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New ability: Residual Drain: (Anytime the Pokemon of the other side is damaged by indirect damage, this Pokemon is healed by the dealt residual damage )
Flavour:
- Tentacruel uses poison and its many tentacles to catch a prey and literally drain its energy, making it easier for it to wear down the target and consume it. Hence Residual Drain.
Competitive:
- Residual Drain takes advantage of Mega Tentacruel's dualtyping and movepool, notably Scald, Toxic, Toxic Spikes, or Whirlpool. After all, Mega Tentacruel will recover any amount of HP another Pokémon lost from indirect damage, such as hazard or status. Combine that with Substitute or Protect, and you've got yourself a resilient Pokémon reminiscent of Rain Dish Tentacruel back in Black/White 2.
- As Mega Tentacruel's SpA isn't shabby at all, it can try to exert some offensive pressure while still keeping itself relatively healthy throughout a game; between Sludge Bomb or Scald, you are bound to rack some indirect damage, especially if hazards are on the field. If necessary, it can generate progress with Flip Turn or Knock Off, the latter removing items. This allows you to remove Heavy-Duty Boots, making sure that a Pokémon will take damage from hazards, which in turn will heal Mega Tentacruel.
- Mega Tentacruel's high speed and good dualtyping allow it to check Iron Valiant, Iron Moth, Mega Quaquaval, or Mega Arboliva, among other threats.
Mega Galvantula
Bug/Electric
stats
HP- 70
ATK- 87(+10)
DEF- 70(+10)
SPA- 127(+30)
SPD- 80(+20)
SPE- 138(+30)
BST- 578
Agitation: When this pokemon raises or lowers the stats of a different pokemon, that stat is raised or lowered by 1 more stage
New Moves: Strength Sap
If you played M4A v7 you might remember nationally this exact sub with slightly different stats and some things added and some things...... removed.
Golurk-Mega Ground/Ghost Ability: Vengeful: If the user's previous move failed, the user's next attack deals 2x damage (Stomping Tantrum parameters). 89
144 (+20) 120 (+40) 55 110 (+30)
65 (+10)
Poltergeist is a powerful move that is, in practice, held back by a rather major downside- but what if the Poltergeist user had a way of flipping that fail condition to its advantage? With the sheer amount of spectral energy coursing through it, Mega Golurk's new ability grants every attack the effect of Stomping Tantrum, letting the interesting but largely unused concept finally shine. On top of the obvious synergy with Poltergeist, Mega Golurk can also punish the opponent for switching around its STAB Earthquake or strong Fighting coverage in Close Combat or Drain Punch; these moves are naturally strong enough that Golurk can still deal good damage even without the ability proc, with Vengeful mainly serving to prevent losing momentum. Fourth slot can be used to set Stealth Rock or get up a Substitute to play extra mindgames with otherwise threatening Dark types.
Mega Beartic
Type: Ice Ability: Tough Claws Stats:
HP: 95
Att: 160 (+30)
Def: 90 (+10)
SpA: 70
SpD: 90 (+10)
Spe: 100 (+50)
Something I didn't know about Beartic until recently is that it can freeze ice around its claws to make big icicle claws. Mega Beartic leans heavily into this, with them being a permanent part of its visual design as opposed to something that only exists in flavor text and side media.
Tough Claws is usually a fairly dull ability, but Beartic does a few things with it that are kind f neat. Close Combat is boosted, as is Crunch for hitting Gholdengo, but if you run Earthquake to consolidate these roles, that's not boosted. It also doesn't boost Icicle Crash, meaning that Mega Beartic's STAB of choice is Ice Punch. Not only is it just cool to have Ice Punch as a primary STAB, but it also means that Mega Beartic's STAB power is slightly less powerful than it would have been if its primary STAB was already boosted by Tough Claws, and if you're putting Tough Claws on a physical attacker, NOT being able to abuse it to its fullest is how it's made interesting.
Mega Emboar
Type: Fire / Fighting Ability: Thick Fat Weight: 700 kg Stats:
HP: 110
Att: 133 (+10)
Def: 105 (+40)
SpA: 110 (+10)
SpD: 105 (+40)
Spe: 65
With its massively increased bulk and double resistance to Fire and Ice, Mega Emboar acts as a tank. It's not that good at being a primarily defensive Pokemon due to its lack of reliable recovery, but it can take hits for days and still dish 'em out strong. This gameplan is enhanced by its other massively increased bulk, allowing it to use its formally-signature Heat Crash for consistently high damage instead of wearing itself down with Flare Blitz recoil.
Mega Kleavor
Type: Bug / Rock Ability: Heatproof Stats:
HP: 70
Att: 209 (+74)
Def: 108 (+13)
SpA: 82 (+37)
SpD: 82 (+12)
Spe: 49 (-36)
it's based on viking berserkers
Real-life berserkers were poetically described as being unfazed by fire and iron. There's no ability that reduces the damage from Steel attacks, but there is one for Fire, and a resistance to Fire also ties into the volcanic origins of Black Augurite.
Movepool Changes - Fake Out, Slack Off, Upper Hand Competitive Corner - With a typing that quad resists bug and Flame Body, Mega Emboar acts as a great U-turn deterrent. It also has fantastic mixed bulk, reliable recovery, and isn't weak to Stealth Rock like most Fire-types. Mega Emboar's main goal is to act as a Bulk Up sweeper. On top of its STABs and recovery, you can also drop one for Will-o-Wisp, Taunt to prevent status and recovery, or even Yawn or Roar to force switches. Or just run a utility defensive set. There's a lot of possibilities here. The main constant though, is that it still has some very glaring weaknesses to status (even if running Taunt or Substitute, it's still very slow). And Special Super Effective moves will hurt no matter how many Bulk Ups you have. That said, it shouldn't be easy to take down in one hit by any means and it is very strong still, with a mostly drawbackless Heat Crash against most of the significantly lighter metagame, and Drain Punch helping it heal back some while dealing considerable damage.
In doubles it gains added utility in Fake Out and Upper Hand, on top of its already-existing kit of Helping Hand and Coaching. Flame Body helps mitigate the slow Fake Out, so that any opposing Pokémon trying to Fake Emboar Out has a chance to get burned in the process. Slow Coaching seems pretty pointless, but maybe it could be used on Trick Room alongside Gallade or even Porygon2 (with Tera Blast). But in general it's just a tanky mon that's great at trading damage and could be useful for positioning with Fake Out and possibily Upper Hand if you're feeling spicy (as it'll probably be outsped by most Fake Out users). Flavor Corner - So, it's got literal flames around its neck and that seems to be one of Emboar's main design elements. On top of that, it might also be based on "war pigs", which fit Flame Body very literally...
While Mega Beartic is on the field, all Water-type Pokémon are Ice-types and their Waater-type moves Ice-type moves until they use a thawing move (e.g. Flame Wheel, Scald, Scorching Sands, etc.).
Whenever Beartic Mega Evolves or enters the battlefield, for every Water-type on the field:
Or whenever a Water-type enters the field or a Pokémon becomes a Water-type:
That Pokémon receives the "Frost Aura" status effect:
A Pokémon with this status effect becomes has its Water-type replaced with the Ice-type, and any Water-type moves they use become Ice-type moves instead.
