATTACK: 55
SP.DEFENSE: 90 ---> 105 (+15)
SPEED: 135 ---> 105 (-30)

New Moves : U-turn, Shore Up, Knock Off, Dragon Dance! (Just kidding about that last one, Dugtrio would be OP with DD)

Description : Dugtrio goes from being a fast, frail not that hard hitting little dude to a decent speed, bulky nuke with its Holey-Moley ability.
Sample Set : Earthquake (STAB), U-turn (Good for escaping tough situations, momentum and helps keep Dugtrio alive), Shore Up (Good for getting back in your speedy form) Knock Off (Good Holey-Moley Stab and great for knocking off lefties)
:ss/dugtrio: Mega Dugtrio @ Dugtrite

New Ability : Triple Crusher
(This pokemon Physical moves become multi-hit moves and hit three times with 1/5 of the Base Power move for the first hit, 2/5 for the second and 3/5 for the third hit. Accuracy check only for the first hit.)
[Two turn moves works like : charges => hit (2/5) => hit (3/5) instead of hit (1/5) => hit (2/5) => hit (3/5).]

Type : Ground/Rock

New stats :
HP: 35
Attack: 100 -> 140 (+40)
Defense: 50 -> 70 (+20)
Special Attack: 50
Special Defense: 70
Speed: 120 -> 160 (+40)
(BST) : 525 (+100)

New moves : (None)

Description : What if every moves of this pokemon become a better version of Triple Axel ? Like every head uses its own power to attack the foe instead of using the three heads together, the power of the move increase each time because the three heads don't have the same strength, to me, the small one is the weakest and the height one is the strongest.
I have a prototype design of the mega :
:ss/dugtrio:
Mega Dugtrio
New Ability
: Drilling Sandstorm (deals 1/12 extra of all non ground pokemons HP after using a ground move. Factors in weakness like stealth rock.)
Type: Ground/Rock
New stats:
HP: 35
Attack: 130(+30)
Defense: 85(+35)
Special Attack: 50
Special Defense: 95(+25)
Speed: 130(+10)
(525) New moves: Diamond Storm
Description: In its dex entry it states that it could go down 60 miles! I imagined that when it drills down it causes a bunch of sand to fly out from the sides. So its ability is all the debris and sand that flies out when it drills. When it drills, the debris that flies out caused the damage and the debris is like stealth rocks flying around. Ground rock for STAB diamond storms and because it digs up rock? Let me know if I should remove the rock typing.This pokemon's stealth rock chip will still does 25% to flying types guaranteed. Overall, I think this Pokémon's niche would be to chip down opponents for teamates and punish flying types who want to come in for free. One thing to note is that dig activates the ability on first use AND second.
Mega Dugtrio

Type: Ground+ICE
Ability: (took a bit ngl)(the name is subpar) Rotation dance: all three heads cooperate so as a result its ability cycles through 3 abilities: Sand force, Sand veil and tangling hair as well as their stats:

Diglett 1:
HP: 35
ATTK: 145 (+45)
DEF: 85 (+30)
SPA: 50
SPDEF: 70
SPEED: 145 (+25)

Diglett 2:

HP: 35
ATTK: 50 (SWITCHED WITH SPA)
DEF: 50
SPA: 145 (+45)
SPDEF: 100 (+30)
SPEED:145 (+25)

Diglett 3:

HP: 35
ATTK: 100
DEF: 100 (+50)
SPA: 50
SPDEF: 100 (+30)
SPEED: 145 (+25)

MOVES
: ice beam, icicle crash body press

DESCRIPTION: so since ninetails and sandslash got an ice alolah form, i gave it an ice mega, and the fact that moles always look like they have a cold just added to it. to sum it up they are frail and have the strength to back it up (vice versa)
:ss/dugtrio: Mega Dugtrio
Type:
Ground
Ability: Flat-earther

Dugtrio will claim that the Earth is flat and nothing can convince it's heads they're wrong, even science.

It will proudly shouts it fallacies all over the place, annoying anyone that has a functional brain.

Volatile status conditions will not fade while this pokemon is active, for every pokemon active on the field, including itself.

HP: 35
ATK: 120 (+20)
DEF: 90 (+50)
SPA: 51 (+1)
SPD: 89 (+19)
SPE: 130 (+10)

New moves: Flatter, Torment, Taunt.

Don't vote this or else Dugtrio will try to convince you they are right. And they won't stop.
* note: if this wins, the Ability will specifically affect mental status (conditions cured by the Mental Herb) and confusion, as this is the most reasonable interpretation based on the submission's added moves; "volatile status" is a much broader term than people think
:ss/dugtrio:
Mega Dugtrio

Ground
stats
hp- 35
atk- 100(+20)>120
def- 50(+40)>90
spa- 50
spd- 70(+20)>90
spe- 120(+20)>140

ability: Triple Threat- at the end of each turn dugtrio gets a 1.5x boost to either attack and spatk, defense and spdef, or speed. each boost only lasts until the end of its next turn

So with this ability Mega Dugtrio is gonna be faster than max investment Regieleki 1/3 of the time which is pretty funny in my opinion. The 1.5x boost to it's defenses might make up for it only having 35 hp just a little bit but it still doesn't want to take a lot of hits
I present to you... an unusual trapper
:Dugtrio:
Mega Dugtrio

New Ability
: Dry Skin

Type
: Ground | Dark

New stats
:
HP: 35
Attack: 100 -> 150 (+50)
Defense: 50
Special Attack: 50
Special Defense: 70 -> 100 (+30)
Speed: 120 -> 140 (+20)
BST: 425 -> 525 (+100)

New moves:
Pain Split, Taunt, Refresh

Description:
Since Dugtrio is used to life much below the Earth's surface, it doesn't like sunlight very much. To avoid getting its body heated (after all, it has paper thin skin!), it will only appear when the sun goes down. Hence its ability Dry Skin and the secondary Dark type.

Competitively, the combination of Dry Skin and the dual type makes it so that Mega Dugtrio is able to scare many popular Water Pokémon, such as Slowbro, Slowking, Toxapex, Battle Bond Greninja, Mega Starmie or Mega Araquanid (which usually runs only offensive water moves). After all, thanks to Dry Skin, it is unaffected by Water moves. And having a secondary Dark type means it is unaffected by Psychic moves like Future Sight and doesn't take much damage from special Dark moves.

So, this turns a Ground type Pokémon like Mega Dugtrio into a Pokémon that prefers trapping special Water Pokémon; it naturally learns Pursuit, after all, (which has now STAB)! The additional moves make sure it can prevent certain status moves from working, like Teleport or Toxic. Refresh guarantees, it won't suffer status problems from Toxic. And Pain Split allows Dugtrio to fulfill its job more reliably. It also synergizes well with its low HP.


:ss/dugtrio:

/


Ability: Scatter (Upon switch-in, the user will gain the "Scatter" volatile.)

"Mega Dugtrio spread itself around the battlefield!"

The user's damage output is 33%.
When taking damage, if the opponent is grounded, the user will use the move in the 1st moveslot.
When a Pokemon switches in and is grounded, the user will use move in the 2nd moveslot.
When dealing damage, if the opponent is grounded, the user will use the move in the 3rd moveslot.

HP: 35
Atk: 120 (+20)
Def: 75 (+25)
SpA: 55 (+5)
SpD: 90 (+20)
Spe: 150 (+30)

New Moves: Foul Play, Knock Off, Spikes

Reasoning
:

From the moment I was brainstorming this Dugtrio idea, I knew I wanted to have each head play an independent role in battle, and in execution, create what's a "combo" Pokemon, for the lack of a better term.

What I ended up with was an insanely fun concept that lets the Dugtrio user effectively chain moves together, and it essentially works through letting different moves be used independently under different conditions, letting the Dugtrio user have complete and full control over what move is used when, at the severe cost of power for each move used.

There are a few ways this can work:

1: Utility spam with Stealth Rock, Spikes, or Knock Off
2: Use of Endure, Reversal, and/or coverage options to combo offensive moves of varying types against the opponent
3: Use of Sucker Punch to get conditional priority attacks
4: Any combination of these together!

Essentially, you have what's a customizable harasser and utility demon, with the added Dark-type to take advantage of the Dark-type's fascinating utility toolkit. Obviously, the initially scary thing is that attack stat, speed, and ability to chain attacks so effortlessly, but the permanent 66% damage penalty and conditional "if the opponent is grounded" problem really comes to play here, as we're talking about moles bound in the earth, pretty much. This means that despite it seeming really scary at a glance, it has a lot of very easy counterplay, and could actually be underpowered, if anything. For reference, a solo Earthquake barely KOs offensive Heatran with this current Attack stat.
:dugtrio: Dugtrio-Mega @ Dugtrionite
Type:
/

New Ability: Eldritch Presence - "On switch-in (or Mega-Evolution), the field becomes Psychic Terrain. This terrain remains in effect until this Ability is no longer active for any Pokémon."

NEW STATS
HP:
35
Atk: 100 => 133 (+33)
Def: 50 => 63 (+13)
SpA: 50 => 63 (+13)
SpD: 70 => 80 (+10)
Spe: 120 => 151 (+31)
(BST: 425 => 525)

Movepool Additions: Expanding Force, Psychic Fangs, Psychic Terrain, Psycho Cut, Teleport
Why in the gods' names does Psychic Fangs have more BP than Zen Headbutt and more accuracy at 100% in addition to a 100% guaranteed and arguably better side-effect? Like...what? It also makes Psycho Cut somewhat redundant unlike the intentional redundancy with Psychic Terrain since all Surge mons still learn their respective terrain. Please Game Freak, must you do this to us?


Description: "Dugtrio's latent psychic abilities have been unleashed due to merging its consciousnesses into a seemingly singular head. Its true body still remains utterly unknowable and even thinking about it causes terrible dread."

This probably looks insane, which is rather appropriate given it ends up taking a lot from the Cosmic Horror genre. It's also rather funny that I end up posting this right after two Dugtrio-Mega ideas that decided to go Dark.

Flavor: For some reason, whereas almost everyone else has been focusing on the triplicate aspect of Dugtrio, which has been fun to see and is something I did at least give a nod to with my stats, my mind quickly got tripped up by the apparent changes in the Pokédex over the years. As someone having been used to Dugtrio just being three separate Digletts cooperating, it was rather weird to see Dugtrio is treated more as a hive mind mon now, with all the implications of having a singular body that we will almost certainly still never see.

As such, my mind just wouldn't let it go and that rapidly (Mega) evolved into "Huh. Given the subtle horrors of what happened with Hydreigon's final evolution and one of its consciousnesses, could the same thing happen to Dugtrio? After all, almost all of the official Mega forms are detrimental to the mons they force to Mega Evolve and Game Freak does surprisingly dark stuff all the time." Granted, this doesn't have to be "that" dark and can even be on the "sillier" side of Cosmic Horror things. I figure the best comparison for my Dugtrio-Mega idea is to the killer refrigerator from the first Silent Hill: silly seeming and something you never quite see enough of to get an idea of what it actually is but still quite capable of destroying you despite that.

Much like Dugtrio's actual body, I have no idea what this would actually look like, if you could even see it at all instead of it just being like a weird, eerily glowing silhouette abruptly interrupting the ground or something else that has shades of "The Color Out of Space". That or two of the "heads" would look somewhat..."off" in part as a nod to both Hydreigon and the other mon previously most known for trapping Gothitelle Wobbuffet.

Mechanically: So this is basically the above idea combined with the fact that all the other abusers of Psychic Terrain a) are decidedly specially oriented and b) already have enough support, especially given how stupidly strong Expanding Force is. Additionally, even the relatively few physically oriented Psychic mons tend to also be Fighting type, which means they largely end up just (ab)using their Fighting STAB far more. That or they're Uber or, in the case of Mewtwo-Mega-X, both.

Psychic Terrain always being present for Dugtrio-Mega means that it simultaneously is forced to use its Psychic attacks as its stronger physical STAB (or FAR strong special STAB if you're truly insane) while also being protected from revenge priority attacks to its truly pathetic 35 base HP. That's especially important when it now has six weaknesses, including a weakness to Pursuit. It's at least not weak to Sucker Punch too, though it can't use its own Sucker Punch anymore against things on the ground.

Its new moves were all chosen with flavor in mind more than mechanics admittedly, especially since it was initially going to get plain Psychic and Zen Headbutt before I realized Expanding Force and Psychic Fangs were more on point. They do at least all have some actual use outside of Psychic Terrain though. Psychic Fangs just happens to be 100% accurate (for some reason) and Dugtrio-Mega can't really afford to miss with that aforementioned horrible HP. Otherwise I would have stuck with Zen Headbutt, especially since that meant Psycho Cut would have been used for something other than fishing for crits; still, it seems the lesser evil than also allowing Dugtrio-Mega to potentially flinch things to death since almost everything else is slower.

The most interesting addition is arguably Teleport. Teleport is something that Dugtrio-Mega thankfully can't abuse nearly as hard as the more bulky mons like Blissey and Slowking, but it also keeps momentum against the amount of things that Dugtrio-Mega would force out otherwise with its actually good coverage even if you have to make a hard read with Teleport--as you should. (That Teleport also is a nod to the odd way it just appears on the field when released from a Pokéball even as Diglett and regular Dugtrio was the main flavor reason it got it.)

Beyond being an extremely fast Psychic physical attacker with built-in revenge killing defense versus priority attacks, I won't pretend that this version of Dugtrio-Mega is all that special. It's honestly more "weird" than "special", but it's at least out of my head now, meaning I can (pretend to) concentrate on other things. Have to pass on the curse after all. SEVEN DAYS.

(Also, yes, the main reason for breaking the theme of threes in the non-HP stats with SpD and Speed and having 151 Speed is mainly to spite Alakazam, including its Mega. Choke on your Psychic Terrain and die, old man.)

