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

Ah yes, the slate that I have had my subs finished but didn't sub for over at least a month

:bw/golurk:
Mega Golurk @ Golurkite
Type: Ground/Ghost
Ability: Berserk

Stats:
HP: 89
ATK: 124 -> 70 (swapped with spa)
DEF: 80 -> 120 (+40)
SPA: 55 -> 139 (swapped with attack and +15)
SPD: 80 -> 120 (+40)
SPE: 55 -> 60 (+5)
BST: 583
New Moves: Pain Split
So, Golurk has a suprising amount of good special moves, like Shadow Ball and Earth Power for STAB, Psychic, BoltBeam, and more, so I thought it could take advantage of those by turning into a special attacker. The ability Berserk is based on the Pokedex entries saying that if its seal breaks, it will go on a rampage. Pain Split allows it to heal itself up a little and also be able to re-activate Berserk, while also weakning the opponent a little. Could also use Rock Polish to become a speedy sweeper.

:sm/silvally:
Mega Silvally @ Silvallite
Type: Normal
Ability: Chimera - When this Pokemon switches in, it changes to the type of the last move used by the opponent. If no move was used yet, then this Pokemon is Normal type. (Multi Attack type is this Pokemon’s primary type)

Stats:
HP: 95
ATK: 95 -> 115 (+20)
DEF: 95 -> 125 (+30)
SPA: 95 -> 115 (+20)
SPD: 95 -> 125 (+30)
SPE: 95 -> 95
New Moves: Play Rough, Dazzling Gleam, Aura Sphere, Brick Break, Water Pledge, Fire Pledge
Chimera allows Mega-Silvally to act as a pretty good defensive pivot, but not entirely unbreakable, due to the fact that some types are super effective/neutral against themselves and it doesn't have recovery. However, it is normally a good counter to choice locked mons, can have some decent setup with Swords Dance, and is fairly defensive.

:bw/electrode:
Mega-Electrode @ Electrite
Type: Electric
Ability: Voltorb Flip - Whenever a Pokemon makes contact with this Pokemon, it has a 30% chance to get a random Pokeball. Whenever its item is replaced, it takes ⅛ damage. (does not apply if the item that the other pokemon is holding is a rusted shield/sword, a mega stone, etc)

Stats:
HP: 60
ATK: 50 -> 50
DEF: 70 -> 110 (+40)
SPA: 80 -> 100 (+20)
SPD: 80 -> 100 (+20)
SPE: 150 -> 170 (+20)
New Moves: Recover
haha arcade game go brr (:
 
Hello!

It’s me again! This time, it’s a report on the M4A Premier League, detailing my personal experiences as a manager and giving a big shoutout to not only Bolivia for establishing this amazing tournament experience but also to my team who, despite the loss in the finals, managed to come this far when not many people would have expected it, especially given the drafting of many powerful individuals on other teams.

If there is a lesson to be drawn from this, I would argue that great players are nurtured with love, respect, and a healthy dose of proper training. That was my approach as a manager, making sure to create a positive environment where everyone would feel at home, and finding a balance between fun and competitive play. After all, the purpose of the M4A Premier League is to include as many people as possible, create a fun experience, and elevate their skills at teambuilding and playing. I hope you all could take something from this!

While this learning curve and experience might come off one-sided for the players, it actually wasn’t for me because managers too learn a lot about managing a team and how they grow as an individual. This couldn’t have been made possible if it weren’t for the amazing support of all team members! It’s been a wild journey. At times, I felt like Joachim Löw, the trainer of the German national football team, who, in a few instances, would get a heart attack when events didn’t happpen the way he envisioned. I now know how it’s like to be a football fan.

That said, controlling your emotions, letting go of frustrations, staying calm and collected throughout the weeks, that’s quite a challenge since a team relies a lot on its manager to navigate it. At the same time, as I came to realize, stress management was an important topic to deal with. I mean when you play in a team rather than for yourself alone, naturally, you don’t want to disappoint your comrades and you want to make sure to give your best. The fact you are playing on the highest level of competitive where one loss could mean the end for the team also doesn’t help making you feel good. And I get that, the M4A Premier League gets to you, and there’s nothing to be ashamed of. We are all humans, after all. Every time I see you guys struggling and hurting, I get emotional as well. Because it means you really love the team. It means, as a manager and individual, you develop compassion and a good understanding of people. Being human, isn’t that a beautiful thing? That’s life for you!

Hehe, I digress. Now, I don’t know how the other managers deal with stress management and what’s the best way to handle it, but I think to keep believing in your team and encouraging it is a start to make progress. Analyzing games to find out why someone didn’t perform the way they usually would outside of tournament matches and providing enough opportunities to make players used to different battling styles and strategies can go a long way as well, I believe. I’d be curious if anyone wants to share their advices on stress management.

Moving on, my modus operandi as a manager consisted of continually assessing the skills of each player, their strengths and weaknesses. What are the reasons for their success? Did they manage to overcome their obstacles? What kind of training can I offer to each player? And can I keep introducing new strategies to challenge them? To raise the level of each player, I decided on two ideas, one of them being a focus on group work and the other being a differential take. In the case of the former, players have the chance to challlenge different opponents but me so that they don’t feel pressured by their trainer and are exposed to different playing styles and strategies. Moreover, in a group, you can get a lot of things done much more efficient and faster. For instance, if you have a problem and can’t see the solution to it yourself but then suddenly, someone comes up with an amazing idea. In the case of the differential approach, I decided to offer long, private tutor sessions to each player to make sure they know I want to spend my time with them, as an individual, and focus on their progress. The sessions often involves an analysis on the game and teambuilding. Don’t hesitate to explain and praise a player’s progress but also don’t forget to explain and point out flaws. Do so in a respectable manner.

As the players continue to grow, you, as a manager, also need to grow to keep up with them. If you are training them, it means you need to update your Pokémon teams and build new ones (if possible) to avoid boredom and stagnance. This was very notable in the Retricted format. Each week, you were only allowed to use one of the five megas of the week. In order to reduce most work for my players, I decided to build teams for almost every mega of the week so that, once they had created their own version of the mega of their choice, they coud test it against them.

In VGC, I took a different approach. Teambuilding and training is the hardest part out of all the formats we have, I would argue. That is because, while your team needs to be able to handle a variety of different strategies, as a player you need to learn to get proper readings on the opponent’s team and find the most appropriate lead to beat them. One small mistake can quickly lead to a loss, especially in a very fast paced format. And oftentimes, while you might think your team isn’t effective enough to handle specific archetypes, I recommend actually taking your time to do the testing to be really sure of that. I remember how JosJet struggled a lot against my Hail team at first, and it looked like his Rain team had an unfavorable match he could not hope to win. However, after the 10th atttempt or so, we finally found the most ideal leads that could get him a win against my Hail team. And from that on, the battles went smoother. A propos leads, there’s a tool I’ve found on reddit that can help you to find the most efficient leads and take notes of your progress. It’s been very helpful for my VGC main player, Indigo, and me. Here, the link:

https://docs.google.com/spreadsheets/d/1RzgMEz8kK_kRhFMgF1fXZKhkKWvgIrI2_1Uy5ncdHxI/edit?usp=sharing

Of course, because we didn’t have enough time to be that dedicated (after all, who wants to play 50 games for one team? XD), we decided to play as many games as possible and draw conclusions from them, which was still useful as we could remove some big flaws of teambuilding and plays.
As you can see, you need a lot of patience as a manager and player and give them a break from time to time, otherwise they’ll get burned out very fast. Also, real life comes first! The M4A Premier League shouldn’t be the constant main focus of your life. Enjoy your time with your friends, familyand/or significant other!

With that being said, there’s not much else I can add except giving a bit shoutout to Bolivia again! Seriously, I’m super impressed by your management skills and the fact that your team went undefeated throughout the tournament. From the moment you’ve chosen your players, I knew you had, without doubt, the most consistent team even when another team, the Kiloude Krookodile, had the most powerful individual players. But your players have grown very quickly and well and could remain strong week for week. I don’t know what you’ve fed them but seriously, your management skills are something to be proud of!

Last but not least, I want to say thank you to my team. Thank you for being so patient with me. Thank you for being kind and awesome people as you keep supporting and motivating each other, even in bad times! Thank you for contributing to the lore and giving our opponents one hell of a match, making sure we are not to be underestimated. Without you guys, we wouldn’t have made it into the finals! When I drafted you, I wanted to make sure to have players that have a lot of untapped potential waiting to be explored rather than choosing mostly players who were already super experienced in tournaments and good. You guys are proof that great players, no matter their origins and inexperiences, are made. I’m so proud of you. Each one of you!

Harmony, I got the chance to see you grow as an individual. You became a lot more assertive and confident in teambuilding and playing. Moreover, your cheerful nature helped a lot to create a positive and healthy environment where we would be at ease and at home. Thanks for putting your trust in the team and being an amazing person!

Spiderlino and Etlon, even though we didn’t interact with each other much, which is totally fine!, I can confidently say I enjoyed a lot the few times I had with you. Spiderlino, you’ve been quite the gem oft he SSSD. I could learn a lot from your stall teams and hyper offense teams, archetypes I’m very unfamilliar with, and you’ve been a really, really tough opponent in testing. I would go so far as to say you were the most difficult player in Singles on my team as you kept playing consistently well. I hope the M4A Premier League could show to the people what you are made of. Etlon, despite your inexperience in Monotype, you’ve been quite amazing at teambuilding and navigating your teams. That’s super impressive, and it shows you really wanted to spend your time on your teams, making sure they work they way you envisioned. I hope you had a lot of fun during the M4A Premier League!

Next, I want to praise you, Indigo, but also apologize to you for all the haxxes you had to endure ;.;
You’ve been quite innovative with your teams, entertaining with your gimmicks and nicknames, especially those from team evil (shudder), and it was quite a pleasure talking to you, getting to know you, and seeing you getting more confident and familiar with the team! Moreover, you’ve been a huge help to the team with your efforts to help out whenever you could and write amazing speeches to motivate us. I’ll be missing our long talks about VGC and our training sessions.

That reminds me, JosJet, the time we had with Indigo, they were amazing. Your appreciation of VGC and willingness to learn means a lot to me. You’ve been very patient and kind with all of us. Also, it’s always heartwarming to get us all to laugh! You are awesome, and keep being true to your core!

Bekama, I’m super impressed by your progress. Training must have been quite hard for you but you were always very patient and willing to learn, without complains. Your efforts didn’t go to waste as you started to defeat difficult opponents. Furthermore, you are a shining example oft he SSSD’s values: Fairness and respect. You displayed them when facing pupugugu. Despite the loss, I was extremely touched by your human heart and kindness. You are amazing and you can be proud of that!

Sticky, the SUPER JESTER, you are another person who’s always been patient with the team. Your jokes, as fitting of your title, were much appreciated to take away some stress of us. Moreover, I’m in awe of your dedication. Analyzing one game after another one, creating many different teams and revising them until we were satisfied, that was super impressive. I enjoyed the heat teams you brought to our training and the immense help you offered to the team in general. Thank you very much! Thank you for your kind words and encouragement!

Last but not least, Ninjacid. You really grew on me, you grew on me so much that I consider you my successor when I retire, whenever that might be. Your trolling on DH was quite entertaining, as expected from someone who’s Bit’s brother, and I loved all the precious moments we had together. I’ve been super impressed by your calm and consistent plays, in training and in the league battles. You’ve been a clutch in two important battles and demonstrated your great skills. Your instincts were impeccable!

And now, I’ve finally come to an end. As Jean de la Fontaine once said, „Sadness flies away on the wings of time“. It’s an odd feeling to no longer have anything to do with the M4A Premier League. The time we all spent with each other, I will never forget it and always remember it fondly. I’m really sad the story of our rise and fall has come to an end. I’ve never considered myself a princess as the lore would have you all believed it. I’ve always been a captain at heart and consider you my precious crew. I’m soooo proud of you (which I probably mentioned a hundred times XD). You stayed strong throughout the storm. While this is the end of our era, don’t feel sad about it. Take pride in yourself, in your achievements. And now, let us all sail towards a future free of the tyranny of the Dark Lord.

IsoCon, bless you!

 
Last edited:
:Electrode: Mega Electrode
New Ability
: Soundproof/Static/Aftermath => Galvanize
Type
: Electric
Mega Stone: Electrodite

New stats:
HP: 60 (+0)
Attack: 125 (+75)
Defense: 70 (+0)
Special Attack: 90 (+10)
Special Defense: 80 (+0)
Speed: 165 (+15)
(BST) 590


New moves: Final Gambit, Misty Explosion
Description: I only have one thing to say: STAB Explosion. Want more info? Be careful with ground types...
Dex Entry: It has incalculable amounts of electricity stored in its body, making its Explosions get packed with electrical shocks cabable of paralyzing even a Wailord with no effort.

:Golurk: Mega Glourk
New Ability
: Iron Fist/ Klutz/ No Guard => Giant's Husk (Defense is x1.5, but can only select attacking moves)
Type: Ground, Ghost
Mega Stone: Golurkite

New stats:
HP: 89 (+0)
Attack: 164 (+40)
Defense: 115 (+35)
Special Attack: 65 (+10)
Special Defense: 115 (+35)
Speed: 35 (-20)
(BST) 583

New moves: Explosion
Description: If there is a Choice Band ability, why not a (Physical) Assault Vest ability too? Mega Glourk has the bulk it wanted to have for years, plus a massive attack stat. However it's VERY slow, and cannot use any status moves at all (although it normally wasn't using any to begin with).
Dex entry: It has a very hard husk, capable of withstanding multiple powerful attacks. Like a statue, it doesn't seem to move at all.

:Silvally: Mega Silvally
New Ability
: Arceus RKS System => Type Upload (On switch-in, this Pokémon turns into a type super-effective against the opponent it's facing (ignoring abilities), and remains that type for the rest of the battle. Multi-Attack's type matches the user's)
Type: Normal (Before the ability activates, if the opponent is typeless or has no weaknesses)
Mega Stone: Mega Memory (or Silvallite)

New stats:
HP: 95 (+0)
Attack: 120 (+25)
Defense: 120 (+25)
Special Attack: 95 (+0)
Special Defense: 120 (+25)
Speed: 120 (+25)
(BST) 670

New moves: Liquitation, Stomping Tantrum, Play Rough, Brick Break (now it has at least one physical damaging move for every type)
Description: Switching in before it mega evolves a very tough task ,even if your name is Eelektross, due to its ability and high attack. It also has quite great stats all around: all of them (except HP and SpA) match Arceus's; and a Massive movepool. It, however, suffers from the four-moveslots Syndrome: since it can be from any type, you can be in trouble if you don't have enough coverage.
Dex Entry: The Mega Memory allows it to change to whatever type it wants. However, due to a glitch, there is a cooldown for each type change.
 
Tough act to follow, Blue. I'm going to do my best to make a similar post but about my experience, and I invite the other 2 4 managers to do that same if they would like!

WOW! Holy shit! It's over already? I feel like it was just yesterday when I said in the competitive council chat "hey guys, you know what would be fun..." as a joke. I'm being serious, m4apl really stemmed from being just a joke, I never would have dreamed that we would have the dedicated players and especially the managers to make a tournament like this happen (and what a tournament it was =D). I have plenty of shoutouts to go through, but first of all, let's talk about the Ecruteak Eruption Experience!

How the Eruptions managed to become the bad guys is interesting.
1624887738959.png

...yeah. Mossy's lichen-lord esque declaration of war turned us from just another old team to the ultimate evil empire that we were. However, if you really took a look at our discord server. You would see that we were not so much evil as we were goofball idiots. Seriously! Explo, Iso, Mossy, Gravity, Shin, Delta, Xed, and me all really were not as evil as everyone made us out to be. Or were we? The inner machinations of the Eruptions are an enigma, I suppose. Anyway, reading Blue's description of the private coaching with his teammates makes me think I'm not a good manager for leaving Xed and Delta to just play VGC against themselves (I don't think I ever tested a game with them). I jest, I would actually say I'm proud in my managing skills. I think that what separated the Eruptions apart from everyone, in contrast to the "fairness and respect" cited to be the core values of the SSSD, would be "fire and passion." We are a really passionate team. Iso's final game of the finals proves that, where Mossy and me were obnoxiously screaming in the game chat in contrast to the collected cheers from the Spirits. If I was on a different team, I would hate the Eruptions. Despite being very passionate, the culture we cultivated was not a toxic one. I think every Eruption can vouch when we say that, like a volcano, we were very warm to each other, with other teammates helping each other out at every turn. I was lucky enough to have 4-5 people that I think are manager caliber on my team for this m4apl, which takes a great weight off of a manager's shoulders. I would literally wake up to everyone talking about the game that our teammate won that I wasn't even awake for. Regardless of the jokes, I think that this is the best experience I've had in pokemon in a long time, and definitely the best smogon experience. All of you - not just the Eruptions - made this very pleasant. If I'm allowed, I'd like to do this again next time, and see if I can do it twice in a row! Anyway, now that the opening statement is finished, time to recount everything that happened in m4apl.

Week 1: I faced off against Jacob from the Krooks, and brought a Serperior team that I changed from my original team a few days prior. The team was built around unaware CM Clefable, but it never got a chance to shine in this game. For our first week, we did very well, winning 5 games to 2 and getting off to a strong start. I remember Xed getting that first win of the tour in a really close, nailbiting game 3.
Week 2: This was my favorite week of the PL aside from finals. I used a team with AshGren and Magnezone, but deserved to lose after JosJet's JetClef proved its strong worth. After wins from me, Mossy, and IsoCon, it looked like we had an easy road to victory. However, if I remember correctly, we had 2 losses in a row that tied the series up at 3-3 from 3-1. It all came down to ShinGen's game, a game which he won. This was such a confidence booster for our team, with our team going apeshit in the team-general chat. It was a great and challenging week.
Week 3: Don't let anyone get it twisted, the UUU was a legitimate team. Our series versus the UUU in week 3 was the closest we ever came to losing, and for good reason. I won again, as did Gravity and Exploziff, and once again, it came down to ShinGen, who won the game to put us ahead 4-3 once again. At this point, ClutchGod, or ClutchGen, or Clutch Shin became something of a meme in the EE discord, which only helped to boost morale. This was a really fun battle for me as well, as my Hatterene that I cooked up with the Mole King Exploziff doing extremely well versus Loukarya.
Week 4: I actually lost this week, to one of the strongest players of the tournament, CheeseMaker (due to being flinched a couple of times, which, granted, has a higher chance of happening than not happening). However, my loss did not inhibit the team, which performed very strongly, which made me quite happy. By winning this week, we qualified for the playoffs, which meant we were able to relax for weeks 5 and 6. However - and I'm very proud of my team for this - we did not let up the heat.
Week 5 and Week 6: Not terribly interesting, but we did win both of the weeks. We also created probably the most dangerous team of all time. Well, "we" is an understatement, it was really just Iso's IsoCon team, with MLDusk Kyubliss. How he manages to fit 2 pokemon of such dangerous caliber on one team is beyond me, but it worked. Anyway, let's recount the last week.
Finals: The finals were the best week of the m4apl in my opinion. Going into finals, I had secret nerves that, as we had not taken the past 2 weeks as seriously as we could have, we would lose. At the start of the tour, it was a bit gloomy. While Gravity rounded up regionally one last time, ShinGen took a tough loss, as did Delta, and we were down in the week 2-1. However, we were not discouraged at all. We still held massive confidence, and 3 games later, we were the champion. I was very proud of my last team, as I relied on my old buddy ZVictini, that really worked. Exploziff, we really appreciate your crits, and IsoCon brought it all home. Mossy lost we won the week 4-2. It was a finals to remember, but the outcome may not matter as much as you'd think. Before the last day of finals, I thanked my team for their hard work, regardless of outcome. I think at the end of the day, we - or at least I - didn't really care whether we won or lost so much as whether or not we had fun, and I think I can safely say we had a great deal of fun throughout this tournament. We just also happened to be the most kickass, bombastic m4apl team in history :P. But what's a team without its members. I'd like to thank these members really quickly!

:Unown: The Main Mon Lol pls participate next time m8

:Scrafty: I-Deepblue-I Delta, you were a very pleasant person to have on the team, as sort of a tutelage. It's a bit unfair of us to throw you against Indigo, tied for the best performer in all of m4apl, 3 times. However, you took on the challenge each time. Improvement in this game is gradual and sometimes nominal as well. Your hard work does not go unappreciated, and keep at it! Someday, you'll be schooling us all (although hopefully you're on my team when that happens =P)!

:Haunter: El Cadaver While you didn't get to participate as much as either of us liked, you were a very important presence to us for the weeks you were around. I don't really know anything VGC related so your assistance in that field was very appreciated. I hope that, wherever you are, you're doing okay, as I know you've fallen upon tough times at the moment. The Eruptions are thinking of you!

:Rillaboom: Shingen Don't know your username so pinging this random guy for posterity. ClutchGod, I did not know you before drafting you, which is contrary to most of the other players. It seems your heyday was in the midst of my absence, but nonetheless, I took a chance on drafting you (I thought your pompous declaration of "singles, and singles only" for what tiers you wanted to play was hysterical). While you probably wish you performed better, I'm very thrilled that you were on our team. When the chips were down and the score was 3-3, we knew who to rely on. Your timezone put you in a place where you often had to play late in the week, which made your games hype and fun. If we could, we would put you in the clutch position more often, but nonetheless, you carried us through the toughest weeks, and we're eternally grateful. May you forever create more teams that are not still weak to Mega Dhelmise!

:Kommo-o: Gravity Monkey I knew you as a strong builder due to winning my WTC back when I was hosting it, so I knew you would be a good teambuilder. However, not only did you meet and exceed this expectation, but you were also extremely prolific! Before week 1 had even started, you came to us with 1-2 pokepastes for regional roundup gens 1-5. Regional roundup m4a is a tier that you can proudly declare yourself the king of! I was really impressed by your work ethic, consistent play, abuse of subsalac Kommo-o, and great pop culture knowledge. While the word may only be big enough for one metaphysical seeker, there is plenty of room for more Gravity Monkeys! To future managers, team with this guy, he's awesome! Mrs. Golden Week great pfp btw

:Kyurem: IsoCon #IsoLuck. While the lore had you betraying me, you actually were quite the loyal player. You had the worst, most terrible unluck in the game in your week 1 match versus CheeseMaker, but you didn't let it discourage you. You didn't drop a single game in the 2nd half of the season? Let me reiterate for posterity, often times, bo3 tiers are won 2-1. Iso played monotype once and bo3 twice, and in all 3 of those series, he won 2-0 and not 2-1. That's incredible. You have the most distinct style out of all of the top m4a players, which makes it easy to predict what you'll play but doubly difficult to deal with. You also closed out the entire m4apl with your intelligent play in the finals, as both of those games were very difficult to win. Try your hand at managing next time if you want. I think you would be a good one! Sorry for forcing you to play monotype that one time :P. I hope you enjoyed Erupting with us throughout this season!

:Buizel: Mossy Sandwich Mosstopher Sandwichfield, my old cream cracker. I hated teaming with you /j. You were basically my co-leader, giving everyone helpful advice, more than me even. I don't know why you didn't want to be a manager. You would have excelled as one. M4A Snake? While your help for other players was good, you put in a lot of effort to your own teams as well. You tested a really large amount, you took monotype very seriously, and you were a pog performer as well, being basically an auto-win each week. However, the best thing about you on this team was your morale and passion. You were on team Eruptions from day 1, making everyone in the server know our wrath. You were so involved in m4apl that your role in the lore outshined even mine, the manager, which is a very impressive feat. You will be an important part on any team for any m4a tournament, and while Cinderace will never be unbanned on my watch, I can still proudly say that you were an epic fortnite teammate!

:Dugtrio: Exploziff The Mole King Exploziff. From the moment you won the Molehouse tournament - a time which m4apl was already under development - I knew I wanted you on my team. So much so that I audibly swore when I saw that Kakaks had the first pick in the draft (he ended up selecting Ausma, which was a shame since I wanted to team with them as well. The day Ausma and I team is the day the world fucking implodes due to not being able to handle that much swagger). But I digress. Mole King, I can safely say that you did not disappoint. For starters, the two of us cooked up the most swag creation in Hatterene. It was not used nearly enough for a pokemon that is basically a beefy Lele that can operate under trick rom as well. Aside from that, you built, tested, and played with purpose for all 7 weeks. Knowing that I could rely on you week to week took a weight off of my shoulders. You truly are one of the most skilled players in m4a, and your frequent, strong suspect performances prove that (Explo for Deo-Speed winner, anyone ?? ). I could rave on and on about how great of a teammate you were, but I want to talk about something that impresses me most about Explo. In his games with BitBitio, Explo was put into a series of unfortunate events - that, while nobody was at fault for, angered the Eruptions at the time - but while some of his team members were complaining about the events, Exploziff remained calm and vigilant. Explo, you are a mature, steadfast player, and the fact that you didn't drop a match past this point proves it (2-0 in monotype? Pretty fly for someone who had little mono experience beforehand). I would draft you again and again if I could. Thank you for playing for us!

Those were our teammates, but there are some other people to thank!

:Serperior: Superior Serperior THE GOAT!! Our honorary 9th player, you came in extremely extremely clutch when we needed you to test for various tiers. If I could have started you, I would. You're an insanely talented player (2nd in the Torn-T tournament? Insanity) and I endorse you to join future m4a tournaments because we would love to have you. For no massive gain on your end, you consistently tested with us, so this trophy is just as much yours as it is the members of the actual team. See you next time!

:Clefable: JosJet We played 3 times throughout this m4apl, and although I did win all 3, I don't think I deserved many of those wins. You are a very talented player, and you single handedly created one of the most devastating and underexplored sets in JetClef. I'm terrified yet excited to see where you go next, and I hope that we can play more matches in the future!

:Swanna: pupugugu Thanks for joining the dark side and helping us test for that last week. Your presence was valuable and more than we asked for. The Krooks were lucky to have you and maybe sometime down the line we'll team ?

:Obstagoon: Paulluxx The Ruby Samurai, All Brakes Matter, and whatever alias you're going with currently. The man of many alts stepped up big alongside Pupu to carry out Bit's duties while he was away. As the other STAll affiliate, you have quickly grown to be one of my closest friends in the m4a discord server, and you work really hard to make the server more fun with the WTC and being online a shit ton, which is swag.