Whenever a Pokémon with this status effect uses a move that thaws, they are lifted from its effects (i.e. if they have an Ice-typing they didn't originally have, its changed back to a Water-type, and their Water-type moves remain Water-type now).
This effect is also lifted on switching out or Baton Passing.
Movepool Changes - Fake Out, Ice Spinner, Slack Off Competitive Corner - Mega Beartic effectively has a Water-type resist, as well as being able to hit most Water-types super effectively with Close Combat or Heavy Slam. Unfortunately, its plans are still foiled to Scald, but that has a rather low distribution this generation. With Slack Off it can keep itself healthy to continuously switch in. And with Swords Dance, its Ice STAB of choice, and Close Combat, not much would like to stand in the way. It also has rather respectable bulk despite its typing. Probably not the best Mega out there, but hard to do something powerful enough with Beartic as the base '^^
Maybe I'm overdoing the Fake Out thing for Doubles, but Mega Beartic does seem like the kind of Pokémon that would Fake you Out, same with Emboar, they just give that vibe... Maybe with Tailwind support this could be interesting in Doubles, but its harder to imagine that there still. Even if Ice + Fighting coverage is pretty good with its ability (although it still misses Gholdengo and Armarouge which could be a BIG problem). But most importantly, it provides invaluable support for allied Fire- or Steel-types that now don't have to worry about Water-types resistsing their moves. With Fake Out also coming in handy to help Mega Beartic buy a turn, in case it's threatened by the Water-type it's wanting to turn into an Ice-type. Flavor Corner - Mega Beartic is kind of just a polar bear... The only thing unique it has about its flavor is that its breath is said to be freezing cold, leading to the ice beard its packing (and the behavior DrPumpkinz cleverly described in their submission). With that in mind, I thought this ability would make an interesting depiction of it, and could give us a Physical Ice-type that beats Water-types, without relying on the rather (especially without SpA investment) Freeze-Dry! As for the stats, all are multiples of 7 outside of HP, which is fixed, and Spe, which is an "Anagram" of the 140 Atk.
Mega Kleavor
Ability - Iron Fist, Klutz; No Guard ➝Jagged Splinters:
At the end of each turn all other Pokémon take damage equal to half the damage they would take from hazards if switching in.
At the end of each turn, while the user is active, for each other Pokémon on the field (including allies), if a hazard is active and that Pokémon is affected by that hazard (i.e. ungrounded are not affected by Spikes, and Heavy-Duty Boots users are affected by neither): that Pokémon takes damage equal 50% of the damage they would take switching into that hazard as residual damage.
Damage stacks between multiple layers of Spikes and Stealth Rock. I.e. a Pokémon can take up to 12.5% damage from 3 layers of spikes and 6.25% if they're neutral to rock if Stealth Rock is all up.
If multiple Jagged Splinters users are active at the same time, the ability doesn't stack.
This doesn't replace entry hazard damage. Pokémon still take entry hazard damage when switching in.
Movepool Changes - n/a Competitive Corner - So this is very scary! Scarlet and Violet's metagame is already strongly centered around Knock Off to remove boots and Mega Kleavor will push that further with its ability being able to accrue chip damage very quickly! And it can also punish other Mega Evolutions that obviously cannot hold Heavy-Duty Boots on their own. However its frailty and lack of Roost keeps it in check from being able to keep up that residual damage for too long. That said though, Mega Kleavor does have pretty respectable stats outside of its ability, even if it does lose significant power on Stone Axe and X-Scissor upon Mega Evolving. Kleavor would tread an interesting dance of wanting the extra power on Stone Axe and X-Scissor pre-Mega, and wanting the speed and residual damage after. Another thing to note is that it's discouraged from U-turning, as doing so means it cannot accrue the extra chip damage. Maybe Substitute and Protect would be used on its arsenal to help rack up damage!
As for doubles, this makes Stone Axe more appealing, as doubles involves a lot less switching than singles, so getting some extra mileage out of your hazards could come in handy, especially against Incineroar or other Rock-weak Pokémon! And the prevalence of Protect could make the chip damage even more severe there!
Flavor Corner - Yes, this is a reference to PLA's splinters effect! The stat difference is what you get by adding Mega Scizor's stat difference from regular Scissor with Kleavor's stat difference from Scyther and subtracting Scizor's stat difference from Scyther!
Its icicle beard toughens up and extends further to protect the rest of its body. Bulletproof is pretty useful on an Ice/Steel type for blocking certain special Fighting moves!
Mega Emboar
Type: Fire / Fighting Ability: Supreme Overlord Movepool Addition: Slack Off Stats:
HP: 110
Att: 153 (+30)
Def: 95 (+30)
SpA: 110 (+10)
SpD: 95 (+30)
Spe: 65
Big boss pig. Gets Slack Off to support a last mon alive situation. Supreme Overlord is a strong ability, but its best priority is Sucker Punch.
Movepool Additions: Mind Blown, Shadow Ball, Shadow Claw, Slack Off
Description: According to Ken Sugimori, the Emboar line is inspired by Zhang Fei from "Romance of the Three Kingdoms." Zhang Fei died by decapitation, which is why Emboar's head is separated from its body by its fire beard. Mega Emboar's design emphasizes this aspect, without outright decapitating it. Mind Blown flavor. Mega Emboar is also appears to be based on Zhu Bajie, a pig demon from the Chinese tale Journey to the West who was known for being lazy. This is why it makes a lot of sense flavor wise to have Slack Off (it should get it in vanilla).
Mega Emboar's competitive design is based on Curse and being Rock weak and unable to hold Boots. Mega Emboar runs an interesting game of wanting to be low on Hp, but you obviously don't want to be too low or you'll just die. Mega Emboar already runs Flare Blitz because Heat Crash is kinda bad (rip) so it already chips itself down with that. It can also run Curse for a massive 1/2 of its Hp gone and dealing crazy damage to the opponent unless they choose to switch out. Substitute is also always an option which combos well with Curse to get to 1/4 Hp. Emboar also can lower its Hp by switching in with Rocks up. Emboar has many different ways to lower its Hp, allowing for huge attacks from General. It can also heal up with Slack Off, allowing it to get out of KO range from itself or opposing Pokemon while still being able to lower its own stats. You can also run a special set with Shadow Ball/Mind Blown/Grass Knot
Description: Beartic uses its frosty breath to create an icicle beard and claws, showing how intelligent and crafty they are. I don't have much for Beartic flavor...
Mega Beartic is a very strange Pokemon. It is a 140/125/85 offense mon with Technician boosted Icicle Spear, Aqua Jet, Triple Dive, Bulldoze, Rock Tomb, Trailblaze, Fake Out, Icy Wind, Snarl, and Frost Breath. What I would assume to be the best set is Icicle Spear/SD/Trailblaze/coverage (probably Triple Dive). It can also run mixed sets with a powerful Technician boosted Frost Breath comboed with the previously listed moves. In VGC, Mega Beartic rocks Technician boosted Fake Out, Icy Wind, Snarl, Bulldoze, Rock Tomb, & Frost Breath allowing for a very powerful debuffer.
Name: Kleavor Typing: Bug/Rock Ability: Stone Skin (This Pokémon is immune to all entry hazards. If it lands on any type of entry hazard, it uses Reflect Type.)