Mega Dugtrio


Type:

Ability: Sand Veil/Sand Force/Arena Trap --> Skulk (When using a concealing move such as dig, the user will hide and then switch out for 2 turns, and then switch back in at the end of turn 2, using the attack at 1.2x the power. Calculates damage when it is selected)
Stats:
HP: 35
Attack: 100 -> 120 (+20)
Defense: 50 -> 75 (+25)
SpAtk: 50 -> 80 (+30)
SpDef: 70 -> 75(+5)
Speed: 120 -> 140 (+20)

New Moves: Encore, Disable, Extreme Speed, Nasty Plot, Burning Jealousy

Description: Here's a neat idea, Dig but its U-Turn + Future Sight. So Dugtrio is just a mole that always conceals its lower half, and I assume it can remain hidden for a decent amount of time. With skulk you can pivot away from the opponent and attack them two turns later while bringing in another pokemon to setup for dugtrio. Such as status conditions or entry hazards. You could even bring in a pokemon that knows wish to get dugtrio back to full hp. Now this is quite interesting actually because you can still stack this with Future Sight or Doom Desire to get double damage off in a few turns. Dig now has boosted strength as you can set up hone claws, switch out, and use dig with boosted damage. The only downside being that you lose your stat boosts later anyway. Using a move like Teleport or U-Turn on the turn dugtrio is about to switch in could have a reward maybe? Let's say you send in Rillaboom and the opponent brings out heatran. Then let's say rillaboom pivots and you send out your heatran to take an incoming fire move, you absorb the hit, then dugtrio comes in and does the rest. For its stats I wanted dugtrio to get a bit bulkier even though it probably can't use it. Nasty Plot is still decent since it has an okay special attacking stat, along with a few coverage moves like Hidden Power, Sludge Wave, Burning Jealousy, and maybe tri-attack. Extreme speed works well for priority and makes dugtrio a threat under flygon's Desert Gale, also remember dugtrio has Sand Force, which makes it even better. Dugtrio is also known to move pretty fast underground. Remember the episode diglett debuted? None of the trainers pokemon wanted to fight them because they felt what the diglett were doing was not wrong, essentially disabling the opponents pokemon. And that's where disable comes from! Maybe it doesn't make too much sense but I think its perfect, also encore is nice to mess around with the opponent even further. So yeah, that's mega dugtrio, its just a fast pokemon that pivots away with the move nobody uses and who knows, maybe double future moves can be meta. Idek lol

Dugtrio-Mega
Ground

Arena Trap/Sand Force/Sand Veil-> Pop Up (User's Ground attacks have 1.3x power and apply the Telekinesis effect to all targets).
Stats
HP: 35
Atk: 100-> 130 (+30)
Def: 50-> 80 (+30)
SpA: 50
SpD: 70-> 100 (+30)
Spe: 120-> 130 (+10)
New Moves: None!
Weight: +999 kg

Description:
Inspired by PalpitoadChamp's rather inventive idea for Noivern-Mega, Mega energy boosts the power of Dugtrio's Ground attacks (albeit only by 1.3x since Dug already gets STAB), hitting from underneath the target with such force that they are actually launched into the air, the ground being pushed upwards much like Dugtrio's heads by some unidentified force. For those who don't know, Telekinesis makes the target float for 3 turns, but no attacks can miss against it, so while Dug has to wait to use another Ground attack, it can either follow up with a guaranteed hit on Stone Edge or switch out to a teammate with a high- powered moved that normally suffers due to accuracy. Since Dug's normal deal is "come in, spam EQ", I thought this role would be an interesting change of pace, as well as continuing the mystery of what exactly the rest of Trio looks like.

"Experienced trainers are wary of Mega Dugtrio, particularly of the mysterious noises, emanating from underground, that often accompany it in battle".

New Ability: Speedy Mole (This Pokémon's Dig has a BP of 60, hits at the end of the turn, and cannot be used twice in a row).
Type:

New stats: 35/140/85/50/95/120
New moves:
Smack Down
Flavor Description: The debris from its emergence is known to knock down flying foes. It is left in an unguarded state after it uses Dig.
Competitive Description: Dig discourages the use of Roost because of its end-of-turn hitting effect. You can also use Dig to avoid an enemy attack and then attack at the end of the turn, then follow up with an EQ/Stone Edge the next turn. Drawback is you need another move for Ground STAB after using Dig. Smack Down is for a better matchup vs. Celesteela, Corviknight(-Mega), Skarmory, and Rotom-W.
Dugtrio @ Dugtrionite
Ability: Sand Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dig
- Earthquake
- Stone Edge / Smack Down
- Hone Claws / Smack Down
:ss/Dugtrio:
Mega Dugtrio:
Stone:Dugtrite
Type:Ground
Ability:UndergroundUndercut
-Boost the power of user moves by 1.5 if it is user first turn on the field
Stats:35/115(+15)/80(+30)/60(+10)/100(+30)/135(+15)
New moves: U-turn(if not already), fake out, zen headbutt, iron head
I've made dugtrio as an revenge killer due to its concept, popping out of the ground and "fake out" the opponent.
:Dugtrio:Mega Dugtrio
New Ability
: No escape (if a pokemon tries to switch out dugtrio will use pursuitwith the power of a diglett with the same attack investment stat changes and IVs)
Type: Ground
New stats:
HP: 35
Attack: 125 (+25)
Defense: 80(+30)
Special Attack: 50
Special Defense: 100(+300)
Speed: 135(+15)
New moves: None
Description: upon mega evolving Dugtrio merges with two digletts to get more powerful these digletts chase after every foe thats trying to flee
Mega Dugtrio
Ability: Magnet pull
Hp: 35
Attack: 100
Defense: 95 (+45)
Sp. Attack: 50
Sp. Defense: 95 (+25)
Speed: 150 (+30)
New Moves: slack off, spikes, firepunch

Here are some calcs: (I chose 60 Speed Ivs to outspeed every, non zacian or zamazenta steel type)

252+ Atk Mega Dugtrio Earthquake vs. 0 HP / 0 Def Excadrill: 452-534 (125.2 - 147.9%) -- guaranteed OHKO

252 Atk Mold Breaker Excadrill Earthquake vs. 192 HP / 4 Def Mega Dugtrio: 175-207 (67.5 - 79.9%) -- guaranteed 2HKO

252+ Atk Mega Dugtrio Fire Punch vs. 248 HP / 8 Def Corviknight: 144-170 (36 - 42.6%) -- 94.5% chance to 3HKO after Leftovers recovery

252+ Atk Mega Dugtrio Fire Punch vs. 252 HP / 252+ Def Ferrothorn: 180-216 (51.1 - 61.3%) -- 92.6% chance to 2HKO after Leftovers recovery

4 Atk Ferrothorn Power Whip vs. 192 HP / 4 Def Mega Dugtrio: 254-302 (98 - 116.6%) -- 87.5% chance to OHKO

252+ Atk Mega Dugtrio Earthquake vs. 252 HP / 252+ Def Heatran: 412-492 (106.7 - 127.4%) -- guaranteed OHKO

252+ Atk Mega Dugtrio Fire Punch vs. 0 HP / 0 Def Kartana: 240-284 (92.6 - 109.6%) -- 56.3% chance to OHKO

252+ Atk Mega Dugtrio Earthquake vs. 252 HP / 252+ Def Magearna: 198-234 (54.3 - 64.2%) -- guaranteed 2HKO

0 SpA Magearna Fleur Cannon vs. 192 HP / 0 SpD Mega Dugtrio: 184-217 (71 - 83.7%) -- guaranteed 2HKO

252+ Atk Mega Dugtrio Earthquake vs. 252 HP / 0 Def Melmetal: 218-260 (45.9 - 54.8%) -- 9.4% chance to 2HKO after Leftovers recovery
Mega Dugtrio- Ground
Ability: Skill Link
HP: 35
Attack: 120 (+20)
Defense: 70 (+20)
Spatk: 60 (+10)
Spdef: 80 (+10)
Speed: 160 (+40)
BST: 525
New moves: Rock Blast, Arm Thrust, Crush Claw, Fury Swipes
Description: Assuming that it gets limbs out of the ground then this is a fun way to incorporate the trio.
well, i didnt end up having the brainpower to type more about wishiwashi after all, but i did have it in me to turn another not-anything-bug-related pokemon into a bug for mechanical reasons! i am now a repeat offender.

:dugtrio:
Mega Dugtrio
New Ability: Sand Veil/Arena Trap/Sand Force --> Sap Sipper
New Typing: Ground/Bug

New Stats:
HP: 35
ATK: 100 --> 150 (+50)
DEF
: 50 --> 90 (+40)
SPA
: 50 (--)
SPD
: 70 (--)
SPE
: 120 --> 130 (+10)

New Moves
: First Impression, U-Turn(?)

Desc: you know that one bit early on in rescue team when you first meet dugtrio and he keeps like talking but forgetting to come up out of the ground ? and generally he just like, pops out of the ground to add something to the conversation that no one knew he was listening to and then abruptly leaves with no ceremony and its genuinely so funny of him . this is a pmd dugtrio appreciation post. anyway i think dugtrio should get first impression

sap sipper i think is a neat ability because grass - while not necessarily being a fantastic offensive type on its own - has a good handful of very relevant moves that it's very helpful to be immune to, such as grassy glide, spore & sleep powder, leaf storm, grass knot, and leech seed/strength sap to an extent (while not super common, they're very nice things to be immune to whenever they're relevant). all of these are moves that its generally pretty easy to see coming, and immensely helpful to have a free switch-in for.

being able to use first impression at +1 is an interesting mechanical interaction, and it puts a lot of pressure on potential switch-ins. fortunately for dugtrio's opponent, first impression is also a pretty easy move to see coming, and one that has a lot of switch-in options due to bug also not being a fantastic offensive type on its own. unfortunately for dugtrio's opponent, nearly all of those potential switch-ins are not actually all that safe due to dugtrio's ground STAB and rock coverage, and even corviknight doesn't much like switching in to a +1 stone edge !

however, it's worth noting that dugtrio doesn't get swords dance, so it'll be relying on its unboosted damage output most of the time. this is definitely not an insignificant amount of damage, but it is much more easily walled than if its allowed to get a +1 off of sap sipper! most likely, i can see this playing really nicely as a disruptive pivot, especially due to its SR access and pivoting. definitely paired best with something like a water that's worried about electric- and grass-type foes!

flavor something something dugtrio is a farm pest that ruins crops and tills fields on occasion . no i dont have a non mechanical excuse for making it a bug im sorry. have a nice day

edit; hematite just offhandedly called this "bugtrio" and id like to formally call him out for being funnier than me how dare he
:ss/dugtrio:
Mega Dugtrio
Type:
Ground
Ability: Tunnel Vision (if the target is the same target that was targeted when selecting a move (for singles purposes, if the opponent didn't switch), damage is boosted by 30%)
Stats:
HP: 35​
Att: 110 (+10)
Def: 50​
SpA: 80 (+30)
SpD: 110 (+40)
Spe: 140 (+20)

Even though Arena Trap is banned, Dugtrio still has it, and can still freely use it on cart. It stands to reason that if Game Freak were to make a Mega Dugtrio, they might give it an ability that synergizes with Arena Trap (provided they don't just give it Arena Trap).

This Mega Dugtrio is a stealthy hunter. Before striking, it studies its target and works out the optimal method of attack. However, getting the download on something takes time, and if the target retreats before Dugtrio has a chance to strike, it'll get flustered and won't have time to readjust its gameplan.

Even without Arena Trap at its disposal, this Mega Dugtrio is still a threatening presence. It puts a lot of pressure on the opponent to switch with its high power and blistering speed, and even though its damage output is rather tepid against switching targets, that reduced damage only lasts a single turn. This means that offensive checks can more reliably switch into it, but defensive ones only get minor benefit. It may looks like I dumped a ton of points into Special Attack in order to keep this thing from being too powerful, and that's because I did, but it's also just enough that it could feasibly make use of Hidden Power or Sludge Wave to dent things like Landorus and Tangrowth.

Why are there so many abilities with this flavor? Analytic, Stakeout, Ambush (that last one's my fault, but still). It made naming this ability really hard.
:dugtrio:
Mega Dugtrio
No Support- This pokemon seemingly loses support when taking damage but gets more riled up as a result. (When below 50% speed drops by 10% but attack raises 10%)
Ground/Fighting

Hp: 35
Attack: 120 (+30)
Defense: 60 (+10)
Sptak: 50
Sp. Def: 80 (+10)
Speed: 160 (+50)


New Moves: Bulk Up/Body Press/Detect
Edit: aaaa good catch The Damned! fixed a typo in the heading
 
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:wishiwashi: Mega Wishiwashi :wishiwashi-school:
:ss/wishiwashi:
Mega Wishiwashi (Solo)
Type: Water
Ability: Schooling
Stats:
HP: 45​
Att: 20​
Def: 20​
SpA: 25​
SpD: 25​
Spe: 140 (+100)

:ss/wishiwashi-school:
Mega Wishiwashi (School)
Type: Water
Ability: Schooling
Stats:
HP: 45​
Att: 155 (+15)
Def: 160 (+30)
SpA: 165 (+25)
SpD: 165 (+30)
Spe: 30​

The most interesting part of Wishiwashi is HP management, so I didn't want to take that away by replacing Schooling. School just continues to do School stuff, but Solo plays significantly differently. Instead of just being useless, Solo can use its newfound speed to make a hasty retreat with U-turn or Flip Turn (perhaps to a Wish user to heal it back up), or it can bring the opponent down to Death's door with Endeavor.
:wishiwashi-School:
Mega Wishiwashi
New Ability
: The Power of Friendship (Whenever this Pokemon enters the field, or an opponent switches in, if one of this Pokemon’s stats are lower than the opponent, that stat gains +1. If one of this Pokemon’s stats are higher than the opponent, that stat gains -1. Ability can activate for all applicable stats.)
Type: Water

New stats:
HP: 45
Attack: 165 (+25)
Defense: 155 (+25)
Special Attack: 165 (+25)
Special Defense: 160 (+25)
Speed: 30
(BST: 720)

Description:
Note: upon Mega Evolving, Wishiwashi is locked into school form, regardless of what form it was in prior to mega evolution.
Competitive: I won’t say ‘hey these stats may make this Pokemon look broken, but it isn’t broken!’, because everyone is saying that, and it’s stats can make it broken. They are also a very important part of it.
Power of friendship serves a very different role from Falinks: over here, it nerfs the Pokemon. This is actually quite realistic, since having more people in a group usually causes more conflict. Another factor that nerfs it is its coverage: you have to choose whether you want to go physical and lose out on Ice Beam, special and lose out on Earthquake or mixed and lose out on raw power in at least one stat. Of course, no denying that this is otherwise a very powerful Pokemon! (Fun fact: bring this up against a Pokemon with a stat higher than it’s, and see the opponent get shredded!)
Flavor: “Mega Evolution has caused the Wishiwashi that school together to grow enormously in size. It is often for the once-friendly Wishiwashi to suddenly fight and brawl with one another over minor disagreements, resulting in scars and even deaths.
* you can also vote for かたわれ時 as Hodaka, as per their profile, if you're unable to type their name
:wishiwashi:
Mega Wishiwashi [Shared by Both Formes]
New Ability
: Sardine Sniper - This Pokemon's attacks are boosted by 30%, but it takes 10% of its health as recoil. It transforms into Solo form if it has less than 25% HP.
Type: Water

New stats:
HP: 45
Attack: 140 -> 155 (+15)
Defense: 130 -> 145 (+15)
Special Attack: 140 -> 155 (+15)
Special Defense: 135 -> 150 (+15)
Speed: 30 -> 70 (+40)
(720 BST)

New moves: N/A
Description: 'hey isn't that a life orb for ability?' why yes it is, observant reader! [apparently the last version wasn't feasible to code]

The flavor here is that the Wishiwashi school fires its own members to increase its attack power, but this leaves it eventually without enough fish to keep schooling. Simple effect but it works. Upped speed enough to get some feasible usage off of Scale Shot to boost its speed, but the defense drop makes it easier to fall into solo range.
:Wishiwashi-School:
Mega Wishiwashi-School

New Ability
: Intimidate

Type
: Water

New stats
:
HP: 45
Attack: 140
Defense: 130 -> 150 (+20)
Special Attack: 140 -> 180 (+40)
Special Defense: 135 -> 175 (+40)
Speed: 30
BST: 620 -> 720 (+100)

New moves:
Pain Split, Origin Pulse

Description:
According the Pokédex, Wishiwashi-School form is known as the "Demon of the Sea", even able to scare the fearsome Gyarados. Intimidate mirrors this aspect perfectly.