:Krookodile: BitBitio I will die on the hill that you're the nicest person in the m4a server. There's nobody else I can think of it in my personal or online life who will send me an out of the blue DM encouraging me to keep going, and it's extremely appreciated. Thanks for stepping up to be a manager and helping get this tournament off the ground. Come back! We miss you (Ninjacid - who, btw, is also really cool - you want to show this to him in case he doesn't see it normally ?)!

:Unfezant: kakaks Despite my team winning the tournament, I often envied the UUU for their distinct, fun-loving culture. Everyone on the UUU seemed to be really enjoying themselves, and I think that's in no small part to your drafting strategy where you prioritized a fun environment. You're a constant reminder that winning isn't everything and that having fun is just as important, and you are a great manager for that reason. Don't be so hard on yourself, everyone else loves you!

:Starmie: BlueRay I saved you for last because the finals were the last week. Our teams clashed 3 times and each time was a pleasure. Your troops were managed well, and it seems like your team had a really great time as well. Thanks for your hard work in making this an enjoyable experience for all 4 teams. You being promoted to council is not just a fluke, you really deserve the position and you allow other people to enjoy this mod. The Spirits and the Eruption will be a longstanding rivalry for hopefully long to come! Thanks for the kind words about me as well!


Okay, that was long. For those who read all of it, I appreciate it. This tournament was epic and I really really enjoyed it! Believe me, there will be another one of these on my watch. I hope you enjoy it when it comes, but in the meantime, this is Bolivia signing off! Enjoy!
 
Last edited:

Paulluxx

[Regional Manager of Big Shifu]
is a Community Contributor
I’m known for talking at length about many things, and my thank yous are going to be extensive but since I’ve already thanked my own team I’ll be talking mostly of the experience and my friends on the other teams.

I will second Bolivia in saying wow, it was that long ago when it started because yeah it flew by, That was so much fun wow. Despite not making finals the Kiloude Krookodiles had a lot of fun and did very well, having the highest level of 1 week dominance with a 6-1 victory over the UUU in week 5 was massive. So once more I’d like to thank the Kiloude Krookodiles and I hope for the future all of you rise up and take good places in future tours and teams and become the best players we know you can be. Woopersons, Ry, Jacob, Eeveegirl, Cheesemaker(to wherever you have gone), Vipotis. Love you dudes.

I had a slippery but often quiet 6 weeks, I had the most matches out of anybody in the PL participating in the tiebreaker, and also subbing in week 6. But my matches were normally very onesided Week 1 Blue and I built vanilla mega teams I only managed to bring Lop and Mega Tar but we had more. I got overexcited game one because it was my first battle of the tour and I was battling Explo , and then game two I got superhaxed(it’s like haxing but worse). Week 2 was big for me, I got to face Ausma for the first time ever, I had beaten every single other member of the council except ausma and I loved the team and the battle. Despite it being pretty one sided since she didn’t have a check for Kommo-o. Week 3 was the big week Blue vs Paul, it was over in a flash, I brought awful teams that I picked randomly and he brought Diancie so I couldn’t really have done much. The tiebreaker was much of the same except slightly closer. Week 4 we faced the eruptions again but I was moved out and into restricted, after a close battle between me and Shingen filled with misplays I won. That week I had brought this old Bastiodon team blue and I made and laddered with, great callback and a great match. Week 5 wasn’t much of a story, I was supposed to battle Kakaks, then ultra finder was supposed to sub, and then Kero ended up battling me, I brought the sirfetched sample team and went 2-0. Week 6 was also pretty bad for me, I was leaving for Puerto Rico, and I wanted my battle done as soon as possible, but I neglected to think about anything and brought a meh STAll(swag to all team), and effectively lost because of matchup to Spiderlino who also brought stall, but Mega Sableye stall, he also had 2 unaware mons so even mega meowstic failed to do much. Then I battled Josjet I brought this super old Mega Slowking team blue and I built, and it was a fun battle but nothing serious really happened, I misplayed because I was on my phone walking around a pier, and lost us the final battle of the M4APL. Separate from my games I was focused on the builder not only for my team but also the Unfezants, Blue and I helped as much as we could in their battles against the eruptions, Keros mimikyu team was one of the coolest teams of the PL in my totally unbiased opinion. And then this last week I devoted lots of my energy in making sure the SSSD had their teams in top shape, and they ended up pretty well if I do say so myself. It was a lot of fun to be everywhere and do everything, I helped with lots of teams and I hope to be a source of information in many tours to come.


To Bit and Pupu, we’ve spent a lot of time together these past months, and there we nobody else that I’d like to manage with and become friends with like you guys, I hope we all continue to grow and become better and better players all together.

And now to who this is really for, the whole cadre of friends I’ve made through this journey, it’s very similar to Bolivia’s list except it has him on it :0.

Mossy Sandwich :buizel: My rival, the Lichen Lord my enemy through all of this is also somebody I like to hang with and battle the most. Your view on the game is so different and interesting to play against and your teams are so infuriating to me. But I trust your opinions and one of these days we will meet and settle it all on the battlefield.

IsoCon Isogoat, lol I have a 7-3 record against you. Nah I’m just kidding around here, I love you bro your mind for the game, your jokes, your stubbornness that broken things aren’t broken. It’s great to just have you around, and back.

Exploziff :dugtrioThe Mole King, another rival of mine, a true kingpin. Though I believe I’ve more or less caught up, your strength was unprecedented and unbeatable. Since then I’ve loved battling with you, hanging out, talking with you(even if there are frequent issues with spelling x)). Your Teambuilding style is also unorthodox and something I really really respect, and is similar to my own. And I loved designing our electrode together.

JosJet Jos, yknow I actually wanted to write something here but I’m not very good at putting words together to express everything about everybody, but I really feel like I connected with you, as a friend as a player, and as a person. I really want to see you grow because you have loads and loads of potential and I really hope we can team together one of these days.

Ninjacid Ive known your brother for quite a bit, and I was one of the first to battle you, and recognize your potential, funnily enough you reminded me of my own brother, this sheer untapped skill in the game, a simple but distinct style, everything about you was something I respected and despite everything you beat me a solid 12 games straight which even couldn’t be said about mossy. This is just the beginning and you have a lot of ability to grow and get better and I’d like to be there beating you every time I get the option to.

KeroseneZanchu (sorry for forgetting your birthday once again, I’m really sorry about that).
Dude, M4APL kinda sucked for you lol, it was a fun experience but you had tough matchups every single week, you really didn’t have an actual chance to prove yourself but, I think you definitely have a lot of potential and I’m going to want you on every single team I draft for the future, you’re so fun to hang out with, and you have a great mind for the game. Love you bro.

Now we get to the people I really want to thank more than anybody(no offense to anybody above them I love you all)

Hematemesis :simisear: Bolivia wow, this was a genius idea dude. And not only was it a great idea, but you were the best host anybody could ask for, fair, polite, justified. You took all the insanity of the peoples and turned it into a great experience for everybody that participated or even stayed on the sidelines. And on top of that, you drafted impeccably, you managed swaggingly” and you played “egregiously” well(despite what you’ll say.) but outside of the PL in this time I’ve had a lot of fun hanging with you, talking about competitive as a whole and managing and everything and you have quickly become one of my best friends on smogon. Swag To All.
(Also I like it when you lose to me :})

My Dear Princess Blue :starmie: BlueRay
I don’t think I can really express my true feelings for you but I’ll put this song here because it fits best but the song is cheesy and bad so nobody except for blue listen to it :blobpex: , I don’t think it’s really romantic love, it’s love but not romantic love yknow(jk, unless). You’re honestly one of the best people I’ve ever met, and you managed your team amazingly. You always talked to me about how much you were excited about your team and were always so positive. You really deserved to be in finals, and I felt like I lost when you lost. I loved building with you, training with you playing you, and just like Princess Blue and the Ruby Samurai escaping into our own little world with you. (Also let’s bring bandana to more tours) Eventually I’ll defeat you in battle and they’ll marry.

That was much less eloquent than either of my contemporaries posts, and I apologize for that, but it’s my truly raw feelings on it and I don’t think it would be me without this. Thanks to all. I’m so glad that lore got integrated into it that made it so much more fun. Thanks to EeveeGirl1380 for collecting and controlling the lore. And once again thanks to Blue for choosing not to marry me straight up, it made the story much better than it ever could’ve been without
 
Last edited:
BlueRay here with an important announcement with regard to buffs/nerfs of certain Mega Pokémon (1), laddering on Dragonsheaven (2), item ban (3), and a new format called Megas for Two (4).

1) In concordance with the Council and Competitive Council, I've created a poll that allows you to decide whether or not you agree with the suggested buffs and nerfs of certain Mega Pokémon. It will last for one week (08.07.2021 being the last day to vote). Here, the link: https://docs.google.com/forms/d/e/1FAIpQLSccwPYVTG9oY31yUUn1cqkIGGo35rhZ5ojp_SCmuh8KKqRDSw/viewform
Below, you can find an explanation behind each of them.
- adding Bulk Up to its movepool will allow Mega Trevenant to become a threatening lategame cleaner, similar to Comfey in lower tiers but with better bulk and stronger offensive presence that is enough to justify a Mega item slot.

- current stat distribution: [ 85 HP | 120 Atk | 91 Def | 90 SpA | 112 SpD | 76 Spe ]
- new stat distribution: [ 85 HP | 135 Atk | 76 Def | 65 SpA | 122 SpD | 91 Spe ]

- the basic idea behind the new stat distribution is to make Mega Trevenant outspeed standard Gliscor and Heatran and avoid a 2HKO by Heatwave from Zapdos after Stealth Rock and a 1HKO by Hurricane from the same Pokémon after Stealth Rock. Therefore, Mega Trevenant won't be punished too much for setting up once with Bulk Up and can apply offensive pressure much easier than before.
Mega Trevenant's physical bulk is low enough to not be too much of a burden for the opponent and encourage the user to set-up with Bulk Up twice or more in order make progress more efficiently. For instance, with two Bulk Up, Mega Trevenant can avoid a 2HKO by Brave Bird from Corviknight.
The attack stat is high enough for Mega Trevenant to 2HKO Corviknight with a Jolly nature and after Stealth Rock if it's at +1. This is important to note as Mega Trevenant cannot waste too many Poltergeist against Pokémon with the ability Pressure; after all, Poltergeist only has 8 pp.

- adding Strength Sap and U-Turn gives Mega Ariados the advantage to set-up hazards multiple times throughout the game, let them stay on the field for a very long time, and generate momentum. Since most hazard setters are physically inclined, Mega Ariados can take advantage of Strength Sap even better as it weakens their offensive prowess.

- current stat distribution: [ 70 HP | 150 Atk | 90 Def | 60 SpA | 90 SpD | 40 Spe ]
- new stat distribution: [ 70 HP | 90 Atk | 110 Def | 50 SpA | 70 SpD | 110 Spe ]

- a fast bulky spread ideally allows Mega Ariados to set-up hazards multiple times and soften hits from physically inclined Pokémon, like Landorus-T or Garchomp. For instance, Mega Ariados can avoid a OHKO by Stone Edge from Landorus-T after Stealth Rock. After one Strength Sap, it can avoid a 2HKO. Since Mega Ariados is supposed to be a hazard setter and keep them on the field, it does not profit much from an attack boost. That is best left to its offensive partners who might have a much better typing and support to apply offensive pressure.

- the recent addition of Highhorse Power and Triple Axel makes Mega Sawsbuck-Winter strongly favour Attack over Special Attack, especially since it knows Swords Dance, which boosts its Attack by two stages, making it thus easier to break teams. Hence why the following moves are no longer relevant for competitive: Blizzard, Ice Beam, and Freeze-Dry.

- current stat distribution: [ 80 HP | 125 Atk | 70 Def | 125 SpA | 70 SpD | 110 Spe ]
- new stat distribution: [ 80 HP | 130 Atk | 105 Def | 60 SpA | 85 SpD | 115 Spe ]

- the defensive boosts allow Mega Sawsbuck-Winter to set-up easier, especially in front of targets it is supposed to check, like Ground or Water, for instance. For instance, it can avoid a OHKO by Choice Spec Greninja after Stealth Rock and Stone Edge from Landorus-T after 1 layer of Spikes. Corviknight also can't OHKO it with Brave Bird after 1 layer of Spikes.
The 130 Attack stat has a much higher chance to OHKO standard Zapdos and allows Mega Sawsbuck-Winter to OHKO Tapu Koko with Horn Leech at +2. The offensive stat is also sufficient enough to better take advantage of its ability and get more reliable 2HKOs on Pokémon like Clefable or Moltres without any stat boosts.
The speed stat is high enough to outspeed Terrakion, Kartana, Mega Gallade, and Mega Diancie.

- adding Brine

- Brine has good synergy with Mega Cacturne's ability since it gets turned into a priority move if the opponent's HP is at half or below. Moreover, it threatens Fire Pokémon like Heatran or Moltres and generally has a good damage output.

- adding Trick Room

- (Mega) Gigalith shines best in a M4A VGC environment where there is much better and efficient support to make it shine. Ideally, it wants to be used in a (semi) Trick Room Sun team since it's slow and its partner (Torkoal) is usually slow as well. With additional sun abusers like Venusaur for speed control outside of Trick Room, and a Fake Out user like Incineroar, this Sun team would be very limited during game play as you also have to make room for a Trick Room setter.
This means Mega Gigalith requires a lot of support to be effective, and it's not easy at all to navigate it due to different archetypes and threats requiring flexible lead choices from the player. Say, your first two Pokémon are a Trick Room setter and a Fake Out user, then, they are most likely supportive and somewha passive. If you want to apply pressure, you must somehow manage to bring in both Mega Gigalith and Torkoal into the play. This will cost you a turn and another one if your opponent uses Protect, thus limiting the effectiveness of such a Sun team around Mega Gigalith.
But if Mega Gigalith were to learn Trick Room, I can confidentally say it would be a lot more viable due to the ease of navigation and the early and immediate pressure it applies to the opponent.
Even if you are not using Mega Gigalith, its regular form would benefit from Trick Room as well as Paulluxx suggested, since it could promote different styles, like the combination of Sand teams and Trick Room, which is a pretty unique niche in itself and a major distinction from Tyrannitar.

- during the M4A Premier League, Mega Lycanroc-Dusk has been deemed broken as its incredible Speed, coupled with its good offensive typing and strong STAB moves, makes it very difficult to check outside of certain Choice Scarf user like Landorus-T or Kartana and true defensive behemoth like Buzzwole. Hence why a nerf is in order.

- current stat distribution: [ 75 HP | 150 Atk | 80 Def | 55 SpA | 75 SpD | 142 Spe ]
- new stat distribution: [ 75 HP | 150 Atk | 83 Def | 75 SpA | 83 SpD | 121 Spe ]

- 121 base speed makes it speed-tie with Tornadus-T and allows more Pokémon to check it, like Greninja and Tapu Koko. The increased SpD makes sure it won't die from Moonblast by Clefable after Stealth Rock.

- like Mega Lycanroc-Dusk, Mega Meowstic-F has also been deemed broken during the M4A Premier League. Due to its high speed, players are limited to very few Checks to deal with it like Heatran, and only Mega Empoleon can be said to be a true counter as most other Pokémon get worn down quickly by Nasty Plot and one of Mega Meowstic-F's coverage moves, such as Mystical Fire or Hidden Power Ground. Hence why a nerf is in order.

- removing Mystical Fire is a first step to allow more Pokémon like Corviknight to check Mega-Meowstic-F rather than being OHKOed after one Nasty Plot. Moreover, with no Mystical Fire, Mega-Meowstic-F can no longer weaken the SpA of specific targets like Galarian Slowking or Aegislash to set-up with Nasty Plot a second time if they switch in.

- current stat distribution: [ 74 HP | 48 Atk | 91 Def | 133 SpA | 96 SpD | 124 Spe ]
- new stat distribution: [ 74 HP | 58 Atk | 91 Def | 133 SpA | 96 SpD | 114 Spe ]

- a speed nerf is necessary to allow more offensive Pokémon like Greninja, Serperior, or Mega Parasect to check it.

2)
Ever since Megas for All became Pet Mod of the Season, some people enjoyed the idea of meeting new people and trying to reach the top 1. The fact you could also discover new sets or test your battle skills and teambuilding against haxes, surprises, and skillful players also contributed to the popularity of laddering.
Since April, Megas for All is no longer supported on Pokémon Showdown. Therefore, the only way to ladder would be on Dragon Heaven. It's a server where you can import your teams from Pokémon Showdown and have access to a plethora of game options not available on Pokémon Showdown, like Megas for All VGC, Megas for All Monotype, or Mix and Megas for All.
Laddering on Dragon Heaven is unusual, since people normally don't go out out of their way and ladder, especially when there aren't as many people as on Pokémon Showdown. Usually, you would ask in a community if someone was interested in a match if you wanted to try out your teams. This is a very individual-based experience and might not cover the wide range of players you would find on ladders.
To get around this issue, I made a poll 2 months ago or so to figure out if there are enough people who want to ladder on Dragon Heaven and on which day(s) they would like to play.
According to the poll, people would most likely ladder on Friday, Saturday, and Sunday on Dragonsheaven. If you are in the M4A Discord server, please, make sure to use the "matchmaking" tag and ask if people are ready to ladder since people are living in different timezones.

3)
In light of the recent item ban in Monotype, the Council and the Competitive Council decided to review the controversial nature of the following items: Bright Powder, Lax Incense, Razor Fang, and King's Rock. As these items rely on RNG for an opponent's move to miss or for the opponent's Pokémon to flinch, we decided to ban them.

4) Last but not least, the incredible inkbug has implemented a new feature on Dragonsheaven, allowing you to use up to two Mega Pokémon on a team in Megas for Two. But "[y]ou can also play variations with your friends with mega aps of three, four, etc. in challenge-only formats, named with the same convention (megas for three etc)". Enjoy :]
 
Last edited:

ItzaDelta

formerly I-Deepblue-I
1625808114833.png

:silvally:
Name: Mega-Silvally
Typing: Normal
Ability: Rotation
Stats:

HP: 95
ATK:115 (+20)
DEF:120 (+25)
SPA:115 (+20)
SPD:120 (+25)
SPE:105 (+10)
BST: 670 (+100)

New Moves: Stealth Rock

Description: Taking advantage of its massive movepool, amazing bulk and good offensive stats, Mega-Silvally is a very customizable Pokemon, capable of taking up many roles depending on what your team needs.
It can work as a bulky pivot thanks to U-Turn and Parting Shot, a wallbreaker thanks to Swords Dance and its signature Multi-Attack, a stealth rock setter thanks to its massive movepool allowing it to threaten most defoggers, or it can flip the script and utilize defog thanks to its massive bulk, although it doesn't excel at this job since it's affected by every hazard.
 
:silvally:

Mega Silvally @Silvallite

Typing: Normal/Water

Ability:
Amphibious (Gains +1 sp.def when hit by a water type move. Gains +1 defense when hit by a ground type move. Takes half damage when hit by a water or ground type move)

Stats:

HP: 95 (+0)
Attack: 100 (+5)
Defense: 126 (+31)
Sp.atk: 100 (+5)
Sp.def: 126 (+31)
Speed: 123 (+28)

New Moves: Flip turn, Aqua ring, Surf, Aqua tail

Description:The bulky stat spread helps it with its ability, amphibious, as it isn’t completely immune to water or ground type moves, but gaining defenses is a good tradeoff if the damage dealt isn’t too big. With these increased defenses, it can work well as a physical or special wall, crippling other mons with status or hitting them with decently chunky hits. With flip turn, it can get out of a sticky situation and switch into a resist.Also, being slightly faster than mega lycanrock and tornadus t is always welcome.Finally, Aqua ring providing a niche constant recovery, while not groundbreaking, is still pretty sweet. Overall, a great tank (albeit without the reliable recovery) that can walk both sides of the spectrum if it gets those boosts.

:electrode:

Mega Electrode @Electrite

Typing: Electric/Normal
Ability: Nuclear Bunker (Self destruct moves lower both attacking stats by 6 stages instead of fainting the user. If target is immune to the move or the move fails, it doesn’t lower the attacking stats.)

Stats:


HP: 60 (+0)
Attack: 100 (+20 after switching atk and sp.atk stats)
Defense: 110 (+40)
Sp.atk: 50 (+0 after switching atk and sp.atk stats)
Sp.def: 110 (+30)
Speed: 150 (+0)


New moves: Knock off, Parting shot

Description: Mega electrode is a 1 trick pony, but that 1 trick is devastating. A 250 bp move coming off a 100 base attack stat is terrifying, especially when it can be used multiple times. Against ghost types, mega electrode has a choice of knock off or sucker punch, 2 powerful dark type moves that deal super effective damage. After explosion, the electrode would probably be sacked off or switched out. Parting shot gives it an effective switching move against ground types. Bombs are a normal albeit dangerous thing in the real world, which means normal type on this makes sense, but it mainly gives me the excuse to give mega electrode STAB explosion.

:golurk:

Mega Golurk @Golurkite

Typing: Ground/Water
Ability: Gentle Giant (Heals 25% max HP every time user uses a status move)

Stats:


HP: 89 (+0)
Attack: 55 (+0 after switching atk and sp.atk stats)
Defense: 130 (+50)
Sp.atk: 124 (+0 after switching atk and sp.atk stats)
Sp.def: 130 (+50)
Speed: 55 (+0)

New moves: Aqua ring, Scald, Thunder wave.

Description: The main aim of this mega is to stall out a lot. With excellent defensive stats, this beast will be able to sponge a lot of hits, spreading out lots of status in return. Its ability grants it the ability to take many more hits if it doesn’t attack and the water typing is based off the Polynesian statues, which are close to the sea, but that’s just an excuse to give it one of the best defensive types in the game.
 
Last edited:
My first mega here we go:
MEGA ELECTRODE:
new typing: Electric --> Electric/fire
New ability: ---> flame body
New stats:
hp: 60
atk: 55 (+5)
def: 120 (+50)
spatk: 90 (+10)
spdef: 105 (+25)
spe: 160 (+10)
new moves: heat wave, will-o-wisp
Description:
I wanted to make mega-electrode a speed control mon, but didn't want him to feel the same as other speed control mons of the electric type like tapu koko, zeraora, and regieleki. I decided to do so by making him relatively oriented towards having added bulk and being focused on providing utility throughot rather than taking a central or passive role. It's decent bulk of 60/120/105 allows it to switch into its many resistances, and check pokemon in the likes of kartana, m-charizard-y, mega-mawile, magnezone, and more. It provides utility through his way to spread status with flame body/will-o-wisp, discharge/thunder wave and toxic, pivoting with volt switch, revenge killing due to his speed tier and taunting walls. its weaknesses lie in his lack of independant recovery methods, weakness to stealth rocks and only mediocre special attack.
It paired well with pokemon that take advantages of the types it checks defensively, his presense in the speed tier and ways to spread status. I personally found corviknight to be a very good partner, which appriciates having teammates that can switch into his electric and fire weaknesses and having the opponent's wall breakers burned, while corvi provides it support by switching into ground moves, pivoting back and forth with u-turn and defogging rocks. clefable is also a decent partner, specifically wishport clefable, which is able to provide mega-electrode with a way to recover and get in safely, while electrode helps it by checking steel types and spreading status together. Rillaboom is also a pokemon I found to be of good pair, simply due to the great offensive synergy between rilla's heavy grass moves and mega electrode's fire/electric support, grass terrian giving m-electrode a leftovers effect and making ground moves weaker, and taunt + fast pivoting allowing rillaboom to get in after the opponent is forced to switch.
 
Last edited:
:Electrode: Mega Electrode
New Ability
: Aftermath
Type: Electric/Fire

New stats:
HP: 60
Attack: 125 (+75)
Defense: 50 (-20)
Special Attack: 130 (+50)
Special Defense: 50 (-30)
Speed: 175 (+25)
(BST)

New moves: Overheat, Flare Blitz, Flame Charge, Flamethrower, Flame Burst
Description: Electrode explodes out of its pokeball, taking the form of a sentient ball of plasma. Almost 400 Speed at least and 500 Speed at most represents the crazy speed of living electricity. Defenses are lowered due to no shell for protection. Making this pokemon a mixed attacker adds novelty and versatility. Ability...makes it explode upon fainting, because Electrode.
 
:ss/Golurk:
Mega Golurk
New Ability
: Sheild's Down (if this pokemon is minior-metor or golurk-mega, changes to core form on siwtchin/end of turn when at 1/2 hp or less.
Type:


New stats:
HP: 89
Attack: 150 (+26)
Defense: 110 (+30)
Special Attack: 109 (+54)
Special Defense: 80
Speed: 45
(BST)

New stats Core Form: (Stats altered from base mega form)
HP: 89
Attack: 164 (+40)
Defense: 65 (-15)
Special Attack: 75 (+20)
Special Defense: 65 (-15)
Speed: 125 (+75)
(BST)

New moves: Mach Punch (mach speeds, come on)
Description: Ultra Moon: When the seal on its chest is removed, it rages indiscriminately, turning the whole town around it into a mountain of rubble. Black: It flies across the sky at Mach speeds. Removing the seal on its chest makes its internal energy go out of control. So what I'm getting as this thing is some sort of statue holding in incredible power. So what would happen if we somehow obtained, even just a tiny tiny bit of that power, We'd have a monster. When golurk mega evolves, the seal is removed slowly by the massive energy golurk inside it is rushing to get out, meaning it would be only a matter of time before that mf falls off and unleashes a terror capable of killing you before u see it into the world. into the world. A beast with immense power and mach speeds, this ones sure to be a nuclear one. As a result of its rage, it doesnt attempt to defend its self as its only desire to destruction. Appearance-Wise, a bulkier Golurk with a bigger and more toned head, resembling a knights' helmet. In complete mode, its shoruded by bright golden aura and its expression is that of only bloodust. Comepetetivley, looks like an offensive menace which while the base form is decent, after transoformation it becomes the defenition of a glass cannon and has just crazy power comparable to its life orb set. There is also funny special attacker if u want for whatever reason.


May or may not add electrode
 
Last edited:
electrocket.png

Type:
1626541172515.png
1626541178107.png

Ability: Jettison
Whenever M-Electrode loses HP, it receives -1 Def, +1 Atk.
(This is like Weak Armor, but Atk raises rather than Spe)

Stats:
HP: 60
Attack: 50 ➠ 110 (swapped with Sp. Attack & +30)
Defense: 70 ➠ 90 (+20)
Sp. Attack: 80 ➠ 50 (swapped with Attack)
Sp. Defense: 80
Speed: 150 ➠ 200 (+50)
BST: 490 ➠ 590 (+100)

New moves:
- Flare Blitz
- Overheat
- Burn Up

Dex: "Rather than exploding every time it overloads, Mega Electrode uses its abundance of energy to rocket through the atmosphere. Unfortunately, they usually end up burning themselves out or blowing up in the process anyway..."