Description: Kleavor is based on obsidian, praying mantises (specifically the dead leaf mantis), and axes. There's some clever things its based on, but I'm focusing on the mantis part. Mantis are very efficient hunters who camouflage into their surroundings to snatch any prey that comes close. If a Kleavor were to try this in the wild, it would have to blend into rocks and maybe some dead leaves, though probably just rocks. Also did you know that praying mantis can regrow lost limbs (its a bit more complicated than just simply regrowing them, but its close enough to justify Recover).
Mega Kleavor pulls out with crazy high offenses, an immunity to hazards, and 70/125/90 bulk with recovery. Mega Kleavor is a powerful mon but Bug/Rock is not a great typing. If Mega Kleavor lands on entry hazards, however, it can forgo its typing for a much better one. If Kleavor switches into Fire, Water, Electric, Grass, Ice, Poison, Psychic, Dark, or Steel-type, it resists their STAB move. Mega Kleavor will then have a lot of troubles switching into Ghost or Dragon-types because they will then blast you to pieces. Changing typing does hurt Kleavor offensively, but 165 Att is still extremely threatening, especially when backed by SD. It can also pop momentum through setting hazards via Stone Axe, Knock Off items, or U-Turn out into a better threat.
Mega Emboar
New Ability: Inner Fortitude (When this pokemon is below 50% of their HP, their Defense and Special Defense is doubled. They also cannot fall asleep.) Type: Fire/Fighting
Weight is now 490 kg (1080.27 lbs)
New stats:
HP: 110
Attack: 143 (+20)
Defense: 80 (+15)
Special Attack: 115 (+15)
Special Defense: 115 (+50)
Speed: 65
(628 BST)
New moves: no Description:
Emboar... it's a pokemon that loves taking risks, and loves the heat of the battle (pun somewhat intended), especially when the odds are stacked against it. After all, it's Bulbapedia page (and its Violet dex entry) says as much:
"The more dire the situation is, the more excited Emboar becomes to the point of enjoying itself."
Hell, its hidden ability (and ability of choice) is quite literally Reckless, which works well considering that its moves of choice either inflict some kind of recoil (Flare Blitz, Head Smash, Wild Charge) and even outside of that its other moves do at least hurt it in some way, shape or form (Close Combat/Superpower).
Mega Emboar seeks to lean into this further, with an ability that synergizes with its very risk-based nature. It's slow as hell, so it ends up moving last most of the time, giving opportunities for the opponent to damage it and for its much-improved defenses to shine. Meanwhile, its main STAB of Flare Blitz wears it down over time, while also being dastardly strong. These two traits work in tandem with Inner Fortitude, which turns Emboar into a dangerously effective tank when its HP drops below 50%. Sure, it won't be much of a defensive option, as it doesn't quite have the sticking power that most defensive pokemon should have, but still it punishes your opponent for getting too greedy with their offensive mons (or efforts to chip this mon down). It does, however have lots of tools at its disposal to abuse Inner Fortitude to its fullest. Its increased weight now means it can use Heat Crash much more consistently, providing an extremely powerful Fire STAB once you enter Inner Fortitude range. This also creates a bit of an interesting dynamic for Emboar's Fire STAB - Flare Blitz is great outside of Inner Fortitude range, while Heat Crash is much better once it activates that ability. Meanwhile, Drain Punch could crop up as a meaningful alternative to Close Combat/Superpower (both of which anti-synergize with Inner Fortitude, even if they might be good outside of it), as while it's not as strong, it does keep Emboar healthy while its ability is activated, helping maximize the potential for the ability. Bulk Up can turn Emboar into a potential late-game finisher, while Will-o-Wisp can be a valuable means of crippling physical attackers and helping make the most use of Inner Fortitude.
Mega Kleavor
New Ability: Cutting Edge (This pokemon's slicing moves lower the opponent's defense by 1 stage.) Type: Bug/Rock
New stats:
HP: 70
Attack: 150 (+15)
Defense: 135 (+40)
Special Attack: 55 (+10)
Special Defense: 80 (+10)
Speed: 110 (+25)
(600 BST)
New moves: Description:
Mega Evolution strengthened the Augurite that turned Scyther into Kleavor so long ago and brought out its primordial instincts with it. As a result, Kleavor's axes have become extremely smooth yet extremely sharp, to the point where it can cause a heavy dent through even the most resistant metals, and it can cause a deep cut to even the slightest touch. In contrast, the rest of its body and its personality have not only hardened but also become much more rough, which in the end work together with Kleavor's newly-sharpened axes to post a threat of its own caliber.
Bug/Rock isn't a particularly strong typing overall, but this is especially apparent as a STAB combo, as it gets stuffed by some extremely common types (Steel and Fighting). This alone exposes just how much Kleavor's STABs (and Kleavor itself) are married to Sharpness, as by themselves they are either weak BP-wise (Stone Axe) or weak typing-wise (X-Scissor). Its other relevant moves aren't particularly strong either, by virtue of being non-STAB (Close Combat, Knock Off), being just as reliant on Sharpness as its STABs (Night Slash), or otherwise not being that strong (U-turn). Naturally, a Kleavor mega evolution will invariably remove Sharpness (because really, a bigger, better Kleavor is just boring to face), so these shortcomings will become much more apparent and much harder to overcome, no matter how much you beef up its Attack stat.
Cutting Edge can remediate this weakness, essentially turning both of its STABs into mini-Fire Lash and helping to overcome each of their respective weaknesses of weak base power and poor offensive coverage. In particular, Stone Axe becomes much more dangerous (arguably moreso than with Sharpness), as the defense drops it inflicts helps synergize with Stealth Rock being able to punish switches. A defense drop is extremely undesirable for any opponent (even the super-tanky physical walls), so invariably they want to switch out to preserve their pokemon. However, with Stealth Rock on the field after a single Stone Axe, if they switch out, they risk massive damage on another potentially useful mon, which can really put your opponent in a serious catch-22 situation. Even X-Scissor, while still easily resisted, can now put in actual work against the resists that would otherwise completely stuff it, and has a legitimate argument of use over U-turn. Regardless, the ability in tandem with Stone Axe enables Kleavor to rack up some significant chip damage (especially as it has Knock Off to disable those oh-so important Heavy Duty Boots) which it or its teammates can take advantage of.
As a bonus, while it's likely not going to see much use in Doubles, it does have a funny tool up its sleeve: Air Cutter. It is both a spread move AND a slicing move, so essentially having a spread Acid Spray/Screech can be extremely powerful.
Mega Kleavor
Bug/Rock
stats
HP- 70
ATK- 155(+20)
DEF- 135(+40)
SPA- 55(+10)
SPD- 90(+20)
SPE- 95(+10)
BST- 600
Whetstone: When this pokemon is hit by a rock move or lands on stealth rocks this pokemon does not take damage and instead raises this pokemon's critical hit stage to +2
Mega Emboar
Fire/Fighting
stats
HP- 110
ATK- 143(+20)
DEF- 110(+45)
SPA- 120(+20)
SPD- 70(+5)
SPE- 75(+10)
BST- 628
Sauna: This pokemon heals 1/12 of their max hp at the end of every turn that Sun or Rain is active. This pokemon's Fire and Water moves are not reduced by Rain or Sun. When this pokemon is hit by a Fire or Water move its special defense is increased by 1 stage.