From a competitive point of view, the ability underlines the defensive quality of a water Pokémon since they tend to switch into physical moves, such as Earthquake or Close Combat. Moreover, it allows this Pokémon to stay longer on the field (especially when it has low HP) and threaten the opponent more often with its huge Special Attack stat.

What's special about Intimidate on Wishiwashi-School is that it is the slowest user of the ability. Thus, if you use U-Turn or Flip Turn, there's a high chance it can safely bring in a Pokémon to deal with the opposing Pokémon. Furthermore, due to the lowered Attack, the new Pokémon can likely use this chance to set-up more easily as it likely doesn't have to take damage from the opponent when brought into the battle due to Wishiwashi-School's low speed.
Interestingly enough, most Intimidate user are physically inclined Pokémon who use this ability to set-up. The few specially inclined Pokémon use it either for fast pivoting (Mega Manectric) or for setting up (Masquerain), meaning Wishiwashi-School can fill the spot of an Intimidate user that offers slow pivoting and immediate power on the special side.

Admittedly, I was focusing more on VGC when creating Wishiwashi-School and calculating its stats as I imagine it to thrive well enough in this format. Having Intimidate means, its partner can support it more reliably. With access to a strong spread move in Origin Pulse, it makes up for its supportive partner not attacking the opponent. In Singles, the addition of Pain Split allows Wishiwashi-School to function as an offensive support Pokémon more reliably without making it too broken if it had a more reliable recovery.
If you need a flavour explanation for Origin Pulse, I'm going to quote mutitus's explanation of Tearful Look on Wishiwashi (Source) at first.

While these creatures are notable for being one of the few Pokémon able to learn the Tearful Look technique, this only serves as a further reminder that their only real defense is to make themselves look too cute for others to attack. They can do this by releasing a thin films over their eyes that makes them look like they are watering up and preparing to cry. In reality, this film not only serves as a deterrent against attack but also a signal, as light is concentrated in this film and projected outward like a beacon, making their eyes shine so brightly that they can be seen from almost 25 miles away; this in turn alerts nearby Wishiwashi as an SOS signal, calling them for assistance so the original Wishiwashi can find at least some safety in numbers.

I imagine Wishiwashi can use this light not only to make themselves cute while calling for help but also to unleash their fury onto their enemy once they've formed into a school form. If Origin Pulse is too much, it can always be left out!

:Wishiwashi:
Mega Wishiwashi

New Ability
: Cry for Help
When the user attacks, damage is calculated based on the power of the last unfainted Pokémon in the player's team.
Extra Info: This power includes the offensive base stats, item, ability, boost, EVs/IVs of the chosen Pokémon.

Type: Water

New stats
:
HP: 45
Attack: 20
Defense: 20
Special Attack: 25
Special Defense: 25
Speed: 40 -> 140 (+100)
BST: 175 -> 275 (+100)

New moves:
Pain Split, Origin Pulse

Description:
The ability is a reference to the Totem battle where it would call an ally to help it. It also fits flavour wise, I think. After all, if it is in this weakened state, surely you need help to defend yourself! And what better way than to cry for help?

Since Wishiwashi is so fast and has low HP to abuse Endeavor (especially since you have to activate this form), it will often force out the opposing Pokémon, thereby making it much easier to click a pivoting move to manipulate your team order and take advantage of its ability. This Wishiwashi really only needs to invest into its Speed to threaten an opponent. The rest could go into its bulk or into its offense if you want to use its school form before turning it into its solo form.
:ss/wishiwashi-school:
Water/Dark
Ability: Chaos Swarm (This pokemon's contact moves lower the target's defense stat.)

Hp: 45
Att: 145 (+5)
Def: 160 (+30)
Spec Att: 160 (+20)
Spec Def: 165 (+30)
Sped: 45 (+15)

New Moves: Crunch

Description: I am CHAOS. We have a unique pivot that weakens the pokemon is pivots out from allowing for upcoming pokemon to deal more damage.
:ss/Wishiwashi:
Mega Wishiwashi-Solo
New Ability
: Rattled
Type:
Brine - Water-type

New stats:
HP: 35
Attack: 20->60 (+40)
Defense: 20->30 (+10)
Special Attack: 25-> 65 (+40)
Special Defense: 25->35 (+10)
Speed:40
New moves: None
Description: This form sucks.

:ss/wishiwashi-school:
Mega Wishiwashi-School
New Ability
: Saftey in Numbers: This pokemon is immune to status and takes half damage from physical attacks from pokemon with defense more than 100 points higher than attack and special attacks from pokemon with special defense more than 100 points higher than special attack.
Type:
Brine - Water-type

New stats:
HP: 35
Attack: 140 -> 150 (+10)
Defense: 130 ->170 (+40)
Special Attack: 140 -> 160 (+20)
Special Defense: 135 ->155 (+20)
Speed: 30 -> 40 (+10)
New moves: None
Description: A crazy strong wallbreaker that goes down very easily to revenge killers and sweepers.
Mega Wishiwashi
Type: Water=> Water/Psychic
Ability: Temporary Alliance:
On switch-in, this pokemon gains +1 SPA and ATK. However, if it falls to 50% hp or lower, ATK and SPA are lowered by 2 stages (Intrepid Sword clone).
HP: 45
Atk: 140 => 160 (+20)
Def: 130 => 155 (+25)
SpA: 140 => 160 (+20)
SpD: 135 => 155 (+15)
Spe: 30 => 55 (+25)
New Moves: Water Spout, Psychic
Description: Boasting monstrous 160 attacking stats coupled with a free +1 boost to both of these stats on switch-in and powerful attacks like Water Spout, Mega Wishiwashi becomes an offensive menace. It also has incredible defense stats, which allows it to tank hits and not let the hindering part of its ability trigger. Speaking of negatives, Wishiwashi has very low speed, and if it falls to under half health, its attacking stats are decreased by -2. Because of these drawbacks, it's best to pair this mon with a Trick Room setter, a Teleport user, or both so that the fish(es) don't take unnecessary damage.
:ss/wishiwashi: Mega Wishiwashi @ Wishiwite

New Ability: Sea Guardians
(Only Wishiwashi-Mega, When HP<1/4, become Solo form and active "Afraid Fish" effect. Else, become School form and active "Feared Fish" effect.)
[Increase speed by one when HP<1/4]

Type: Water

New stats:
HP: 45
Attack: 20 -> 25 (+5)
Defense: 20 -> 35 (+15)
Special Attack: 25
Special Defense: 25 -> 35 (+10)
Speed: 40 -> 110 (+70)
(BST) : 275 (+100)

:ss/wishiwashi-School: Mega Wishiwashi-School @ Wishiwite

New Ability: Sea Guardians
(Only Wishiwashi-Mega, When HP<1/4, become Solo form and active "Afraid Fish" effect. Else, become School form and active "Feared Fish" effect.)
[Lower the highest attacking stat of the foe by one when HP>1/4.]

Type: Water

New stats:
HP: 45
Attack: 140 -> 150 (+10)
Defense: 130 -> 150 (+20)
Special Attack: 140 -> 150 (+10)
Special Defense: 135 -> 150 (+15)
Speed: 30 -> 75 (+45)
(BST) : 720 (+100)

New moves: Life Dew

Description: To me, wishiwashi is a pokemon with a really cool concept behind but GF didn't make it work like it should do. Concretely, having 25% of your HP in base version is like a KO but even worse, because you just give at least one turn to your opponent to set up, here it's totally different, having 25% of your HP or less mean you would have +1 Speed, so its speed reaches 525, this is faster than every pokemon (exept Regieleki), and so you can use maybe Rest to recover or Life Dew, and lower the best attacking stats of the foe.
I also have a prototype design of this one :
Wishiwashi-Mega
(This Pokemon cannot Mega Evolve in Solo Form)
Type: Water/Steel
Ability: Gulp Missile

Stats:
HP: 45 -> 45 (+0)
Atk: 140 -> 160 (+20)
Def: 130 -> 160 (+30)
SpA: 140 -> 160 (+20)
SpD: 135 -> 160 (+25)
Spe: 30 -> 35 (+5)

New Moves:
Flash Cannon, Thunderbolt, Recover

Description: Wishiwashi now becomes a military nuclear submarine. Shoots Solo Wishiwashi and Tynamo.
Mega Wishiwashi:


Typing: Water
Ability: Strength in numbers - If there are more non-fainted Pokemon on your side of the field, this mons moves do 30% more damage.

HP: 45
Attack: 150 (+10)
Defense: 170 (+40)
Special Attack: 170 (+30)
Special Defense: 155 (+20)
Speed: 30 (+0)

New moves: Origin Pulse; Earth Power

Description:
Base Wishiwashi gets stronger by forming a swarm. I wanted to continue this principle and came up with an ability that makes wishiwashi stronger if its team has an advantage in numbers. I also gave it origin pulse and earth power tó improve its wall breaking power so its ability has a chance to be activated.
:ss/Wishiwashi:
Pokemon: Mega Wishiwashi-Solo
Type:
/

Stats: 45 / 25 (+5) / 55 (+35) / 25 / 55 (+30) / 70 (+30) (275 BST)
Ability: Forbidden Seas: Whenever this Pokemon attacks or takes damage, it is calculated using the stat boosts of Wishiwashi-Schooling (+120 for Attack, +115 for Special Attack and +110 for both Defenses). 1.5x to both defenses if the user is at or below 25% HP.

:ss/wishiwashi-school:
Pokemon: Mega Wishiwashi-Schooling
Type:

Stats: 45 / 165 (+25) / 135 (+5) / 165 (+25) / 140 (+5) / 70 (+40) (720 BST)
Ability: Barbarous Coasts: 1.3x damage if the user is above 25% HP.
New Moves: +Shadow Ball, Shadow Sneak, Wild Charge, Work Up
Description: “As for me, I am tormented with an everlasting itch for things remote. I love to sail forbidden seas, and land on barbarous coasts.” -Moby Dick
In its schooling form, Mega Wishiwashi becomes a longer, snow-white sperm whale, assembled by so many stronger fishes including some Goldeen and Tynamo that it adopts that color. If it gets reduced to its Solo form before it can Mega and it does so, it'll call upon its now deceased allies to give it a similar power as if those components were still alive. The boosts for both forms tie back into the 25% health threshold of Schooling
* note: as previously stated, it is entirely my fault that Yung Dramps didn't have time to respond to the feedback I gave, so I have made a provisional decision to nerf Barbarous Coasts to 1.3x as I requested even though this is not consistent with his post; this is because it would otherwise be excluded and the requested change was extremely straightforward, so I hope this is an acceptable decision? Yung Dramps: please tell me if you'd rather change it any other way instead! and sorry;;
:ss/wishiwashi::ss/wishiwashi-school:
Mega Wishiwashi

Solo Form
Water
stats
hp- 45
atk- 20(+30)>50
def- 20(-15)>5
spa- 25(+25)>50
spd- 25(-20)>5
spe- 40(+80)>120

ability: Speed Force- if the user is faster than the target its attacks do double damage


School Form
Water
stats
hp- 45
atk- 140(+15)>155
def- 130(+25)>155
spa- 140(+15)>155
spd- 135(+20)>155
spe- 30(+25)>55

ability: Schooling

I wanted to make Mega Solo Wishiwashi be able to do something, but since it's ability isn't schooling you want to keep it above 1/4 hp if you want it to keep its big boy stats because it ain't going back


:ss/wishiwashi-school:



Ability: Cannonade (Moves hit an extra amount of times depending on how many stat boosts the user has; however, moves are weakened by 1/3 permanently. Hits at a maximum of 5 times.

HP: 35
Atk: 170 (+30)
Def: 150 (+20)
SpA: 170 (+30)
SpD: 155 (+25)
Spe: 25 (-5)

:ss/wishiwashi:



Ability: Reunify (At the end of the first active turn, the user permanently transforms into Wishiwashi-School-Mega, fully heals, and gains an omniboost.

HP: 35
Atk: 20
Def: 20
SpA: 25
SpD: 25
Spe: 140 (+100)

New Moves: Agility, Work Up

Reasoning
:

Let me rip the bandage off: this looks broken, right? Well, don't worry, I wouldn't submit something like this without having paid careful attention to the "how".

Something about these two forms operating as independently functioning Mega Evolutions really rubs me the wrong way. For one, your solo Wishiwashi would have to be at >25% health to Mega Evolve, pretty much making your schooled Wishiwashi the superior choice 99/100 times. So, why not have them work codependently?

Cannonade is a sort of analog to my Mega Magcargo's ability, where the amount of stat boosts play a key role in the function of the Mega in question. I naturally wanted to accent the idea that Wishiwashi-School is a gigantic mass of solo Wishiwashis together, so I had it pretty much take the multihit route, more or less. Of course, for this reason, I had to give it some stat boosting moves, so I chose Agility and Work Up because these two moves can actually be relevant boosting options for it, without overtly breaking it. Work Up encourages the user to explore Wishiwashi's mixed movepool and vary up sets, whereas Agility can let Wishiwashi actually sweep without giving any power boosts (stat wise, I mean). Obviously, this thing alone is a threat, though I would argue it's actually kind of boring in concept. Luckily, this is where the little guy comes in.

If you are careful managing your Wishiwashi's HP/use Endure to get low, mega evolving your solo Wishiwashi and managing to survive to the next turn gives your Mega form an omniboost. Yeah, and that's probably the scariest part; however, I made very sure to balance this with both the opportunity cost and the speed in question. +3 Mega Wishiwashi-School outspeeds base 135s, and +1 outspeeds base 61s. In tandem with Cannonade, this can spell doom for you; however, if your opponent actually manages to get to this point, they probably deserve it, as they're left likely running Protect to get that full turn in their solo form off, meaning the Wishiwashi user would only have 2 offensive moves to work with, despite being incredibly powerful. Likewise, a set running Protect + 3 attacks or Agility + 3 attacks could also work if you're confident in your HP management skills! Another idea is using the insanely huge speed boost in tandem with U-turn and another pivoting teammate in order to safely pivot into Wishiwashi and provide it with that full turn it needs to go "monster mode".

The really cool thing is that this Wishiwashi can make both forms viably work without forcing you to force all your eggs into one basket, and it requires smart play to really work to its fullest effect, which I feel is more than enough of a balancer in of itself (alongside the fact its carefully balanced speed and opportunity costs are things as well).
Wishiwashi School Form has 620, yes 620 total base stat total, How is this Pokemon not OU or Ubers? Speed, that's it.