M-Electrode turns Electrode into a rocket ship. It gets stronger as it loses HP like a rocket jettisoning its empty fuel tanks as it blasts out of the atmosphere. Eventually it either destroys itself or explodes when it gets low. Partially inspired by the canon dex entry, "The more energy it charges up, the faster it gets. But this also makes it more likely to explode." I gave it the high speed that Electrode deserves. It could function as a good Breaker or Sweeper, though it will probably either die to recoil or priority moves that it is susceptible to. 110 Atk isn't crazy for a physically-based Mega, but it will stack Jettison boosts to make up for it. The idea is that it snowballs and eventually dies to recoil, so it hopefully will be balanced. Countering it would look like stopping the snowball before it gets too big or using priority to take out wealened defenses. Otherwise, OHKOing a bunch with recoil moves will just cause M-Electrode to faint soon enough. I strayed away from a utility-type as a mega-mon wouldn't be able to hold Light Clay, which makes M-Electrode's screen setting capabilities less viable, though this would still be an option I suppose.

1626541145333.png

Type:
1626541213456.png
1626541220025.png

Ability: Fist of Gaia
This Pokémon's punch-based attacks become Ground type and have 1.2x power. Sucker Punch is not boosted.
(Basically Liquid Voice is to sound->water as this is to punch->ground)

Stats:
HP: 89
Attack: 124 ➠ 136 (+12)
Defense: 80 ➠ 128 (+48)
Sp. Attack: 55
Sp. Defense: 80 ➠ 100 (+20)
Speed: 55 ➠ 75 (+20)
BST: 483 ➠ 583 (+100)

New moves:
- Mach Punch

Dex: "One punch from this colossus feels like getting hit with the full weight of a mountain."

Mega Golurk gets stronger and tankier just like a giant enchanted clay golem should be. Its punches are so big and strong that they take on the earth typing. This allows it to have options like STAB Drain Punch and Mach Punch. It could be a good Stealth Rock-er or Rock Polish sweeper, or simply bulky attacker.

m-silvally.png

Type:
1626541229384.png
1626541235049.png

Ability: Rock Head

Stats:
HP: 95
Attack: 95 ➠ 130 (+35)
Defense: 95 ➠ 120 (+25)
Sp. Attack: 95 ➠ 105 (+10)
Sp. Defense: 95 ➠ 105 (+10)
Speed: 95 ➠ 115 (+20)
BST: 570 ➠ 670 (+100)

New moves:
- Brave Bird
- Roost
- Quick Attack

Dex: "Rather than rely on memory discs for power, Mega Silvally has had new wings attached and flies free from its abused past. Ironically, it likes to wear its old helmet while flying for safety reasons."

Since regular Silvally is a chimera with various parts of different creatures on it, Mega SIlvally gains wings. It's committed to its normal-flying typing now, so it won't change types with mega evolution. It has its new wings along with its helmet and can hit powerful Brave Birds and Double-Edges. It could set up Swords Dance or just be a strong pivot-er with U-turn or Parting Shot. Silvally naturally has some good support moves in Defog, Tailwind, T-wave. With this mega concept, Quick Attack would be a nice STAB priority, while Roost would add some good recovery, so this iteration of M-Silvally would be rather versatile in battle and potentially fit into a couple of roles on teams.
 
Last edited:

inkbug

Maybe the real mega pokemon were the friends we ma
is a Community Contributor
Hey everyone! Been awhile!

As you may have noticed, our schedule has gone a liiiittle bit out the window. We've been running into issues with the sustainability of how we've been running things in this mod, and ringleader Hematite is taking some time off to work on mental health. We're still figuring out what our plan is going to be moving forward, but we are at the very least going to finally wrap up this slate!

Of course, with the slate wrap-up comes the dreaded submission review, which I have cobbled together from some notes Hematite left me, my own thoughts and some very helpful input from my fellow council members (Thank you guys again!!!). As usual, this includes a variety of general advice, required fixes and general vetoes; submissions will be included or excluded from the pre-voting submission roundup depending on whether or not they've been fixed.

And speaking of the submission roundup -- since this took so long to get up, we're giving people extra time to accommodate for the edits they're asked to make. Voting will open sometime after Wednesday the 21st (World Clock) (Countdown), so get your edits in before then, please!
Until then, new submissions are closed. Only revisions to already-posted submissions, please!

If your sub isn't mentioned here, that most likely means it's fine for voting! Its entirely possible I missed things but for the most part you're fine.

Anyways, without further ado...


... on to the Submission Review!

There were some trends I noticed while looking over the submissions that I found prevalent enough to mention up front. Even if I didn't mention your sub specifically in the main body of the post, if any of these notes apply to it that counts as a warning, and for strong coverage/Nasty Plot on Silvally it counts as a required change.

Blanket Vetos/Common Recommendations:
  • :silvally: Silvally:
    • Strong physical coverage but ESPECIALLY Earthquake/Play Rough on :silvally: Silvally. Ground as a coverage type pairs insanely well with several of Silvally's best types, and Fairy/Ground especially is a notoriously potent offensive typing. Allowing Silvally's pre-existing access to Fairy or Electric Multi-Attack and Swords Dance to coexist with it receiving Earthquake is a risk I'm not willing to take.
    • As for Nasty Plot: Silvally has access to generally weaker physical coverage in combination with Swords Dance, but its coverage on the special side is actually quite decent, including solid BoltBeam access. This is also pretty risky and we are both very against it.
    • Also Conversion/Conversion2! These moves are included in several subs due to the mons getting type-changing gimmicks but it's worth noting that these moves are actually hard-coded to fail when used by Silvally and it's kind of extremely silly to give it access to them.
    • Finally: reliable recovery on Silvally is extremely inadvisable. Steel is already its best base form, and Steel-types with Recover are extremely sparse and always very competitively relevant.Setting aside Arceus-Steel, they can be counted on one hand: Kartana, Scizor, Solgaleo, Corviknight and Skarmory. Kartana doesn't even use it! Please think twice about giving this reliable recovery, and please think twice about voting for submissions that add reliable recovery.
      • "Reliable recovery" obviously includes Recover, Roost, Slack Off Etc but also to a smaller degree Moonlight/Morning Sun/Synthesis. These moves have greatly restricted PP and are therefore slightly less of a problem, but I would still advise against it.
  • :electrode: Electrode:
    • Customs that encourage :electrode: Electrode to sacrifice itself. This is a hell of a balancing tightrope to walk, since the effect has to be good enough to justify basically wasting your Mega slot. I'm gonna be honest here and say that if it were completely up to me I would blanket ban every single one of these, but I'm not sure I have the authority to do that. Instead I am just strongly discouraging it I guess.
  • :golurk: Golurk:
    • Reliable recovery moves on :golurk: Golurk. It's not veto-worthy in every sub that adds it, but I really hate giving it that option; Ground-types are really good with recovery in general, and I feel like this is a Pokemon for which having reliable recovery access would drastically impact the kind of sets it runs in normal gameplay, which is something I have been wanting to avoid going forward in this mod's design philosophy.

Specific submission notes:

ARandomPerson + Lord:
:golurk: You noted in your post that giving it Recover is potentially questionable, and that you're open to replacing it with Pain Split. I would strongly prefer adding Pain Split over Recover if possible - it's both less extreme and flavorfully fitting - but it's not a requirement here for balance purposes.

Double Iron Bash:
:Golurk: I would recommend renaming this Ability, mostly just because it feels really out of place as an Ability name. Something simpler like "Haunting" would do just fine.

Wheeveelution:
:electrode: Veto. I don't have any advice here I just can't allow this.
:golurk: Veto. I don't have any advice here I just can't allow this.
:silvally: Silvally needs to lose Nasty Plot, and aside from that is generally pretty pointless; Get rid of the -ate effect, so that Multi-Attack being custom-coded to change type doesn't mean absolutely nothing due to Return hitting way harder in every scenario, and this escapes the veto list.

ChoiceScarfed:
:golurk: Veto. Why does it need a hindering ability this ridiculous? There is no point to run this over base.
:silvally: Silvally is fine but it needs to tone down on its movepool additions. How about... none of those moves. Okay? Okay.
:electrode: Electrode is not really objectionable per se but there's going to be a running thread here in that personally we are of the opinion that Mega Evolutions that have a self sacrificing Ability are very bad game design. It's virtually impossible to balance the opportunity cost of basically skipping your Mega slot with an effect that isn't completely game-ending and dumb. If your description includes the words "not going to last very long, but it's a meme" then I would strongly encourage you to reconsider your design choices.

stinky potato:
:golurk: Golurk's ability is way overcomplicated, please simplify it to "physical Berserk". And please reconsider Slack Off; if it must get a recovery move I really don't think that one makes sense. Pain Split would be my recommendation.
:silvally: Veto; there is no reason an Ability should involve such an arbitrary lookup table.

PokemonKingAlan:
:silvally: Please remove Earthquake and Play Rough from the movepool additions.

Hematemesis:
:Electrode: This is really interesting conceptually, but it's really easy to see it getting really unhealthy when you combine it with a Pursuit ally. I'm... not really sure how to advise you here? Maybe ask Blue about it since he's the one who pointed out a concern.

NeonNitroGlycerin:
:silvally: Veto. The ability is really overcomplicated, and your movepool additions are really excessive.

N1ghtShade:
:silvally: 95/120/120 bulk on an Unaware Normal-type with Recover isss something I don't think we can allow. You can either drop Recover (which would be my preference) or nerf the bulk considerably.
:golurk: This is kind of absurd. Ghost and Ground are both extremely good attacking types; yes, they both do have immunities, but their resists are generally mutually exclusive and few and far between. This in combination with the Attack and Speed buffs would make it basically impossible to handle late in a game. Please lower the Attack and Speed buffs to 1.5x instead of 2 at the very least, and preferably pick either Attack or Speed to boost?
For clarity's sake, this will be coded like the rage moves like Outrage, where you are prevented from clicking anything else or switching for the duration. Otherwise this is not even remotely balanced.

StarFalcon555:
:electrode: Veto. Discerning Ghost + Damp for activation is without precedent, the name is not good, and getting it to that precise of an HP range is roll-reliant and not in a player's control.
:golurk: Would be completely insane if Earthquake didn't exist. I still don't like it. There's visible restraint here, Hematite was leaning towards "allow and we can always nerf it later".

Gekokeso:
:silvally: I would request that this drops Recover. We can add it as a buff later if it needs one. Not necessary/not a veto if you don't, but we would rather try it without recovery first and see if it works, because it very well could function just fine without it.

The Main Mon:
:silvally: The effect is very unreliable, and I would advise to edit it to something along the lines of "resist their strongest move, Forewarn-style".
:electrode: Veto. I would really encourage you to reread the stat rules in the first post of the thread; this degree of min-maxing is just straight-up not allowed. Also, specifically bypassing two completely unrelated types of effects that would mitigate the damage is completely unprecedented as far as ability effects go.

harmony96369:
:electrode: I... this sub is very borderline as far as power level goes, and I'm nervous about allowing it. I will definitely veto it if you don't remove Nasty Plot, though.

Sereg:
:electrode: Please drop Close Combat. Why. Also, 10% is also a uselessly small modifier; either drop that effect or buff it slightly. I would recommend dropping the effect personally.
:silvally: This is basically identical to the other Protean submission(s), minus the movepool additions; I would recommend getting in touch with those people and offering input instead.

DarkFairy:
:silvally: This is... a really weird sub mechanically. There are a couple main things to note:
  • Pokemon that are typeless do not get STAB on typeless moves. This is verifiable on cart, and we are not changing it.
  • I also think it would be really inconsistent in some really awkward ways. Making the order of a Pokemon's types into a relevant mechanic is really inadvisable, and there are some notable Pokemon that it would just lose to entirely because of the way their types are ordered, with no real rhyme or reason to what it loses to because of this.
I would recommend reconsidering this effect.
:golurk: Golurk is a fun concept, but unfortunately it definitely has to be vetoed. Hematite's words here:
  • "on Mega Evolution" counts as "on switch" in almost every case and I sure as heck don't see what about this warrants an exception (it's not like Imposter where it literally cannot be allowed to happen any other time or things break)
  • the Gems do not exist and I really don't like the idea of a Mega having a set of items all to itself, new or not
  • the last time we made a Mega that messed with held items in a way that made substantially less optical sense when one considered using it in-game and how one's team would be left after exploiting it, it became controversial and sincerely unpleasant to deal with; I feel like we have to consider using this against a wild Pokémon (where item changes persist after battle) and what might happen as a result, which also implies... legalizing Gems?
  • llless serious of an issue, but-- kind of like the LGPE moves, 16 of the 18 Gems have been mechanically altered since their last appearance and one has never existed, and I don't like the confusion that comes with deciding how they should work (even if there's admittedly kind of an easy answer here)

greyllama8:
:golurk: Virtually the same as someone else's submission and will not be included for this reason.
:electrode: Please tone down the movepool additions.

Gravity Monkey:
Unfortunately two of these are basically the same as previous subs; would invite collaboration with ChoiceScarfed on :silvally: Silvally and zxgzxg on :golurk: Golurk.

Paulluxx:
:silvally: As noted above, I would really prefer if you didn't give it Recover or other comparably reliable recovery. I think this is fine otherwise though? Maybe Pain Split...?
:electrode: This is a veto. Once again I really dislike encouraging it to self-destruct, plus chip damage as a whole has proven to be a huge problem in M4A's metagame. The damage numbers are also pretty unintuitive.

lydian:
:silvally: No issue mechanically but Hematite was not sure if he is allowed to input special characters like that in ability names, like functionally I don't think we can name it that in the code without something breaking :'D so if possible an alternative ability name?

Erphuan the Fluffy:
:Electrode: I would urge you to reconsider effects that encourage Electrode to sacrifice itself for reasons listed above.

b-torterra:
:silvally: Silvally is... hhhhhooh.
  • I know people really really like move-linking mechanics as a concept but I really think it is a completely unworkable premise. Anything that requires your moves to be ordered in a specific way in order for it to be functional in the slightest is completely past the line for me. The only canon move that reads something based on a moveslot is Conversion, which just reads your first moveslot. There really isn't a way to do it cleanly past that.
  • There's an additional and more important problem, though; The hover boxes on PS display your moves to your opponent, but they are displayed in the order that you used them, not in the order they're listed in your set. If you Mega Evolve immediately it'll give some indication of the order, but...
  • If move linking as a theoretical mechanic is allowed at all, it needs to be simplified to "only the first two moves of your moveset" with the potential additional stipulation of "announces on entry what moves you have linked". This is going to be a rule going forwards. Although if I had it my way, people would just stop trying to make this a mechanic. Please stop trying to make this a mechanic? I am begging
:electrode: Veto. It's too specific to ever function. Like that ability will literally never proc. There is no point in making such a complicated custom that will just never happen.

bekama:
:golurk: This is just better Technician. If "we don't do Better Versions Of Abilities" isn't enough of a reason to change it, this also hilariously makes Dynamic Punch into 200 BP. Please god just make this Technician. Veto if not.

NANI?!:
:silvally: As previously mentioned, there are some issues with having something function differently based on what order its moves are in. I kind of seriously draw the line there. It's like fine I guess but ugh. It can also get really unintuitive really fast when you have multiple moves of the same type (ie. SD + Multi-Attack, for instance).

Exploziff:
:Silvally: I would request that this be changed to copying your last Pokemon's typing, rather than the typing of its first move. The other player can basically never tell what types are even available to Silvally here, and has absolutely no way of knowing what order your Pokemon's moves are in.

Regic Boat:
:Silvally: Veto.
:golurk: Golurk has way too much speed than is even remotely reasonable for a Pokemon that gets 100% acc Dynamic Punch and STAB on Poltergeist. Veto.

BlueRay:
:Silvally: I mostly wanted to suggest taking the whole type combination of the Pokemon instead (going one team slot at a time rather than going one type at a time). It kinda feels like a way more complicated and unintuitive Luster Swap, but the specific function does make sense for Multi-Attack purposes.

Poké Legend:
:golurk: Veto. This is... a really unintuitive effect, sorry.

jazzmat:
:electrode: Teeeeentative veto. This Electrode is pretty worrying, actually. It's a really cool concept and I feel like it would open up interesting teambuilding, but... Electrify is banned in several formats for a reason, and that's not really a beehive I feel like poking in this mod... :|

Vipotis:
:Electrode: This ability is so all over the place; I'm intrigued mechanically but am leaning against having that many effects just because 'levitates after successfully using an electric move' is so clean. Then just don't have the levitation wear off until it switches out? Either go with just levitation, or just the SpA boost. Trying to give it benefits for both Charge and Magnet Rise is just getting in the way here.
:Silvally: This ability should just lower stats; the second bit really doesn't scan. Even streamlined to just that effect, it could potentially be really unhealthy in VGC; not enough to veto, but it struck Hematite as wildly irresponsible to not at least discourage it.

TheUltraFinder:
:Electrode: You did specifically say this was a joke sub so I hope you are okay with this not being included for voting; there are several other Galvanize Electrode already :'D
:Silvally: Very similar to lydian's; I would encourage you to offer them feedback or collaborate on one rather than posting them separately.

Seranode:
:Electrode: Veto. MfA as a metagame has been in a unique position to realize just how powerful chip damage can be, and this being permanent and unclearable is just... way beyond reasonable.

The Kaividian:
:Silvally: This is just DrPumpkinz' sub but worse. You need a real good reason to give something multiple Megas and this does not cut it. Veto.

HydreigonTheChild:
:silvally: This is the third "conversion2 color change" here, and there really isn't a lot to differentiate it from the others... I would recommend seeking them out and offering advice instead. (Also, Conversion + Conversion2 aren't legal move additions as noted at the top of the post.)

K4N73R:
:silvally: This is basically the same as a previous submission, and as such will not be included in voting.

Moretto:
:Golurk: This isn't broken or anything, but it does seem... kind of pointless? You can just give it Accelerock if you want it to have Rock-type priority... Overwriting the typing of its punching moves specifically gets rid of a lot of really valuable coverage moves, which I think would hurt it more than help it.

woworiginal:
:Golurk: Does the second hit proc regardless of whether the first hit lands? Either way would be fine but I wanted to clarify.

Violettes:
:Golurk: Golurk has a cool concept, and the execution is cool in theory, but in practice it probably would not work very well. I really think you should consider saving this concept for a different mon.

ArhamA:
:silvally: Veto unless you reconsider this Ability. Unresisted STAB Extreme Speed and natural access to SD as well as being able to hit any target but Ghost for a lot of damage with Multi Attack is too much.

Blastfury0614:
:Electrode: I will not be including this. There are at least four other Galvanize Electrode already.
:Silvally: The way this ability functions is really nonspecific, and it makes me pretty nervous. It strikes me as fairly random in what type it will decide on, and the idea of that RNG alone deciding matches just doesn't sit right with me; could you reconsider the effect? I'd also ask that you lower its Speed, as well as nix Play Rough at the very least. Maybe go with Aqua Tail instead of Liquidation? It does have a fish tail.

Pexftw:
:Silvally: There are several CamoMons Silvally already, so I most likely will not be including this in voting. As noted above, please avoid making move order a relevant mechanic. Also drop Play Rough, Iron Head, Triple Axel, Roost, Razor Leaf (this doesn't make any sense, why), and perhaps switch Waterfall for Aqua Tail if you really want Water coverage for it (It can't Surf, so why should it be able to Waterfall?).
:Electrode: Mmmmm please either lower its Attack or remove its Normal typing.
:Golurk: Please drop Shore Up at least; this will be vetoed if you don't. Scald and Flip Turn don't really make a whole lot of sense either; Flip Turn is generally reserved for things with tail fins.

VoolPool:
:Silvally: We have Protean Silvally already. I will not be including this in voting.
:Golurk: This... isn't really Power Construct, this is Shields Down. Shields Down would be a pretty fitting Ability for Golurk though; I'd recommend just using that instead.
Aside from that though, the Complete/Core forme is very minmaxed; I'd request that you tone it down a little, and have both formes get stat changes relative to the base forme rather than to each other. Maybe 89/124/130 (+50)/55/130 (+50)/55 for Shielded, and 89/154 (+30)/65 (-15)/85 (+30)/65 (-15)/125 (+70) for base.

sandsong:
:silvally: I would require that you don't add Brave Bird and Roost here. Roost I explained a bit more above. For both moves, I understand the temptation to add fitting moves for your mechanical concept, but remember that non-mega Silvally also gets access to any moves you add. Silvally is a lot of things but it is definitely not a bird.
Honestly, the Flying-type is more of a hindrance than a help here, since that adds a stealth rock weakness to a mon that can't hold boots.
:Golurk: This is weirdly similar to another submission, and I'll reiterate my notes on that here: Overwriting the typing of its punching moves specifically gets rid of a lot of really valuable coverage moves, which I think would hurt it more than help it. It's not veto-worthy or anything, just inadvisable in my opinion.


Okay, that should be about it from me today! Remember, if you want to discuss improving your submissions, our Discord server has a dedicated channel for that and is a great place to start.

Voting will open sometime after Wednesday the 21st (World Clock) (Countdown), so get your edits in before then, please!

And remember that new submissions are now closed; revisions to existing submissions only, please!
 
Last edited:
Hey everyone! Been awhile!

As you may have noticed, our schedule has gone a liiiittle bit out the window. We've been running into issues with the sustainability of how we've been running things in this mod, and ringleader Hematite is taking some time off to work on mental health. We're still figuring out what our plan is going to be moving forward, but we are at the very least going to finally wrap up this slate!

Of course, with the slate wrap-up comes the dreaded submission review, which I have cobbled together from some notes Hematite left me, my own thoughts and some very helpful input from my fellow council members (Thank you guys again!!!). As usual, this includes a variety of general advice, required fixes and general vetoes; submissions will be included or excluded from the pre-voting submission roundup depending on whether or not they've been fixed.

And speaking of the submission roundup -- since this took so long to get up, we're giving people extra time to accommodate for the edits they're asked to make. Voting will open sometime after Wednesday the 21st (World Clock) (Countdown), so get your edits in before then, please!
Until then, new submissions are closed. Only revisions to already-posted submissions, please!

If your sub isn't mentioned here, that most likely means it's fine for voting! Its entirely possible I missed things but for the most part you're fine.

Anyways, without further ado...


... on to the Submission Review!

There were some trends I noticed while looking over the submissions that I found prevalent enough to mention up front. Even if I didn't mention your sub specifically in the main body of the post, if any of these notes apply to it that counts as a warning, and for strong coverage/Nasty Plot on Silvally it counts as a required change.

Blanket Vetos/Common Recommendations:
  • :silvally: Silvally:
    • Strong physical coverage but ESPECIALLY Earthquake/Play Rough on :silvally: Silvally. Ground as a coverage type pairs insanely well with several of Silvally's best types, and Fairy/Ground especially is a notoriously potent offensive typing. Allowing Silvally's pre-existing access to Fairy or Electric Multi-Attack and Swords Dance to coexist with it receiving Earthquake is a risk I'm not willing to take.
    • As for Nasty Plot: Silvally has access to generally weaker physical coverage in combination with Swords Dance, but its coverage on the special side is actually quite decent, including solid BoltBeam access. This is also pretty risky and we are both very against it.
    • Also Conversion/Conversion2! These moves are included in several subs due to the mons getting type-changing gimmicks but it's worth noting that these moves are actually hard-coded to fail when used by Silvally and it's kind of extremely silly to give it access to them.
    • Finally: reliable recovery on Silvally is extremely inadvisable. Steel is already its best base form, and Steel-types with Recover are extremely sparse and always very competitively relevant.Setting aside Arceus-Steel, they can be counted on one hand: Kartana, Scizor, Solgaleo, Corviknight and Skarmory. Kartana doesn't even use it! Please think twice about giving this reliable recovery, and please think twice about voting for submissions that add reliable recovery.
      • "Reliable recovery" obviously includes Recover, Roost, Slack Off Etc but also to a smaller degree Moonlight/Morning Sun/Synthesis. These moves have greatly restricted PP and are therefore slightly less of a problem, but I would still advise against it.
  • :electrode: Electrode:
    • Customs that encourage :electrode: Electrode to sacrifice itself. This is a hell of a balancing tightrope to walk, since the effect has to be good enough to justify basically wasting your Mega slot. I'm gonna be honest here and say that if it were completely up to me I would blanket ban every single one of these, but I'm not sure I have the authority to do that. Instead I am just strongly discouraging it I guess.
  • :golurk: Golurk:
    • Reliable recovery moves on :golurk: Golurk. It's not veto-worthy in every sub that adds it, but I really hate giving it that option; Ground-types are really good with recovery in general, and I feel like this is a Pokemon for which having reliable recovery access would drastically impact the kind of sets it runs in normal gameplay, which is something I have been wanting to avoid going forward in this mod's design philosophy.

Specific submission notes:

ARandomPerson + Lord:
:golurk: You noted in your post that giving it Recover is potentially questionable, and that you're open to replacing it with Pain Split. I would strongly prefer adding Pain Split over Recover if possible - it's both less extreme and flavorfully fitting - but it's not a requirement here for balance purposes.

Double Iron Bash:
:Golurk: I would recommend renaming this Ability, mostly just because it feels really out of place as an Ability name. Something simpler like "Haunting" would do just fine.

Wheeveelution:
:electrode: Veto. I don't have any advice here I just can't allow this.
:golurk: Veto. I don't have any advice here I just can't allow this.
:silvally: Silvally needs to lose Nasty Plot, and aside from that is generally pretty pointless; Get rid of the -ate effect, so that Multi-Attack being custom-coded to change type doesn't mean absolutely nothing due to Return hitting way harder in every scenario, and this escapes the veto list.

ChoiceScarfed:
:golurk: Veto. Why does it need a hindering ability this ridiculous? There is no point to run this over base.
:silvally: Silvally is fine but it needs to tone down on its movepool additions. How about... none of those moves. Okay? Okay.
:electrode: Electrode is not really objectionable per se but there's going to be a running thread here in that personally we are of the opinion that Mega Evolutions that have a self sacrificing Ability are very bad game design. It's virtually impossible to balance the opportunity cost of basically skipping your Mega slot with an effect that isn't completely game-ending and dumb. If your description includes the words "not going to last very long, but it's a meme" then I would strongly encourage you to reconsider your design choices.

stinky potato:
:golurk: Golurk's ability is way overcomplicated, please simplify it to "physical Berserk". And please reconsider Slack Off; if it must get a recovery move I really don't think that one makes sense. Pain Split would be my recommendation.
:silvally: Veto; there is no reason an Ability should involve such an arbitrary lookup table.