New Moves: Waterfall
Mega Beartic
Ice
stats
HP- 95
ATK- 175(+45)
DEF- 120(+40)
SPA- 80(+10)
SPD- 100(+20)
SPE- 35(-15)
BST- 605
Contagious: If this pokemon uses a contact move or is hit by a contact move while this pokemon has a status condition, the other pokemon gains that status and the status is removed from this pokemon
Emboar-Mega Fire/Fighting Ability: Showdown (While this Pokemon is active, all Pokemon are prevented from healing HP. Healing and draining moves are unusable, and Abilities and items that grant healing will not heal the user. Regenerator is also suppressed). 100
148 (+25) 95 (+30) 100 110 (+45) 65
Weight= 500 kg (+350)
Emboar loves going all out, challenging all foes to a recovery-free brawl. The ability to shut down healing lets Emboar go ham against the likes of Gholdengo, Mega Arboliva, and Mega Pawmot, while leaving less advantageous matchups like Mega Quaquaval and Gouging Fire weak and easily picked off by one of Emboar's teammates. Emboar makes good use of Showdown thanks to its naturally solid but not stall-worthy bulk and movepool that can tailored around any particular mon you want gone; Sucker Punch can pick off faster foes after unleashing a mighty STAB attack, Knock Off can force progress, Wisp can shore up your 1v1 against physical tanks, Fire Spin can trap select targets and surprise Grass Knot can be used to circumvent an insomniac Dondozo. Or you can just scare something out to set up a Bulk Up. As for STABS, Close Combat is old reliable while the drastic weight gain can let Emboar finally make use of signature Heat Crash for Fire STAB.
"Kleavor's stony exoskeleton begins to heat up like volcanic rock, its blades sometimes sparking embers when clashing against a foe. Its body appears smoother after Mega Evolution."
The Pokedex explicitly links Black Augurite to volcanic areas, so I decided to play into that with a heat-based theming. Dry Skin helps Kleavor to play around its main non-SR weakness while granting it some recovery to heal off Rocks chip. Dry Skin does make it weak to fire, but given Kleavor's mighty Rock STAB most Fire types have to be careful about switching in, presenting an interesting dynamic for that method of counterplay. You can further alleviate it since Mega Kleavor likes pairing with Rain, getting passive recovery while providing hazard and U-turn support and sponging opposing Water attacks; in VGC, it can instead provide Tailwind and use Quick Guard to shield your speedy partners from priority. Outside of rain, Dry Skin gives Kleavor more freedom to pivot around, pull hazards duty with Stone Axe/Stealth Rocks or Defog, throw off strong attacks like Close Combat and possibly kleave through the enemy with Swords Dance.
This one is pretty straightforward, but also quite cool (pun intended). Most Protean/Libero users in the past have focused on having relatively short field time - Cinderace and Meowscarada are outright pivots, and Greninja was sometimes but was more often special focusing on offspikes and punching holes. This is reinforced by those abilities getting nerfed to only work once per being on field, further reinforcing the short field time. Beartic here uses the high potential old Protean/Libero had that was never really tapped into with the previous users before that potential was removed - staying on field and using the ability to change your type matchups based on the situation in order to finesse oncoming assailants trying to deal with you.
Beartic actually has a surprisingly high amount of coverage, with access to good Fighting, Grass, Rock, Ground, Dark, Water and (I guess if you really want) Bug moves. All of which are now STAB, and can also be utilized for their defensive properties as well as offensive. However, the primary synergy Beartic leans into is its natural access to Aqua Jet - a priority move of an excellent defensive type - while being a slow, hard-hitting Ice type. This means Beartic can always be a Water type whenever the enemy is hitting it, but always be an Ice type whenever its hitting the enemy. Especially when paired with Avalanche, the bear can bear the fruit of both defensive and offensive types optimally. This is also quite fitting as an offensive and defensive type combo, as polar bears are known for their ability to dive and swim for food. Polar bears are also highly adaptable creatures, hence the name and effect of this ability and its gimmick.
Drain Punch is an addition that gives Beartic an option for more longevity at the cost of power output, without expanding its already respectable list of types to watch out for. It also highlights how good having Fighting as a coverage option is, since it can take care of both Steel and opposing Ice types that resist Avalanche. Trailblaze helps take care of opposing Water types that resist both Avalanche and Aqua Jet, while also providing a speed boost to use with Beartic's coverage moves. The speed also doesn't interfere with its primary gimmick, either - since Avalanche is a negative priority move, you can always ensure you are whatever defensive type you want to be when the enemy hits you before the move goes off.
New moves: Roost (I would love to give Roost to Scyther but like it's outside of the scope of the mod so I won't)
Description: No it is not based on vikings.
Stone Axe + Defiant with 165 Atk is nothing to laugh at. You set the Rocks, somebody is unhappy about the Rocks and wanna remove them, you look at them funny and dare them to do it.
165 Atk may seem like a lot, and it indeed is a lot, but without a Swords Dance, or a Defiant boost, you could still be missing on some KOs. Moreover, you still hit less hard than Sharpness Kleavor. It has a lot of good options, including Roost, U-turn, Close Combat, Stone Axe, Knock Off, and in NatDex, Pursuit. So yup, it is easily customisable but it can suffer from a huge 4MSS.
it's voting time. Below, you can find all the subs from the current slate. You have until Sunday, 27.10.2024, GMT+2, 23:59, to vote! If I forgot to include any sub, let me know as soon as possible.
Mega Beartic
Type: Ice Ability: Tough Claws Stats:
HP: 95
Att: 160 (+30)
Def: 90 (+10)
SpA: 70
SpD: 90 (+10)
Spe: 100 (+50)
Something I didn't know about Beartic until recently is that it can freeze ice around its claws to make big icicle claws. Mega Beartic leans heavily into this, with them being a permanent part of its visual design as opposed to something that only exists in flavor text and side media.
Tough Claws is usually a fairly dull ability, but Beartic does a few things with it that are kind f neat. Close Combat is boosted, as is Crunch for hitting Gholdengo, but if you run Earthquake to consolidate these roles, that's not boosted. It also doesn't boost Icicle Crash, meaning that Mega Beartic's STAB of choice is Ice Punch. Not only is it just cool to have Ice Punch as a primary STAB, but it also means that Mega Beartic's STAB power is slightly less powerful than it would have been if its primary STAB was already boosted by Tough Claws, and if you're putting Tough Claws on a physical attacker, NOT being able to abuse it to its fullest is how it's made interesting.
While Mega Beartic is on the field, all Water-type Pokémon are Ice-types and their Waater-type moves Ice-type moves until they use a thawing move (e.g. Flame Wheel, Scald, Scorching Sands, etc.).
Whenever Beartic Mega Evolves or enters the battlefield, for every Water-type on the field:
Or whenever a Water-type enters the field or a Pokémon becomes a Water-type:
That Pokémon receives the "Frost Aura" status effect:
A Pokémon with this status effect becomes has its Water-type replaced with the Ice-type, and any Water-type moves they use become Ice-type moves instead.