Mega Wishiwashi
:ss/wishiwashi:
Type : Water/Ghost
New Ability : Death Toll (When below 1/4 HP, most fish die and Wishiwashi gets a speed boost and get ghost type moves x1.3 more power.

Stats - School Form

HP: 45
ATTACK : 140 ---> 150 (+10)
DEFENSE: 130 ---> 160 (+30)
SP.ATTACK 140 ---> 150 (+10)
SP.DEFENSE 135 ---> 165 (+30)
SPEED 30 ---> 50 (+20)

Stats - Death Toll Form

HP: 45
ATTACK : 140 ---> 150 ---> 120 (-30)
DEFENSE: 130 ---> 160 ---> 70 (-90)
SP.ATTACK 140 ---> 150 ---> 125 (-25)
SP.DEFENSE 135 ---> 165 ---> 70 (-95)
SPEED 30 ---> 50 ---> 80 (+30)


New Moves : Poltergeist and Dragon Dance

Description : When Wishiwashi falls below 1/4, which shouldnt be too hard due to its bulk, that speed boost really helps it out, and with good great attack it could be a dangerous Pokemon, with the great boosting move Dragon Dance.

Sample Set : Aqua Tail (STAB), Poltergeist (STAB), Dragon Dance (Great setup), Earthquake (Good Coverage)

Mega Wishiwashi
Fickle - At the start of each turn, if an opposing Pokemon has a supereffective move, change to Solo form. If at any point there are no longer any pokemon with super-effective moves, change back to School Form.
New Moves: Baby Doll Eyes, Fake Tears, Glare, After You, Crunch
Solo Form: 45/72(+52)/6(-13)/10(-15)/6(-17)/133(+93)
School Form: 45/165 (+25)/155(+25)/165(+25)/160(+25)/30
The ability can make Wishiwashi hard to pin down, as when it is in a bad matchup it can change to Solo Form to quickly pivot out with flip turn, kind of mimicking how fish form schools to make it harder for predators to pin individual fish down, as it is hard for them to tell where one fish ends and another begins. The new moves are there mainly to allow Wishiwashi Solo Form to use its speed to support its partner with moves like fake tears and after you, but it should have gotten those moves anyway flavourwise. School Form's stats look dangerous, and they very well might be but it will need to invest in speed rather than bulk to allow it to use its ability properly.
/

Wishiwashi-Mega
Water
School (Frenzy Form)

Schooling-> Feeding Frenzy [Frenzy] (If a statused opponent tries to switch out against the user, they lose 12.5% max HP before switching out. If this ability fails to activate for 4 turns while user is on the field, changes to Starving form).
Stats
HP: 45
Atk: 140-> 170 (+30)
Def: 130-> 160 (+30)
SpA: 140-> 150 (+10)
SpD: 135-> 165 (+30)
Spe: 30
Solo (Starving Form)
Schooling-> Feeding Frenzy [Starving] (If the target is statused, user's attacks do 2x damage. After this ability activates, changes to Frenzy form).
Stats
HP: 45
Atk: 20-> 10 (-10)
Def: 20-> 10 (-10)
SpA: 25-> 75 (+50)
SpD: 25
Spe: 40-> 110 (+70)
New Moves: +Earth Power, Pain Split

Description: In real life, many predatory fishes will become frenzied should they come upon an injured prey (such as one that is statused), and are further excited by flailing (or in this case, escaping). Since it felt wrong to completely abandon the form-change mechanic, the frenzy theme provided an easy alternative- if the frenzy is on the field for 4 turns (resets on switching out, obviously) and the ability doesn't activate, it will be unable to sustain itself and revert to a weaker form, but the frenzy will return if the remaining fish should discover a statused target. Gameplay wise, Wishiwashi benefits from teammates who are naturally good at spreading status, although it does have some options of its own like Scald and Toxic. Washi's purpose is to gradually chip away at bulkier threats throughout the match, allowing itself or its team to tear through them more easily late-game. Of course, staying in means taking Frenzy's attacks directly; even in Starving form, Washi can still force switches since letting it activate its ability means the opponent must deal with Frenzy form again. Of course, Wishiwashi is no slouch offensively with its gargantuan attacking stats (with Earth Power as a small boon to special sets), nor defensively with its overall solid bulk and newfound Pain Split to give it some recovery since the nature of its ability encourages switching and thus carries the caveat of hazard chip. Washi can go physical or special, with special being more consistent since it allows Starving to actually do some damage with the ability-boost, while physical is riskier but hits harder if you can maintain Frenzy form.
:Wishiwashi-School: Mega Wishiwashi-School
New Ability
: Psychic Bond ( if Wishiwashi gets below 25%hp it will change into its solo ( not mega solo) form)
Type: Water Psychic
New stats:
HP: 45
Attack: 160(+20)
Defense:120(-10)
Special Attack: 160(+20)
Special Defense: 120(-10)
Speed: 110(+80)
(BST)

New moves: Psychic ,Psychic Fangs ,Calm Mind
Description: the mega evolution creates a psychic bond between the single wishiwashi that make it move at once so its way faster sadly the link breaks if it gets hurt to much
:Wishiwashi: Mega Wishiwashi-Solo
New Ability
: Cry for help (Wishiwashi heals 75% and transforms into a Wishiwashi-school with slowstart for both attacks for three turns)
Type:
Water
New stats:
HP: 40
Attack:40(+20)
Defense: 40(+20)
Special Attack: 45(+20)
Special Defense: 45(+20)
Speed:60(+20)
New moves:
Description: Wishiwashi uses the power of mega evolution to call back the other wishiwashi from its school but because they dont really want to come back its attack stats are halfed for three turns
Note: Mega Wishiwashi-solo loses its ability after it activates
Mega Wishiwashi
Ability: Regenarator
Hp: 45
Attack: 170 (+30)
Defense: 150 (+20)
Sp. Attack: 170 (+30)
Sp. Defense: 150 (+20)
Speed: 20 (-10)
New Moves: Aqua Jet, Bulk Up, Grass Knot
... okay, I ended up going in some pretty weird directions to get this concept to work
and
uh
... yeah i'm not sure what other preamble i could even give here i'm just gonna get on with it and let it speak for itself--

:wishiwashi::wishiwashi::wishiwashi-school::wishiwashi::wishiwashi:
Mega Wishiwashi
New Typing: Water (unchanged)

New Ability: Schooling -->
SOS
[Wishiwashi's SOS]
Wishiwashi called for help!

Upon Mega Evolution, Mega Wishiwashi reverts to its base Solo Forme if it isn't already. (Activation message if it's in School Forme when it Mega Evolves: "Wishiwashi's school got startled and fled..." or "Wishiwashi's school swam off to look for more friends!")

Over the course of the battle, Mega Wishiwashi calls for its friends to join its school, gradually gaining strength in numbers. At the end of each active turn (not counting switch-ins, ala Speed Boost), it gains +10 HP, +20 Atk, +25 Def, +20 SpA, and +25 SpD to its base stats, and it loses -11 Spe. These stat changes are persistent upon switching out, and cap out after 5 turns.


New Stats (Base, compared to Solo Forme):
HP: 45
ATK: 20 --> 40 (+20)
DEF
: 20 --> 40 (+20)
SPA
: 25 --> 45 (+20)
SPD
: 25 --> 45 (+20)
SPE
: 40 --> 60 (+20)
BST
: 175 --> 275 (+100)

New Stats (Maximum, compared to School Forme):
HP: 45 --> 95 (+50)
ATK
: 140 (--)
DEF
: 130 --> 165 (+35)
SPA
: 140 --> 145 (+5)
SPD
: 135 --> 170 (+35)
SPE
: 30 --> 5 (-25)
BST
: 620 --> 720 (+100)
(Per turn: +10/+25/+20/+25/+20/-11)
:wishiwashi:InitialTurn 1Turn 2Turn 3Turn 4Turn 5
HP455565758595
Atk406080100120140
Def406590115140165
SpA456585105125145
SpD457095120145170
Spe60493827165

New Moves: Life Dew, Wish

(This submission is actually currently playable in the MfA Submission Sandbox format on Dragon Heaven, where ideally we should be able to figure out what level of recovery is reasonable to give it. It has access to Wish, Life Dew and Recover. I will edit this once we've figured out what to give it more concretely, but until then, assume Wish + Life Dew and no Recover.)
(Another note about the sandbox: Wishiwashi's ability actually behaves slightly differently than described; it activates at the end of every turn, not requiring an active turn like Speed Boost. the final version
definitely will require an active turn.)

Please send me these if you play any with it to test it out, so I can include it here for demonstration!

all replays

Highlights/things to note:
Wishi 4 is Wishiwashi vs Wishiwashi and shows off both of them pretty well! They both support their teams with Wish and tank some crazy hits - I think this is one of the better ones
Wishi 7 and Wishi 8 (myself and Hematite) are both really good ones to see I think! We used pretty different sets, and ours both succeeded at providing constant support and lasted pretty much the whole battle; these also both show effective ways to deal with them, effective ways to support them and address those shortcomings, and how bulky they are. It tries really hard to 1v1 a Zapdos with no special defense investment at the end of 7 and almost succeeds.

Desc: okay, now is the part where i have to justify myself! :'D

obviously the thing that immediately stands out about this is that it ... increases its hp ??? what the hell ink thats not allowed?? and to that i say. you are absolutely correct! pokemon gaining hp via mega evolution is not something we allow, as there is no precedent for it in the series.

however, a pokemon gaining hp from an ability is something that there is precedent for; and not only that, it's a signature effect to a pokemon that is mechanically defined by its nature as a collective of smaller creatures (Zygarde's cells). wishiwashi has that same flavor justification, and also conveniently already has a forme change mechanic that modifies its BST; in my eyes, this is maybe one of the only possible pokemon itd make sense to use this mechanic for.

it was actually Hematite's idea to include hp modification as part of the ability. i reeeeeally wasn't sold on the idea at first, but he made some very convincing points (especially re; the viability of the concept, because it was looking incredibly useless before this). here's his words about the subject, while asking for me in the discord if folks were open to the idea;
So his premise is basically like
his Mega Wishiwashi always starts in Solo Form and then its Ability changes its form to get stronger over time, and its maximum power level is equivalent to a Mega School Form, with a BST of 720
But he's having a hard time making it worthwhile, since School Form already isn't that impressive and this delays getting any good stats for much longer than most other subs (plenty of which don't even push Solo Form on it at all)

I was thinking like
probably the most fun take on this Ability - what would make working up to to School Form the most worthwhile - would be to do something like Power Construct: as it changes form, one of the stats that increases is its base HP
The problem is uh... obviously that Megas conventionally don't raise HP
but the reason I think this case warrants an exception is that the act of Mega Evolving doesn't change its HP stat at all - like every other Mega, its HP still doesn't change when it Mega Evolves
It's the Ability that causes that, and that's definitely well within the constraints of what Abilities are allowed to do in canon (following Power Construct's example) and it still ends up with a perfectly legal BST for School Form (720)

I feel like this is a useful mechanical choice to make the slow buildup to School Form worth it, since the low HP is a big part of what keeps even the bulkiest regular School Form Megas from being particularly impressive
and it also has the potential to create a really satisfying form of visual feedback, since seeing its HP change each time it changes form is a great way to emphasize that it's changed its stats and seeing it happen repeatedly over time satisfyingly draws attention to the incremental nature of the Ability

Personally I am all for this but I can understand why it would be controversial to change its base HP at all, so I felt like laying out the argument and inviting feedback rather than telling him outright that it was okay

(* also to clarify: its form isn't meant to revert when it switches out the Ability is already quite similar to Power Construct in nature and avoids all of the obvious reasons why HP doesn't normally change)

It is still a Mega first and foremost, of course - it's just taking advantage of the fact that the base form already has two forms of differing power levels, and using them as a justification for an otherwise-hard-to-explore kind of form change for the Mega
Personally I quite like his idea
and I feel like this suggestion has value as a way to make it, like, actually practical and worth considering I think it would be a cool addition
and folks were open to the idea, for the most part, so i put this together!


that's enough of the backstory, though-- let's get into what it can do mechanically!

mechanically, this thing is a hell of a tank. due to the nature of its ability, its incentivised to run protect, giving it spare turns for its ability to progress, making Wish its preferred type of recovery; plus it naturally gets flip turn and u-turn for team support! (and wish is also a funny move to give it because wish is in its name.)

most sets are probably going to want to run wish + protect + pivoting, and then the fourth moveslot can variably go to an attacking move, a utility move like scald, or something like toxic.


i think i still have more to say about this, but i think this is enough to put in the thread... my analysis brain isnt working right now but i would like to come back and elaborate more if i can!

anyways i hope you like it. ! .w.
:ss/wishiwashi:
:wishiwashi: Mega Wishiwashi
New Ability
: Phantom Guard (it takes halved damage from direct attacks, doubled damage from indirect attacks)
Type: Water, Ghost

New stats:
HP: 45
Attack: 20 -> 40 (+20)
Defense: 20 -> 40 (+20)
Special Attack: 25 -> 40 (+15)
Special Defense: 25 -> 40 (+15)
Speed: 40 -> 70 (+30)
(BST) 175 -> 275 (+100)

New moves:Recover, Glare, Shadow Ball
Description: Well I wanted to make a balanced wishiwashi-solo, but it was very difficult since its very low stats. Then I thinked "what happened at the wishiwashi that haven't got a werd? Well they are alone, and they became much "darker" and its eyes became angrier than before (glare). Some calc if you think this is unbalanced (remember it will take double damage from indirect attacks):
252 Atk Garchomp-Mega Earthquake vs. 4 HP / 252+ Def Fur Coat Wishiwashi: 121-144 (52.1 - 62%) -- 98% chance to 2HKO after Leftovers recovery
252+ Atk Choice Band Rillaboom Grassy Glide vs. 4 HP / 252+ Def Fur Coat Wishiwashi in Grassy Terrain: 288-338 (124.1 - 145.6%) -- guaranteed OHKO
252 SpA Tapu Koko Thunderbolt vs. 4 HP / 252 SpD Ice Scales Wishiwashi in Electric Terrain: 204-240 (87.9 - 103.4%) -- 25% chance to OHKO

(fur coat and ice scales simulate phatom guard)
inkbug's neat idea gave me the horrible realization that I can't see the acronym S.O.S. without thinking of that accursed ABBA song. What have I become?! (In an amusing coincidence, that song happens to describe Wishiwashi's situation after it gets forced into Solo Form.)

...Anyway, inkbug's idea finally helped me focus enough (with rage from the above realization) to finish a Wishiwashi-Mega idea I actually liked. Buckle up, this one is...long even for me. I have to hope that there aren't any typos here for once despite proofreading it twice already like always since I apparently always miss at least one, like I did in the last post, which I'll have to fix after this. Sigh.

(EDIT: Well, that's done. Gods there were so many typos in the last post as a result of either not clearing out bits of the first draft entirely or omission. That's embarrassing.)