PokemonKingAlan:
:silvally: Please remove Earthquake and Play Rough from the movepool additions.

Hematemesis:
:Electrode: This is really interesting conceptually, but it's really easy to see it getting really unhealthy when you combine it with a Pursuit ally. I'm... not really sure how to advise you here? Maybe ask Blue about it since he's the one who pointed out a concern.

NeonNitroGlycerin:
:silvally: Veto. The ability is really overcomplicated, and your movepool additions are really excessive.

N1ghtShade:
:silvally: 95/120/120 bulk on an Unaware Normal-type with Recover isss something I don't think we can allow. You can either drop Recover (which would be my preference) or nerf the bulk considerably.
:golurk: This is kind of absurd. Ghost and Ground are both extremely good attacking types; yes, they both do have immunities, but their resists are generally mutually exclusive and few and far between. This in combination with the Attack and Speed buffs would make it basically impossible to handle late in a game. Please lower the Attack and Speed buffs to 1.5x instead of 2 at the very least, and preferably pick either Attack or Speed to boost?
For clarity's sake, this will be coded like the rage moves like Outrage, where you are prevented from clicking anything else or switching for the duration. Otherwise this is not even remotely balanced.

StarFalcon555:
:electrode: Veto. Discerning Ghost + Damp for activation is without precedent, the name is not good, and getting it to that precise of an HP range is roll-reliant and not in a player's control.
:golurk: Would be completely insane if Earthquake didn't exist. I still don't like it. There's visible restraint here, Hematite was leaning towards "allow and we can always nerf it later".

Gekokeso:
:silvally: I would request that this drops Recover. We can add it as a buff later if it needs one. Not necessary/not a veto if you don't, but we would rather try it without recovery first and see if it works, because it very well could function just fine without it.

The Main Mon:
:silvally: The effect is very unreliable, and I would advise to edit it to something along the lines of "resist their strongest move, Forewarn-style".
:electrode: Veto. I would really encourage you to reread the stat rules in the first post of the thread; this degree of min-maxing is just straight-up not allowed. Also, specifically bypassing two completely unrelated types of effects that would mitigate the damage is completely unprecedented as far as ability effects go.

harmony96369:
:electrode: I... this sub is very borderline as far as power level goes, and I'm nervous about allowing it. I will definitely veto it if you don't remove Nasty Plot, though.

Sereg:
:electrode: Please drop Close Combat. Why. Also, 10% is also a uselessly small modifier; either drop that effect or buff it slightly. I would recommend dropping the effect personally.
:silvally: This is basically identical to the other Protean submission(s), minus the movepool additions; I would recommend getting in touch with those people and offering input instead.

DarkFairy:
:silvally: This is... a really weird sub mechanically. There are a couple main things to note:
  • Pokemon that are typeless do not get STAB on typeless moves. This is verifiable on cart, and we are not changing it.
  • I also think it would be really inconsistent in some really awkward ways. Making the order of a Pokemon's types into a relevant mechanic is really inadvisable, and there are some notable Pokemon that it would just lose to entirely because of the way their types are ordered, with no real rhyme or reason to what it loses to because of this.
I would recommend reconsidering this effect.
:golurk: Golurk is a fun concept, but unfortunately it definitely has to be vetoed. Hematite's words here:
  • "on Mega Evolution" counts as "on switch" in almost every case and I sure as heck don't see what about this warrants an exception (it's not like Imposter where it literally cannot be allowed to happen any other time or things break)
  • the Gems do not exist and I really don't like the idea of a Mega having a set of items all to itself, new or not
  • the last time we made a Mega that messed with held items in a way that made substantially less optical sense when one considered using it in-game and how one's team would be left after exploiting it, it became controversial and sincerely unpleasant to deal with; I feel like we have to consider using this against a wild Pokémon (where item changes persist after battle) and what might happen as a result, which also implies... legalizing Gems?
  • llless serious of an issue, but-- kind of like the LGPE moves, 16 of the 18 Gems have been mechanically altered since their last appearance and one has never existed, and I don't like the confusion that comes with deciding how they should work (even if there's admittedly kind of an easy answer here)

greyllama8:
:golurk: Virtually the same as someone else's submission and will not be included for this reason.
:electrode: Please tone down the movepool additions.

Gravity Monkey:
Unfortunately two of these are basically the same as previous subs; would invite collaboration with ChoiceScarfed on :silvally: Silvally and zxgzxg on :golurk: Golurk.

Paulluxx:
:silvally: As noted above, I would really prefer if you didn't give it Recover or other comparably reliable recovery. I think this is fine otherwise though? Maybe Pain Split...?
:electrode: This is a veto. Once again I really dislike encouraging it to self-destruct, plus chip damage as a whole has proven to be a huge problem in M4A's metagame. The damage numbers are also pretty unintuitive.

lydian:
:silvally: No issue mechanically but Hematite was not sure if he is allowed to input special characters like that in ability names, like functionally I don't think we can name it that in the code without something breaking :'D so if possible an alternative ability name?

Erphuan the Fluffy:
:Electrode: I would urge you to reconsider effects that encourage Electrode to sacrifice itself for reasons listed above.

b-torterra:
:silvally: Silvally is... hhhhhooh.
  • I know people really really like move-linking mechanics as a concept but I really think it is a completely unworkable premise. Anything that requires your moves to be ordered in a specific way in order for it to be functional in the slightest is completely past the line for me. The only canon move that reads something based on a moveslot is Conversion, which just reads your first moveslot. There really isn't a way to do it cleanly past that.
  • There's an additional and more important problem, though; The hover boxes on PS display your moves to your opponent, but they are displayed in the order that you used them, not in the order they're listed in your set. If you Mega Evolve immediately it'll give some indication of the order, but...
  • If move linking as a theoretical mechanic is allowed at all, it needs to be simplified to "only the first two moves of your moveset" with the potential additional stipulation of "announces on entry what moves you have linked". This is going to be a rule going forwards. Although if I had it my way, people would just stop trying to make this a mechanic. Please stop trying to make this a mechanic? I am begging
:electrode: Veto. It's too specific to ever function. Like that ability will literally never proc. There is no point in making such a complicated custom that will just never happen.

bekama:
:golurk: This is just better Technician. If "we don't do Better Versions Of Abilities" isn't enough of a reason to change it, this also hilariously makes Dynamic Punch into 200 BP. Please god just make this Technician. Veto if not.

NANI?!:
:silvally: As previously mentioned, there are some issues with having something function differently based on what order its moves are in. I kind of seriously draw the line there. It's like fine I guess but ugh. It can also get really unintuitive really fast when you have multiple moves of the same type (ie. SD + Multi-Attack, for instance).

Exploziff:
:Silvally: I would request that this be changed to copying your last Pokemon's typing, rather than the typing of its first move. The other player can basically never tell what types are even available to Silvally here, and has absolutely no way of knowing what order your Pokemon's moves are in.

Regic Boat:
:Silvally: Veto.
:golurk: Golurk has way too much speed than is even remotely reasonable for a Pokemon that gets 100% acc Dynamic Punch and STAB on Poltergeist. Veto.

BlueRay:
:Silvally: I mostly wanted to suggest taking the whole type combination of the Pokemon instead (going one team slot at a time rather than going one type at a time). It kinda feels like a way more complicated and unintuitive Luster Swap, but the specific function does make sense for Multi-Attack purposes.

Poké Legend:
:golurk: Veto. This is... a really unintuitive effect, sorry.

jazzmat:
:electrode: Teeeeentative veto. This Electrode is pretty worrying, actually. It's a really cool concept and I feel like it would open up interesting teambuilding, but... Electrify is banned in several formats for a reason, and that's not really a beehive I feel like poking in this mod... :|

Vipotis:
:Electrode: This ability is so all over the place; I'm intrigued mechanically but am leaning against having that many effects just because 'levitates after successfully using an electric move' is so clean. Then just don't have the levitation wear off until it switches out? Either go with just levitation, or just the SpA boost. Trying to give it benefits for both Charge and Magnet Rise is just getting in the way here.
:Silvally: This ability should just lower stats; the second bit really doesn't scan. Even streamlined to just that effect, it could potentially be really unhealthy in VGC; not enough to veto, but it struck Hematite as wildly irresponsible to not at least discourage it.

TheUltraFinder:
:Electrode: You did specifically say this was a joke sub so I hope you are okay with this not being included for voting; there are several other Galvanize Electrode already :'D
:Silvally: Very similar to lydian's; I would encourage you to offer them feedback or collaborate on one rather than posting them separately.

Seranode:
:Electrode: Veto. MfA as a metagame has been in a unique position to realize just how powerful chip damage can be, and this being permanent and unclearable is just... way beyond reasonable.

The Kaividian:
:Silvally: This is just DrPumpkinz' sub but worse. You need a real good reason to give something multiple Megas and this does not cut it. Veto.

HydreigonTheChild:
:silvally: This is the third "conversion2 color change" here, and there really isn't a lot to differentiate it from the others... I would recommend seeking them out and offering advice instead. (Also, Conversion + Conversion2 aren't legal move additions as noted at the top of the post.)

K4N73R:
:silvally: This is basically the same as a previous submission, and as such will not be included in voting.

Moretto:
:Golurk: This isn't broken or anything, but it does seem... kind of pointless? You can just give it Accelerock if you want it to have Rock-type priority... Overwriting the typing of its punching moves specifically gets rid of a lot of really valuable coverage moves, which I think would hurt it more than help it.

woworiginal:
:Golurk: Does the second hit proc regardless of whether the first hit lands? Either way would be fine but I wanted to clarify.

Violettes:
:Golurk: Golurk has a cool concept, and the execution is cool in theory, but in practice it probably would not work very well. I really think you should consider saving this concept for a different mon.

ArhamA:
:silvally: Veto unless you reconsider this Ability. Unresisted STAB Extreme Speed and natural access to SD as well as being able to hit any target but Ghost for a lot of damage with Multi Attack is too much.

Blastfury0614:
:Electrode: I will not be including this. There are at least four other Galvanize Electrode already.
:Silvally: The way this ability functions is really nonspecific, and it makes me pretty nervous. It strikes me as fairly random in what type it will decide on, and the idea of that RNG alone deciding matches just doesn't sit right with me; could you reconsider the effect? I'd also ask that you lower its Speed, as well as nix Play Rough at the very least. Maybe go with Aqua Tail instead of Liquidation? It does have a fish tail.

Pexftw:
:Silvally: There are several CamoMons Silvally already, so I most likely will not be including this in voting. As noted above, please avoid making move order a relevant mechanic. Also drop Play Rough, Iron Head, Triple Axel, Roost, Razor Leaf (this doesn't make any sense, why), and perhaps switch Waterfall for Aqua Tail if you really want Water coverage for it (It can't Surf, so why should it be able to Waterfall?).
:Electrode: Mmmmm please either lower its Attack or remove its Normal typing.
:Golurk: Please drop Shore Up at least; this will be vetoed if you don't. Scald and Flip Turn don't really make a whole lot of sense either; Flip Turn is generally reserved for things with tail fins.

VoolPool:
:Silvally: We have Protean Silvally already. I will not be including this in voting.
:Golurk: This... isn't really Power Construct, this is Shields Down. Shields Down would be a pretty fitting Ability for Golurk though; I'd recommend just using that instead.
Aside from that though, the Complete/Core forme is very minmaxed; I'd request that you tone it down a little, and have both formes get stat changes relative to the base forme rather than to each other. Maybe 89/124/130 (+50)/55/130 (+50)/55 for Shielded, and 89/154 (+30)/65 (-15)/85 (+30)/65 (-15)/125 (+70) for base.

sandsong:
:silvally: I would require that you don't add Brave Bird and Roost here. Roost I explained a bit more above. For both moves, I understand the temptation to add fitting moves for your mechanical concept, but remember that non-mega Silvally also gets access to any moves you add. Silvally is a lot of things but it is definitely not a bird.
Honestly, the Flying-type is more of a hindrance than a help here, since that adds a stealth rock weakness to a mon that can't hold boots.
:Golurk: This is weirdly similar to another submission, and I'll reiterate my notes on that here: Overwriting the typing of its punching moves specifically gets rid of a lot of really valuable coverage moves, which I think would hurt it more than help it. It's not veto-worthy or anything, just inadvisable in my opinion.


Okay, that should be about it from me today! Remember, if you want to discuss improving your submissions, our Discord server has a dedicated channel for that and is a great place to start.

Voting will open sometime after Wednesday the 21st (World Clock) (Countdown), so get your edits in before then, please!

And remember that new submissions are now closed; revisions to existing submissions only, please!
I appreciate you taking your time out of your day to write this!
I just have questions about Mega Golurk and Mega Electrode as I found Mega Golurk a bit too overpowered.
 

inkbug

Maybe the real mega pokemon were the friends we ma
is a Community Contributor
I appreciate you taking your time out of your day to write this!
I just have questions about Mega Golurk and Mega Electrode as I found Mega Golurk a bit too overpowered.
Mm... Its Speed is pretty low which is the biggest balancing factor something can have to be honest, but looking at this again, it definitely might be worth toning this down. Ghost/Fighting is an unnecessarily good STAB combination for something with an Ability this useful for it, so I would first off recommend not doing that. And there's no reason to add HJK if you're not adding Fighting, so...

... Actually, the fact that this gets such an insanely high-powered STAB as Poltergeist is pretty worrying. It might even be worth dropping the Ghost typing altogether? The damage numbers look a lot more reasonable without STAB. Giving advice about/analyzing this sort of thing is kind of out of my depth though so I'd appreciate it if Hematemesis or BlueRay or someone else from the comp council could chime in here. (Context: This Golurk)
 
Mm... Its Speed is pretty low which is the biggest balancing factor something can have to be honest, but looking at this again, it definitely might be worth toning this down. Ghost/Fighting is an unnecessarily good STAB combination for something with an Ability this useful for it, so I would first off recommend not doing that. And there's no reason to add HJK if you're not adding Fighting, so...

... Actually, the fact that this gets such an insanely high-powered STAB as Poltergeist is pretty worrying. It might even be worth dropping the Ghost typing altogether? The damage numbers look a lot more reasonable without STAB. Giving advice about/analyzing this sort of thing is kind of out of my depth though so I'd appreciate it if Hematemesis or BlueRay or someone else from the comp council could chime in here. (Context: This Golurk)
I understand, I'll remove HJK and replace the Ghost Typing with a Ground Typing, would that balance it out? Also, check my Post again, is Mega Golurk more balanced? Also could I have a review on Mega Electrode? Sorry for bothering you with all this.
 
Last edited:

inkbug

Maybe the real mega pokemon were the friends we ma
is a Community Contributor
I understand, I'll remove HJK and replace the Ghost Typing with a Ground Typing, would that balance it out? Also, check my Post again, is Mega Golurk more balanced? Also could I have a review on Mega Electrode? Sorry for bothering you with all this.
On considering Golurk for awhile and talking with the other council members about this, I think we'd rather you not submit this for now. It's a cool mechanical concept, but I'm not sure something with such a powerful option as Poltergeist is really the time. I'd suggest you save this ability concept for a Pokemon that has more interesting and less questionably balanced ways to use it.

I don't have a comment on Electrode. If I had something to say about it I would have said it when you first asked.

Also, in the future, we generally require that you actually put the descriptions of your custom abilities next to those custom abilities in the text of your sub, towards the top where you list the name of the ability. You can have a look around at some other submissions to see how they do it; it makes it easier to get an idea of the submission at a glance, and less likely that the people doing the submission review (namely me) will miss something.
 
On considering Golurk for awhile and talking with the other council members about this, I think we'd rather you not submit this for now. It's a cool mechanical concept, but I'm not sure something with such a powerful option as Poltergeist is really the time. I'd suggest you save this ability concept for a Pokemon that has more interesting and less questionably balanced ways to use it.

I don't have a comment on Electrode. If I had something to say about it I would have said it when you first asked.

Also, in the future, we generally require that you actually put the descriptions of your custom abilities next to those custom abilities in the text of your sub, towards the top where you list the name of the ability. You can have a look around at some other submissions to see how they do it; it makes it easier to get an idea of the submission at a glance, and less likely that the people doing the submission review (namely me) will miss something.
I appreciate you taking your time to respond to my questions, I understand the reasoning for such a powerful ability. Have a great day! For my next submission, I'll put the description of the abilities next to their names.
 
Mega Electrode

Electride

Electric

HP 60
Attack 50 → 65 (+15)
Defense 70 → 75 (+5)
Sp. Atk. 80 → 105 (+25)
Sp. Def. 80 → 130 (+50)
Speed 150155 (+5)

Ability: Current - At the end of the turn, if this Pokémon has taken no direct damage, it uses Charge.

New Moves: Electric Terrain, Rising Voltage, Steel Roller, Misty Explosion, Grass Knot, Aurora Beam, Ice Ball, Overheat, Pain Split

I withdraw my Silvally submission.

Cheers!

1627246389919.png
 
Last edited:

inkbug

Maybe the real mega pokemon were the friends we ma
is a Community Contributor
Hello again to everyone and huge thanks for your patience in me getting this up!

You may recall me saying earlier that the closing up of this slate would be happening alongside some important changes to how we're structuring this mod. We haven't figured out all the specifics yet, but the gist of it so far is:
  • When this slate is completed, we will not be going into another submission slate right away. Instead, we will be beginning Megas for All's first-ever (for v7, at least) discussion phase!
    • For those unfamiliar; discussion phases are a concept pretty common in submission-based mods, and they often take a "week-on, week-off" approach in regards to submissions. We don't know yet what our structure will be going forwards with MfA, but most likely it will include alternating discussion and submission phases.
  • During this time we will most likely develop our teambuilding resources, hold a tournament or two, and generally explore the metagame in a more structured manner than we have been during this pseudo-hiatus.
  • We do not have a timeframe for when the next submission period will begin, or a plan for what it will contain, but rest assured that we will keep you up to date on our plans for it.
Of course, with the voting period comes the mandatory reminder on voting rules!

In MfA, we use a kind of runoff voting. The specifics can be found here, but what you need to know for voting is that:
  • Each voter for each Pokemon has one "point", which starts out counting towards their #1 choice of submission; if that submission is eliminated, their point drops down to instead count towards their #2 choice, and so on down the line.
  • For each Pokemon in a slate, you can vote for as many (or as few) submissions as you want!
  • The order of your list is important, so order your list by preference! Higher-valued submissions on your list are where your vote goes first.
  • Listing anything that you like in your vote is generally a good idea! If you list just one to three submissions in your vote for any given Pokemon, the chances are very high that all of your preferences could be eliminated from the running and your vote won't end up counting to any submissions at all.
:Electrode: Electrode
1) ABC
2) 123
4) XYZ

:Electrode: Electrode: ABC, 123, XYZ

1. ABC
2. 123
3. XYZ

Voting will be open until midnight GMT on Friday, July 30th, or roughly 4 days from this post. (Check this Event Time Announcer to see that converted to your timezone!)

With all that out of the way, on to the submission compilation which is in several posts because there are so many!


:Electrode: Electrode :electrode:
If your sub isn't in either this list or in the post, I probably missed it so please let me know:
Wheeveelution, ChoiceScarfed (I changed my mind, this is objectionable, "it can only use Explosion" is just awful), StarFalcon555, The Main Mon, harmony96369, b-torterra, jazzmat, TheUltraFinder, Seranode, Blastfury0614
Mega:swsh/electrode:Electrode
Type: Electric
Mega Stone: Thermite

Ability: Implode - If this Pokemon's self-damaging or self-destructing moves faint an opposing Pokemon, this Pokemon does not take damage or self-destruct.

Stats:
HP - 60 (+0)
ATK - 150 (+100)
DEF - 70 (+0)
SPA - 80 (+0)
SPD - 80 (+0)
SPE - 150 (+0)

New Moves: Mind Blown

Description:
Dex Entry: Electrode's destructive capabilities have grown to the extent that it actually implodes upon detonation, creating an equal and opposite force to the explosion it produces and keeps its body intact. However, if the explosion fails to properly obliterate the target and instead meets resistance, the rebounding force will be enough to upset this equilibrium and cause its body to collapse completely.

So, Electrode has always been the Pokemon most directly tied to Self-Destruct and Explosion. Even if it hasn't always been the most prominent user mechanically, via frequency or viability (those two seats go to Graveller and Lickilicky/Alolan Golem/Mega Glalie, respectively), almost all of Electrode's Pokedex descriptions explain its self-destructive tendencies, and it is commonly featured in both the main series games, side games, and anime with the sole gimmick of being a bomb. I wanted to create a mega for it that fully embraced this and ran with it, making Explosion not just a viable option, but one that didn't undercut the very risky and potentially self-destructive nature of the move in doing so.
Get ready to meet Settle on fucking crack. If you thought Mega Bastiodon rewarded sick reads and outplays, you ain't seen nothing yet. I don't think I need to explain to you exactly what this sub offers, it's pretty straightforward, so instead, for all of you out there who doubt or fail to understand, let me offer you this:

Here's the scene - you've got your Corviknight in play, sitting at half HP. The enemy's Mega Electrode is staring you down, waiting to see what you're gonna do. It doesn't matter that you're max physical defense invested, the 150 ATK STAB Wild Charge is more than enough to finish you off, and the Electrode knows it. In a panic, you switch out to your Therian Landorous to nullify the attack - before groaning at your own mistake. The enemy saw this coming from a mile away, and you can only watch in dread as the opposing Mega Electrode uses Explosion - obliterating your Lando-T in a single strike. Implode activates, and it's gotten off completely scot-free, with that stupid, smug smile on its face. Your opponent sends you a link in chat. It's this.
Mega Electrode


Type:

-------------------------------------
Ability: Defibrillator
(When this pokemon uses an electric type move, if any members of its party have status conditions they are cured and affected teammates restore 1/6th of their maximum HP.)
-------------------------------------

Stats:
HP: 60 -> 60 (+0)
Attack: 50 -> 50 (+0)
Defense: 70 -> 110 (+40)
SpAtk: 80 -> 90 (+10)
SpDef: 80 -> 130 (+50)
Speed: 150 -> 150 (+0)
-------------------------------------
New Moves: Parabolic Charge, Rapid Spin.
-------------------------------------
Description:
Electrode is a very fast pokemon that is quite frail. I've used electrode as a stall pokemon in the past using Z-Flash and Sub/Toxic. It's speed is great, and its not weak to many moves. Unlike other stall pokemon electrode is frail, and doesn't hit hard enough to truly accomplish anything without the help of this Z-Move. While it can be used, its not ideal.

The Concept:
(1/3) This fixes electrode's biggest problems, its bulk. Electric types being very defensive is almost as good as why water types being defensive is important, lack of weaknesses. It's only weak to ground, which it can attempt to kill on the switch-in with HP Ice, and its speed is always going to be good even without boosting it. Mega electrode's ability makes it a very good cleric. It is fast enough to pivot away, and after doing so It cures its teammates from status. Getting rid of a Burn on Landorus for example. You can switch out, and keep the momentum going by going straight into them.

(2/3) Mega Electrode needs to stay healthy to keep its other teammates healthy, and to keep them healthy it clears hazards quickly then books it. Parabolic charge is a neat way to recover some health in the process. Feeling bold? Run it with rest + sleep talk.

(3/3) I've been wondering about how to improve this ability a bit and I recently thought, why not have it recover a bit of health? It's simple really, if a teammate has a status condition they'll have it cured but they'll only restore HP if they had one. So it brings up some interesting strategies, like putting Toxic Orb or Flame Orb on Magic Guard users and have them psycho shift a status condition to the target. If you want them to recover HP idly this is a more interesting way of doing so, and it can't be abused too easily without sending them back in every turn. The amount of health they recover is low, but fair.

The flavor:
Now my electrode isn't destructive explosions. I know, boo me all you want but a Heal Ball is very unique because most people don't choose that design option for mega electrode. Defibrillators are devices used to shock patience back to life basically, think if your pokemon being put to sleep, and electrode sends out a little zap that boosts them awake. It's still quite the troublemaker, using its newfound power to prank people with little jolts of electricity. Though if its feeling agitated, it'll just explode again.
Rush101Body.png

Electrode-M @ Electrolite (lol)
Electric
Ability: Galvanize
HP: 60 -> 60 (+0)
Atk: 50-> 90 (+40)
Def: 70 -> 70 (+0)
SpA: 80 -> 120 (+40)
SpD: 80 -> 100 (+20)
Spe: 150 -> 150 (+0)
490 -> 590 (+100)
New Moves: (Tri-Attack), (Hyper Voice), Shadow Ball, (Energy Ball), Weather Ball

Description:
This is a pretty simple mega. With Hyper Voice, it gets to use Thunder, but without the low accuracy. Shadow Ball and Weather Ball are just there for flavor. The biggest one though, is Energy Ball, letting Electrode hit ground types. Or you can just invest into attack and go boom.
-Illusion
-60/50/105(+35)/120(+4)/105(+25)/150
-Defog
The fake pokeball i(not unova), this thing mimic itself as a pokeball, and i've always want somekind of imposter, mimicry like ability for it and Illusion is a great ability. This thing is different from mega Inteleleon. Mega Inteleon is an offensive mega who just gonna turn your face into a pikachu face and kill you with liquidation or fell stinger. This thing however is a more supportive illusion pokemon, with some moves like reflect, light screen(koko and regieleki but illusion, kinda cool because of this ability), defog, taunt, thunder wave,.. A quick note that thing this is not weak to rock, and it can be better?
Mega Electrode
Ability:
Irradiation (name subject to change) - if this pokemon successfully lands an attack, for the next two turns, opponent's pokemon will have their defense and special defense lowered by one at the end of the turn. This effect does not stack with itself and disappears if the Mega Electrode switches out.
Type:

Stats:

HP: 60
Atk: 50 -> 80
Def: 70 -> 80
SpA: 80 -> 120
SpD: 80 -> 90
Spe: 150 -> 160
New Moves: (Italics = Notable) Burning Jealousy, Sludge Wave
Flavor:
Competitive:
Indigo might write these, or I might, but it's coming soon. This is the slate of collabs for me, and it's been really fun, so s/os to Indigo and Swagma for the opportunity to collab (and also for letting me farm the likes :P).
Edited due to Ink’s request 7-18
:Electrode: Mega Electrode

New Ability: Inertia (This pokemon takes up to 50% reduced damage from direct attacks, based on how much faster it is than the attacker.)
Damage Reduced = 25 × User's Current Speed / Target's Current Speed. (For qwik mafs, you need twice the enemy's speed to reach full boost.)