Whenever a Pokémon with this status effect uses a move that thaws, they are lifted from its effects (i.e. if they have an Ice-typing they didn't originally have, its changed back to a Water-type, and their Water-type moves remain Water-type now).
This effect is also lifted on switching out or Baton Passing.
Movepool Changes - Fake Out, Ice Spinner, Slack Off Competitive Corner - Mega Beartic effectively has a Water-type resist, as well as being able to hit most Water-types super effectively with Close Combat or Heavy Slam. Unfortunately, its plans are still foiled to Scald, but that has a rather low distribution this generation. With Slack Off it can keep itself healthy to continuously switch in. And with Swords Dance, its Ice STAB of choice, and Close Combat, not much would like to stand in the way. It also has rather respectable bulk despite its typing. Probably not the best Mega out there, but hard to do something powerful enough with Beartic as the base '^^
Maybe I'm overdoing the Fake Out thing for Doubles, but Mega Beartic does seem like the kind of Pokémon that would Fake you Out, same with Emboar, they just give that vibe... Maybe with Tailwind support this could be interesting in Doubles, but its harder to imagine that there still. Even if Ice + Fighting coverage is pretty good with its ability (although it still misses Gholdengo and Armarouge which could be a BIG problem). But most importantly, it provides invaluable support for allied Fire- or Steel-types that now don't have to worry about Water-types resistsing their moves. With Fake Out also coming in handy to help Mega Beartic buy a turn, in case it's threatened by the Water-type it's wanting to turn into an Ice-type. Flavor Corner - Mega Beartic is kind of just a polar bear... The only thing unique it has about its flavor is that its breath is said to be freezing cold, leading to the ice beard its packing (and the behavior DrPumpkinz cleverly described in their submission). With that in mind, I thought this ability would make an interesting depiction of it, and could give us a Physical Ice-type that beats Water-types, without relying on the rather (especially without SpA investment) Freeze-Dry! As for the stats, all are multiples of 7 outside of HP, which is fixed, and Spe, which is an "Anagram" of the 140 Atk.
Its icicle beard toughens up and extends further to protect the rest of its body. Bulletproof is pretty useful on an Ice/Steel type for blocking certain special Fighting moves!
Description: Beartic uses its frosty breath to create an icicle beard and claws, showing how intelligent and crafty they are. I don't have much for Beartic flavor...
Mega Beartic is a very strange Pokemon. It is a 140/125/85 offense mon with Technician boosted Icicle Spear, Aqua Jet, Triple Dive, Bulldoze, Rock Tomb, Trailblaze, Fake Out, Icy Wind, Snarl, and Frost Breath. What I would assume to be the best set is Icicle Spear/SD/Trailblaze/coverage (probably Triple Dive). It can also run mixed sets with a powerful Technician boosted Frost Breath comboed with the previously listed moves. In VGC, Mega Beartic rocks Technician boosted Fake Out, Icy Wind, Snarl, Bulldoze, Rock Tomb, & Frost Breath allowing for a very powerful debuffer.
Mega Beartic
Ice
stats
HP- 95
ATK- 175(+45)
DEF- 120(+40)
SPA- 80(+10)
SPD- 100(+20)
SPE- 35(-15)
BST- 605
Contagious: If this pokemon uses a contact move or is hit by a contact move while this pokemon has a status condition, the other pokemon gains that status and the status is removed from this pokemon
This one is pretty straightforward, but also quite cool (pun intended). Most Protean/Libero users in the past have focused on having relatively short field time - Cinderace and Meowscarada are outright pivots, and Greninja was sometimes but was more often special focusing on offspikes and punching holes. This is reinforced by those abilities getting nerfed to only work once per being on field, further reinforcing the short field time. Beartic here uses the high potential old Protean/Libero had that was never really tapped into with the previous users before that potential was removed - staying on field and using the ability to change your type matchups based on the situation in order to finesse oncoming assailants trying to deal with you.
Beartic actually has a surprisingly high amount of coverage, with access to good Fighting, Grass, Rock, Ground, Dark, Water and (I guess if you really want) Bug moves. All of which are now STAB, and can also be utilized for their defensive properties as well as offensive. However, the primary synergy Beartic leans into is its natural access to Aqua Jet - a priority move of an excellent defensive type - while being a slow, hard-hitting Ice type. This means Beartic can always be a Water type whenever the enemy is hitting it, but always be an Ice type whenever its hitting the enemy. Especially when paired with Avalanche, the bear can bear the fruit of both defensive and offensive types optimally. This is also quite fitting as an offensive and defensive type combo, as polar bears are known for their ability to dive and swim for food. Polar bears are also highly adaptable creatures, hence the name and effect of this ability and its gimmick.
Drain Punch is an addition that gives Beartic an option for more longevity at the cost of power output, without expanding its already respectable list of types to watch out for. It also highlights how good having Fighting as a coverage option is, since it can take care of both Steel and opposing Ice types that resist Avalanche. Trailblaze helps take care of opposing Water types that resist both Avalanche and Aqua Jet, while also providing a speed boost to use with Beartic's coverage moves. The speed also doesn't interfere with its primary gimmick, either - since Avalanche is a negative priority move, you can always ensure you are whatever defensive type you want to be when the enemy hits you before the move goes off.
Mega Emboar
Type: Fire / Fighting Ability: Thick Fat Weight: 700 kg Stats:
HP: 110
Att: 133 (+10)
Def: 105 (+40)
SpA: 110 (+10)
SpD: 105 (+40)
Spe: 65
With its massively increased bulk and double resistance to Fire and Ice, Mega Emboar acts as a tank. It's not that good at being a primarily defensive Pokemon due to its lack of reliable recovery, but it can take hits for days and still dish 'em out strong. This gameplan is enhanced by its other massively increased bulk, allowing it to use its formally-signature Heat Crash for consistently high damage instead of wearing itself down with Flare Blitz recoil.
Movepool Changes - Fake Out, Slack Off, Upper Hand Competitive Corner - With a typing that quad resists bug and Flame Body, Mega Emboar acts as a great U-turn deterrent. It also has fantastic mixed bulk, reliable recovery, and isn't weak to Stealth Rock like most Fire-types. Mega Emboar's main goal is to act as a Bulk Up sweeper. On top of its STABs and recovery, you can also drop one for Will-o-Wisp, Taunt to prevent status and recovery, or even Yawn or Roar to force switches. Or just run a utility defensive set. There's a lot of possibilities here. The main constant though, is that it still has some very glaring weaknesses to status (even if running Taunt or Substitute, it's still very slow). And Special Super Effective moves will hurt no matter how many Bulk Ups you have. That said, it shouldn't be easy to take down in one hit by any means and it is very strong still, with a mostly drawbackless Heat Crash against most of the significantly lighter metagame, and Drain Punch helping it heal back some while dealing considerable damage.
In doubles it gains added utility in Fake Out and Upper Hand, on top of its already-existing kit of Helping Hand and Coaching. Flame Body helps mitigate the slow Fake Out, so that any opposing Pokémon trying to Fake Emboar Out has a chance to get burned in the process. Slow Coaching seems pretty pointless, but maybe it could be used on Trick Room alongside Gallade or even Porygon2 (with Tera Blast). But in general it's just a tanky mon that's great at trading damage and could be useful for positioning with Fake Out and possibily Upper Hand if you're feeling spicy (as it'll probably be outsped by most Fake Out users). Flavor Corner - So, it's got literal flames around its neck and that seems to be one of Emboar's main design elements. On top of that, it might also be based on "war pigs", which fit Flame Body very literally...