(EDIT #2: I missed six or seven minor typos in this massive post. That's still annoying but at least better. They're fixed now, with no actual mechanics changed.)

:wishiwashi-school: Wishiwashi-School-Mega @ Wishiwashite
New Typing:
/
*
New Ability: Bellows Malice = If user is Wishiwashi-School(-Mega) and has > 1/4 max HP, then the user's damaging moves bypass screens, substitutes, and protection moves. Else changes to Wishiwashi-Solo-Mega Form and gains Bellows Sadness. (If this Pokémon's damaging moves break through protection moves this way, then they do 1/2 of their normal damage.)**

NEW STATS:
HP:
45
Atk: 140 => 150 (+10)
Def: 130 => 150 (+20)
SpA: 140 => 145 (+05)
SpD: 135 => 150 (+15)
Spe: 30 => 80 (+50)
(BST: 620 => 720)

Description: "The school of Wishiwashis' collective anger towards their many predators along with the energy of Mega evolution has warped them, covering them in a thick, toxic sludge that amplifies and broadcasts negative emotions."

:wishiwashi: Wishiwashi-Solo-Mega @ Wishiwashite
New Typing:
/
*
New Ability: Bellows Sadness = When this Pokémon faints, the Pokémon that knocked it out is badly poisoned, replacing whatever status they previously had, and has its Special Defense lowered by -2 stages at the end of each turn while it is active. In addition, the Pokémon that knocked it out permanently receives this Ability, which persists even through switching, until it is knocked out and the Ability is passed along again.***

NEW STATS:
HP:
45
Atk: 20
Def: 20
SpA: 25
SpD: 25
Spe: 40 => 140 (+100)
(BST: 175 => 275)

Description: "After the other Wishiwashi abandon it, its eyes ooze a constant stream of poisonous purple tears, its self-loathing evident as it goads its opponent to eat its toxic body."

Movepool Additions (shared by both): Acid Spray, Life Dew, Poison Jab, Sludge Wave, Taunt

Ugh. It was such a pain to make this that I'm glad it's finally done and hopefully not too broken. As everyone who has tried to do this already knows, it's pretty difficult to balance the School form, which is part of the reason I ended up being glad I could just dump half of the stat boost into Speed and still be "slow" relatively speaking.

Flavor (for both): I wanted to focus on the "demon of the sea" moniker, so initially I was considering making at least the School-Mega form Water/Dark to reflect that. I quickly began to consider Water/Poison as well though just due to all of those quotes about negative emotions being poisonous and damaging to people, especially those that hold said emotions. It helped my consideration that a lot of demons and other monsters in myth are born of people corrupted--or you could say poisoned--by said types of emotions. I briefly considered making the School-Mega form be Water/Dark and change to Water/Poison when it becomes the Solo-Mega form, but even before I decided on the abilities, I figured this would already be obnoxious to code for something that someone else is coding. So they're both Water/Poison to be easier to code essentially, which is fine since Water/Poison happens to have fewer vulnerabilities anyway.

Flavor (for School Boy): The ability for this was the most difficult to decide upon given its BST. I figured it needed to be rather straightforward & relatively minimal while also keeping Schooling's downside, but beyond that, I couldn't decide on anything for about a day. I admittedly was annoyed that Acid Rock seemed like it would be the perfect ability for this "demon = poison" aspect, but between Toxtricity-LowKey-Mega already apparently being a bit obnoxious with that when it has overall less (?) bulk, it's probably for the best Wishiwashi-School-Mega doesn't have that. Similarly, an Intimidate-like ability was considered for both forms, but I deemed it too boring rather quickly despite differing between them. I decided to just go with a straightforward power given my dislike of screens, especially Aurora Veil, and since Urshifu-Rapid-Strike is apparently a lot fairer than the Wicked Blow-having one was. Given Water/Poison as an attacking combination isn't as good as Water/Fighting, at least super-effectively, getting pseudo-Unseen Fist still seemed fair even with Wishiwashi-School-Mega's BST--maybe--even after I let the pseudo-Max Move/Z-Stone damage through protection moves also be 1/2 instead of 1/4 of normal damage. I figured that's maybe fine since despite Wishiwashi-School-Mega's stats, the sheer BP of its attacks still aren't as strong as those moves are. (Feel free to change it back to 1/4 damage if this somehow wins.)

It got less SpA than Atk simply because its Special Attacks are overall stronger, especially since there's no way to get rid of Hydro Pump unfortunately. The Speed boost it got, outside of just being a convenient way to avoid making its other stats even more absurd, was in part meant as a subtle nod to the baseline Speed needed to achieve a minimum speed in this form that is equal to the maximum speed of non-Mega Solo Form Wishiwashi. 80 Speed is also conveniently ever so slightly slower than Gyarados, which means that Gyarados can still coward out successfully like it does in the Pokédex lore. [/please don't kill me Gyarados]

I was originally just going to make it at least faster than Blissey, if not Corviknight, but realizing that I could conveniently use half of the stat boost to do something else I wanted was nice. I think the "high" speed is fine given how relatively risky this form can be. After all, due to being surrounded by poisonous "friends", once the main Wishiwashi gets into serious trouble in Mega form, they abandon him and stay gone permanently unlike the regular Schooling ability.

Flavor (for Flying Solo): Speaking of Han, the flavor for this is admittedly rather dark, somehow even darker than my idea for Dugtrio-Mega. Morbidly funny how that worked out just because more recent Pokédex entries, which I tend to view as very dubious even in-universe but use for this and Mega-Revolution, have tended to mention Pokémon getting eaten and other horrible things more and more--not that this is new given Farfetch'd. I figured I would run with that if I was giving Wishiwashi-Solo-Mega a KO-triggered ability given how impossible it is otherwise to buff more than one its stats to be worthwhile unless you specifically have an ability do so. I was initially just going to go with a poison-themed version of Aftermath, but I quickly decided that was underwhelming, remembered that Nightmare Heart existed, and remembered seeing comments that, if anything, Chandelure-Mega was a bit underwhelming despite having such an ability with such high stats. Given that being in a Solo form is already meant to be a punishment, a Nightmare Heart-esque ability seemed even more fitting for this mon.

Also, if you want to be even more morbid, then you can imagine this ability representing Wishiwashi literally crying on the inside (of its opponent) after its "eaten". I found it a bit surprising the poor thing didn't already learn Fake Tears, but maybe that's just because it's too busy crying "real" tears the entire time it's not in School form. Hence why it already has the even more forgettable Tearful Look move, which is part of why I ended up ultimately foregoing giving Fake Tears to it. Acid Spray made that move redundant as well, though the flavor of its ability still works if you imagine its acid causing the damage rather than pure, concentrated sadness--same difference.

Mechanically (for both): Becoming Poison type, outside of an oddity that I will note below outside of this*, has the usual perks it has: few (additional) weaknesses, an inability to be poisoned (in normal circumstances), always accurate Toxic, and absorbing Toxic Spikes. Becoming weak to Ground isn't great, but being part Water means most Ground types at least don't get to switch in freely even if I thankfully stayed sane enough to resist giving this Aqua Jet. Also I will note here that if for some reason you Mega Evolve only after becoming regular Solo Form, then you only ever get Solo-Mega form. It has Life Dew now to help prevent that as well as make staying in the one-time-only School-Mega form somewhat more viable without being easy to just stay at or near 100% HP like with other non-Rest recovery moves, especially with all of the bulk it has and the new inability to be poisoned.*

Mechanically (for School Boy): Its HP remaining low and its ability remaining tied to HP percentage puts it in the interesting place of being one of the only mons that might legitimately want to never boost its HP EVs to increase its bulk, instead having to pick a defense stat and likely stick with that if it bolstered its defenses at all. Besides that, not much to say mechanically since it's intentionally straightforward otherwise beyond never getting to change back from Solo Form like regular Wishiwashi can. Doesn't mean that it still can't probably abuse Rest Talk due to the high stats it actually has, but it doesn't get to save itself as easily via Rest as my Falinks-Mega entry does. As such, this could end up being far more risky for a one-time thing that then turns into a hot potato than I intended admittedly. It's really difficult to tell unfortunately since even if I ran a bunch of calcs, then that still wouldn't cover the entire meta and how it would adapt to this (if it even needed to do so).

As it is, it hits harder on the special side despite its slightly lesser SpA just due to higher BP STAB attacks on that side (thankfully), but it has to worry about being walled by Blissey and/or Chansey if it goes all Special. At least it already had Earthquake to muscle past Toxapex if it goes all physical or else I might actually be worried.

Mechanically (for Flying Solo): It's intentionally still pathetic, but its high Speed means it can at least fire off completely accurate Toxics and pivot well enough before it dies, even if that former is a bit redundant with its ability and even if the latter gets shut down by priority moves due to keeping its pathetic non-Mega bulk. It can support its teammates via Status moves before it goes down, though Taunt had to be added in part just so that it had some actual "offensive" status moves, especially after I got rid of the redundant and somewhat off-flavor Fake Tears.

Outside of that, in a weird way, Bellows Sadness is far friendlier and easier to build around than Nightmare Heart. While Nightmare Heart "just" Curses--which is great, don't get me wrong--the mons so afflicted by it, the fact that Bellows Sadness badly poisons mons like Toxic Orb does mean you can at least make sure at least some of Wishiwashi's teammates aren't able to be poisoned via using a Steel type or additional Poison type. It also means you should prioritize KOing those types of mons on the opposing team where possible, though this is helped by Wishiwashi-Mega's added Poison typing already drawing those mons in since Ground and Rock mons get washed away by its Water STAB and most Ghost mons are relatively frail. That won't stop the stat drops, which are meant to be taken advantage of by special attackers on your team (before turning around and poisoning them like the destructive traitor it is), or be stopped by abilities since it completely overrides them, but it at least somewhat mitigates the actual damage of Bellows Sadness. Similarly, destroying all of the special attackers on the opposing team makes the special defense drops mean nothing as well, though this also holds true for your team too.

(Speaking of overriding though, I have no idea how Bellows Sadness, Nightmare Heart, or Blackmail for that matter interact with Schooling and thus Bellows Madness. That seems..."fun" to try to code.)


*Since some people may not know this, I will note that suddenly gaining Poison typing (or Steel typing for that matter) will NOT cure a Pokémon of being poisoned, badly or otherwise. This is probably clearer now that Corrosion has existed for two gens, but I just wanted to make note of it since I had to double check myself.

**I figure that some damage reduction was needed given both Wishiwashi-School's high stats and Urshifu's terrible yet useful example, even if the latter's problem was more due to a combination of Dark typing having few resists, additional Fighting STAB, and an utterly stupid design to let it also have a 80 BP STAB move that always inflicts a critical hit. Still, let's not repeat Urshifu's design mistakes, shall we? (Also I wonder if anyone will get the reference of the ability's name. If you do, then great. Please rejoice about it silently and don't clutter up the thread.)

***As overlong as this ability's wording is (even for me), it's almost word-for-word the wording of Chandelure-Mega's ability, Nightmare Heart, outside of explicitly noting that it "should" replace any status if possible and, of course, the Special Defense stat drop that is now -2 stages instead of -1 stage. (I'll understand if you mandate it dropping back to -1 stage, Hematite, provided this is legal at all.)
Revised my mega wishiwashi.
I changed it to only be wishiwashi-solo, but you can only mega-evolve if wishiwashi is in solo form.

:ss/wishiwashi: Mega Wishiwashi
New Ability: Battle Cry
: This pokemon's attack, special attack, and speed are doubled. This pokemon gets fully healed upon mega-evolving.
Type: Water

New stats:
HP: 45
Attack: 20 -> 38 (+18)
Defense: 20
Special Attack: 25 -> 38 (+13)
Special Defense: 25 -> 90 (+65)
Speed: 40 -> 44 (+4)
(BST) 175 -> 275

New moves:
Gyro Ball, Last Resort, Flail
Description: Using the power from mega evolution as a last resort, wishiwashi sends out a battle cry, which powers it up significantly.
:ss/wishiwashi:
Wishiwashi-mega @ Wishiwashite
Type: Water

Upon mega evolving it switches to solo form if in schooling. (Clarity: It'll always begin mega-evolution in solo form)

Ability
: School's In (If this pokemon is Wishiwashi-mega, this pokemon's hp is restored by 8% and both defenses are boosted by 1 stage at the end of each turn. Switches to schooling form after 3 turns.)
*Active turn not required*

Hp: 45
Atk
: 20 -> 30 (+10)
Def: 20 -> 50 (+30)
SpA: 25 -> 30 (+5)
SpD: 25 -> 50 (+25)
Spe: 40 -> 70 (+30)
BST: 175 -> 275 (+100)

:ss/wishiwashi-school:
Wishiwashi-school-mega @ Wishiwashite
Type: Water

Ability: School's Out (If this pokemon is wishiwashi-mega, both its defenses are lowered by 1 stage at the end of each turn. Damage taken is increased by 1.5x. Switches to solo form after 3 turns.)

Hp: 45
Atk
: 140 -> 165 (+25)
Def: 130 -> 160 (+30)
SpA: 140 -> 165 (+25)
SpD: 135 -> 160 (+25)
Spe: 30 -> 25 (-5)
BST: 620 -> 720 (+100)

New Move(s): Power Trip, Heal bell

Dex: The peculiar mega-stone of a Wishiwashi does not provide any change in the form or boost in power for the creature whatsoever. It instead immensely boosts the communication abilities of a single Wishiwashi allowing it to summon and coordinate a school composed of unprecedented numbers. Schools formed this way are unusually aggressive but do not stay together long. One should never engage a Wishiwashi that is unafraid to travel alone as it may be capable of mega-evolution.



1. Ok where do I start? Um ok, Theme-wise the general idea is that the Wishiwashi are gathering in solo form, while they are dispersing in the schooling form. The names of the abilities are similar to the pokemon's yin-yang name as well as fit its school of fish theme -> Wishi Washi Wax-on Wax-off School-in School-out. School's out 3 turn duration can also be thought of as friday, saturday and sunday for fun.

2. In solo form, as more wishiwashi gather it would make sense for its bulk to increase. The wishiwashi that scattered from schooling would have rested and recovered some health as well, this would give it some sustain to allow it to stay in long enough to change forms and become a presence to be reckoned with.

3. In school form, it has monstrous stats. Being more aggressive and a larger target it, I feel it makes sense for it to take more damage. The damage increase also makes makes it so that its defenses are not actually as high as it seems, giving the opponent a free choice band.

4. It has to be taken into account that PP exists, the school form is on a timer, and you only have 4 move slots. So you don't want to waste attacks outside of school form. Heal bell (school bell) is here to give it alternative way to deal with burn outside of rest due to its slow speed. Power trip is usable and fits the theme. It also is not stab and has low pp and varying power (100-140 assuming no stat drops).