Type: Electric Normal

New stats:

HP:60

Attack: 80 (+30)

Defense: 110 (+40)

Special Attack: 80

Special Defense: 110 (+30)

Speed: 150

(BST) 593 (+100)


New moves: Recover, Rapid Spin, Tri attack,

Unlike the mayority of mega evolved pokemon, Mega ELECTRODE becomes more calmed. While its explosion power is increased a bit, Electrode biggest boon from evolution is its body armor, which enables him to easily tank out weaker hits.
BEHOLD, THE FAST TANK! I loved kero's ability from the second i saw it and i wanted to give it to any mon i could find. That mon happened to be electrode, who with its okay defenses that were easy to buff and blazing speed made it a perfect candidate for the ability, albeit a ironic one. It can now act as a fast volturner and pivot who is able to take hits thanks to its new ability, as well as a decent rapid spinner and screener. That being said old habits die hard and with its new normal typing (used to somewaht nerf the bulk of this mon) and decent attack it is able to produce much powerful explosions.
:electrode: Mega Electrode
New Ability
: Speed Boost
Type: Electric/Psychic

New stats:
HP: 60 -> 60
Attack: 50 -> (+10)
Defense: 70 -> 90 (+20)
Special Attack: 80 -> 130 (+50)
Special Defense: 80 -> 100 (+20)
Speed: 150 -> 150
BST: 490 -> 590

New moves: Extrasensory
Description: The final form of the Poke Ball Pokémon is now a Master Ball. I gave it the Psychic typing since the Master Ball was heavily associated with fellow Psychic-type Mewtwo back in the first generation. Psychic STAB also helps it hit Ground-types such as Nidoking and Landorus-T. Speed Boost may seem redundant with its blistering Speed, but its main purpose is to power up its STAB Electro Ball every turn. Using Electro Ball as its main STAB fits Mega Electrode flavor-wise since it's an Electric Ball. Extrasensory gives it a Psychic STAB.
Mega Electrode
Type:
Electric/Steel
Mega Stone: Electrodite

Ability: Impulsive - Attacks that damage the user, lower the user's stats or knock the user out are boosted by 10% and raise the user's speed one stage.

Stats:
HP - 60 (+0)
ATK - 100 (+50)
DEF - 90 (+20)
SPA - 100 (+20)
SPD - 90 (+10)
SPE - 150 (+0)

New Moves: Mind Blown, Steel Beam, Ice Ball, Stealth Rock, Mirror Shot, Flash Cannon, Energy Ball, Close Combat

Description:
Flavor: It's now in the form of a masterball and coated in metal. It also learns a few more ball related moves and dedicates itself more to its self-destructive nature.
Competitive: It's got a lot more coverage and breaking power with a lovely speed tier to make a great sweeper or fast wallbreaker,
Sereg: You did not respond to my note in the feedback post so I am including this but please know that it will not be receiving Close Combat.
mega electrode.png

MEGA ELECTRODE @Electrodite
Ability: speed boost
New moves: energy ball, shadow ball, pyro ball, weather ball, rapid spin, fire spin, rising voltage, zen headbutt, extreme speed, flame charge
New stats:
60
50 ->100
70
80 -> 100
80
150 -> 180
:electrode:Electrode-Mega
New Ability: Trigger Happy – This pokemon's self-destructiive move only deal 1/4th damage to the user.
Type:

Stats: 60 / 80 (+30) / 80 (+10) / 100 (+20) / 90 (+10) / 180 (+30) (BST: 670)
New Moves: -
Description: Boom.
1619826639401.png

Electrode-Mega
Electric
Aftermath/Soundproof/Static-> Unstable Energy: User's Electric moves do an additional 20% damage for each consecutive turn no Electric move has been used by the user. Maxes out at 2x power. Power resets upon use of an Electric move or switching out.
HP: 60
Atk: 50-> 70 (+20)
Def: 70-> 80 (+10)
SpA: 80-> 110 (+30)
SpD: 80-> 110 (+30)
Spe: 150-> 160 (+10)
New Moves: +Energy Ball, Focus Blast, Weather Ball

"Electrode eats electricity in the atmosphere. On days when lightning strikes, you can see this Pokémon exploding all over the place from eating too much electricity."
"It stores an overflowing amount of electric energy inside its body. Even a small shock makes it explode."
Description: As Mega Electrode constantly absorbs electricity from the atmosphere, Electrode's Electric power keeps building and building until it uses an Electric attack, discharging all that built up energy. I've been interested in a Metronome- like ability for a while, but Electrode's flavor offered a unique twist- one whose power on certain moves gets stronger with every turn they don't use it. This gives Electrode a rather unique dynamic, as its ability naturally encourages the user to hold off on using its STAB as long as possible to get a large boost, thereby encouraging it to use its coverage more. This also gives its counterplay a unique dynamic, with the question of to STAB or not to STAB bringing a whole new level of mind-games between the two players. Energy Ball, Focus Blast, and Weather Ball match its natural theme of energy and- being a ball; anti-Ground coverage is phenomenal on an Electric type (hitting slightly harder than HP on Mega Jolteon), FB hits Steels, HP or Signal Beam can chip at Grass and Dragon.
:electrode:
Electric/Fairy
Mega Stone: Electrodelite
Ability - Loving Explosions
(This Pokemon's self-KO moves (Self-Destruct, Explosion, Misty Explosion) deal damage with the opponent's Defense or Special Defense halved, depending on if the move is a physical or special attack (physical attack - physical defense, special attack - special defense).) In addition, Self-Destruct and Explosion become Electric Type moves.
H.P - 60
Attack - 100 (+50)
Defense - 70
Special Attack - 100 (+20)
Special Defense - 80
Speed - 180 (+30)
New moves: Fairy wind, Misty Explosion, Play Rough, Rising Voltage

Description: When exposed to Electrodelite, it awakens a newfound love for everything around it, turning into a Love Ball and giving it a new Fairy Type. In addition, it gains a new way of saying, "I Love You!": It explodes!

Competitive analysis: This Pokemon will become a powerful one-time damage dealer with Explosion and STAB Misty Explosion with Gens 1-4 physics! It also outspeeds the vast majority of the meta. Mega Electrode should mainly be used to break past a defensive Pokemon your team is struggling to deal with. However, it is only able to attack with it's high powered Explosions once, and it can not deal with Pokemon using the ability Damp. In addition, it has a terrible bulk, so it will struggle to switch in to the Pokemon it wants to explode on.
:ss/Electrode:
Mega Electrode
New Ability
: Levitate
Type: Electric/Steel

New Stats:
HP: 60 > 60 (+0)
Attack: 50 > 60 (+10)
Defense: 70 > 110 (+40)
Special Attack: 80 > 90 (+10)
Special Defense: 80 > 120 (+40)
Speed: 150 > 150 (+0)

New moves: Metal Sound, Encore, Heal Bell, Healing Wish, Flash Cannon, Magnetic Flux, Rapid Spin
Description:
Mega Electrode shifts from a dual screens setter to a more general supporting role, with its electric/steel-typing giving it multiple resistances plus an immunity to Poison and Levitate giving it a Ground/Non-Stealth Rocks immunity. I wanted to maintain its role as a support Pokemon that clicks Explosion when its work is done, but also wanted to try and go in a different direction with my sub. So I've opted to give it Healing Wish; this way it continues to be a suicide support 'mon, but instead of punching holes into teams it acts more as a disruptive cleric that can force switches with Encore, provide hazard removal with Rapid Spin, heal its team with Heal Bell or pivot using Volt Switch

Big thanks to okispokis, EeveeGirl and quagsi for helping me with the typing, I don't know your Smogon usernames but I appreciate your help lol
Ever heard of a Maglev train? They're basically trains that move through the power of magnetic levitation, shortened to Maglev, with a bunch of fancy stuff to do with repelling and attracting poles propelling the train forwards. So flavour-wise Electrode becomes a living, spherical Maglev without the track; it uses the planet's magnetic poles to move instead. Hence why it gets Magnetic Flux
:ss/electrode:
Mega Electrode
New Ability
: Overload (When hit by an Electric type move, gain the effect of Charge. At the end of the next turn, the Ion Deluge effect is applied on the field, and Electrode uses Explosion)
Type: Electric

New stats:
HP: 60
Attack: 50 (+60) --> 110
Defense: 70 (+10) --> 80
Special Attack: 80 (+30) --> 110
Special Defense: 80
Speed: 150
(BST): 490 (+100) --> 590

New moves: None
Description: Concept
It is common knowledge that Electrode often explodes. Interestingly, most of its Pokedex entries don't speak of it exploding on command, but rather being so charged up with electricity that it eventually blows up. Therefore, I derived the new ability Overload from this fact.
Electrode is normally used for Taunt, setting up Screens, Rain, and then exploding. The mega evolution has the problem of not being able to hold Light Clay or Damp Rock, but it makes up for it in another department: the boom.
Charged Electric Explosion hits like a truck, especially now that it has an actual attack stat. In addition to this, it gets one more turn to set up free stuff before going boom, so depending on what its teammate will need, Electrode can set up a screen. However, if exploding then and there is not ideal, Electrode can pivot away with Charged Volt Switch, which will also deal a lot of damage. There is the drawback of Ground types or Damp, but punching some serious holes in your opponent's team while reinforcing your own comes with a price.
Damage Calculations Charge is represented as +2 in the attacking stat
+2 252 SpA Electrode Volt Switch vs. 252 HP / 88 SpD Corviknight: 422-498 (105.5 - 124.5%) -- guaranteed OHKO
+2 252 Atk Electrode Explosion vs. 252 HP / 252+ Def Mew: 522-615 (129.2 - 152.2%) -- guaranteed OHKO
+2 252 SpA Electrode Volt Switch vs. 248 HP / 28 SpD Moltres: 452-534 (118 - 139.4%) -- guaranteed OHKO
+2 252 SpA Electrode Volt Switch vs. 252 HP / 0 SpD Tapu Fini: 324-384 (94.1 - 111.6%) -- 68.8% chance to OHKO

Mega Electrode @Electrodite
Type:
Electric
New Ability: Sharp Striker

New Moves: Energy Ball

New Stats:
HP 60(+0)/ATK 100(+0)/DEF 105(+35)/SPA 120(+40)/SPD 105(+25)/SPE 150(+0). BST 490 -> 590
:electrode:
Mega Electrode
Typing:
Electric/Normal
Ability: Fallout
Effect:
Starting from the turn right after a Pokémon with Fallout faints from direct damage, a Pokémon with this ability creates radioactivity on both sides of the field. This radioactivity deals damage that decays each turn until it reaches a continuous 1/64th damage each turn, this damage starts at 1/4 HP. (1/4, 1/8, 1/16, 1/32)
"Starting from the turn right after a Pokémon with Fallout faints from direct damage, a Pokémon with this ability creates radioactivity on both sides of the field(essentially a screen), The radioactivity damage decays each turn until it reach a continuous 1/64th damage per turn. This damage starts at 1/4th of HP (1/4th, 1/8th, 1/16th, 1/32nd). This radioactivity does not affect Poison types Steel Types, or Pokémon with specific items such as, the Utility Umbrella, Safety goggles, or the abilities Poison Heal, Overcoat and Immunity. Your side is cleared by Defog, and it can be swapped using court change "
Stats: 60/120/70/120/70/150
HP: 60 (+0)
Atk: 120 (+70)
Def: 70 (+0)
SpA: 120 (+40)
SpD: 70 (-10)
Spe: 150 (+0)
New Moves: None


Flavor Explanation Flavor:Electrode is a Pokémon based upon a few things, first and foremost it is a Pokéball. The Pokeball is one of, if not the most common object in the Pokémon world, this is why we made it normal type. Since we’re adding the concept of nuclear energy we thought that having a bit of forced symmetry with the solar energy based Pokémon Heliolisk could be pretty cool, of course it’s mostly mechanical to gain the STAB Explosion. Electrode is the Pokémon version of the classic RPG Mimic so the normal type allows it to as well blend in a bit better flavor-wise. Our ability is based upon the development of nuclear power and the post fission Fallout that happens after an Explosion. Because of the instability of nuclear fission bombs we decided to lower the defenses.
Competitive Description Competitively speaking this Electrode has 2 roles: the living role using its good speed and high mixed offenses to chip through the opposing team thanks to volt switch and a coverage move such as HP Ice, and the Fallout role where it explodes to make a hole in the opponent team and use its ability to continuously provide chip damage support to the team, breaking sturdy and sash in the process. The added Normal typing gives electrode a much needed boost when exploding ensuring to OHKO Rillaboom without Atk investement, and doing a huge amount of damage to defensive Blissey, taking it out provided it has a bit of chip. On the other side, Electrode is easily checked by ground types, especially Hippodown and Excadrill that either have huge physical bulk or resist its explosion. Poison type also don't care about Electrodes fallout, making them able to absorb the few first turn of Fallout damage that are actually doing substantial damage. Amoonguss and Nidoqueen are both great checks to Electrode, Able to deal with its living and dead sides. Finally the need to explode to activate the ability give priority Mons a way to prevent it , and ghost type can ( notably the incoming Golurk) absorb the explosion that will be easier to predict due to Electrodes role.
:electrode:
Mega Electrode
New Ability: Soundproof/Static/Aftermath --> Failsafe (if one of this Pokemon's moves fails, it automatically switches out.)
(im browsing the other subs now and just want to note i will brainstorm an alternate name for this in the instance that both this and ViZar's Golurk end up in the same area but this is rly the best thing i can think of)
New Typing
: Electric (unchanged)

New Stats:
HP: 60
ATK: 50 (-)
DEF
: 70 -> 80 (+10)
SPA
: 80 (-)
SPD
: 80 -> 120 (+40)
SPE
: 150 -> 200 (+50)

New Moves
: Rapid Spin

Desc: fast utility w/ solid special bulk that gets screens and taunt and toxic and magic coat, and a ground type cant come in to block your volt switch and ruin your day bcuz haha! jokes on them! you get to leave anyway!

or like. yknow. pivot with zap cannon whiffs like a real gamer.
Type:


Ability: Superconductor (When using an Ice type move, this pokemon gains the Charge effect)
Note: it does not gain the SpD boost that comes with using the move Charge. Only the effect of a boosted Electric-type attack the next turn is applied.

HP: 60
Atk: 50
Def: 95 (+25)
SpA: 120 (+40)
SpD: 100 (+20)
Spe: 165 (+15)

New Moves: Ice Ball, Ice Beam, Aurora Veil, Haze, Flash Cannon, Rapid Spin

Reasoning: Superconductors are incredibly cool (pun intended) and I think one of the few logical ways to justify an Electric/Ice typing. Essentially, superconductors are materials that are able to conduct electricity with absolutely zero resistance once they become colder than a certain critical temperature, which is usually only a few degrees Kelvin away from absolute zero. I figured Electrode cooling down to increase the efficiency at which it conducts electricity would be a very cool concept for a mega evolution, and is the reasoning for this ability. Competitively, I figured giving Electrode some new potential instead of amplifying what it had would be the more interesting option, as I don't think having a mega evolution that just sets screens and taunts is particularly exciting. This concept would provide the user with some pretty powerful Electric attacks, but it does require some good predictions. As good as the type combination is offensively, it also comes at a cost defensively, with Electrode now gaining a Rock (and Fighting+Fire) weakness and no room (or feet) for Heavy Duty Boots.

As for the new moves, I felt like Rapid Spin and Flash Cannon would've always made sense for it to begin with, and the new Ice type moves are to facilitate its new ability. Haze is inspired by the fact that superconductors always have some sort of haze coming off of them due to their insanely low temperature. Ice Beam is mostly as a competitive aid to its ability, but is also justified by being described as a "beam of energy" in its move description, which Electrode would be capable of producing. In addition, with Electrode being from Gen 1, some odd coverage wouldn't be entirely out of place. Ice Ball is for flavour, and because it's a ball and it's ice-cold. It'd feel strange to me if I excluded this move for the concept. Aurora Veil expands on its base form's functionality as a screens setter, albeit in a more niche way considering it doesn't set its own hail like other Veil users. In addition, if you were to use it on a hail team, it would allow Electrode to set up for itself both defensively as well as offensively at the same time.
:ss/electrode:
Mega Electrode
Type:
Electric / Dark
Ability: Unaware
Moves: Power Swap, Rising Voltage, Steel Roller
Stats:
HP: 60Att: 50Def: 110 (+40)SpA: 80SpD: 110 (+30)Spe: 180 (+30)
Electrode is Pokemon's take on the classic RPG Mimic: a monster that disguises itself as a chest of goodies in order to lure in greedy explorers. It follows then that Mega Electrode should be focused around punishing greedy opponents. So what does it mean to be greedy in Pokemon? Well, most of the time I hear about someone "getting greedy" in Pokemon, it's in the context of using a stat-boosting move more times than was necessary to win. So let's make Mega Electrode good at punishing stat boosts.

If your aim is to punish stat boosts, you can't get much better than Unaware. The flavor is kinda weird, but Unaware's Japanese name is Airhead, and Electrode is known to float in the air when it's full of electricity and is basically just a head, so I think it works. Anyway, you may be asking yourself what Mega Electrode can do that other Unaware users like Clefable, Quagsire, and Pyukumuku can't. The answer is twofold.

The first thing that Mega Electrode brings is speed. Unlike every other Unaware user (besides Swoobat but no one uses Unaware Swoobat because Simple go brrrr) Mega Electrode is fast. Extremely fast. Faster than any other mega in this mod (hey, Electrode used to be the fastest Pokemon in existence; it deserves this). This allows it to put an offensive spin on the role, which is accentuated by its second X-factor: STAB Foul Play. Other Unaware users stop sweepers in their tracks by walling them to kingdom come, but Mega Electrode takes a more active approach and fully turns the opponent's boosts against them.

I also gave it Power Swap for good measure, as it's a new TM in Gen 8. I doubt that move will be good on it, but it will probably be a fun gimmick, and it gives Mega Electrode a way to mess with special attackers beyond just ignoring their boosts.
:SS/Electrode:
Mega Electrode
Type: Electric / Steel
Ability: Hydrogenic Pull
New Moves: Iron Head, Shift Gear
Item: Electrodite
Stats
HP: 60
Attack: 75 (+25)
Defense: 100 (+30)
Sp. Attack: 105 (+25)
Sp. Defense 100 (+20)
Speed: 150

An Electrode is based on a Pokèball, you use a Pokèball to catch Pokèmon, and practically make them slaves! So why not make Electrode's ability be what it's resembled on?
Hydrogenic Pull basically prevents Pivot Moves from being used/working. U-Turn, Volt Switch, Etc obviously deal damage, but it doesn't allow the opponent to switch out. Mega Electrode resisting 2 of the most common Pivot Moves, U-Turn and Volt Switch, makes this a great Pokèmon for the Ability!

I felt Electrode should be a bit more Bulky while being able to deal decent damage. There's honestly no point in giving it extra speed when it is already EXTREMELY FAST.

If you want to test this in M4A Sandbox, *es075100105100150 is the name for the Electrode. Pretend that there is another Pokèmon on the opponent's team and that it can't switch with U-Turn. Here is a replay as an example: https://replay.pokemonshowdown.com/dragonheaven-gen8m4asandbox-365
New Ability: Serene Grace
Type: Electric

New stats:
HP: 60
Attack: 50
Defense: 70 ->110 (+40)
Special Attack: 80 ->90 (+10)
Special Defense: 80 ->110 (+30)
Speed: 150 ->170 (+20)
(BST) 490 ->590

New moves
: Searing Shot, Rising Voltage
Description: Competitively, with Charge Beam, it can get a 90% chance to get a special attack boost, and with Searing Shot, it has a 60% chance to burn the target.
:Electrode: Mega Electrode
New Ability
: Levitate
Type:
Electric Fire
New stats:
HP: 60
Attack: 50
Defense: 100(+30)
Special Attack: 130(+50)
Special Defense: 100 (+20)
Speed: 150
(590)

New moves: Burn up , Flamethrower, Fireblast
Description: Through Mega Evolving Electrode gains enough charge to permanently " drift on winds" but through surfing the atmosphere permanently electrode is permanently on fire
Mega-Electrode @ Electrite
Type: Electric
Ability: Voltorb Flip - Whenever a Pokemon makes contact with this Pokemon, it has a 30% chance to get a random Pokeball. Whenever its item is replaced, it takes ⅛ damage. (does not apply if the item that the other pokemon is holding is a rusted shield/sword, a mega stone, etc)

Stats:
HP: 60
ATK: 50 -> 50
DEF: 70 -> 110 (+40)
SPA: 80 -> 100 (+20)
SPD: 80 -> 100 (+20)
SPE: 150 -> 170 (+20)
New Moves: Recover
haha arcade game go brr (:
Mega Electrode @Electrite

Typing: Electric/Normal
Ability: Nuclear Bunker (Self destruct moves lower both attacking stats by 6 stages instead of fainting the user. If target is immune to the move or the move fails, it doesn’t lower the attacking stats.)

Stats:

HP: 60 (+0)
Attack: 100 (+20 after switching atk and sp.atk stats)
Defense: 110 (+40)
Sp.atk: 50 (+0 after switching atk and sp.atk stats)
Sp.def: 110 (+30)
Speed: 150 (+0)

New moves:
Knock off, Parting shot

Description: Mega electrode is a 1 trick pony, but that 1 trick is devastating. A 250 bp move coming off a 100 base attack stat is terrifying, especially when it can be used multiple times. Against ghost types, mega electrode has a choice of knock off or sucker punch, 2 powerful dark type moves that deal super effective damage. After explosion, the electrode would probably be sacked off or switched out. Parting shot gives it an effective switching move against ground types. Bombs are a normal albeit dangerous thing in the real world, which means normal type on this makes sense, but it mainly gives me the excuse to give mega electrode STAB explosion.
MEGA ELECTRODE:
new typing: Electric --> Electric/fire
New ability: ---> flame body
New stats:
hp: 60
atk: 55 (+5)
def: 120 (+50)
spatk: 90 (+10)
spdef: 105 (+25)
spe: 160 (+10)
new moves: heat wave, will-o-wisp
Description:
I wanted to make mega-electrode a speed control mon, but didn't want him to feel the same as other speed control mons of the electric type like tapu koko, zeraora, and regieleki. I decided to do so by making him relatively oriented towards having added bulk and being focused on providing utility throughot rather than taking a central or passive role. It's decent bulk of 60/120/105 allows it to switch into its many resistances, and check pokemon in the likes of kartana, m-charizard-y, mega-mawile, magnezone, and more. It provides utility through his way to spread status with flame body/will-o-wisp, discharge/thunder wave and toxic, pivoting with volt switch, revenge killing due to his speed tier and taunting walls. its weaknesses lie in his lack of independant recovery methods, weakness to stealth rocks and only mediocre special attack.
It paired well with pokemon that take advantages of the types it checks defensively, his presense in the speed tier and ways to spread status. I personally found corviknight to be a very good partner, which appriciates having teammates that can switch into his electric and fire weaknesses and having the opponent's wall breakers burned, while corvi provides it support by switching into ground moves, pivoting back and forth with u-turn and defogging rocks. clefable is also a decent partner, specifically wishport clefable, which is able to provide mega-electrode with a way to recover and get in safely, while electrode helps it by checking steel types and spreading status together. Rillaboom is also a pokemon I found to be of good pair, simply due to the great offensive synergy between rilla's heavy grass moves and mega electrode's fire/electric support, grass terrian giving m-electrode a leftovers effect and making ground moves weaker, and taunt + fast pivoting allowing rillaboom to get in after the opponent is forced to switch.
:Electrode: Mega Electrode
New Ability
: Aftermath
Type: Electric/Fire

New stats:
HP: 60
Attack: 125 (+75)
Defense: 50 (-20)
Special Attack: 130 (+50)
Special Defense: 50 (-30)
Speed: 175 (+25)
(BST)

New moves: Overheat, Flare Blitz, Flame Charge, Flamethrower, Flame Burst
Description: Electrode explodes out of its pokeball, taking the form of a sentient ball of plasma. Almost 400 Speed at least and 500 Speed at most represents the crazy speed of living electricity. Defenses are lowered due to no shell for protection. Making this pokemon a mixed attacker adds novelty and versatility. Ability...makes it explode upon fainting, because Electrode.
Type:
1626541172515.png
1626541178107.png

Ability: Jettison
Whenever M-Electrode loses HP, it receives -1 Def, +1 Atk.
(This is like Weak Armor, but Atk raises rather than Spe)

Stats:
HP: 60
Attack: 50 ➠ 110 (swapped with Sp. Attack & +30)
Defense: 70 ➠ 90 (+20)
Sp. Attack: 80 ➠ 50 (swapped with Attack)
Sp. Defense: 80
Speed: 150 ➠ 200 (+50)
BST: 490 ➠ 590 (+100)

New moves:
- Flare Blitz
- Overheat
- Burn Up

Dex: "Rather than exploding every time it overloads, Mega Electrode uses its abundance of energy to rocket through the atmosphere. Unfortunately, they usually end up burning themselves out or blowing up in the process anyway..."

M-Electrode turns Electrode into a rocket ship. It gets stronger as it loses HP like a rocket jettisoning its empty fuel tanks as it blasts out of the atmosphere. Eventually it either destroys itself or explodes when it gets low. Partially inspired by the canon dex entry, "The more energy it charges up, the faster it gets. But this also makes it more likely to explode." I gave it the high speed that Electrode deserves. It could function as a good Breaker or Sweeper, though it will probably either die to recoil or priority moves that it is susceptible to. 110 Atk isn't crazy for a physically-based Mega, but it will stack Jettison boosts to make up for it. The idea is that it snowballs and eventually dies to recoil, so it hopefully will be balanced. Countering it would look like stopping the snowball before it gets too big or using priority to take out wealened defenses. Otherwise, OHKOing a bunch with recoil moves will just cause M-Electrode to faint soon enough. I strayed away from a utility-type as a mega-mon wouldn't be able to hold Light Clay, which makes M-Electrode's screen setting capabilities less viable, though this would still be an option I suppose.
Mega Electrode

Electride

Electric

HP 60
Attack 50 → 65 (+15)
Defense 70 → 75 (+5)
Sp. Atk. 80 → 105 (+25)
Sp. Def. 80 → 130 (+50)
Speed 150155 (+5)

Ability: Current - At the end of the turn, if this Pokémon has taken no direct damage, it uses Charge.