Mega Emboar
Type: Fire / Fighting Ability: Supreme Overlord Movepool Addition: Slack Off Stats:
HP: 110
Att: 153 (+30)
Def: 95 (+30)
SpA: 110 (+10)
SpD: 95 (+30)
Spe: 65
Big boss pig. Gets Slack Off to support a last mon alive situation. Supreme Overlord is a strong ability, but its best priority is Sucker Punch.
Name: Emboar Typing: Fire/Ghost Ability: General (While this Pokemon is at or below 1/3 of its max Hp, its attacks deal 1.5x damage.)
Movepool Additions: Mind Blown, Shadow Ball, Shadow Claw, Slack Off
Description: According to Ken Sugimori, the Emboar line is inspired by Zhang Fei from "Romance of the Three Kingdoms." Zhang Fei died by decapitation, which is why Emboar's head is separated from its body by its fire beard. Mega Emboar's design emphasizes this aspect, without outright decapitating it. Mind Blown flavor. Mega Emboar is also appears to be based on Zhu Bajie, a pig demon from the Chinese tale Journey to the West who was known for being lazy. This is why it makes a lot of sense flavor wise to have Slack Off (it should get it in vanilla).
Mega Emboar's competitive design is based on Curse and being Rock weak and unable to hold Boots. Mega Emboar runs an interesting game of wanting to be low on Hp, but you obviously don't want to be too low or you'll just die. Mega Emboar already runs Flare Blitz because Heat Crash is kinda bad (rip) so it already chips itself down with that. It can also run Curse for a massive 1/2 of its Hp gone and dealing crazy damage to the opponent unless they choose to switch out. Substitute is also always an option which combos well with Curse to get to 1/4 Hp. Emboar also can lower its Hp by switching in with Rocks up. Emboar has many different ways to lower its Hp, allowing for huge attacks from General. It can also heal up with Slack Off, allowing it to get out of KO range from itself or opposing Pokemon while still being able to lower its own stats. You can also run a special set with Shadow Ball/Mind Blown/Grass Knot
Mega Emboar
New Ability: Inner Fortitude (When this pokemon is below 50% of their HP, their Defense and Special Defense is doubled. They also cannot fall asleep.) Type: Fire/Fighting
Weight is now 490 kg (1080.27 lbs)
New stats:
HP: 110
Attack: 143 (+20)
Defense: 80 (+15)
Special Attack: 115 (+15)
Special Defense: 115 (+50)
Speed: 65
(628 BST)
New moves: no Description:
Emboar... it's a pokemon that loves taking risks, and loves the heat of the battle (pun somewhat intended), especially when the odds are stacked against it. After all, it's Bulbapedia page (and its Violet dex entry) says as much:
"The more dire the situation is, the more excited Emboar becomes to the point of enjoying itself."
Hell, its hidden ability (and ability of choice) is quite literally Reckless, which works well considering that its moves of choice either inflict some kind of recoil (Flare Blitz, Head Smash, Wild Charge) and even outside of that its other moves do at least hurt it in some way, shape or form (Close Combat/Superpower).
Mega Emboar seeks to lean into this further, with an ability that synergizes with its very risk-based nature. It's slow as hell, so it ends up moving last most of the time, giving opportunities for the opponent to damage it and for its much-improved defenses to shine. Meanwhile, its main STAB of Flare Blitz wears it down over time, while also being dastardly strong. These two traits work in tandem with Inner Fortitude, which turns Emboar into a dangerously effective tank when its HP drops below 50%. Sure, it won't be much of a defensive option, as it doesn't quite have the sticking power that most defensive pokemon should have, but still it punishes your opponent for getting too greedy with their offensive mons (or efforts to chip this mon down). It does, however have lots of tools at its disposal to abuse Inner Fortitude to its fullest. Its increased weight now means it can use Heat Crash much more consistently, providing an extremely powerful Fire STAB once you enter Inner Fortitude range. This also creates a bit of an interesting dynamic for Emboar's Fire STAB - Flare Blitz is great outside of Inner Fortitude range, while Heat Crash is much better once it activates that ability. Meanwhile, Drain Punch could crop up as a meaningful alternative to Close Combat/Superpower (both of which anti-synergize with Inner Fortitude, even if they might be good outside of it), as while it's not as strong, it does keep Emboar healthy while its ability is activated, helping maximize the potential for the ability. Bulk Up can turn Emboar into a potential late-game finisher, while Will-o-Wisp can be a valuable means of crippling physical attackers and helping make the most use of Inner Fortitude.
Mega Emboar
Fire/Fighting
stats
HP- 110
ATK- 143(+20)
DEF- 110(+45)
SPA- 120(+20)
SPD- 70(+5)
SPE- 75(+10)
BST- 628
Sauna: This pokemon heals 1/12 of their max hp at the end of every turn that Sun or Rain is active. This pokemon's Fire and Water moves are not reduced by Rain or Sun. When this pokemon is hit by a Fire or Water move its special defense is increased by 1 stage.
New Moves: Waterfall
Emboar-Mega Fire/Fighting Ability: Showdown (While this Pokemon is active, all Pokemon are prevented from healing HP. Healing and draining moves are unusable, and Abilities and items that grant healing will not heal the user. Regenerator is also suppressed). 100
148 (+25) 95 (+30) 100 110 (+45) 65
Weight= 500 kg (+350)
Emboar loves going all out, challenging all foes to a recovery-free brawl. The ability to shut down healing lets Emboar go ham against the likes of Gholdengo, Mega Arboliva, and Mega Pawmot, while leaving less advantageous matchups like Mega Quaquaval and Gouging Fire weak and easily picked off by one of Emboar's teammates. Emboar makes good use of Showdown thanks to its naturally solid but not stall-worthy bulk and movepool that can tailored around any particular mon you want gone; Sucker Punch can pick off faster foes after unleashing a mighty STAB attack, Knock Off can force progress, Wisp can shore up your 1v1 against physical tanks, Fire Spin can trap select targets and surprise Grass Knot can be used to circumvent an insomniac Dondozo. Or you can just scare something out to set up a Bulk Up. As for STABS, Close Combat is old reliable while the drastic weight gain can let Emboar finally make use of signature Heat Crash for Fire STAB.
Mega Kleavor
Type: Bug / Rock Ability: Heatproof Stats:
HP: 70
Att: 209 (+74)
Def: 108 (+13)
SpA: 82 (+37)
SpD: 82 (+12)
Spe: 49 (-36)
it's based on viking berserkers
Real-life berserkers were poetically described as being unfazed by fire and iron. There's no ability that reduces the damage from Steel attacks, but there is one for Fire, and a resistance to Fire also ties into the volcanic origins of Black Augurite.
Mega Kleavor
Ability - Iron Fist, Klutz; No Guard ➝Jagged Splinters:
At the end of each turn all other Pokémon take damage equal to half the damage they would take from hazards if switching in.