5. School's In requiring no active turn means one can slow switch it in for a head start on the turns. School's out being active for 3 turns effectively reverses its solo-forms bulk gains. The form transformation would happen at the beginning of the 4th turns.
Edit: updated jazzmat's Wishiwashi as requested!
Edit 2: mm, added ChoiceScarfed's as well! I'm not sure how I feel about the total status immunity part to be honest but I did only talk about the other part in the feedback and it's unique enough so
Edit 3: actually wait heck that would be really broken against stall wouldn't it - I can't allow it but I will DM him about taking that part out
cool, he removed Recover! that works too!
Edit 4: updated Poké Legend's Wishiwashi as requested!
 
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:falinks: Mega Falinks
Mega Falinks


Ability - Battle Armor; Defiant ➝ Aerilate

HP
- 65 ➝ 65
Atk
- 100 ➝ 108 (+8)
Def - 100 ➝ 108 (+8)
SpA - 70 ➝ 81 (+11)
SpD - 60 ➝ 108 (+48)
Spe - 75 ➝ 100 (+25)
BST - 470 ➝ 570 (+100)

Movepoll Changes - Return, Frustration
Competitive Corner - No Retreat boosts with Fighting / Flying typing seems pretty strong, hence, I decided to keep the stats as close to manageable as I could, hopefully, I did a good job balancing my take on Mega Falinks, but I'm not sure :P
Flavor Corner - Sooo, Falinks is inspired by a Phalanx and an admiral caterpillar. So while a lot of other ideas were tempting, I ended up choosing to make Falinks Mega evolve into the equivalent of an admiral butterfly, except it's a formation of a bunch of valkyrie-like flying creatures. Something like 9 or so of them, with little wings, and flying in a formation that looks like a butterfly! I wish I had more options in the ability slot, but Aerilate was the only option to have Falinks have Flying STAB, without giving it "Wing Attack" or whatever and that would be incredibly stupid. So I tried to compensate by having Phalink's stats (excluding HP and Speed) be all multiples of 27, which is a nod to the fact that 3, 9, 27, and powers of 3 in general, are very important to Norse mythology (ever wondered why exactly nine realms?).
:ss/falinks:

Mega Falinks
Typing: Fighting/Bug
Ability: Skill Link
Stats:
  • HP: 65 (+0)
  • Attack: 110 (+10)
  • Defense: 110 (+10)
  • Special Attack: 90 (+20)
  • Special Defense: 80 (+20)
  • Speed: 105 (+30)
New Moves: Pin Missile, Rock Blast

Ok so am I the only one who thinks Falinks should have been a Bug type in the first place? I mean it's partially based off of a caterpillar and learns two Bug-type moves through level up like seriously GameFreak what the fuck. Anyways, meet Mega Heracross 2.0. It isn't as absurdly powerful as M-Heracross (though No Retreat remedies that somewhat) but it makes up for it by being a lot faster. And I mean... No Retreat-boosted STAB Pin Missile that is guaranteed to get five hits in. Need I say more?
:falinks:Falinks Mega
New Ability: Tough Claws
Type:

Stats: 65 / 110 (+10) / 120 (+20) / 90 (+20) / 110 (+40) / 85 (+10) (BST: 525)
New Moves: Drill Run
Description: Run No Retreat, Close Combat, and then two between Throat Chop, Drill Run, Rock Slide and Iron Head/Poison Jab. It basically has a big 4MSS for what it wants to be able to go through. It's still a mon with Tough Claws and omniboosting though, you have to be careful around it.


Falinks-Mega @ Falinxite

Ability: Mirror Armor

No Type Changes

Stats:


Hp: 65

Atk: 130 (+30)

Def: 120 (+20)

Spa: 70

Spd: 100 (+40)

Spe: 85 (+10)



New Moves: (Bold=Notable) Spiky Shield, Sacred Sword



Physical Description:
A few more falinks are added to the sprite. All the falink’s get bigger, forming as close to an actual phalanx formation as possible. The brass is at the center, with yellow eyes and a large horn as sharp as a sword pointing at their opponent’s pokemon.

Competitive Description: Able to set up no retreat reliably and go for the sweep, as well as switch in to many attacks. It can set up straight away, or against a weakened team. This pokemon can fit on hyper offense, bulky offense and even stall (if used correctly) alike. It's ability prevents intimidate switch-ins like lando-t and mega corviknight, as well as attempts to lower it's stats. Spiky Shield can be used to scout on bulky sets, and sacred sword can be used instead of cc as to not drop it's defenses on sweeper sets.

Sample Set:
Setup Sweeper

Falinks @ Falinxite
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- No Retreat
- Sacred Sword / Close Combat
- Megahorn / Iron Head / Rock Slide / Zen Headbutt
- Iron Head / Zen Headbutt / Rock Slide
:falinks:
Mega Falinks
New Ability
: The Power of Friendship (Whenever this Pokemon enters the field, or an opponent switches in, if one of this Pokemon’s stats are lower than the opponent, that stat gains +1. If one of this Pokemon’s stats are higher than the opponent, that stat gains -1. Ability can activate for all applicable stats.)
Type: Fighting / Bug

New stats:
HP: 65
Attack: 100
Defense: 100
Special Attack: 100 (+30)
Special Defense: 100 (+40)
Speed: 105 (+30)
(BST: 570)

New moves: Bug Buzz, Flash Cannon
Description:
Note: stat modifier calculation is akin to Shell Side Arm, i.e. it takes stat modifiers into account as well!
Competitive: if humanity had an ability, it will be this. When faced with small-ish problems, we bicker and quarrel. But when faced with a real, genuine and dangerous threat, we unite and conquer it (global warming doesn’t count because it hasn’t set-up yet XD). At least, that’s an optimistic view!
At a glance, Falinks is easy to use for beginners: send it in when faced with a stronger Pokemon, set-up with No Retreat if you want, and sweep! Or clean! Falinks is quite flexible.
But this Pokemon has a lot more depth to it when you take a closer look! For example, you have to choose when to send it in for it to be most effective! And it’s flexibility is reactive; sending it in against an attacker will give you an attacker, while using it against a wall will give you a wall! But Power of Friendship can also be used by the enemy! A well-timed Switch can give Falinks a debuff instead. And No Retreat’s self-trapping effect leaves it even more vulnerable now!
Nevertheless, Falinks is first and foremost a very flexible Pokemon, and you can use it for a myriad of possible roles, an advantage that undoubtedly makes up for its weaknesses (like its all around mediocre stats, not excelling in anything). Hope you have fun using them if they get chosen!
Flavor: “Mega Evolution has given it the merciless strength of it’s ancestors. It’s coordinated attacks and formations are a result of a deep understanding of one another.
* you can also vote for かたわれ時 as Hodaka, as per their profile, if you're unable to type their name
:falinks:
Mega Falinks
New Ability
: Hegemony - Upon entry, imprisons the last move used by all Pokemon on the battlefield for as long as either Pokemon is on the battlefield.
Type: Fighting/Steel

New stats:
HP: 65
Attack: 100 -> 130 (+30)
Defense: 100 -> 130 (+30)
Special Attack: 70 -> 80 (+10)
Special Defense: 60 -> 70 (+10)
Speed: 75 -> 95 (+20)
(570 BST)

New moves: Icicle Spear, Rock Blast, Spikes
Description: So this is based on the Greek political hegemonies, which are political relationships involving military superiority and control. With team support, it can lure the appropriate move for it to be totally shut down. Some applications:
  • Locking a status move creates opportunities to set up No Retreat.
  • With its new Steel-typing, it can lock the opponent out of a coverage move or force it to use a move it resists (which sets up No Retreat).
  • Imprison Defog/Rapid Spin to set up a Spike
  • Imprison a Choice mon to force a switch
Simple effect, but it has a lot of interesting applications.
:Falinks:
Mega Falinks

New Ability
: Stamina

Type
: Fighting

New stats
:
HP: 65
Attack: 100 -> 130 (+30)
Defense: 100 -> 120 (+20)
Special Attack: 70
Special Defense: 60 -> 90 (+30)
Speed: 75 -> 95 (+20)
BST: 470 -> 570 (+100)

New moves:
Stone Edge, Pain Split, Power Trip

Description:
Currently, there are three Mega Pokémon (Nidoqueen, Gourgeist-Super, Regirock) who all have Stamina as their ability. What's important to point out is that they all use it defensively. This Falinks, on the other hand, uses this ability offensively because it can run No Retreat and Swords Dance to increase its offensive power, similar to what Zygarde did in OU when it was allowed (Dragon Dance + Coil).

With Stamina and No Retreat, you can accumulate lots of stat boosts, and this is where Power Trip comes into play to take advantage of its stat boosts. If you want, you could run Reversal since Falinks is going to take hits any way and wouldn't want to decrease its power by using Close Combat. After all, this move lowers your defense, thereby making Power Trip weaker. If you're not much a fan of Power Trip, you could always run Stone Edge to hit many targets.

Imo, Falinks is balanced because you have to know when to use Close Combat as it has anti synergy with Stamina. Moreover, since it's not too fast, your opponent should have sufficient ways to check it, like Tapu Lele or Volcarona.

Flavour wise, I imagine that just like any soldier, Falinks has to be pretty resilient to not loose a fight. And if you execute different battle formations, this endurance is pretty important in a group. After all, if one member is too tired and weak, the rest of the group will suffer as they have to cover it in order for the formation to not break.
:falinks: Mega Falinks
New Ability
: Unaware
Type: Fighting

New stats:
HP: 65
Attack: 120 (+20)
Defense: 120 (+20)
Special Attack: 80 (+10)
Special Defense: 100 (+40)
Speed: 85 (+10)
[570]

New moves: Power Trip, Pain Split, Refresh, Sacred Sword, Drain Punch
Description:

- Aiming for a Bulky Offense mon, making use of Unaware so opposing pokémon can't break through the defensive boosts very easily.

- Sacred Sword and Drain Punch were added because with its best STAB otherwise being Close Combat, Falinks has a very weird case of anti-synergy between the moves it wants to run (And the only other fighting option for it that doesn't drop stats was Brick Break, having nearly half the power of close Combat).

- Drain Punch, Refresh and Pain Split are there to give a little bit of longevity and help out on the bulky offense role.

- Power Trip is a very simple coverage move, hitting important types like Ghost and Psychic while also having great synergy with No Retreat (Reaches 120 BP after No Retreat!). Alongside Iron Head and Fighting Stab, it can fit perfect coverage on a set with No Retreat / Power Trip / Sacred Sword / Iron Head.
:ss/falinks:
Mega Falinks
Fighting
Ability: Decelerate (At the end of each turn, this Pokemon's Attack raises by 1 stage and its Speed falls by 1 stage.)

Hp: 65
Att: 110 (+10)
Def: 105 (+5)
Spec Att: 70
Spec Def: 105 (+45)
Sped: 115 (+40)

New Moves: Pin Missile, Stone Edge, U-Turn

Description: Another Decelerate pokemon! This pokemon is able to take hits well enough and hits hard with moves like Close Combat, Stone Edge, Megahorn, Poison Jab, & other strong moves. It gets No Retreat for boosting and U-Turn allows it to switch out if necessary.
:ss/falinks:
Mega Falinks
New Ability
: This is Sparta!: When this pokemon knocks out another, it steals the stat changes similar to Spectral Thief
Type:
Rock Smash - Fighting-type

New stats:
HP: 65
Attack: 100 -> 160 (+60)
Defense: 100 -> 90 (-10)
Special Attack: 70 -> 110 (+40)
Special Defense: 60 -> 90 (+30)
Speed: 75 -> 55 (-20)
New moves: Power Trip
Description: A different, bulkier type of mon. Maybe a tiny bit broken, but it has to set up to be effective.
Mega Falinks
Type: Fighting => Fighting/Steel
Ability: Tactical Retreat:
This pokemon cannot be trapped
HP: 65
Atk: 100 => 130 (+30)
Def: 100 => 110 (+10)
SpA: 70
SpD: 60 => 90 (+30)
Spe: 75 => 105 (+30)
New Moves: Horn Leech, Meteor Mash, Bullet Punch, Earthquake, Mach Punch
Description:
:ss/Falinks: Mega Falinks @ Falite

New Ability: Armored
(When Def lowers by one, raises by one. When SpD lowers by one, raises by one.)

Type: Fight/Steel

New stats:
HP: 65
Attack: 100 -> 120 (+20)
Defense: 100 -> 120 (+20)
Special Attack: 70
Special Defense: 60 -> 120 (+60)
Speed: 75
(BST) : 570 (+100)

New moves: (None)

Description: I've decided to put an Armor on Falinks, giving it a lot of bulk, and an ability that allow it to not be afraid of using Close Combat, like Serperior with Leafstorm without the boost after.

Mega-Falinks
Type:
Fighting/Steel
Ability: Siege
If this pokemon is trapped, the opponent it is looking at can't use any status moves. Fainting a pokemon while trapped freeds it.

HP: 65
Atk: 100 (-)
Def: 140 (+40)
Spa: 100 (+30)
Spd: 100 (+40)
Spe: 65 (-10)

New moves: False Surrender, Flash Cannon, Aura Sphere, Shadow Ball, Gyro Ball

Appearance: Upon mega-evolving, Falinks position itself as a Helepolis tower, an ancient greek siege weapon, and grows hard steel shells on it's sides. The moves it gains reflect on the Helepolis formation: False Surrender as a war tactic, Cannon and Ballistic moves as attacking moves. This also makes Falinks heavier, and so, slower.
Fun fact: Falinks egg groups are Fairy and Mineral. The last one is mostly composed by steel, rock and ground pokemon; and the first one by small/cute blobs.

Falinks is based on a ancient greek war formation, the phalanx. Uppon mega-evolving, it can traps itself to siege a victim, incapacitating it of gaining resources (status moves). The victim only options are to fight back and try to defeat the siege, or fled in panic.

Uses: Falinks can use the opportunity to set up on slow pokemon that generaly could wall it like toxapex, corviknight, slowgang, etc., to set up.

It also prevents the use of haze or leech seed, that can wear it down and makes it's gameplay harder.