New Moves: Electric Terrain, Rising Voltage, Steel Roller, Misty Explosion, Grass Knot, Aurora Beam, Ice Ball, Overheat, Recover

I withdraw my Silvally submission.

Cheers!

View attachment 360850
:Electrode: Mega Electrode
New Ability
: Magnet Pull
Type: Electric/Ghost
New Stats:
HP: 60 (+0)
Attack: 65 (+15)
Defense: 80 (+0)
Special Attack 115 (+35)
Special Defense: 120 (+40)
Speed: 150 (+0)

New Moves: Shadow Ball

Description: based on the theory that the Electrode line is just a pokeball possesed by a haunter. but anyways yeah aside from that, it still has the same speed stat but FAR greater SpA and SpD stats (due to the big funny theory) and great STAB and coverage moves (HP Ice, Signal Beam, Thunderbolt, Shadow Ball.) i didnt even want to make this initially but i thought it was cool and did it anyways. i also dont really have much to say about it but yeah, i just think that fast + strong = good AND big funny. competitive viability: uhh, honestly i dont know how good this thing is. but its probably pretty meh tbh. (flavor: non-existant. snatched by a weavile.) (edit 1: fixed mega silvally's stats so it would have EXACTLY 670 BST.)
 
Last edited:

inkbug

Maybe the real mega pokemon were the friends we ma
is a Community Contributor
:Golurk: Golurk :Golurk:
If your sub isn't in either this list or in the post, I probably missed it so please let me know:
Wheeveelution, ChoiceScarfed, stinky potato, N1ghtShade, DarkFairy, greyllama8, Poke Legend, ArhamA
Mega:swsh/golurk:Golurk
Type: Ground/Ghost
Mega Stone: Golurkite

Ability: Buildup - If this Pokemon has used an attacking move, but has not been attacked, at the end of turn, it recovers 1/8th of its HP.

Stats:
HP - 89 (+0)
ATK - 150 (+26)
DEF - 122 (+42)
SPA - 55 (+0)
SPD - 122 (+42)
SPE - 45 (-10)

New Moves: None

Description:
Dex Entry: In Mega Evolution, Golurk has achieved a heightened sense of strength and versatility, able to repair its body using materials around it if given even a moment of respite. This gives it the ability to come back and better than ever, ready to drop in on an unsuspecting and unprepared opponent out of the sky, out of the earth, or from the shadows.
Golurk is one of the few Pokemon that has three of the semi-invulnerable moves. It has STAB on two of them, one of the two STABs also being one of the least common of the semi-invulns, and Ground/Ghost/Flying has perfect neutral or better coverage across all Pokemon. I really wanted to use this, especially because Golurk already has good attack (with all of the semi-invulns being physical) and is plenty bulky already to make use of the ability I decided to give it to synergize with these moves. This is why I also focused on building up its attack and defenses even more with its mega stats.

This is a pretty straightforward concept as well - if you're using a semi-invuln every turn, this is essentially free Leftovers on a Pokemon with 89/122/122 bulk and decent attack. This punishes opponents who choose to switch on the second turn of your semi-invuln by giving you a second proc of your ability, which is effectively double leftovers. It also punishes the use of status moves by the opponent (unless it's toxic) by also giving you double leftovers on those turns. This has good synergy with Curse - the ability itself helps recover the health lost by using the move, and pressures switches, which in turn creates another turn for Golurk to regen on whenever they do switch. It also make the curse itself more effective whenever the enemy chooses to stay in, as the enemy can only retaliate once every two turns - meaning twice the curse pings and a leftovers ping for Golurk. Overall this is a bulky, hard-hitting bruiser with great sustain that can be the core of any team who needs damage or walls, and can benefit from team support via hazards/screens effectively or do just fine without them.
Golurk-Mega @ Golurkite (Me and Not Lord’s collab sub!)

Ability: Levitate

Stats:

Hp: 89

Atk: 134 (+10)

Def: 100 (+20)

Spa: 70 (+15)

Spd: 100 (+20)

Spe: 90 (+35)
New Moves: (Bold=Notable) Sucker Punch, Rapid Spin, Pain Split

Strategies and Sets: Our mega Golurk is extremely versatile, able to run many sets utilizing it’s expansive movepool, powerful stab attack and good offensive + defensive typing to great effect. I’m mostly talking about it’s 4 immunities, which provide many opportunities to switch in. Golurk has similar qualities to Landorus-Therian, Nidoking and Nidoqueen, both mega-and non-mega. On to sets, I’ll start with a hazard control set, as it can both set stealth and remove hazards. Here, golurk’s ghost typing can prevent other rapid spinners from removing hazards. It can use rapid spin as an offensive tool as well, with the speed boosts becoming an important factor. In that vein, the rock polish sweeper focuses more on the speed increase, maybe even letting Golurk run an adamant nature. The new addition to sucker punch has to be mentioned, able to be ran on almost every set and giving a great tool to regular Golurk. It also runs a good wallbreaker set, with it’s stabs being amazing neutral coverage and it’s great movepool giving it rock and fighting coverage (among others), it manages to hit everything decently hard. It can also fight back against bulky waters (specifically the slow twins and pex) with it’s stabs. Back to the defensive end, it’s tankier sets are also extremely good. It’s huge attack stat means it doesn’t have to invest much to hit hard, meaning it can invest the bulk of it’s evs into, well, bulk. It also gained a form of recovery, and the mega stone helps against knock off users, increasing it’s longevity. As it can hit poisons and steels, toxic is a viable option too. Heck, even body press can work, as it gets iron defense, and fighting synergizes well with ghost. As for checks and counters, Rillaboom and Greninja wreck it in both of their Formes (provided the latter is brought in safely). Tapu Fini, Ferrothorn and Corviknight work decently too. Moreover, other megas from this mod like araquanid, Staraptor, vaporeon, chandelure, Bibarel and Opposing Golurk are great counters as well.
Rush623Body.png

Golurk-M @ Golurkite
Ground/Flying
Ability: Haunting Curse
Golurk summons spirits from the dead, which come to haunt its teammates. On switch in, it applies the "Trick or Treat" effect on itself and any allies on the field.
HP: 89 -> 89 (+0)
Atk: 124 -> 144 (+20)
Def: 80 -> 115 (+35)
SpA: 55 -> 65 (+10)
SpD: 80 -> 115 (+35)
Spe: 55 -> 55 (+0)
BST: 483 -> 583 (+100)
New Moves: (Bulk Up), (Shore Up), Aerial Ace, Trick or Treat, (Explosion)

Description: This one is a bit more interesting than Electrode. Golurk is based of a golem from Jewish story. In that story, the Golem was named Josef and was made from clay of the banks of the Vltava river (which is why I gave it Shore Up). In singles, it can have many roles, like a rocks lead that goes boom, a dual dance sweeper, or just a bulky offensive mon. However, its even more interesting in doubles due to its ability. If your teammate is weak to fighting, you can predict the fighting move, and switch in Golurk, giving the ghost type to your teammate.
tumblr_mr8u6jhltm1szx1oxo1_500.gif
PerfumedMarvelousElectriceel-size_restricted.gif

Mega Golurk @ Golurite
Type: Ground/Ghost
Ability: Afterburner
When this Pokémon uses a Fire-type move, or is hit by a damaging Fire-type move, its speed is boosted by one stage. If this Pokémon becomes burned, it will immediately be cured of its burn status and its speed will be boosted by one stage.
(Its ability is based on its jet-like flying.)
keiththomsonbooks.com_-2.jpg

In real life, afterburners are combustion components that increase the thrust of jet engines. They result in larger than normal exhaust gasses that create a bright fire-like effect. This ties in well with depictions of Golurk flying. Afterburner would also make flavor text based on its fast flying more practical as it naturally has a very low base speed stat. Example: “It flies across the sky at Mach speeds.”

I chose to keep its speed low so that it could stay balanced as a 144 base attack Pokémon. This would also incentivize building up multiple Fire-type attacks for the speed boost which can be risky/rewarding play. Making it too fast with this ability would just make it able to use a Fire-type attack then spam Poltergeist. Since it only has access to Heat Crash, Fire Punch, Flame Charge, Will-O-Wisp, and HP Fire as Fire-type moves, its options are very limited. Heat Crash is its most reliable damaging option, and it's honestly the only Fire-type move it would need.

Although Fire-type moves wouldn't give it STAB, the utility behind the speed boost would incentivize the use of Fire coverage to help against common defensive Grass and/or Steel types.

The added utility of being immune to burns helps its wall breaking potential, and specifically helps its match up against Pokémon like Toxapex.
Role: Wallbreaker
Stats: 89/144/110/75/110/55
Hp: 89 -> 89 (+0)
Atk: 124-> 144 (+20)
Def: 80 -> 110 (+30)
SpA: 55 -> 75 (+20)
Spd: 80 -> 110 (+30)
Spe: 55 -> 55 (+0)
BST: 483-> 583 (+100)

New Moves:
-Flame Charge (double speed boost)
-Will-O-Wisp
Notable Moves:
-Heat Crash
I just wanted to add that the jet/aerospace flavor is very fitting with my name :)!


Mega Golurk
Ability:
Fail Safe (This Pokémon heals itself by 1/8 of its max HP, when the move it uses fails. [Stomping Tantrum Trigger])
HP: 89
Atk: 124 ---> 164 (+40)
Def: 80 ---> 90 (+10)
SpA: 55 ---> 75 (+20)
SpD: 80 ---> 90 (+10)
Spe: 55 ---> 75 (+20)
Weight: 330 kg

New Moves: N/A
:Golurk: Mega <Golurk>
New Ability
: Regenerator
Type: Ghost/Ground

New stats:
HP: 89
Attack: 139 (+15)
Defense: 123 (+43)
Special Attack: 76 (+11)
Special Defense: 98 (+18)
Speed: 68 (+13)


New moves: Teleport
Description:
- Flavor aspect : In many fantasy genre novel where golem appear , they often have the gimmick of regenerating as long as their core isn't broken. I wanted to recreate that idea in my Mega Golurk by making it a regenerating , hard to kill wall. Golem are often made of hard material making the physical side stronger than the special side. Teleport pair with the idea of a fast Golurk depicted by the pokedex , making its flying speed seem like it teleported out of the battle.

- Competitive aspect : Golurk get just enough speed to outspeed Mega Corvi , meaning you might want a -Spe nature for your EQ to happen after it roost, but making you slower than mn such as clefable. It force you to pick beetween what you want to outspeed or underspeed. Its great physical bulk allow it to take on powerhouse like M-raichu ,terrakium or lycandusk consistantly with regenerator (and most physical attacker in general).It's special bulk is just enough not to be 2HKO by dazzling gleam from specs koko whith no spDef invest , allow it to live other electric mon like defensive zapdos :

252 Atk Lycanroc-Dusk Crunch vs. 252 HP / 252+ Def Golurk: 116-138 (30.3 - 36.1%) -- 98.6% chance to 3HKO
+2 252 Atk Terrakion Continental Crush (180 BP) vs. 252 HP / 252+ Def Golurk: 182-214 (47.6 - 56%) -- guaranteed 2HKO
252 SpA Choice Specs Tapu Koko Dazzling Gleam vs. 252 HP / 4 SpD Golurk: 160-189 (41.8 - 49.4%) -- guaranteed 3HKO

Its increased attack allow it not to be passive , and take on more offensive bulky attacker role (or even rock polish sweeper) , helping it against bulkier mon depending on the spread :

252 Atk Golurk Poltergeist (110 BP) vs. 252 HP / 252+ Def Clefable: 166-196 (42.1 - 49.7%) -- 99.6% chance to 2HKO after Leftovers recovery

This pokemon can fit in many team as a defensive glue , especially in regecore team alongside toxapex , by beating most ground type that threaten it while pex can deal with water type. It is still weak to some common wall breaker : rillaboom , greninja ,kyurem , weavile ; and rely heavily on regenerator for recovery making it easily pressured by spike and t-spike. Overall , this mon can bring a lot of defensive cohesion to a team while maintening the pressure with its high offense and teleport making a perfect fit in balance and fat offense. It is however weaker as a wallbreaker than its base form as it cannot run Band or LO and is therefore less effective in HO team.
Mega Golurk
Ability:
Avicebron - This pokemon receives an additional 1.5x boost in base power to physical STAB moves, but always moves last in the turn (priority equivalent to dragon tail/teleport)
Type:

Stats:

HP: 89
Atk: 124 -> 134 (+10)
Def: 80 -> 120 (+40)
Spatk: 55
Spdef: 80 -> 130 (+30)
Speed: 55 -> 65 (+10)
New Moves: None
Competitive: Based off of Avicebron, who is the golem from Fate/Apocrypha. We thought it would be cool to have a behemoth of a pokemon, with expert defense stats, that always moves last, and packs an obscene punch. We gave it 10 points in speed to balance it, as it always moves last anyway. Earthquake, poltergeist, XXX, XXX would be a sinister set capable of vanquishing the sturdiest of foes if it isn't vanquished first, similar to Avicebron itself. Enjoy!
:ss/golurk:
Mega Golurk
Typing:
Ground / Ghost ---> Ground / Ghost
Ability: Iron Fist / Klutz / No Guard ---> Speed Boost
Stats:
HP:
89
Atk: 124 ---> 159 (+35)
Def: 80 ---> 105 (+25)
SpA: 55 ---> 70 (+15)
SpD: 80 ---> 105 (+25)
Spe: 55 ---> 55
New Moves: None

Description: Bulky Speed Booster. No boosting options outside of Power Up Punch lol
:Golurk: Mega Golurk

New Ability: No guard

Type: Ghost Rock

New stats:

HP:89

Attack:174 (+50)

Defense: 105 (+25)

Special Attack: 65 (+10)

Special Defense: 105 (+25)

Speed: 45 (-10)

(BST) 583 (+100)


New moves: Trick room, Rock Wrecker

Embedded with the power of the mega stone, GOLURK's body becomes more durable and stuff, as well as giving it a size increase that makes it big enough to always have it's attacks hit. A ancient legend relates how a beast similar to Mega GOLURK was able to singlehandedly eradicate an invading army.
Just a plain simple No guard golurk with a changed typing. Its new typing makes it more vulnerable to mores attacks, but golurk is now able to use a STAB stone edge that never misses to compliment golurk's signature attacks in Dynamic Punch and Poltergeist. Reduced speed makes it easier to check normally but Golurk is able to set trick room for itself and wreck havoc on the opponent.
mega golurk
ability: unaware
hp: 89
attack: 134 (+10)
def: 100 (+20)
spatk: 110 (+55)
spdef: 100 (+20)
speed: 60 (+5)
new moves: calm mind, charge beam

IM UNAWARE OF THE HATERS~
seriously though. unaware is such an interesting concept for an ability, and its almost never used. golurk existed in the times of ancient, where people were unaware of how complex life is. (also this is kinda an excuse to finally finish my unaware theme team with a mega XD)
:ss/Golurk:
Mega Golurk
New Ability
: Spiral Power: This pokemon and its allies ignore the normal type immunity to ghost. Said moves will deal super effective damage against normal types.
Type: Ground/Ghost

New stats:
HP: 89
Attack: 154 (+30)
Defense: 90 (+10)
Special Attack: 75 (+20)
Special Defense: 90 (+10)
Speed: 85 (+30)
(BST) 583

New moves: Drill Run
Description: This is a very powerful pokemon being able to overcome its immunities with STABs. Spiral Power let's it do the impossible, see the invisible. Raw! Raw! Fight the power! Touch the untouchable, break the unbreakable! Raw! Raw! Fight the power! It's also faster but not too fast.
Mega Golurk
Type:
Steel/Ghost
Mega Stone: Golurite

Ability: Jet Engine - Fire version of Motor Drive

Stats:
HP - 89 (+0)
ATK - 144 (+20)
DEF - 110 (+30)
SPA - 65 (+ 10)
SPD - 90 (+10)
SPE - 85 (+ 30)

New Moves: Flame Charge, Wild Charge

Description:
Flavor: It gets a shiny, metal coat and becomes even more imposing. Fire lights its engines and just makes it faster.
Competitive: It can take a physical hit and do a lot of physical damage while having ways to boost its better speed. Steel types that are immune to fire are valuable (see heatran)
:SS/Golurk:
Type: Fighting/Ghost

Ability: Vigilante
Draws in all Dark-type moves. Instead of beeing hit by dark-type moves, it decreases it's attacker SpA and Atk by one stage. Intimidate immunity.

Stats:

HP : 89 > 89
Atk: 124 > 152 (+28)
Def: 80 > 126 (+46)
SpA: 55 > 81 (+26)
SpD: 80 > 80 (-)
Spe: 55 > 55 (-)

New moves: Mach Punch

A vigilante is an illegal self-appointed person who brings justice and law enforcement by it's own hands for it's community, most times because of a failed security system, a common sense of lacking trust in law and/or common interests of the members of a society.

Dex entries states that Golurk was made to protect an ancient society.

Protecting from dark type moves matches these entries, and is a fantastic trait for a Ghost-type pokémon to have. Even if it is neutral to it.

Absorbing Knock Off, Foul Play, Dark Pulse and even Parting Shot is somewhat amazing for a dark-weak team.

Also, lowering attacks of enemies while having great fighting STAB (it has more fighting moves than ground moves, and fighting fits more the vigilante theme) opens up opportunities for it to set up Rock Polish or Stealth Rock. Or even a deffensive version with Iron Defense + Body Press.

Mach Punch is because it flies at mach speed, but if it is judged too much to handle, can be removed.
New Ability: Steelworker
Type: Ground / Ghost

New Stats:
HP: 89
Attack: 124 -> 154 (+30)
Defense: 80 -> 110 (+30)
Special Attack: 55
Special Defense: 80 -> 110 (+30)
Speed: 55 -> 65 (+10)
(583 BST)

New moves: Bullet Punch
Description: Golurk now has considerably large bulk, combined with what is essentially a newly gained steel type STAB, Golurk has a good amount of coverage with Ground/Ghost/Steel moves. With the option to forgo one STAB option for Drain Punch for recovery to maintain its bulk. Apart from a bulky attacker set, you can choose to forgo bulk for speed and use Rock Polish to outspeed and sweep your opponent.
:ss/golurk:
Mega Golurk
Type: Steel/Ghost
Ability: Superconductor (The damage that this Pokémon takes from contact moves is halved, but it also takes double damage from Electric-type moves) (Fluffy clone but an Electric weakness instead of a Fire weakness)
Stats:
  • HP: 89 (+0)
  • Attack: 134 (+10)
  • Defense: 110 (+30)
  • Special Attack: 105 (+50)
  • Special Defense: 80 (+0)
  • Speed: 65 (+10)
New Moves: Iron Head, Metal Burst, Steel Beam, Steel Roller, Overheat

Description:
This is another Mega that is based more on thematic/lore reasons than on competitive reasonings. Mega Golurk is more of an upgraded/modern Golurk than an actual Mega. Base Golurk is made out of clay because that's all people in ancient times had to work with. When metal was discovered, people switched to that because it was a direct upgrade over clay. Similarly, when Golurk Mega evolves, its clay body "upgrades" and turns into metal. But there's one major difference that metal and clay; the former conducts electricity, while the latter does not. This is where the idea for Superconductor came from; though Golurk has mostly been upgraded, it gained an unintended weakness as a result.

Steel/Ghost is still a great defensive typing for Golurk, as it gives it an immunity to Toxic and turns three of its weaknesses into resistances. I gave it some new Steel moves to complement its STAB (side note, I originally gave it Meteor Mash over Iron Head, but then I realized that it's a punching move and thus might serve as a unintentional buff to base Golurk. Can someone tell me if that's the case?) and Overheat as a nice flavor move.
1619826427487.png

Golurk-Mega
Ground/Ghost
Iron Fist/Klutz/No Guard->Guardian Spirit (Upon switch-in/activation, automatically sets Spirit Shield, a screen* that reduces all super-effective damage by 1/4, for 5 turns).
*As a screen, it is cleared by Defog and Screen Cleaner.
HP: 89
Atk: 124->
144 (+20)
Def: 80-> 110 (+30)
SpA: 55-> 65 (+10)
SpD: 80-> 90 (+10)
Spe: 55-> 85 (+30)
New Moves: +Bulk Up, Pain Split

"Golurk were created to protect people and Pokémon. They run on a mysterious energy."
Description: In order to achieve its directive and protect its team, Mega Golurk expends some of its mysterious energy to establish a barrier of spirit energy that protects its team from powerful attacks. I wanted my ability to convey the more protective side of Golurk, and thanks to this screen Golurk can protect its allies even when not on the field. The ability to stave off SE attacks is potentially huge for any Pokemon, making Golurk a good partner for HO sweepers, defensive mons looking to take a few more hits or just regular offensive mons who might appreciate an extra chance, as well as granting itself a temporary Filter. Pain Split allows Golurk to have some form of recovery (standard option for Ghosts), letting Golurk function as either a bulky teamplayer or for its own benefit as a set-up sweeper with either Rock Polish or newfound Bulk Up. Golurk's 144 Atk makes great use of its strong STAB pairing of Poltergeist and Earthquake, with another option being the ever spammable Close Combat. Of course, Shield only lowers damage on SE attacks and like standard screens is cleared by Defog, so there are ways around it. Still, Mega Golurk provides solid offense, bulk and utility to its team, allowing it to thrive on a variety of archetypes.
:golurk: Mega-Golurk
Typing: Ground/Ghost
Ability: Protector (When hit by a Dark, Ghost or Bug type move, raises Defense by two stages)
Stats:
HP: 89
Atk: 134(+10)
Def: 170(+90)
SpA: 55
SpD: 90(+10)
Spe: 45(-10)
New Moves: Heal Bell, Pain Split
Description: WIP (but know that it punishes hard Knock and U-Turn with Body Press and can be a threatening Iron Defense Body Press sweeper)
Golurk-Mega

Ability: Rotation: On switch-in, this Pokémon's Defense or Special Defense is raised by 1 stage based on the weaker combined attacking stat of all opposing Pokémon. Special Defense is raised if their Special Attack is higher, and Defense is raised if their Attack is the same or higher.

Type: Ground/Ghost

HP: 89
ATK: 136 (+12)
DEF: 124 (+44)
SPA: 55
SPD: 124 (+44)
SPE: 55

Description:
It's big, it spins. I didn't really have anything in mind here. Just wanted to post something, even if it's small :/.
:Golurk: Mega Golurk
New Ability
: Technician
Type:
Ground / Fighting
New stats:
HP: 89
Attack: 150 (+26)
Defense:: 104 (+24)
Special Attack: 55
Special Defense: 104 (+24)
Speed: 81(+26)
(583)

New moves: Smack Down, Revenge, Circle Throw, Force Palm
:ss/golurk:
Mega Golurk
New Ability
: Eerie Artillery (This Pokemon's Ghost moves apply the Smack Down effect on opponents)
Type: Ground/Ghost

New stats:
HP: 89
Attack: 124 (+20) --> 144
Defense: 80 (+40) --> 120
Special Attack: 55
Special Defense: 80 (+40) --> 120
Speed: 55
(BST): 483 (+100) --> 583

New moves: Pain Split
Description: Concept
"Artillery platforms built into the walls of ancient castles served as perches from which Golurk could fire energy beams." -Sword Pokedex Entry.
Golurk's duty was protecting ancient civilisation, and I imagine it knocked down airborne enemies to gain the tactical advantage on the ground once Sigilyph failed to stop them. After mega evolution, Golurk should have regained the skills it once lost from thousands of years of remaining dormant.
There are actually quite a few Flying types in the Megas for All metagame that are splashed onto many teams to deal with several annoying things at once, such as Corviknight, Moltres, and Zapdos. Interestingly, their secondary typing is often weak to Ground.
This is where Golurk comes in. After smacking them down, it can threaten a devastating Earthquake. Roost also isn't helpful for them, as it makes the birds grounded. Once these are dealt with, teammates that struggle with the birds can come out and pick apart the opponent's team. Apart from Flying types, this ability helps Golurk hit Levitate users too. And to take full advantage of its newfound bulk, it also receives Pain Split. Rock Polish sets can still be run, but a lot of accuracy has to be sacrificed for the Attack buff, since it no longer gets No Guard to guarantee powerful hits.
Damage Calculations 252+ Atk Golurk Earthquake vs. 252 HP / 168+ Def Corviknight: 288-342 (72 - 85.5%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Golurk Earthquake vs. 248 HP / 220 Def Zapdos: 350-414 (91.3 - 108%) -- 50% chance to OHKO
252+ Atk Golurk Earthquake vs. 248 HP / 88+ Def Moltres: 350-414 (91.3 - 108%) -- 50% chance to OHKO
252+ Atk Choice Band Rillaboom Grassy Glide vs. 0 HP / 0 Def Golurk in Grassy Terrain: 206-246 (64.5 - 77.1%) -- guaranteed 2HKO after Grassy Terrain recovery
:Golurk: Mega Golurk
New Ability
: Mirror Armor
Type: Ghost/Ground
New Stats:
HP: 89 (+0)
Attack: 144 (+20)
Defense: 105 (+25)
Special Attack: 55 (+0)
Special Defense 85 (+5)
Speed: 105 (+50)

New Moves: Agility, Meteor Mash, Mach Punch

Description: (relatively) fast (and quick) physical attacker. it took a b u n c h of time to get its BST to work how i wanted it to, however eventually i got it to work. the reason its fast is well, golurk can turn into a rocket right, well thats one reason for it learning fly atleast.about its competitive viability, i guess its viable enough. beeing realitevily quick and having high Atk would benefit it highly. it also having the ability to tank hits thanks to its defense would also give it some competitive viability. altho i think that this fast mega golurk would be quite fun to use. i also feel like this'll be different from the other golurk submissions. (flavor: i tried to be a different as possible from the rest of 'em.)
Mega Golurk

New Ability
: Contrary

Type: Ghost | Ground

New stats:
HP: 89
Attack: 124 → 134 (+10)
Defense: 80 → 100 (+20)
Special Attack: 55 → 95 (+40)
Special Defense: 80 → 100 (+20)
Speed: 55 → 65 (+10)
BST: 483 → 583

New moves:
Power Trip, Stored Power

Description:
1) Concept
Inspired by the Jewish golem's lore, I decided to make Contrary Golurk. Specifically, the lore mentions how, in order to destroy the golem, the creators had to walk around it in the opposite direction when they had created it. Aside from that, there's the aspect of an inanimate object turned into a living one, which made me want to go for Contrary Golurk. To further illustrate Golurk's contrary background, I decided to have Mega Golurk a reversed order of its typing. While regular Golurk has the Ground | Ghost dualtype, Mega Golurk has the Ghost | Ground dualtype.