At the end of each turn, while the user is active, for each other Pokémon on the field (including allies), if a hazard is active and that Pokémon is affected by that hazard (i.e. ungrounded are not affected by Spikes, and Heavy-Duty Boots users are affected by neither): that Pokémon takes damage equal 50% of the damage they would take switching into that hazard as residual damage.
Damage stacks between multiple layers of Spikes and Stealth Rock. I.e. a Pokémon can take up to 12.5% damage from 3 layers of spikes and 6.25% if they're neutral to rock if Stealth Rock is all up.
If multiple Jagged Splinters users are active at the same time, the ability doesn't stack.
This doesn't replace entry hazard damage. Pokémon still take entry hazard damage when switching in.
Movepool Changes - n/a Competitive Corner - So this is very scary! Scarlet and Violet's metagame is already strongly centered around Knock Off to remove boots and Mega Kleavor will push that further with its ability being able to accrue chip damage very quickly! And it can also punish other Mega Evolutions that obviously cannot hold Heavy-Duty Boots on their own. However its frailty and lack of Roost keeps it in check from being able to keep up that residual damage for too long. That said though, Mega Kleavor does have pretty respectable stats outside of its ability, even if it does lose significant power on Stone Axe and X-Scissor upon Mega Evolving. Kleavor would tread an interesting dance of wanting the extra power on Stone Axe and X-Scissor pre-Mega, and wanting the speed and residual damage after. Another thing to note is that it's discouraged from U-turning, as doing so means it cannot accrue the extra chip damage. Maybe Substitute and Protect would be used on its arsenal to help rack up damage!
As for doubles, this makes Stone Axe more appealing, as doubles involves a lot less switching than singles, so getting some extra mileage out of your hazards could come in handy, especially against Incineroar or other Rock-weak Pokémon! And the prevalence of Protect could make the chip damage even more severe there!
Flavor Corner - Yes, this is a reference to PLA's splinters effect! The stat difference is what you get by adding Mega Scizor's stat difference from regular Scissor with Kleavor's stat difference from Scyther and subtracting Scizor's stat difference from Scyther!
This is the same stat boosts as Scizor -> Mega Scizor and does the same thing with keeping its ability from pre-Mega to Mega.
Name: Kleavor Typing: Bug/Rock Ability: Stone Skin (This Pokémon is immune to all entry hazards. If it lands on any type of entry hazard, it uses Reflect Type.)
Description: Kleavor is based on obsidian, praying mantises (specifically the dead leaf mantis), and axes. There's some clever things its based on, but I'm focusing on the mantis part. Mantis are very efficient hunters who camouflage into their surroundings to snatch any prey that comes close. If a Kleavor were to try this in the wild, it would have to blend into rocks and maybe some dead leaves, though probably just rocks. Also did you know that praying mantis can regrow lost limbs (its a bit more complicated than just simply regrowing them, but its close enough to justify Recover).
Mega Kleavor pulls out with crazy high offenses, an immunity to hazards, and 70/125/90 bulk with recovery. Mega Kleavor is a powerful mon but Bug/Rock is not a great typing. If Mega Kleavor lands on entry hazards, however, it can forgo its typing for a much better one. If Kleavor switches into Fire, Water, Electric, Grass, Ice, Poison, Psychic, Dark, or Steel-type, it resists their STAB move. Mega Kleavor will then have a lot of troubles switching into Ghost or Dragon-types because they will then blast you to pieces. Changing typing does hurt Kleavor offensively, but 165 Att is still extremely threatening, especially when backed by SD. It can also pop momentum through setting hazards via Stone Axe, Knock Off items, or U-Turn out into a better threat.
Mega Kleavor
New Ability: Cutting Edge (This pokemon's slicing moves lower the opponent's defense by 1 stage.) Type: Bug/Rock
New stats:
HP: 70
Attack: 150 (+15)
Defense: 135 (+40)
Special Attack: 55 (+10)
Special Defense: 80 (+10)
Speed: 110 (+25)
(600 BST)
New moves: Description:
Mega Evolution strengthened the Augurite that turned Scyther into Kleavor so long ago and brought out its primordial instincts with it. As a result, Kleavor's axes have become extremely smooth yet extremely sharp, to the point where it can cause a heavy dent through even the most resistant metals, and it can cause a deep cut to even the slightest touch. In contrast, the rest of its body and its personality have not only hardened but also become much more rough, which in the end work together with Kleavor's newly-sharpened axes to post a threat of its own caliber.
Bug/Rock isn't a particularly strong typing overall, but this is especially apparent as a STAB combo, as it gets stuffed by some extremely common types (Steel and Fighting). This alone exposes just how much Kleavor's STABs (and Kleavor itself) are married to Sharpness, as by themselves they are either weak BP-wise (Stone Axe) or weak typing-wise (X-Scissor). Its other relevant moves aren't particularly strong either, by virtue of being non-STAB (Close Combat, Knock Off), being just as reliant on Sharpness as its STABs (Night Slash), or otherwise not being that strong (U-turn). Naturally, a Kleavor mega evolution will invariably remove Sharpness (because really, a bigger, better Kleavor is just boring to face), so these shortcomings will become much more apparent and much harder to overcome, no matter how much you beef up its Attack stat.
Cutting Edge can remediate this weakness, essentially turning both of its STABs into mini-Fire Lash and helping to overcome each of their respective weaknesses of weak base power and poor offensive coverage. In particular, Stone Axe becomes much more dangerous (arguably moreso than with Sharpness), as the defense drops it inflicts helps synergize with Stealth Rock being able to punish switches. A defense drop is extremely undesirable for any opponent (even the super-tanky physical walls), so invariably they want to switch out to preserve their pokemon. However, with Stealth Rock on the field after a single Stone Axe, if they switch out, they risk massive damage on another potentially useful mon, which can really put your opponent in a serious catch-22 situation. Even X-Scissor, while still easily resisted, can now put in actual work against the resists that would otherwise completely stuff it, and has a legitimate argument of use over U-turn. Regardless, the ability in tandem with Stone Axe enables Kleavor to rack up some significant chip damage (especially as it has Knock Off to disable those oh-so important Heavy Duty Boots) which it or its teammates can take advantage of.
As a bonus, while it's likely not going to see much use in Doubles, it does have a funny tool up its sleeve: Air Cutter. It is both a spread move AND a slicing move, so essentially having a spread Acid Spray/Screech can be extremely powerful.
Mega Kleavor
Bug/Rock
stats
HP- 70
ATK- 155(+20)
DEF- 135(+40)
SPA- 55(+10)
SPD- 90(+20)
SPE- 95(+10)
BST- 600
Whetstone: When this pokemon is hit by a rock move or lands on stealth rocks this pokemon does not take damage and instead raises this pokemon's critical hit stage to +2
"Kleavor's stony exoskeleton begins to heat up like volcanic rock, its blades sometimes sparking embers when clashing against a foe. Its body appears smoother after Mega Evolution."