With it's status and movepool, Falinks can run physical, special or mixed sets, with No Retreat synergizing with it's ability.
It can even go for bulky Substitute sets since it's new steel typing provides it with great resistances and toxic immunity, besides a 4x resistance to stealth rock.
:ss/Falinks:
Mega Falinks
New Ability :
Stance Change* just changed ability to this to clear up confusion and so it easier on the eyes.
Type: Fighting
New stats: Offensive Formation:
HP: 65
Attack: 150(+50)
Defense: 60(-40)
Special Attack: 146(+76)
Special Defense: 60
Speed: 89(+14)


New Stats: Defensive Formation:
HP:65
Attack:100
Defense:140(+40)
Special Attack:70
Special Defense:130(+70)
Speed:65(-10)
(570)

New moves: Secret Sword, Dark Pulse, Nasty Plot, Kings Sheild

Description: It is known as the "formation pokemon" so I decided to integrate it more into the pokemon. Upon mega evolution,it goes into defense formation by switching to position of the "minions", as I like to call them, into a more defensive stance.(And vice versa)Its niche would be to be a bulky offense mon that can come in easily and hit very hard. To put in perspective, Garchomp has 130 attack with a 100 base stab move while falinks has 150 atk with a 120 stab move. Would make for a very strong breaker using Swords dance or Nasty plot . Pokemon can outplay kingshiled using substitute but is still a very hard pokemon to counter. Maybe a little too strong?
:ss/Falinks:
Mega Falinks
Falinknite
Ability-Feigned Retreat- This Pokemon pretends to be weak, then ambushes the enemy when they get close. (When this Pokemon is hit by a contact move, all stats increase by 1. Only works once. Non-skill swappable, if the pokemon in question has used no retreat the ability becomes useless)

Fighting/Electric
Hp- 65
Attack: 105 (+5)
Defense: 130 (+30)
Sp Atk: 70 Sp
Def: 120 (+60)
Speed: 80 (+5)
BST: 570

New Moves: Wild Charge

Description: My entire idea for this is to deal with the water and flying types that normal fighting types can't deal with in the meta. It does 70-90% to the Corvikight OU Defogger set and about 60% to the normal Mega Corviknght Set, 84-100% of a standard physical toxapex, and 95-113% of a fini. The other benefit of the ability is that you can still hard switch with the ability.
:ss/falinks: Mega Falinks
New Ability
: Iron Barbs
Type: Fighting/Steel

New stats
:
HP: 65
Attack: 100 ->120 (+20)
Defense: 100 ->110 (+10)
Special Attack: 70
Special Defense: 60 ->110 (+50)
Speed: 75 ->95 (+20)
(BST)

New moves: Spiky Shield, Sacred Sword, Smart Strike
Description: Falinks takes on a defencive stance, attacking pokemon that try to attack it.
Mega Falinks:


Typing: Figthing
Ability: Cornered - If Falinks is unable to switch out, its moves do 30% more damage.

HP: 65
Attack: 140 (+40)
Defense: 100 (+20)
Special Attack: 70 (+0)
Special Defense: 80 (+20)
Speed: 95 (+20)

New moves: Roll out; Thrash

Description:
The ability takes advantage of Falinks signature move "no retreat". Its also helpful if Falinks is the last non fainted Pokemon on your team and cant use no retreat for some reason or if the opponent used a trapping move. The ability should also activite when Falinks uses a multi-turn attack and i added 2 such moves so Falinks can take advantage of them.
:falinks: Mega Falinks
New Ability:
Justified
Type: Fighting, Steel

New stats:
HP: 65
Attack: 100 -> 120 (+20)
Defense: 100 -> 120 (+20)
Special Attack: 70 -> 80 (+10)
Special Defense: 60 -> 80 (+20)
Speed: 75 -> 105 (+30)
(570 BST)


New moves: Stone Edge
Description: Remember what i did for my bisharp back in v6?
I was on multiple instances considering not subbing for this slate, guess I'll do it now.
:falinks:
Mega Falinks
New Ability
: Tactical Formation (If the pokemon with this ability is Falinks, it changes into attack formation if it uses No Retreat, and changes into defense formation after taking damage from a super-effective move.)
Type: Fighting

New stats:
Attack formation:
HP: 65
Attack: 120 (+20)
Defense: 115 (+15)
Special Attack: 100 (+30)
Special Defense: 75 (+15)
Speed: 95 (+20)
(570 BST)

Defense formation (when Falinks mega evolves, it'll be in this formation.):
HP: 65
Attack: 115 (+15)
Defense: 120 (+20)
Special Attack: 100 (+30)
Special Defense: 95 (+35)
Speed: 75
(570 BST)

New moves: lol
Description:
Falinks, as you know, is made of multiple pokemon. (6, to be exact. 1 leader, and 5 troops).

Do you know what's also made up of multiple organisms? That's right, military formations.

Flavor-wise, it makes sense. Mega Falinks gets into a defensive formation first (because you have no idea what hell you may be facing down), readies their offense, and then carries it out. On the competitive corner, Mega Falinks utilizes its solid defenses (yes even uninvested) to tank a hit, boost with No Retreat, and then immediately get lethal with Close Combat. 95 speed may not seem like the best speed tier, and neither does 65/120/95 defenses in defense formation (even if they are kind of decent) or 65/115/75 defenses in attack formation. But when you factor in No Retreat they go from mid-tier in defenses and speed to quite good actually. Now, enter Tactical Formation. It has 2 applications with Mega Falinks (and only Mega Falinks) - enabling it to hit harder after boosting with No Retreat, and then being able to tank a few hits again when it gets hit with a super-effective move. Granted, base and Mega Falinks are not really built to tank hits that well, but every once in a while it can certainly come in clutch and save you from death, at the cost of some firepower. Simple, isn't it?

While this in tandem with a boost from No Retreat sounds super dangerous (and it probably is to whatever's in front of it), keep in mind for Mega Falinks to really turn into something that's gonna churn out lethal like nothing, it's gotta get those boosts first. While it doesn't necessarily have bad stats before boosting, it won't typically be investing in bulk, so actually setting up may be pretty hard versus stronger threats. Defensive formation Mega Falinks is also pretty slow even with maximum investment in speed, adding another issue on top of the fact that Mega Falinks has to actually get that boost to turn into a threat. Perhaps the biggest flaw of this pokemon is its ability - Tactical Formation. It may allow Mega Falinks to go from decently tanky to straight up one-turn kill machine, but for it to do so, it has to use No Retreat, a move that can by technicality only be used once. And because of this, you only really have one shot at it being successful. This is because of the other quirk of this ability - if you get hit by a super effective move, you revert back to Defense formation for (basically) the rest of the entire game.

Overall, Mega Falinks is a high-risk, high-reward pokemon that requires intense planning and thought to truly find success with, but the success you find with it is a product that is beyond amazing.
:ss/falinks:
Mega Falinks

Fighting/Rock
stats
hp- 65
atk- 100
def- 100(+40)>140
spa- 70
spd- 60(+45)>105
spe- 75(+15)>90

ability: Fighting Spirit- getting hit by a super effective move boosts attack by 1 stage

new moves- play rough, stone edge, body press, attack order, defend order, heal order, maybe kings shield

My idea for this was to give Mega Falinks a type with a lot of weaknesses to give it more chances for its ability to activate, and enough defense to live more super effective attacks (ex. after a no retreat boost it can survive a banded grassy glide from rilla then ohko it back). making it rock type might be a stretch but it's found in an area with mostly rock and fighting types and i like to think that it's armor is "rock hard" but not "hard as steel" in its mega


:ss/falinks:

/


Ability: Stance Change (The ability is modified to also allow Mega Falinks to swap between two forms: Mega Falinks (Legion; its base form) and Mega Falinks (Combat). When using an offensive move, Mega Falinks will transform into Mega Falinks (Combat). If Mega Falinks uses King's Shield, it will retreat back into its base form.)

Mega Falinks (Legion)

HP: 65
Atk: 65 (-35)
Def: 130 (+30)
SpA: 65 (-5)
SpD: 130 (+70)
Spe: 115 (+40)

Mega Falinks (Combat)

HP: 65
Atk: 160 (+60)
Def: 70 (-30)
SpA: 160 (+90)
SpD: 70 (+10)
Spe: 45 (-30)

New Moves: King's Shield, Flash Cannon, Aura Sphere, Flame Burst, Thunder

Reasoning
:

I'm going to be entirely honest, Stance Change is super cool, and is the closest we'll get to a "formation" in the series; so, why not play to that? Falinks is utterly begging for this kind of flavor, after all.

The main thing I found kind of lame about Stance Change is how, in recent times, it's usually better to just use your base shield simply for set up and switching in, and then staying in your offensive form until you switch out. So, I wanted to create an actual incentive to go into your defensive form: speed, and a lot of it. Basically, with this incentive, Falinks's offensive prowess can reasonably be obscenely high, especially as it encourages the user to carefully position their Falinks and actually strategize when and how to use its moves, like how warfare actually calls for in real life. The added Steel-type is not only for flavor, but to make its Legion form have some bulky merits to it, too, and not just to be the "time to get our speed back" form.

However, obviously, No Retreat is an incredibly important variable to consider, and is one I made care to attend to here. At +1, Combat Falinks only hits 310 speed with a positive nature, only outspeeding max speed Landorus-T at absolute best. This essentially means that, in order to make use of Falinks's speed and power alongside No Retreat, you are limited to two moves, which is really bad given Falinks in its base form is already picking and choosing between its coverage.

For the sake of giving an incentive to go special, I opted to give it both Flame Burst and Thunder as potential options, flavorfully accented with "thunderous marching" and cannonades utilized in real life warfare. While it seems obvious that you can go for Fighting + Fire + Electric coverage with No Retreat and cover every base; sure, but have fun being revenge killed with no sweat, and having no way to escape it due to No Retreat forcing you to stay in.

All in all, this design of Falinks pretty much optimizes the strategic "positioning" that Stance Change on Aegislash was so close to getting down, basically letting it perform with incredible power, but only if your strategic mind can make it work to its fullest like in actual combat.
:falinks: Falinks-Mega @ Falinksite
Type:
/

New Ability: Early Bird

NEW STATS
HP:
65
Atk: 100 => 106 (+06)
Def: 100 => 120 (+20)
SpA: 70 => 96 (+26)
SpD: 60 => 105 (+45)
Spe: 75 => 78 (+03)
(BST: 470 => 570)

Movepool Additions: Aura Sphere, Calm Mind, Flash Cannon, Low Sweep, Steel Beam

Description: "Mega Evolution not only increases the strength and size of Falinks's armor but also its stubbornness and refusal to retreat."

Given how much we have to worry about the hitherto unusable No Retreat move, I was originally going to just be simple and let it keep Battle Armor. I then eventually remembered how horrible it was to fight against Slowbro-Mega at times, especially since that could actually be Poisoned, even though that had way more Defense. I similarly didn't want to just make this have 100 stats across the board, despite being sorely tempted to do just that, due to how obnoxious the Z-Celebrate sets of last Gen were even if Falinks(-Mega) doesn't have access to (STAB) Stored Power or any overpowered move or coverage--the new Steel Beam that kills you aside.

Flavor: To that end, I figured I could at least force it to still be slow so as to be more than fair, especially I'm slapping the Steel typing on it by actually slapping more steel on it and if I'm trying to force a theme of "divisible by 6 or at least 3" in the stats. Too bad HP and Atk weren't cooperating on that front. [Insert picture of someone shaking their fist here.]

Similarly, I figured Early Bird fit while still being fairer than Battle Armor and that Early Bird, much like Falinks itself, could use some love given how utterly ignored it is. Military people do have to wake up stupidly early after all.

Speaking of military stuff, I imagine it would have spear-like protrusions independent of the spikes on its shields, like a "proper" phalanx would, but I am rather bad at describing things so I'll stop there. That's part of the reason I gave Low Sweep to Team Roly Poly though, especially since they're already so low to the ground as it is.

Mechanically: Early Bird also paradoxically seemed fairer than giving it Drain Punch despite the fact this means that Falinks-Mega ends up with one-turn Rests due to it. After all its slow Speed, which still doesn't outpace anything with 143 Speed or higher even after No Retreat, means it's still subject to Taunt as well as other things that prevent it from Resting to recovery, like Electric Terrain or Heal Block, in addition to just outright damage. It also has to worry about any Scarf mon with higher Speed than 78, which is basically all of them, in addition to intentionally uncomfortably tying with Diggersby, which murders it with Ground STAB or Fire Punch. Rest also won't negate its defense drops if it elects to use Close Combat (or Superpower) as its physical Fighting STAB.

One-turn Rest is still quite good though in theory and may still end up obnoxious in actual practice if this wins, but it is at least a surefire way to actually encourage to use No Retreat without having to make it either stupidly strong to just mow everything over as a cleaner or almost unable to die to like Slowbro-Mega. Having Early Bird also makes it vulnerable to crits unlike base form Falinks, not that we have to worry about obviating that poor mon, while also making it one of the best checks to the mons that use Sleep-inducing moves, whether Amoonguss, Ninetales-Alola, or something else. Steel typing is a hell of a drug defense.

Other potential worries are Steel Beam, which is mostly there just because basically all Steel mons get it and which is the main reason its SpA remains below 100 too, and to a lesser extent Calm Mind, which is basically only a problem if both Rest and Steel Beams are problems. In that sense, I'd rather it lose Steel Beam before it lost Calm Mind if this ended up being overpowered due to that. Aura Sphere and Flash Cannon should be completely fair though, especially since I was surprised to see that Falinks actually already had Focus Blast despite being clearly oriented towards the physical.

Mega Falinks



Ability: Battle Armor/Defiant --> Shields Down
Stats
:

Phalanx:
Type:
/

HP: 65
Attack: 100 -> 100
Def: 100 -> 140 (+40)
Sp.Atk: 70 -> 70 (+0)
SpDef: 60 -> 120 (+60)
Speed: 75 -> 75 (+0)

Combat:
Type:

HP: 65
Attack: 100 -> 115 (+15)
Def: 100 -> 110 (+10)
Sp.Atk: 70 -> 95 (+25)
SpDef: 60 -> 70 (+10)
Speed: 75 -> 115 (+40)

New Moves: Wild Charge, Spiky Shield, Icicle Spear, Heal Order, Toxic

Description: wElCoMe bAcK. Okay, so If I remember correctly Phalanx is a battle formation that involves troops moving forward with their shields and spears put up, or at least that's one method of it being used and Falinks literally walks with its shields facing out. It's shields are presumably made of metal hence the steel typing but it can also drop its shields later in battle for a full on assault. Falinks with shields down allows it to have a chance to set up No Retreat or any other setup move like bulk up or swords dance before engaging in combat. Falinks can either remain defensive with the steel type, and gain stab on Iron Head, or become pure fighting losing its defenses but becoming faster and stronger. Wild Charge is a good check for flying types and falinks has basically no coverage options. Spiky shield allows it to scout out for attacks, so maybe if you don't want to No-Retreat just yet this could be a good way to protect yourself, but you lose the option of running 3 attacks. Icicle Spear makes sense flavor wise and can deal with Landorus if it wants, or hit Grass types like Rillaboom super effectively, though you may want to run Megahorn instead. Heal Order would allow falinks to get back into its Phalanx formation, and allowing you to take another hit. Since It's phalanx form doesn't boost its attack I thought it'd be worth having since you can make strategic plays with it. As I mentioned earlier falinks just returns to its phalanx form, so it regains the steel typing. This could be helpful or detrimental depending on the situation as you may be caught off-guard by an earthquake from Landorus or a fire move from any other pokemon. Basically using Heal Order correctly can be rewarding depending on how you plan on using falinks. You could play a defensive role and aim to remain fighting/steel while using moves such as Spiky Shield/Toxic/Heal Order/Iron Head or any other fighting move. So yeah, I just thought it'd be cool to have a Shields Down pokemon that isn't minior since its not used a lot and seeing abilities like Shields Down or Stance Change used more would be awesome.