2) Competitive
Now, as for its movepool, it has access to Hammer Arm, Close Combat, and Superpower to abuse the ability. The former allows it to raise its speed, which is not something current Contrary users are able to pull off if I'm not mistaken. Moreover, Golurk can further take advantage of its ability by using either Close Combat to become very resilient or Superpower to raise its physical prowess.
Usually, Contrary user (can) run only one move to take advantage of their ability but Golurk has the flexibility to choose. A Fighting move is very useful on it since it's naturally weak to Dark, and the Pokémon that are immune to Fighting are susceptible to Ghost. Since Ghost and Fighting hit nearly every type for, at least, neutral damage, you are encouraged to run multiple Fighting moves to boost your stats or heal damage if you decide to go for Drain Punch.
If you want, you can run Power Trip or Stored Power as well to take advantage of the stat boosts.

3) Balance
The most important aspect is speed since Mega Golurk can still be outsped by Greninja and Weavile after raising its speed through Hammerarm. Due to its typing and low speed, Mega Golurk gets worn down a lot easier and more often, which is why you need several boosts from a combination of Superpower / Hammerarm / Close Combat to actually snowball. So, it's a slow process and enough time for your opponent to deal with Mega Golurk. Despite its bulk boosted by its move, it's still ohkoed by Grassy Glide from Band Rillaboom, Triple Axel from Band Weavile, and with slight chip damage, non Ash-Greninja with Choice Spec can ohko it as well. Golurk is also worn down easily by Garchomp in two turns and dies. So, the user is expected to play with Mega Golurk smartly and decide when it would be wise to send it out and which move they should click to start snowballing.


Mega Golurk
Ability:
Fist Cannon - This Pokemon's punching moves become special moves that use this Pokemon's Attack stat. They retain all other of their original properties, such as contact or priority.

HP: 89
Atk: 124 ---> 174 (+50)
Def: 80 ---> 105 (+25)
SpA: 55 ---> 55 (+0)
SpD: 80 ---> 105 (+25)
Spe: 55 ---> 55 (+0)

New Moves: Bullet Punch

Description: Golurk's new ability gives it good special coverage in a way that doesn't detract from its already great physical moves in Poltergeist and Earthquake. I decided that it would be hard to incentivize running much else compared to those two great moves, so I decided to use many of Golurk's other physical options to create backdoors through physical walls for it. Since these coverage options use Golurk's physical attack, but all have lower BP than its actual special movepool, they sort of balance themselves out (but obviously on the side of being strong and worth running - there would be no point if they were entirely equalized, because its special movepool is never taken for a reason.).

Punching moves becoming special also sets up a lot of really unique niches (both good and bad) that are rarely seen otherwise - such as special priority (only other being Water Shuriken) and special contact (only other being Draining Kiss).
mega golurk

ghost/ground
stats
hp- 89
atk- 124(+10)>134
def- 80(+45)>125
spa- 55(+15)>70
spd- 80(+30)>110
spe- 55

ability: analytic

new moves: flame charge

Mega Golurk @Golurkite
Type:
Ground/Ghost
New Ability: Ethereal Force (Allows Ghost Type Moves the hit Normal Types. Intimidate Immunity {it's literally a "reverse" Scrappy})

New Moves:

New Stats:
HP 89(+0)/ATK 134(+10)/DEF 115(+35)/SPA 55(+0)/SPD 115(+35)/SPE 75(+20). BST 483 -> 583
:ss/golurk:
:golurk: Mega Golurk :golurk:
Types: Rock / Ghost
Ability: Ancient Boxer
Ability Description: All of this pokémon's Punch Moves become Rock Type.
Stats: 89 / 144 (+20) / 90 (+10) / 85 (+30) / 120 (+40) / 55 (+100)
New Moves: Mach Punch, Leech Life
:ss/golurk:
Mega Golurk
Stats:
HP: 50
Attack: 154 (+30)
Defense: 110 (+30)
Sp. Atk: 55
Sp. Def: 95 (+15)
Speed: 80 (+25)
Type: Ground-Fighting
New Ability: Body And Soul-After this Pokemon attacks, another hit is dealt (35 power, Ghost-Type, physical, never misses). This attack is not affected by any stat changes.
New Moves: None
Desc: Basically, it gets so hyped up on Mega energy that the seal breaks off, and I personally think the reason it's Ghost-type is because the ghost of its creator is sealed in there, and so the spirit just kinda helps out Mega Golurk now.
pixil-frame-0 (15).png

Edit: concept sprite
Type:


Ability: Neuroforce

HP: 89
Atk: 169 (+35)
Def: 100 (+20)
SpA: 70 (+15)
SpD: 95 (+15)
Spe: 70 (+15)

New Moves: None

Reasoning:
Golurk's pokedex entries state that when its seal is removed, its internal energy goes out of control and it enters a state of rage. Mega Golurk's design would have this seal removed, amplifying Golurk's strengths, and making its hits destructively hard. However, Mega Evolution also tampers with Golurk's internal programming, allowing it to surpass its cognitive limitations, and now enabling it to learn and take advantage of its opponent's weak points. Neuroforce represents this development, and competitively speaking it rewards the user for correct predictions and for not simply spamming its strong STAB moves. This encourages more thoughtful play and makes Golurk's use less linear, and thanks to how many different coverage options this mon has, it would also be able to act as a lure or punish certain defensive mons that think they can take it on. Paired with base 169 Atk it might seem very strong at a glance, but Golurk's best options for boosting its Atk are either Bulk Up or maybe Power Up Punch, and with base 70 Spe it is still not very difficut to revenge. Rock Polish can allow it to outspeed certain offensive checks, but without boosting its Atk, as well as only having 1 slot for coverage, its going to both struggle more against certain defensive mons and also get less value from Neuroforce. This combination of stats/ability has variety in use, but also enough counterplay.
:ss/golurk:
Mega Golurk
Type:
Ground / Ghost
Ability: Haunting (Ghost moves get a 50% boost when under 1/3 HP, like the starter abilities and Swarm)
Stats:
HP: 89Att: 154 (+30)Def: 100 (+20)SpA: 55SpD: 120 (+40)Spe: 65 (+10)
For a long time I've mostly associated Golurk with Rock Polish, and the "oh shit" moment when this lumbering behemoth suddenly kicks into full gear and starts barreling through your team at mach speed. With this mega, I tried to continue that theme of awakened power.

Haunting has an interesting synergy with Curse, but I honestly don't think that'll actually be viable (would love to be proven wrong). However, Substitute remains as useful as ever. It even has nice synergy with Rock Polish, the move that inspired this mega. Setting up a Substitute gives Mega Golurk more safety with which to set up a Rock Polish, and setting up a Rock Polish gives Mega Golurk more control over its HP since it can set up Substitutes before it gets hit.

Haunting was chosen as the name to follow the naming convention of "a whole lotta ____". A blaze is a whole lotta fire, a torrent is a whole lotta water, and a swarm is a whole lotta bugs. Overgrow isn't a noun, but it is a verb that means to get covered by a whole lotta plants, with blaze and swarm doubling as verbs as well. A haunting is the best word I could think of to mean "a whole lotta ghosts" but I'm not a huge fan of it, so if anyone has an idea for a better name, please DM me.
New Ability: Clear Body
Type: Steel/Ghost

New stats:
HP: 89
Attack: 124
Defense: 80 ->145 (+65)
Special Attack: 55
Special Defense: 80 ->100 (+20)
Speed: 55 ->70 (+25)
(BST) 483 ->583

New Moves
: Bullet Punch
Description: The material that Golurk is made out of becomes a very strong metal.
Mega Golurk @ Golurkite
Type: Ground/Ghost
Ability: Berserk

Stats:
HP: 89
ATK: 124 -> 70 (swapped with spa)
DEF: 80 -> 120 (+40)
SPA: 55 -> 139 (swapped with attack and +15)
SPD: 80 -> 120 (+40)
SPE: 55 -> 60 (+5)
BST: 583
New Moves: Pain Split
So, Golurk has a suprising amount of good special moves, like Shadow Ball and Earth Power for STAB, Psychic, BoltBeam, and more, so I thought it could take advantage of those by turning into a special attacker. The ability Berserk is based on the Pokedex entries saying that if its seal breaks, it will go on a rampage. Pain Split allows it to heal itself up a little and also be able to re-activate Berserk, while also weakning the opponent a little. Could also use Rock Polish to become a speedy sweeper.
:Golurk: Mega Glourk
New Ability
: Iron Fist/ Klutz/ No Guard => Giant's Husk (Defense is x1.5, but can only select attacking moves)
Type: Ground, Ghost
Mega Stone: Golurkite

New stats:
HP: 89 (+0)
Attack: 164 (+40)
Defense: 115 (+35)
Special Attack: 65 (+10)
Special Defense: 115 (+35)
Speed: 35 (-20)
(BST) 583

New moves: Explosion
Description: If there is a Choice Band ability, why not a (Physical) Assault Vest ability too? Mega Glourk has the bulk it wanted to have for years, plus a massive attack stat. However it's VERY slow, and cannot use any status moves at all (although it normally wasn't using any to begin with).
Dex entry: It has a very hard husk, capable of withstanding multiple powerful attacks. Like a statue, it doesn't seem to move at all.
Mega Golurk @Golurkite

Typing: Ground/Water
Ability: Gentle Giant (Heals 25% max HP every time user uses a status move)

Stats:


HP: 89 (+0)
Attack: 55 (+0 after switching atk and sp.atk stats)
Defense: 130 (+50)
Sp.atk: 124 (+0 after switching atk and sp.atk stats)
Sp.def: 130 (+50)
Speed: 55 (+0)

New moves: Aqua ring, Scald, Thunder wave.

Description: The main aim of this mega is to stall out a lot. With excellent defensive stats, this beast will be able to sponge a lot of hits, spreading out lots of status in return. Its ability grants it the ability to take many more hits if it doesn’t attack and the water typing is based off the Polynesian statues, which are close to the sea, but that’s just an excuse to give it one of the best defensive types in the game.
:ss/Golurk:
Mega Golurk
New Ability
: Sheild's Down (if this pokemon is minior-metor or golurk-mega, changes to core form on siwtchin/end of turn when at 1/2 hp or less.
Type:


New stats:
HP: 89
Attack: 150 (+26)
Defense: 110 (+30)
Special Attack: 109 (+54)
Special Defense: 80
Speed: 45
(BST)

New stats Core Form: (Stats altered from base mega form)
HP: 89
Attack: 164 (+40)
Defense: 65 (-15)
Special Attack: 75 (+20)
Special Defense: 65 (-15)
Speed: 125 (+75)
(BST)

New moves: Mach Punch (mach speeds, come on)
Description: Ultra Moon: When the seal on its chest is removed, it rages indiscriminately, turning the whole town around it into a mountain of rubble. Black: It flies across the sky at Mach speeds. Removing the seal on its chest makes its internal energy go out of control. So what I'm getting as this thing is some sort of statue holding in incredible power. So what would happen if we somehow obtained, even just a tiny tiny bit of that power, We'd have a monster. When golurk mega evolves, the seal is removed slowly by the massive energy golurk inside it is rushing to get out, meaning it would be only a matter of time before that mf falls off and unleashes a terror capable of killing you before u see it into the world. into the world. A beast with immense power and mach speeds, this ones sure to be a nuclear one. As a result of its rage, it doesnt attempt to defend its self as its only desire to destruction. Appearance-Wise, a bulkier Golurk with a bigger and more toned head, resembling a knights' helmet. In complete mode, its shoruded by bright golden aura and its expression is that of only bloodust. Comepetetivley, looks like an offensive menace which while the base form is decent, after transoformation it becomes the defenition of a glass cannon and has just crazy power comparable to its life orb set. There is also funny special attacker if u want for whatever reason.
Type:
1626541213456.png
1626541220025.png

Ability: Fist of Gaia
This Pokémon's punch-based attacks become Ground type and have 1.2x power. Sucker Punch is not boosted.
(Basically Liquid Voice is to sound->water as this is to punch->ground)

Stats:
HP: 89
Attack: 124 ➠ 136 (+12)
Defense: 80 ➠ 128 (+48)
Sp. Attack: 55
Sp. Defense: 80 ➠ 100 (+20)
Speed: 55 ➠ 75 (+20)
BST: 483 ➠ 583 (+100)

New moves:
- Mach Punch

Dex: "One punch from this colossus feels like getting hit with the full weight of a mountain."

Mega Golurk gets stronger and tankier just like a giant enchanted clay golem should be. Its punches are so big and strong that they take on the earth typing. This allows it to have options like STAB Drain Punch and Mach Punch. It could be a good Stealth Rock-er or Rock Polish sweeper, or simply bulky attacker.
 
Last edited:

inkbug

Maybe the real mega pokemon were the friends we ma
is a Community Contributor
:Silvally: Silvally :silvally:
Some blanket notes on Silvally, since I probably missed some subs that broke any of these:
Anything adding the moves Earthquake, Play Rough, Nasty Plot, Conversion and/or Conversion2 will not have those moves actually added to its learnset.
If your sub isn't in either this list or in the post, I probably missed it so please let me know:
Wheeveelution, ChoiceScarfed, stinky potato, PokemonKingAlan, NeonNitroGlycerin, N1ghtShade, The Main Mon, Exploziff, TheUltraFinder, The Kaividian, HydreigonTheChild, K4N73R, sandsong, b-torterra, ArhamA
Vipotis withdrew their submission
Mega:swsh/silvally:Silvally
Type: Normal

Mega Stone: RKS Megamemory - If held by a Silvally or any of its forms, this item allows it to Mega Evolve into its corresponding Mega Silvally form in battle. This item also functions as a memory with the same type as the holder's Hidden Power type.
(ie. Silvally holds an RKS Megamemory and its Hidden Power type is Fire. Silvally enters the battle as Silvally-Fire and has a Fire-type Multi-Attack. When it Mega Evolves, it becomes Mega-Silvally-Fire.)


Ability: Adaptability

Stats:
HP - 95(+0)
ATK - 100 (+5)
DEF - 120 (+25)
SPA - 140 (+45)
SPD - 120 (+25)
SPE - 95 (+0)

New Moves: Fire Pledge, Water Pledge, Taunt

Description:
Dex Entry: With the help of a new memory created by Type: Null's original creators at Gladion's insistence, Silvally has unlocked the capability of Mega Evolution. Coincidentally, this lets it break the chains of the technology that formed it, casting aside its reliance on artificial augments and instead uses the bond it has with its trainer, brought to the surface by Mega Evolution, to utilize its own innate power and heighten it to its fullest potential.

Both mechanically and flavorfully, I have always liked Silvally as an imitation Arceus (RKS). I've seen many people trying to make use of form-changing abilities to solve the "18 mega stone" issue, but these, I feel, defeat the purpose of Silvally as a whole and undermine its gimmick. Silvally is supposed to only "change form" out of combat, because it's not really supposed to change form so much as it is just changing what type it is based on what it holds. This is what differentiates Silvally from a teambuilding standpoint when compared to something like a Protean/Libero user. This is what I'd imagine a Mega Arceus would look like (though if we wanted to just go full send down the "I'm literally god" route for Arceus I'd totally be down for that as well xP).
Silvally is a really solid and versatile Pokemon - jack of all trades, master of some. I wanted to encapsulate this fluid potential with my mega design for it, and, in my honest opinion, think I've accomplished it. Silvally is made to be a teambuilding choice - its powerful versatile STAB in Multi-Attack and wide movepool for both offensive and defensive options allow it to fill most any role you need it to, and being able to form change on the fly undermines that position by turning the intentional decision-making behind its inclusion into an afterthought.

As it stands, Silvally is already extremely customizable through its even statline and Arceus-like "choose a type" gimmick. While its strongest move is almost always the 120 physical STAB it gets in Multi-Attack, Silvally has a strong special movepool that's even, in a lot of cases, better than its physical movepool outside of Multi-Attack specifically, so Silvally has potential both as a hard-hitting physical menace when going full attack and a great offensive typing, or it can choose a solid defensive typing and go full special for amazing coverage in its movepool. My Mega Silvally capitalizes on this with Adaptability - solidifying both gameplans beautifully by causing physically offensive Silvally to hit that much harder with Multi-Attack, while it also shores up specially offensive Silvally's coverage by covering up Multi-Attack's complete lack of physical investment with the Adaptability power boost and/or boosting the coverage moves of its special movepool with a heightened special attacking stat.

Adaptability also enables defensive Mega Silvally by allowing it to still hit hard and apply pressure in ways that a regular Silvally without offensive investment simply can't - all while maintaining the same surprising levels of tankiness that Silvally can reach with Iron Defense and Confide. This enables its extensive supportive movepool in Parting Shot, weathers, Defog, Toxic, Tailwind, and more. Going a defensive typing and/or build can also supports its potential as a scary setup sweeper with Substitute and Swords Dance - which combined with the power boost of Adaptability and a 120 BP STAB physical attack can give it incredibly good damage without any offensive investment at all.

Silvally - and Mega Silvally - may not always be the Pokemon you want to build your team around, but it has a build for it for every team around. If you're making a solid team and you don't have a mega yet, Silvally has got you more than covered. Do you need a Defogger? Mega Silvally-Ground to resist SR and kill the users or Mega Silvally-Poison to be immune to toxic spikes. Do you need to deal with enemy Defoggers? Mega Silvally-Electric with Stone Edge to deal with Zapdos or Mega Silvally-Rock with Thunder Fang to deal with Corviknight. Do you need a tank? Try something spicy like special Mega Silvally-Steel with Surf and Air Slash, or something classic like Tailwind/Parting Shot.

It should be noted that due to Game Freak's quirks with Hidden Power, Mega Silvally-Fairy is unavailable due to Hidden Power being made before the calculations were made and them deciding (for some reason?) not to update them. Additionally, Mega Silvally-Fighting is technically unavailable as well due to needing four even IVs and all Gen 6+ legendaries having three guaranteed perfect IVs. Incidentally, these two are some of the most widely used Silvally types.

However, and this may be a hot take, this is kind of a blessing in disguise. While some people may not like it, mono-Fairy and mono-Fighting Silvally, with the coverage it has, are very potent Pokemon and Adaptability + the stat boosts may very possibly make them oppressive. Even if they aren't in relation to the rest of the meta, they always have been in relation to other Silvally types, with only Ghost and Steel ever really managing to compare. (Fairy is pretty obvious, and no drawback Close Combat + Shadow Claw coverage go brrrr). This is completely unintentional, and I never would have intentionally left these two types out if they hadn't been already - and if there was an easy way to include them into this concept, I would. However, with the way things stand, I'm perfectly okay with their exclusion (a sentiment that I've seen shared by others) and I think it's healthy for Silvally as a whole, as this promotes great diversity among Mega Silvally's uses by giving a great power boost to the rest of its types to let it compete while still letting base Silvally-Fairy and Silvally-Fighting shine at the same power level they always have.
Sandbox code is *xx100120140120095 (Remember to choose the right Silvally form! It also has to hold the right memory if you want to use Multi-Attack)
Mega Silvally

--------------------------------------
Type:

--------------------------------------
Ability: Tetramorph
(After using a move, the user's type changes to the type of that move. Multi-Attack will change type as well.)
--------------------------------------
Stats:
HP: 95 -> 95 (+0)
Attack: 95 -> 100 (+5)
Defense: 95 -> 120 (+30)
SpAtk: 95 -> 110 (+15)
SpDef: 95 -> 120 (+30)
Speed: 95 -> 115 (+20)

New Moves: Moonlight, Encore, Taunt, Knock Off, Fire Pledge, Water Pledge, Bulldoze, Synthesis.
--------------------------------------
Description:
Silvally is a unique pokemon. Being a chimera, and being based off of arceus with 18 different forms makes it one of the weakest legendaries to exist. Why? It's just an odd pokemon. It's movepool is pretty weird, as It's missing a few coverage options but also has 1 move of every type scattered in different ways. It has an equal stat spread, which makes it harder to use not specializing in anything and also doesn't have a lot of setup options.

The Concept:
(1/2) This silvally brings Tetramorph, a delayed protean. Since silvally runs moves of multiple coverage types, it should be able to fully utilize them. A defensive protean is cool because you can think of defensive counterplays rather than going all out offensive. Predicting a switch-in and then changing your type to face off against them, only to force them back out gives you an opportunity for setup. Moves like Taunt, Knock Off, and Parting Shot work well together keeping silvally at 1 type while also preventing prankster from working. Moonlight grants it the fairy typing, which it can wall off attacks with as being pure fairy is pretty good, and lastly Defog is good utility as well, but be careful of electric typed pokemon.

(2/2) Because you're changing type a lot, you might want to keep a certain type. Multi Attack will now change type with you, giving you a second, stronger, physical stab option alongside the move you used to trigger the change. And what's more is even though you sacrifice a slot, with Swords Dance you can have 3 stab options with 1 being neutral, all at 120 BP. Combinations like Flame Charge and Multi Attack are good to snowball the target, maybe combining it with Status moves to gain access to typings such as Electric, Dark, Flying, Psychic, Etc. Moonlight is unique because Silvally doesn't attack to get the fairy type normally, it has to heal first, which can be pretty rewarding. You don't have to predict as much as you think you do but predicting well enough multiple times in a row can make a ton of progress. I wouldn't recommend u-turn unless you run it with X-Scissor or you just want the damage.

The Flavor:
Not any different from anyone else, its a Chimera, and the Type change gimmick is its entire thing. I understand that it gets boring when 5000 other submissions have the same reasoning for their ability but Silvally's also really tough to come up with a concept for, its just too abstract. You don't know what to draw inspiration from, so you just look at it's ability and take the definition of chimera and build it all together. Though I tried to make mine a bit more unique with the Multi-Attack interactions and defensive counter-play.
Rush773Body.png

Silvally-M @ Silvallite
Steel
Ability: Color Change
HP: 95 -> 95 (+0)
Atk: 95 -> 135 (+40)
Def: 95 -> 120 (+25)
SpA: 95 -> 95 (+0)
SpD: 95 -> 105 (+10)
Spe: 95 -> 120 (+25)
BST: 570 -> 670 (+100)
New Moves: (Bulk Up), (Recover), Fire Pledge, Water Pledge; Multi-Attack changes type based on Silvally's primary type
Luster Swap
95/125(+30)/100(+5)/125(+30)/100(+5)/125(+30)
Water Pledge, Fire Pledge
Silvally is known as the Fake Arceus. However, unlike arceus, silvally sucks. Silvally, to me is just a bootleg version of Arceus, just like a fake item comes from China compare to some real item . This ability really fits for silvally, as a type changer pokemon, without being broken. We have a luster swap pokemon already, this is a faster version of it.
Collab with Magmajudis
Mega Silvally
Ability: Angel's Guidance
- When this Pokemon deals direct damage to an opponent, changes type to resist the opponent's STAB (for example, normal/fairy type MSilvally attacks an Arctozolt, it becomes a pure Ground type to resist electric). Multi-Attack changes type to match the user's primary type. If Mega Silvally already resists the opponent's primary stab, Angel's Guidance fails.
Type:

Stats:
HP: 95
Attack: 95 -> 120 (+25)
Defense: 95 -> 135 (+40)
Special Attack: 95 -> 120 (+25)
Special Defense: 95 -> 105 (+10)
Speed: 95
New Moves: Dazzling Gleam, Moonlight, Quick Attack, Fire Pledge, Water Pledge
Flavor:

According to dex entries, Silvally evolves from Type: Null thanks to the strong bond it has with it's trainer. Mega-Evolution also happens thanks to the strong bond between a Pokemon and it's trainer according to the lore. So it only makes sense that once Silvally mega-evolves, it would want to thank it's trainer and protect him. That explains the Fairy typing (Guardian angel, it's nice and all)


Competitive: So this Megas has two sides depending on how you want to use the ability:


-You can use it defensively, making use of Parting Shot and Moonlight and usually taking well the opponent's STAB, so you can be hard to take down.


-Or, even if this wasn't the intended main use, you can also use it offensively, by making use of it's great defensive stats, good initial typing, and ability to resists the opponent's STAB to set-up easily with Swords Dance.


Quick Attack is probably mandatory on both due to allowing to change typing/resistances quickly and easily.
:Silvally: Mega Silvally

New Ability: Tetrachromacy (The user changes its type to the type of an incoming attack. Color change clone that acts before receiving any attack. This applies to offensive status moves like leech seed or toxic in the same way that pressure acts on them.)

Type: Normal

New stats:

HP: 95

Attack: 130 (+35)

Defense: 110 (+15)

Special Attack: 110 (+15)

Special Defense: 130 (+35)

Speed: 95

(BST) 670 (+100)


New moves: Knock off, Haze, Multiattack (Now changes to Silvally's current typing.)

After spending so much time bonding with humans, silvally gained a huge desire to protect those he sees as just. Its temporary system upgrade allows it to change its typing to take hits before they come in contact with it, utilising it to act as a meat shield to protect its allies.
Those who have been participating in the CAP 29 process will greatly recall its focus on color change and it's potential uses, which include making CHROMERA difficult to check due to its continuous type changing antics. While the process was a great success, color change's limitations were hard for cappers to overcome, with its biggest one being how CHROMERA's typing could be changed to be exploited by the opponent fairly easily. By changing typing before receiving any attack, Silvally has no such weakness, getting all the unique benefits of color change without much of its drawbacks, such as a resistance to Electric and Fire attacks. It also has the added benefit of applying to offensive status moves, meaning that silvally can switch into attacks like thunder wave or spore, change into their typing and become immune to them. Gave it some missing coverage in knock off, utility in haze and longevity in Recover.
:ss/Silvally:
Mega Silvally
New Ability
: Deus Ex Machina (At half health it's highest stat goes up by one stage.)
Type: Normal

New stats:
HP: 95
Attack:115
Defense: 115
Special Attack: 115
Special Defense: 115
Speed: 115
(BST) 670

New moves: Recover, Fire Pledge, Water Pledge
Description: Alright I know this is very scary however an important thing you all have to consider is the fact that a) It's a mono normal type and b) it can't hold any items. As for the new moves recover is helpful on defensive sets, if you want to run it defensively for some reason, and the other two pledge moves are there because it's weird that it can only learn the one. Having the other two there for some completion just kinda makes sense to me.
Mega Silvally
Type:
Normal
Mega Stone: Silvalite

Ability: Protean

Stats:
HP - 95(+0)
ATK - 115 (+20)
DEF - 115 (+20)
SPA - 115 (+20)
SPD - 115 (+20)
SPE - 115 (+20)

New Moves: None

Description:
Flavor: Its feathers become rainbow coloured and becomes even more adaptive and Arceus-like.
Competitive: It has a lot of versatility with balanced, decent stats and Protean gives it a nice power and versatility boost.
Mega Silvally
Normal
Ability: Broken DLC

Upon gaining this ability or entering the battle, the user changes type to the target's secondary typing, and so does the type of its Multi-Attack. If the target lacks a secondary typing, the ??? type (completely neutral offensively and defensively) is used.