The Pokedex explicitly links Black Augurite to volcanic areas, so I decided to play into that with a heat-based theming. Dry Skin helps Kleavor to play around its main non-SR weakness while granting it some recovery to heal off Rocks chip. Dry Skin does make it weak to fire, but given Kleavor's mighty Rock STAB most Fire types have to be careful about switching in, presenting an interesting dynamic for that method of counterplay. You can further alleviate it since Mega Kleavor likes pairing with Rain, getting passive recovery while providing hazard and U-turn support and sponging opposing Water attacks; in VGC, it can instead provide Tailwind and use Quick Guard to shield your speedy partners from priority. Outside of rain, Dry Skin gives Kleavor more freedom to pivot around, pull hazards duty with Stone Axe/Stealth Rocks or Defog, throw off strong attacks like Close Combat and possibly kleave through the enemy with Swords Dance.
New moves: Roost (I would love to give Roost to Scyther but like it's outside of the scope of the mod so I won't)
Description: No it is not based on vikings.
Stone Axe + Defiant with 165 Atk is nothing to laugh at. You set the Rocks, somebody is unhappy about the Rocks and wanna remove them, you look at them funny and dare them to do it.
165 Atk may seem like a lot, and it indeed is a lot, but without a Swords Dance, or a Defiant boost, you could still be missing on some KOs. Moreover, you still hit less hard than Sharpness Kleavor. It has a lot of good options, including Roost, U-turn, Close Combat, Stone Axe, Knock Off, and in NatDex, Pursuit. So yup, it is easily customisable but it can suffer from a huge 4MSS.
Mega Emboar
New Ability: Inner Fortitude (When this pokemon is below 50% of their HP, their Defense and Special Defense is doubled. They also cannot fall asleep.) Type: Fire/Fighting
Weight is now 490 kg (1080.27 lbs)
New stats:
HP: 110
Attack: 143 (+20)
Defense: 80 (+15)
Special Attack: 115 (+15)
Special Defense: 115 (+50)
Speed: 65
(628 BST)
New moves: no Description:
Emboar... it's a pokemon that loves taking risks, and loves the heat of the battle (pun somewhat intended), especially when the odds are stacked against it. After all, it's Bulbapedia page (and its Violet dex entry) says as much:
"The more dire the situation is, the more excited Emboar becomes to the point of enjoying itself."
Hell, its hidden ability (and ability of choice) is quite literally Reckless, which works well considering that its moves of choice either inflict some kind of recoil (Flare Blitz, Head Smash, Wild Charge) and even outside of that its other moves do at least hurt it in some way, shape or form (Close Combat/Superpower).
Mega Emboar seeks to lean into this further, with an ability that synergizes with its very risk-based nature. It's slow as hell, so it ends up moving last most of the time, giving opportunities for the opponent to damage it and for its much-improved defenses to shine. Meanwhile, its main STAB of Flare Blitz wears it down over time, while also being dastardly strong. These two traits work in tandem with Inner Fortitude, which turns Emboar into a dangerously effective tank when its HP drops below 50%. Sure, it won't be much of a defensive option, as it doesn't quite have the sticking power that most defensive pokemon should have, but still it punishes your opponent for getting too greedy with their offensive mons (or efforts to chip this mon down). It does, however have lots of tools at its disposal to abuse Inner Fortitude to its fullest. Its increased weight now means it can use Heat Crash much more consistently, providing an extremely powerful Fire STAB once you enter Inner Fortitude range. This also creates a bit of an interesting dynamic for Emboar's Fire STAB - Flare Blitz is great outside of Inner Fortitude range, while Heat Crash is much better once it activates that ability. Meanwhile, Drain Punch could crop up as a meaningful alternative to Close Combat/Superpower (both of which anti-synergize with Inner Fortitude, even if they might be good outside of it), as while it's not as strong, it does keep Emboar healthy while its ability is activated, helping maximize the potential for the ability. Bulk Up can turn Emboar into a potential late-game finisher, while Will-o-Wisp can be a valuable means of crippling physical attackers and helping make the most use of Inner Fortitude.
While Mega Beartic is on the field, all Water-type Pokémon are Ice-types and their Waater-type moves Ice-type moves until they use a thawing move (e.g. Flame Wheel, Scald, Scorching Sands, etc.). In-Depth Description:
Whenever Beartic Mega Evolves or enters the battlefield, for every Water-type on the field:
Or whenever a Water-type enters the field or a Pokémon becomes a Water-type:
That Pokémon receives the "Frost Aura" status effect:
A Pokémon with this status effect becomes has its Water-type replaced with the Ice-type, and any Water-type moves they use become Ice-type moves instead.
Whenever a Pokémon with this status effect uses a move that thaws, they are lifted from its effects (i.e. if they have an Ice-typing they didn't originally have, its changed back to a Water-type, and their Water-type moves remain Water-type now).
This effect is also lifted on switching out or Baton Passing.
Movepool Changes - Fake Out, Ice Spinner, Slack Off Competitive Corner - Mega Beartic effectively has a Water-type resist, as well as being able to hit most Water-types super effectively with Close Combat or Heavy Slam. Unfortunately, its plans are still foiled to Scald, but that has a rather low distribution this generation. With Slack Off it can keep itself healthy to continuously switch in. And with Swords Dance, its Ice STAB of choice, and Close Combat, not much would like to stand in the way. It also has rather respectable bulk despite its typing. Probably not the best Mega out there, but hard to do something powerful enough with Beartic as the base '^^
Maybe I'm overdoing the Fake Out thing for Doubles, but Mega Beartic does seem like the kind of Pokémon that would Fake you Out, same with Emboar, they just give that vibe... Maybe with Tailwind support this could be interesting in Doubles, but its harder to imagine that there still. Even if Ice + Fighting coverage is pretty good with its ability (although it still misses Gholdengo and Armarouge which could be a BIG problem). But most importantly, it provides invaluable support for allied Fire- or Steel-types that now don't have to worry about Water-types resistsing their moves. With Fake Out also coming in handy to help Mega Beartic buy a turn, in case it's threatened by the Water-type it's wanting to turn into an Ice-type. Flavor Corner - Mega Beartic is kind of just a polar bear... The only thing unique it has about its flavor is that its breath is said to be freezing cold, leading to the ice beard its packing (and the behavior DrPumpkinz cleverly described in their submission). With that in mind, I thought this ability would make an interesting depiction of it, and could give us a Physical Ice-type that beats Water-types, without relying on the rather (especially without SpA investment) Freeze-Dry! As for the stats, all are multiples of 7 outside of HP, which is fixed, and Spe, which is an "Anagram" of the 140 Atk.
New moves: Roost (I would love to give Roost to Scyther but like it's outside of the scope of the mod so I won't)
Description: No it is not based on vikings.
Stone Axe + Defiant with 165 Atk is nothing to laugh at. You set the Rocks, somebody is unhappy about the Rocks and wanna remove them, you look at them funny and dare them to do it.
165 Atk may seem like a lot, and it indeed is a lot, but without a Swords Dance, or a Defiant boost, you could still be missing on some KOs. Moreover, you still hit less hard than Sharpness Kleavor. It has a lot of good options, including Roost, U-turn, Close Combat, Stone Axe, Knock Off, and in NatDex, Pursuit. So yup, it is easily customisable but it can suffer from a huge 4MSS.
With that out of the way, I have as usual an announcement from BlueRay about our next slate!
BlueRay said:
Next slate is about "transformation", featuring Mega Slither Wing, Mega Iron Thorns, and Mega Wo-Chien. You have until 03.11.2024, 23:59, GMT +1, to sub!