Falinks-Mega
Fighting-> Fighting/Steel
Battle Armor/Defiant-> No Surrender (User's attacks do 10% more damage for each ally that has been KOed).
Stats
HP: 65
Atk: 100-> 120 (+20)
Def: 100-> 120 (+20)
SpA: 70-> 85 (+15)
SpD: 60-> 85 (+25)
Spe: 75-> 95 (+20)
New Moves: +Spiky Shield

Description:
Mega Falinks holds a fierce camaraderie with its allies, and will attack with extra ferocity should anything happen to them, also gaining the Steel type to complement its armor and iron will. The ability to boost its attacks to up to 1.5x their usual power can make Falinks a devastating late-game sweeper after No Retreat or SD, strong enough to make a noticeable difference but not so powerful that you can just carelessly throw away your other mons (Falinks also wouldn't like that very much). No Surrender is meant to improve Falinks' intended role as a late-game wincon, so one should pair it with mons that can effectively chip away at the enemy. Falinks benefits from allies who can hit fast and hard against its natural checks; the nature of No Surrender makes Falinks a great fit on HO teams in particular. Of course, Falinks can theoretically start putting in work after just one or two allies have fainted thanks to SD, so you're not completely pigeon-holed to late-game. Spiky Shield is mainly for flavor, as many phalanx formations would often stick spears or other sharp objects out from between their shields.
:falinks: Mega Falinks
New Ability: Vengeful: If hit by a super effective hit this pokemon will gain +1 to it's highest offensive stat.
Type: Fighting/Ghost

Stats:
HP: 65
Attack: 100-->120 (+20)
Defense: 100 (No change)
Special Attack: 70-->120 (+50)
Special Defense: 60-->90(+30)
Speed: 75 (No change)

Possible new moves: Spiky Sheild, Curse, Hex, Grudge, Shadow Ball

Description: This mega is made to fit many types of styles effectively, however the idea is still in progress and any help will be greatly appreciated.

Ideas during creation(inspirations): I was inspired by how much death is caused by war, falinks are 6 creatures who work together in battle, yet for this, only 1 segment of the falinks returned, it joins forces with 5 others who met the same fate, this falinks is determined to win no matter the cost, mega evolution makes it's hatred towards it's foes grow to such a level that allows it's deceased allies to return as ghostly helpers. (Sorry for the long read.)
:ss/falinks:
Ability: Mind of Many
Ability Description: This Pokémon's Special Moves are turned into 25 Power and repeated 4 times. (Like a skill link variant, but different)
Types: Fighting /
Fairy
Stats: 65/120 (+20)/120 (+20)/120 (+50)/ 70 (+10)/ 75
Moves: Moonblast, Teleport, Toxic, Thunderbolt, Aura Sphere, Dazzling Gleam
Description:
I just saw the special movepool of Falinks and i thought would be nice to add some special moves to it, to put more moves than the 4 it already has. Basicall, my idea is to make a special mega evolution for Falinks, and my concept here is that all the Falinks warriors can unite their minds to a strong special power. Hope you enjoy and hope it isn't broken lol. :blobthumbsup:
:Falinks: Mega Falinks
New Ability
: Strike Team (all contact Moves do 1.3 damage but always lowers their defenses like close combat)
Type:
Fighting
New stats:
HP: 65
Attack: 130 (+30)
Defense: 100
Special Attack: 80 (+10)
Special Defense: 90(+30)
Speed:105(+30)
New moves: Play Rough , Wild Charge
Description: Mega Evolution lets falinks leave they´re Shields behind becoming faster but also defensless so it has no way to defends itself after charging in to battle
:falinks: Mega Falinks @Falinksite
Type: Fighting
Ability: Battle Armor/Defiant - Brass's Orders - When this Pokemon uses a Fighting type attacking move, it will hit 6 times, but at 20% power.

Stats:
HP: 65
Attack: 100 -> 125 (+25)
Defense: 100 -> 125 (+25)
Special Attack: 70->80 (+10)
Special Defense: 60 ->90 (+30)
Speed: 75 ->85 (+10)
BST: 470
New Moves: King's Shield, Wild Charge

Pokedex Entry: When Falinks Mega-Evolved, their minds became even more in sync with each other, with the brass becoming able to know the emotions and well being of his comrades. Their loyalty to each other is unbreakable.
Description: I was thinking about how there are 6 Falinks, and looking at its Pokedex entries. " Five of them are troopers, and one is the brass. The brass's orders are absolute. " and "The six of them work together as one Pokémon. Teamwork is also their battle strategy, and they constantly change their formation as they fight." and it always shows that they work together. I took this and made it into a reformation of Parental Bond, but it hit 6 times to represent 6 of them and have a nice power boost too. With Brass's Orders, you can take advantage of a very unused move, Rock Smash. While it is only 40 base power, it has a 50% chance to lower defense. If you use Rock Smash and Brass's Orders, then you have the possibility of getting your opponent to -6 Defense in 1 turn, at the cost of using a low base power move. This ability also renders Close Combat almost unusable, taking the -6 Defense and Special Defense drops into account. If you use Brick Break, with the boost from Brass's Orders and STAB, though, you get a 135 power move that can hurt, especially with +1 attack/lowered defense. I also gave it King's Shield, which could be usable in the meta, but mainly as a move that just seemed right for Falinks, and Wild Charge, which allows Falinks to hit those pesky Flying types. It still has a lower speed stat and low HP with no reliable recovery, though, so it can be worn down easily and can have major problems with abilities like Flame Body and Static.
Mega Falinks
Ability: Weak Armor
Type: Fight/Steal
Hp: 65
Attack: 130 (+30)
Defense: 150 (+50)
Sp. Attack: 70
Sp. Defense: 80 (+20)
Speed: 75
Mega Falinks - Fighting
Ability: Showdown
HP: 75
Attack: 95 (-5)
Defense: 120(+20)
Spatk: 70
Spdef: 115 (+55)
Speed: 105 (+30)
BST: 470 > 570
New moves: Head Smash, Sucker Punch
Description: A more defensive Falinks.
Mega Falinks - Fighting/Rock
Ability: Barricade: Upon being trapped, this pokemon takes ½ damage from super effective hits until it is no longer trapped
HP: 75
Attack: 100 > 130 (+30)
Defense: 100 > 140 (+40)
Spatk: 70 > 100 (+30)
Spdef: 60 > 70 (+10)
Speed: 75 > 65 (-10)
BST: 470 > 570
New moves: Head Smash, Stone Edge
Based off the ancient Chinese Terracotta soldiers made to protect the Emperor of China in the afterlife, this mega Falinks aims to stand it's ground against any threats with no fear, taking any attacks they fire at it and retaliating with immense power. Competitively, It's lower speed allows it to be taken out easier before the boost and makes it easier to revenge kill. However, the increased power and survivability makes it well worth the speed drop, and once you get the No Retreat off it can be very hard to take down, what with reduced SE damage and all.
My wacky haha Falinks set


Mega Falinks @Falinkite

Type: Fighting

65/145 (+45)/110 (+10)/70/80 (+20)/100 (+25)

BST 470 -> 570

New moves: Pin missile, Rock Blast, Bullet Seed, Gunk Shot, Final Gambit.

Ability: Blitzkrieg (Mega Falinks always moves first on its first turn in battle. Imune to intimidate).

Many of it's moves are based on war weapons (like the multihit moves being based on guns, or gunk shot being based on a granade) and war strategies (like Final Gambit being based on a Kamikaze attack).

"Appear weak when you are strong, and strong when you are weak" Sun Tzu
:swsh/falinks:
:falinks: Mega-Falinks
Typing: Fighting
Ability: Duel (When trapped, traps the opponents unless they are immune to trapping.)
Stats:
HP: 65
Atk: 130(+30)
Def: 100
SpA: 70
SpD: 100(+40)
Spe: 105(+30)
Added Moves: None
Description: WIP (There's a high chance i forget to write it tbh) (Just know it's made to force switches by menacing the opponent if trapping a mon that can't beat it with No Retreat and then setting Up with Swords Dance, and abusing those forces switches by making clever switches itself)
Mega Falinks
New Ability
: Flawless Formation - When this pokémon uses a move that reduces its own stats or HP or keeps it from switching, it recovers 12,5% HP.
Type: Fighting
Move: Curse

New stats:
HP: 65
Attack: 135(+35)
Defense: 130(+30)
Special Attack: 80(+10)
Special Defense: 80(+20)
Speed: 80(+5)
570 BST(+100)

Description: Keeping in mind Falinks' signature move, No Retreat, the concept of fighting until the end and facing off the consequences of the battles you embrace sounded like an interesting theme. Sometimes, you pour so much trust into your strategy, and dig so deep into it, that backing off is no longer an option. Such is the case when you use moves such as No Retreat, Belly Drum, or Clangorous Soul, for example. In those cases, it can be so hard "soften" the negative impact of the moves that it is not worth it. In other cases however, of moves such as Superpower, Overheat, or Close Combat, it is much easier. But what Falinks does is not to retreat, or to try and revert its sacrifices. Each individual follows the brass faithfully, carrying on the with initial plan, while the brass itself does its best to which is the point of Flawless Formation. Becoming even more organized, the Falinks organizes itself in a more rigid manner, making sure that the formation is flawless, as well as strongly coordinated, working as one to ensure victory.
With a stronger formation and an even stronger bond between each individual, Mega Falinks makes use of perseveration and faith in the lead, making sure not only to be in synergy, but not to sway when facing the challenges that appear before it.
Mega Falinks
Stone:Phalanxite
Type:Fighting/Steel
Ability:Formation Changes
-Stay at Defensive form until the pokemon use an attacking move, revert back is the pokemon use King Shield
Stats:
Def:65/70(-30)/145(+45)/70/145(+85)/75
Atk:65/135(+35)/90(-10)/105(+35)/80(+20)/95(+20)
New Moves:King Shield, sth related to fire(greek fire, like lava plume?), Wide Guard
The brass falink command the trooper falinks from behind in defensive form, while the trooper falinks hold up shields. When the falinks attack, the troopers hold their lance, while the brass sit on top of them held a sword.
* note: this Ability is Stance Change and will be called Stance Change accordingly if it wins
:ss/falinks:
Falinks-mecha @ Falinksite
Type: Fighting

Ability: United Front (Prevents this pokemon from switching out for 1 turn upon switch-in)

HP: 65
ATK
: 100 -> 125 (+25)
DEF: 100 -> 120 (+20)
SPA: 70
SPD: 60 -> 100 (+40)
SPE: 75 -> 90 (+15)
BST: 470 -> 570 (+100)

New Move(s): Sacred Sword, Drain Punch

Dex: Legend tells of Falinks that have been in countless battles and honed their teamwork and skill such a degree that they have no wea...is that a mech!?

[Some eye-candy I found on google images, wouldn't look like that though. More pokemony]

1. The name is simply a pun since "mega" almost sounds like "mecha", although if one could theoretically get showdown to show "mecha" instead then that would be cool (cough cough nudge nudge).

2.
The "United Front" ability may seem useless and detrimental to the naked eye, but due to the mechanics of no retreat it is a passive boost. This would allow Falinks to pull off 1 "no retreat" and still be able to switch or pull off 2 "no retreats" for a cap of x2 stats and then be unable to switch. Due to its BST range, I tried to make its stats to where you would consider choosing it over Kommo-o.
* I found the source for the art they used!
(please yell at me if I messed anything up or missed anything!)

Reminder on Voting Rules

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

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

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

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

Voting will last until 0:00 GMT on Tuesday, the 2nd of March!

Slate 30

As previously announced, slate 30 is a bit of a special occasion, so this isn't the result of a poll or anything - we have something else in mind!

Not only have we spent an incredible 30 slates together, but slate 30 itself will include our hundredth original Mega Evolution! To celebrate how far we've come, slate 30 will feature Pokémon that represent the fantastic competitive council that's gotten us this far.
Much of the council has already been covered - a similar theme made its way through the polls for slate 23, covering :parasect: inkbug, :meowstic::meowstic-f: Ausma and :samurott: kakaks, and slate 25 went on to include :starmie: BlueRay's favorite Pokémon as well. That leaves four council members left - and a super fun and diverse array of Pokémon to represent them!

With that in mind, the Pokémon we'll be doing for slate 30 are :floatzel: Mega Floatzel, :simisear: Mega Simisear, :krookodile: Mega Krookodile and :cinccino: Mega Cinccino - the Pokémon that represent Mossy Sandwich, Hematemesis, BitBitio and IsoCon in the thread's first post! okay we did have to evolve Mossy but he's okay with that

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

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

 
:falinks:
Found in groups of 6, 12, 24, 42, and 60.
1. War Incarnate
2. ausma
3. BlueRay
4. Poke Legend
5. The Damned
6. kakaks

:dugtrio:
Found in groups of 3, 9, 15, 30, and 45.
1. lydian
2. ausma
3. BlueRay
4. DrPumpkinz
5. AquaticPanic
6. shinxthe17
7. abismal
8. inkbug
9. jazzmat

:wishiwashi: :wishiwashi-school:
Name a pokemon that better defines "Not Alone" than Wishiwashi. I'll wait.
1. Yung Dramps
2. inkbug
3. The Damned
4. BlueRay
5. okispokis
6. qways
7. DrPumpkinz
8. Ausma
9. Hodaka
10. Marshmallow_Fish_24
11. PalpitoadChamp
12. Double Iron Bash
 
Last edited:
Prepare for trouble and make it triple!
:dugtrio:
Me, Fratelli bc, Simpy Shrimp
This is getting out of hand. Now there are six of them!
:falinks:
Me, QuaticPanic, Quays
There's always a bigger fish.
:wishiwashi:
BTW, I edited my sub, 10 minutes before you started voting so... I guess I get to yell at you?
Me, Blueray, Okispokis
 
Here we go again
votes are once again, voted from good to best (xth to 1st).

Honourable mention: Marshmallow_fish_24's Duggy is fucking hilarious man.
PalpitoadChamp, shinxthe17, fratelli bc (which is also funny but done right)

3) Dr Pumpkinz
A clever way of giving Dugtrio-Mega Arena Trap without making it too broken

2) BlueRay
Yea, I really dig this one.

1) lydian
But this one digs even better.
(not sorry about all the dig puns)

PalpitoadChamp, ausma, Aurum4, TheDamned

3) DoubleIronBash
Somehow, this works really well, and I can picture it and it is a surprisingly cool concept!

2) inkbug
:slowclap:

1) BlueRay
It's simple, but I like it.

RaimundoBita, Moretto, FierceHawk192, ChoiceScarfed, TheDamned

between these 3 I can't really choose, they're all great:
ausma, abismal and fratelli bc's entries all bring something to the table. ausma's Falinks-M gives the metagame a brand new Stance Change user that seems insanely fun to use, abismal's Falinks-M gives the metagame a good Shields Down user that actually seems fun to use (notice a trend here?), and fratelli bc's entry is a pretty unique one, with an interesting ability that isn't just Showdown 2, and fits Falinks pretty well.



But since I must rank it, fratelli bc, abismal, ausma.
 

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