HP: 95
ATK: 115 (+20)
DEF: 115 (+20)
SPA: 115 (+20)
SPD: 115 (+20)
SPE: 115 (+20)

So, the ??? type has always intrigued me. It's only naturally obtainable by having a pure Fire-type use Burn Up. While having Silvally take the entire type of the enemy (a kind of Intimidate + Reflect Type, as Trace is Intimidate + Role Play) makes sense, I think it would become more erratic upon Mega Evolving, and become more... glitchy. Since it would still only have one drive slot, it would take the secondary typing, enabling it to get some interesting interactions with enemies, especially if it got to take the ??? type and go completely unresisted, with STAB Multi-Attack being hard to switch into.
I have to note about DarkFairy's sub that the description is somewhat misleading: Typeless Pokemon do not get STAB on typeless moves, and we are not changing that mechanic for this mod.
As Bellerephon rose to the sky to kill the mighty Chimera he did with cunning and not brute force. The Chimera is now back for revenge to kill the mighty god blessed heroes.
The story of the Chimera and frankenstein actually have many similarities, defeated both by a being attempting to be god. And actually the story of Silvally stays true to this as well. In both of these stories the monster turned rogue, and became less of a semblance of god, and more a semblance of the Devil.
Multi-Attack Typing:Ghost
Mega-Silvally
Typing:Normal/Ghost
Ability: Levitate
HP:95
Atk:120(+25)
Defense:120(+25)
SpA:120(+25)
SpD:120(+25)
Speed:95


New Moves: Stealth rock(for its pivot role), Pain Split for semireliable recovery so it can perform a defensive role, and Taunt to stallbreak

Description:Silvally's Attack, Defense, Special attack and special defense stats are all the same as both forms of Giratina, and its ability levitate represents the origin forme of Giratina

Competitive Description: Silvally can't play exactly like Giratina, it has a few shortcomings, notably its HP is nothing even close to the Base 150 Giratina has. so it can't be the defensive juggernaut that Giratina is, but it does have the benefit of semireliable recovery that Giratina definitely does not have. It also has a benefit of being similar to both Giratina forms with 120 offenses and defenses.
Its best use would be as a Bulky stealth rock pivot, It can provide defensive support to your team with its 3(and trapping) immunities in addition to levitate so can be very useful on both balance and stall, it gets pursuit so it could pursuit trap with its decent attack, but its still not STAB so it doesn't hit that hard. It could additionally strike up a niche as a swords dance sweeper.[Hide/]
:sm/silvally-grass: :sm/silvally-fire: :sm/silvally-water:
Mega Silvally
Typing: Normal
Ability: ARC Protocol - At the end of each turn, this Pokemon's type rotates between Grass, Fire and Water. This also changes the typing of Multi-Attack.
Although I've given it's typing as normal, it will never actually be normal type in battle. Upon Mega Evolving, Silvally will become Grass type immediately as part of the ability. Additionally Silvally's place in the rotation is stored upon switching out. E.g. if Silvally switches out as a water type, it will switch back in as a water type and then change to grass at the end of that turn as per usual.

Much like RKS System, the ability cannot be passed onto another Pokemon or removed, and a Pokemon with this ability cannot have it's type changed by any other source.

Also in case you were wondering, ARC Protocol stands for Alien Reality Creature Protocol (as in the Ultra Beasts) and comes from the Arc in Arceus.
New Moves: Fire Pledge, Water Pledge
Stats:
HP
95
ATK 120 (+25)
DEF 120 (+25)
SpA 95
SpD 120 (+25)
SPE 120 (+25)
I designed this Silvally around only Fire Water Grass because I felt the three types still represent the whole type changing shtick of Silvally with them being the starter types and so opposed. Silvally's with all the type options probably will end up actually focusing less on type changing than this one because of how wide their options are, with types like Fighting or Steel overshadowing and being far superior to others.

Silvally's constantly changing typing and Multi-Attack, kind of like Morpeko and Aura Wheel, gives it a wide variety of strong STAB's in one move that make it hard to consistently wall.
For example:
252 Atk Silvally Multi-Attack (Fire) vs. 252 HP / 252+ Def Corviknight: 258-306 (64.5 - 76.5%) -- guaranteed 2HKO after Leftovers recovery

252 Atk Silvally Multi-Attack (Water) vs. 252 HP / 0 Def Gliscor: 306-362 (86.4 - 102.2%) -- 93.8% chance to OHKO after Stealth Rock

252 Atk Silvally Multi-Attack (Grass) vs. 252 HP / 252+ Def Slowbro: 252-296 (63.9 - 75.1%) -- guaranteed 2HKO


Of course, in these situations the type change at the end of the turn can also work against you e.g. in the case of Slowbro, after hitting it with a Grass type attack Silvally changes to Fire, which Slowbro obviously resists meaning that Silvally still can't 2HKO Slowbro without coverage or chip.

252 Atk Silvally Multi-Attack (Fire) vs. 252 HP / 252+ Def Slowbro: 63-74 (15.9 - 18.7%) -- possible 6HKO

Interestingly, Mega Silvally may be one of the only Pokemon to run Dragon coverage, as the few resistances make it good for picking up KO's after Supereffective Multi-Attacks, and the only Pokemon that resists all three of Fire, Water and Grass is Dragon, which is hit by Dragon coverage.

Silvally, unlike Morpeko, has enough bulk to use its ability defensively, and can pretend to be a Fire Water Grass core all by itself with Protect to help it change types.

252+ Atk Choice Band Rillaboom Grassy Glide vs. 0 HP / 0 Def Silvally in Grassy Terrain: 408-480 (123.2 - 145%) -- guaranteed OHKO

As a water type, Silvally gets OHKO'd by Rillaboom, however after stalling a turn with protect and changing to grass type, Silvally takes the hit with ease.

252+ Atk Choice Band Rillaboom Grassy Glide vs. 0 HP / 0 Def Silvally in Grassy Terrain: 102-120 (30.8 - 36.2%) -- 68% chance to 3HKO after Leftovers recovery and Grassy Terrain recovery

And it goes without saying that as a Fire type, Rillaboom gets OHKO'd by Multi-Attack.
Mega Silvally


Ability - Own Tempo, Stamina; Inner Focus ➝ ΜΓ RKS System (Pronounced "Mu-Gamma-Ar-Kay-Ess System", Whenever the user gets hits by an attack, its type changes in accordance with Conversion 2. Multi-Attack changes type to account for the user's type.)

HP - 95 ➝ 95
Atk
- 95 ➝ 115 (+20)
Def - 95 ➝ 115 (+20)
SpA - 95 ➝ 115 (+20)
SpD - 95 ➝ 115 (+20)
Spe - 95 ➝ 115 (+20)
BST - 570 ➝ 670 (+100)

Movepool Changes - Sharpen, Metal Claw
Competitive Corner - I guess changing types to one good against your opponent is like kinda good? But it's also Silvally so I dunno lol
Flavor Corner - I dunno what to say here, I just thought a Conversion-2-style would make a good basis for this idea, since Silvally is no longer tied to it's discs, changing types "strategically" makes more sense than at random. I thought about Protean, but that doesn't leave every type at Silvally's disposal while this ability technically does. ΜΓ is the closest I managed to get something to sound like "Mega" as a gramogram, but it's still kinda bad lol, I'm open to suggestions in other alphabets!
lydian: I don't know what we would change the Ability name to but it probably needs to exclude the special characters for coding reasons. just know the ability name is subject to change
:ss/silvally:
Mega Silvally
New Ability
: Beast Boost
Type: Normal

New stats:
HP: 95
Attack: 95 (+20) --> 115
Defense: 95 (+20) --> 115
Special Attack: 95 (+20) --> 115
Special Defense: 95 (+20) --> 115
Speed: 95 (+20) --> 115
(BST): 570 (+100) --> 670

New moves: Fire Pledge, Water Pledge, Calm Mind, Body Press
Description: Concept
Silvally was originally created to defeat the Ultra Beasts. But being a Chimera, it is also a monster of its own. The energy from Mega Evolution only amplifies this. Now Silvally has become the very thing it swore to destroy.
Do It Yourself Try it out and see how it fares in battle:
1) Go to http://dragonheaven.herokuapp.com/#teambuilder
2) Make a team in the M4A Sandbox format
3) Nickname Silvally *xx115115115115115
4)
Give it the Item Mega Stone 1
5)
Change its ability to Beast Boost
Now challenge someone in this format! Mega Silvally is unique as a Beast Boost user because it can easily choose which stat to raise. By combining Swords Dance or Calm Mind with a Speed raise from Beast Boost, it can become a potent sweeper. Alternatively, it can choose to raise the appropriate Attack stat to become an unstoppable force. It can even use Defense boosts to make its Body Press stronger.
Damage Calculations +2 252 Atk Silvally Multi-Attack vs. 0 HP / 0 Def Mew: 360-424 (105.5 - 124.3%) -- guaranteed OHKO
+1 252 SpA Silvally Thunderbolt vs. 252 HP / 88 SpD Corviknight: 280-330 (70 - 82.5%) -- guaranteed 2HKO after Leftovers recovery
+1 252 Def Silvally Body Press vs. 252 HP / 252+ Def Blissey: 434-512 (60.7 - 71.7%) -- guaranteed 2HKO
:Silvally: Mega Silvally
New Ability
: Clear Body
Type: Normal

New stats:
HP: 95
Attack: 120 (+25)
Defense: 110 (+15)
Special Attack: 120 (+25)
Special Defense: 110 (+15)
Speed: 115 (+20)
BST: 670

New moves: Psychic, Taunt

Description: the usual attacker sort of pokemon. except that its short of RNG based with its new ability Failed Omniscience. its new moves, specially taunt, help it out alot. Taunt lets it break throught walls by not letting them recover while it chips them, however some mons can easily avoid this. it not beeing exactly that fast dos not help with this either, beeing outsped and KO'd by pokemon such as mega raichu or well.. pokemon with a choice scarf. defog is more consistent because its bulkier now and also nice for getting rid of hazards. and psychic is there more for flavor i guess. altho it could have trouble due to its ability beeing able to be either benefitial or harmful. but over all hitting a steel type with a super effective psychic would be fun. (flavor: failed omniscience is based on the fact that it was created based on arceus)
Mega Silvally

New Ability
: Gyro Unit
When mega evolving or switching in, the user will switch its type to the one that is effective against the opponent's Pokémon.
Condition: To do so, the user will start to look from the bottom of your living Pokémon on your team and take the first type of a Pokémon's type that would be effective to the opponent the user directly faces.

Example: The opponent's Pokémon is Zapdos while your last available and living Pokémon is Weavile. This means the user will change its type to Ice since Ice is effective against Zapdos. If your last Pokémon is Aurorus, the user will change its type to Rock since Rock is Aurorus's first type effective against Zapdos. If your last Pokémon is Blissey and your second last one is Aurorus, the user will change its type to Rock since Blissey has no type effective against Zapdos.

Type: Normal

New stats:
HP: 95
Attack: 95 → 115 (+20)
Defense: 95 → 115 (+20)
Special Attack: 95 → 115 (+20)
Special Defense: 95 → 115 (+20)
Speed: 95 → 115 (+20)
BST: 570 → 670

New moves:
competitive: Taunt, Knock Off, Ally Switch, Helping Hand
flavour: Fire Pledge, Water Pledge

Description:
1) Concept
I wanted to emphasize Silvally's bond with the trainer and the team. Moreover, the word "ally" in its name illustrates well the fact Silvally can rely on the support of its team very well.

2) Competitive
This Silvally is supposed to be a glue Pokémon that takes advantage of the Pokémon's types on your team.

Sure, you might think that running both Weavile and Silvally might be redundant to beat sth like Zapdos. However, Silvally has a naturally good bulk and isn't weak to Stealth Rock, meaning unlike Weavile, it can actually switch into a move, take the damage, and threaten. Moreover, thanks to its ability, it's flexible enough to hit any Pokémon it faces for effective damage. If you are running a more defensive team, Silvally can fill the offensive role and has role compression since you don't need to dedicate too many slots for more offensive Pokémon.
I'd like to mention that Multi Attack will be positively affected by Silvally changing its type since it will change the normal type to the one Silvally uses. The moves Ally Switch and Helping Hand are supposed to help out Silvally's partner in VGC, just as its name already indicates.
(Thank you to everyone who helped to make this monster of a balancing act possible!)
:ss/silvally-flying:
Mega Silvally R
Type:
Flying
Ability: Prankster
Moves: Haze, Taunt, Fire Pledge, Water Pledge
Stats:
HP: 95Att: 95Def: 120 (+25)SpA: 95SpD: 120 (+25)Spe: 145 (+50):ss/silvally-water:
Mega Silvally K
Type:
Water
Ability: Intimidate
Moves: Haze, Taunt, Fire Pledge, Water Pledge
Stats:
HP: 95Att: 105 (+10)Def: 135 (+40)SpA: 105 (+10)SpD: 135 (+40)Spe: 95:ss/silvally-ground:
Mega Silvally S
Type:
Ground
Ability: Mirror Armor
Moves: Haze, Taunt, Fire Pledge, Water Pledge
Stats:
HP: 95Att: 125 (+30)Def: 105 (+10)SpA: 125 (+30)SpD: 105 (+10)Spe: 115 (+20) (Multi-Attack becomes Flying, Water, or Ground, depending on the mega stone)

If any Pokemon is going to get multiple mega evolutions, it's Silvally. Not eighteen mega evolutions, that would be insane. Just three, representing air/sea/earth and also the three animals that make up Silvally's patchwork body. Its head and talons resemble a bird (Roc), its tail resembles an aquatic creature (Kraken), and its body resembles a rocky quadruped (some mythical land creature that starts with S).

Just having multiple separate ideas for a mega isn't a good enough reason to submit all of them at once. They need to benefit from all existing simultaneously. Which they do! Not only does each Mega Silvally play a different role, but they each cover each other's weaknesses, forcing the opponent to make tough predictions on how to handle it before it mega evolves and reveals its form.
  • R and K fear Electric-types, but S can handle them with ease.
  • R and S don't want to take Ice attacks, but K can comfortably tank them.
  • K and S struggle against Grass-types, but they're not problem for R.
  • Conversely, R would prefer not taking a Rock attack, but K and S can take them just fine.
  • Finally, K wants to avoid getting poisoned, but S can beat Poison-types.
Now, onto the forms themselves.

Mega Silvally R is a utility mon, using moves like Parting Shot, Taunt, Defog, Thunder Wave, and Haze to harass the opponent and support its team, while maintaining offensive pressure with its strong Flying STAB and blistering speed.

Mega Silvally K is a bulky water (an archetype in and of itself). With Intimidate and a slow-ish Parting Shot, it's a tough nut to crack and can soften physical blows for its allies, and also makes good use of Defog, Thunder Wave, and Taunt.

Finally, Mega Silvally S is an offensive menace, bouncing back Intimidates from the likes of Landorus-T and Mega Corviknight and beating them with Swords Dance + Ice Fang / Fire Fang or Work Up + Ice Beam / Flamethrower.
:silvally:
Mega Silvally
New Ability: RKS System --> Trace
New Typing: Normal/Steel

New Stats:
HP: 95
ATK: 95 -> 105 (+10)
DEF
: 95 -> 145 (+50)
SPA
: 95 -> 105 (+10)
SPD
: 95 -> 125 (+30)
SPE
: 95 (-)

New Moves
: Jaw Lock, Leech Life, Parabolic Charge, Taunt (& the pledge moves it doesnt have ig)

Desc: No energy for descriptions but re the typing we cant have a cool trapping mon thats susceptible to toxic now can we
sandbox code:
*ns105145105125095 (Silvally) @ Mega Stone 1
Ability: Trace
Type:


Ability: RKS Error - If this Pokemon is Mega Silvally, it becomes typeless:
(Cannot be suppressed or copied by any move or ability)
Note: Multi-Attack also becomes typeless, but Mega Silvally does not gain STAB from this attack.

HP: 95
Atk: 115 (+20)
Def: 115 (+20)
SpA: 135 (+40)
SpD: 115 (+20)
Spe: 95

New Moves: Fire Pledge, Water Pledge

Reasoning: Being constructed in Alola, Silvally was not built with Mega Evolution in mind. As such, this foreign energy interferes with Silvally's RKS System and disables it entirely, leaving it completely typeless. Competitively speaking, I think having a typeless mon would be very interesting. Having 0 weaknesses is balanced out pretty well by having 0 resists and 0 STABs as well. If any mon would become typeless upon mega evolving, I think it would be Silvally, considering its entire concept is based around switching types. Its stat spread was made in mind with how in-game, Silvally is stated to be so powerful that they had to put a physical seal on its body, but base 95 all around and a PU tiering at best really don't reflect that. Raising its offenses is more reflective of this reputation. Its SpA is raised more, both to encourage use of special coverage, and to balance out Swords Dance sets. Its defenses are increased by 20 each, as I feel this would be more balanced than increasing its speed tier. It does have potent setup sets, but with 95 Spe, it would likely want dual-dance with SD+Flame Charge, which will be more difficult to pull off given its lack of recovery.
Item: Mega Memory (Makes Multi-Attack the same type as the users' primary type)
New Ability: Prismatic Energy: When this pokemon switches in, then its typing changes to a random type that resists one of the target's types. If a type resists both of the target's types, then it is prioritized.

For Example: If the target is a Psychic/Ground type, then Silvally's typing changes to either Steel, Psychic, Bug, Grass, Flying, or Dark, because those are the types that resist psychic or ground. However, if the target's type is Psychic/Fighting, Silvally's typing always changes to the Psychic type because psychic resists both psychic and fighting.
Type: Normal

New stats:
HP: 95
Attack: 95 ->105 (+10)
Defense: 95 ->110 (+15)
Special Attack: 95 ->115 (+20)
Special Defense: 95 ->120 (+25)
Speed: 95 ->125 (+30)
(BST) 570 ->670

New moves
: Water Pledge, Fire Pledge
Description: With the data in its Mega memory, Silvally can change into any type it wants.
Mega Silvally
Item: Silvallite
Ability: Adaptability
Type:
Normal
New Stats:
HP: 95
Attack: 115 (+20)
Defense: 115 (+20)
Special Attack: 115 (+20)
Special Defense: 115 (+20)
Speed: 115 (+20)

New Moves: Water Pledge, Fire Pledge, Quick Attack, Rapid Spin
Description: With all these Protean and type changing abilities around I feel like a different approach should be considered. As the Pokemon definition of versatility, Silvally is in a unique spot for its stats are balanced and its move pool is very wide. However, using its RKS system, this Pokemon is always shedding what I believe to be one of the greatest defensive typing in the game, the Normal type, which has only one weakness and one immunity. This ability allows it to keep its great defensive typing while still putting offensive pressure on the opposing team. With moves like Multi-Attack, Hyper Voice and Explosion, it can really start putting that STAB to good use along with its stat boosting Swords Dance and Calm Mind. Adding Rapid Spin threatens to clear rocks and boosting its already great speed, while Quick Attack provides a nice priority move that can leave any opponent weary.
Mega Silvally @ Silvallite
Type: Normal
Ability: Chimera - When this Pokemon switches in, it changes to the type of the last move used by the opponent. If no move was used yet, then this Pokemon is Normal type. (Multi Attack type is this Pokemon’s primary type)

Stats:
HP: 95
ATK: 95 -> 115 (+20)
DEF: 95 -> 125 (+30)
SPA: 95 -> 115 (+20)
SPD: 95 -> 125 (+30)
SPE: 95 -> 95
New Moves: Play Rough, Dazzling Gleam, Aura Sphere, Brick Break, Water Pledge, Fire Pledge
Chimera allows Mega-Silvally to act as a pretty good defensive pivot, but not entirely unbreakable, due to the fact that some types are super effective/neutral against themselves and it doesn't have recovery. However, it is normally a good counter to choice locked mons, can have some decent setup with Swords Dance, and is fairly defensive.
EeveeGirl1380: Sorry, I missed this, but I'm gonna have to disallow Play Rough as a move addition. I'm not leaving it off the list here because I missed this during the review and it's otherwise fine, just making it clear here that if this gets in it will not have Play Rough added.
:silvally:
Name: Mega-Silvally
Typing: Normal
Ability: Rotation
Stats:

HP: 95
ATK:115 (+20)
DEF:120 (+25)
SPA:115 (+20)
SPD:120 (+25)
SPE:105 (+10)
BST: 670 (+100)

New Moves: Stealth Rock

Description: Taking advantage of its massive movepool, amazing bulk and good offensive stats, Mega-Silvally is a very customizable Pokemon, capable of taking up many roles depending on what your team needs.
It can work as a bulky pivot thanks to U-Turn and Parting Shot, a wallbreaker thanks to Swords Dance and its signature Multi-Attack, a stealth rock setter thanks to its massive movepool allowing it to threaten most defoggers, or it can flip the script and utilize defog thanks to its massive bulk, although it doesn't excel at this job since it's affected by every hazard.
Mega Silvally @Silvallite

Typing: Normal/Water

Ability:
Amphibious (Gains +1 sp.def when hit by a water type move. Gains +1 defense when hit by a ground type move. Takes half damage when hit by a water or ground type move)

Stats:


HP: 95 (+0)
Attack: 100 (+5)
Defense: 126 (+31)
Sp.atk: 100 (+5)
Sp.def: 126 (+31)
Speed: 123 (+28)

New Moves: Flip turn, Aqua ring, Surf, Aqua tail

Description:The bulky stat spread helps it with its ability, amphibious, as it isn’t completely immune to water or ground type moves, but gaining defenses is a good tradeoff if the damage dealt isn’t too big. With these increased defenses, it can work well as a physical or special wall, crippling other mons with status or hitting them with decently chunky hits. With flip turn, it can get out of a sticky situation and switch into a resist.Also, being slightly faster than mega lycanrock and tornadus t is always welcome.Finally, Aqua ring providing a niche constant recovery, while not groundbreaking, is still pretty sweet. Overall, a great tank (albeit without the reliable recovery) that can walk both sides of the spectrum if it gets those boosts.
:ss/silvally:
Type: Normal
Stats: 95 / 125 / 95 / 125 / 95 / 135 (+30 Atk, +30 SpA, +40 Spe)
Movepool Additions: Fire Pledge, High Horsepower, Recover, Water Pledge

Ability: Photographic Memory
On switch-in (and only on switch-in), this Pokemon copies the opponent’s type combination, and, if successful, will retain that typing for the rest of the match. Multi-Attack matches this Pokemon’s primary typing.
For consistency, these mechanics are all based on a combination of RKS System, Imposter, and Reflect Type:

- Photographic Memory has no effect on Pokemon other than Silvally-Mega.

- PM activates on switch-in, but not when acquired (ie when first mega evolving).

- PM fails if the opponent is fainted, behind a Substitute, disguised by an Illusion, or is Typeless (such as an Arcanine that’s used Burn Up). It can be reactivated indefinitely until a typing has been memorized by switching out and switching back in.

- PM factors in the target’s type changes.

- A Pokemon with PM cannot have its type changed.

- PM cannot be copied or replaced. Ability suppression can prevent the initial memorization of a typing, but has no effect after a typing has been memorized.

- In battles with multiple opponents, PM follows the same behaviour as Imposter when choosing which mon to target.
This is just a fun mon based around the best kind of gimmick; one that requires careful setup but is hugely rewarding when it pays off. Beyond being a pun I’m amazed nobody’s used yet, Photographic Memory essentially lets you counterpick your typing based on what the opponent’s running if you manage to pivot in safely, but because you need to come in at least twice to memorize a typing (once to mega, and the second time to activate the ability), you’ll need to be very careful in the early-game. Multi-Attack ensures that you’ll always have a hard-hitting and spammable move regardless of what typing you copy, but even with the additions of HH and Play Rough, the special side definitely has the advantage in coverage, so you can really lean either way depending on how much you want to rely on your memorized type.

Remember, voting will be open until midnight GMT on Friday, July 30th, or roughly 4 days from this post. (Check this Event Time Announcer to see that converted to your timezone!) Have a good one everybody, and see you then!
 
Last edited:

Paulluxx

[Regional Manager of Big Shifu]
is a Community Contributor
Getting butterflies doing this after so long, its great to be back :} Thanks Ink, for everything.
Paulluxx, KeroseneZanchu, Hematemesis, Abismal

KeroseneZanchu, Violettes, The Dear Princess Blueray, Hematemesis, Exploziff, Josjet, ViZar, Dr Pumpkinz

KeroseneZanchu, Dr Pumpkinz, Hematemesis, Inkbug, Paulluxx, Abismal, Lydian, Violettes, I-Deepblue-I, The Dear Princess Blueray, Depressed Gay


Phew
 
Last edited:
:electrode:Dave Chapman
DrPumpkinz
SimpyShrimp
NANI?!
KeroseneZanchu
memebitatxt.
sandsong
Albatross
cringycoot


:golurk:Lock Martin
DrPumpkinz
zxgzxg
Magmajudis
EeveeGirl1380
Exploziff
Regic Boat
KeroseneZanchu
BlueRay
jazzmat


:silvally:Boris Karloff
DrPumpkinz
NANI?!
Sereg
Aurum4
I-Deepblue-I
Draco Gengar
inkbug
Regic Boat
 
:electrode:
"Oh hey, a pokeball. What could go wrong?" - top 10 words before disaster
Votes:
1) KeroseneZanchu
2) abismal
3) Violettes
:golurk:
An ancient giant, once placed into stasis during a great cataclysm... now, reawakened, once more.
1) Magmajudis
2) Violettes
3) woworiginal
:silvally:
Prototype of Arceus... it sure did have great potential, but it flopped terribly. Now, it lies, discarded, waiting someday for a use of its own.
1) KeroseneZanchu
2) lydian
3) inkbug

kinda short because I ended up losing interest in this mod during its hiatus (and fairly recently rekindled it), enjoy :)
 

Users Who Are Viewing This Thread (Users: 1, Guests: 5)

Top