Pet Mod Megas for All v8 - Start of Paldean Season! | Please read the first post!

:sv/slither-wing:
Mega Slither Wing
Type:
Bug / Fighting
Ability: Regenerator
Stats:
HP: 85
Att: 165 (+30)
Def: 99 (+20)
SpA: 85
SpD: 125 (+20)
Spe: 101 (+30)

Since this slate is all about transformation, let’s turn Slither Wing into a tanky regen pivot! A strong STAB U-turn + a rock neutrality makes this set very threatening in drawn out games with Regen keeping it nice and healthy for all that pivoting.

:sv/Iron-Thorns:
Mega Iron Thorns
Type:
Rock / Electric
Ability: Electric Surge
Stats:
HP: 100
Att: 164 (+30)
Def: 150 (+40)
SpA: 70
SpD: 104 (+20)
Spe: 82 (+10)

Simply awesome stats with a super strong ability and setup with Dragon Dance makes Mega Iron Thorns quite the offensive powerhouse. I think this would be pretty balanced by its quad weakness to Ground, though.

:sv/wo-chien:
Mega Wo-Chien
Type:
Grass / Dark
Ability: New Ability: Tablets of Necromancy: Active Pokemon without this Ability have their Attack multiplied by 0.75. When this Pokémon Mega Evolves, revive a KOed party member (A one-time Revival Blessing while keeping Tablets of Ruin’s effect)
Stats:
HP: 85
Att: 105 (+20)
Def: 145 (+45)
SpA: 105 (+10)
SpD: 145 (+10)
Spe: 85 (+15)

Ting who? Great mixed… everything while retaining Tablet of Ruin’s effect makes Mega Wo-Chien quite the pick for balance or stall. Ok, I also just think the ability I came up with is really heckin cool…
 
:sv/iron thorns:
Mega Iron Thorns
Type
:
Rock.png
Electric.png

New Ability: No Guard
Stats:
HP: 100
Atk: 134
Def: 120 (+10)
SpA: 130 (+60)
SpD: 84
Spe: 102 (+30)
(BST: im lazy)

New moves: none
Description: Iron Thorns can become a flexible offensive option thanks to its wide range of coverage, setup, and utility options, while also boasting high offenses and repairing any accuracy issues in its kit, such as Stone Edge, Supercell Slam, or high power special moves
 
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:sv/slither-wing:
Mega Slither Wing
Type:
Bug / Fighting
Ability: Swarm
Stats:
HP: 85​
Att: 155 (+20)
Def: 99 (+20)
SpA: 105 (+20)
SpD: 135 (+30)
Spe: 91 (+10)

Slither Wing emphasizes the Bug-type half of Volcarona and particularly Larvesta, so Mega Slither Wing borrows from the sun moth's Bug-themed ability in Swarm, allowing it to launch extremely powerful First Impressions and U-turns when at low health. Both of these moves necessitate switching in multiple times to use effectively, but unlike its hazard-prone contemporary cousin, its Rock neutrality means it can survive repeated hazard damage even when in Swarm range.
 
Mega Slither Wings
Bug/Fighting
stats
HP- 85
ATK- 165(+30)
DEF- 89(+10)
SPA- 85
SPD- 145(+40)
SPE- 101(+20)
BST- 670
Flash Fire
+200 kg

Mega Slither Wing has adapted to survive in the prehistoric sun, and now stores heat within its fur to power up its fire type moves. Obviously an immunity to one of its weaknesses is always great for any pokemon, but with its decent fire type movepool, access to healing, and outstanding attack stat this thing because a very serious threat.


Mega Wo-Chien
Dark/Grass
stats
HP- 85
ATK- 100(+15)
DEF- 125(+25)
SPA- 110(+15)
SPD- 170(+35)
SPE- 80(+10)
BST- 670
Compostable
When this pokemon is hit by a bug type move it heals 1/4 of its max hp

New Moves: Toxic

Okay i feel like I'm starting to become the immunity ability lady at this point but HEAR ME OUT!!!!! With an immunity to its biggest and arguably most common weakness (U-Turn) which also gives it an immunity to 1 pivoting move, resistance to the other two, and even immune to prankster parting shot/memento. Add to it now having access to toxic its defensive capabilities are significantly increased.

Iron Thorns collab sub with DrPumpkinz coming soon

also it's my birthday so you have to vote for me.
 
:sv/wo-chien:
Mega Wo-Chien
Type:
Dark / Grass
Ability: Tablets of Decay (active Pokemon without this ability will have their Attack lowered by 1 stage at the end of each turn)
Stats:
HP: 85​
Att: 105 (+20)
Def: 120 (+20)
SpA: 115 (+20)
SpD: 175 (+40)
Spe: 70​

Time to give a Pokemon within a larger group an ability that necessitates the other Pokemon in its group to have very specific abilities to make sense. This has historically always gone exactly to plan.

Mega Wo-Chien's very presence continuously drains the strength of all physical attackers around it. In singles, it heavily pressures physical attackers without Swords Dance to switch out, and can further incentivize switching with Leech Seed. It can then use these free turns to remove items with Knock Off, spread paralysis with Stun Spore, set up a Substitute for SubSeeding, or deal reliable damage with Ruination. It can also use Mean Look to prevent physical attackers from clearing their drops, Light Screen and Snarl to punish special attackers, or potentially even Ingrain to stand strong against a group onslaught of physical attackers.

Switching out is less prevalent in doubles, so its Attack drops are even more damning to physical attackers, but the potential for the ability to backfire is also greater, since it will also cripple your own physical attackers and is punished hard by Defiant and Competitive. Speaking of which, you may not be able to effectively pair this with your own Defiant or Competitive Pokemon, but some fun could potentially be had pairing Mega Wo-Chien with a Contrary Pokemon.
 
:sv/slither-wing:
Name: Slither Wing
Typing: Bug/Fighting
Ability: Drought
Stats: 85/165/125/85/115/95 (+0/+30/+46/+0/+10/+14)
Movepool Additions: Solar Blade

Description: Slither Wing calls upon its decedent's fiery powers to harness the power of the sun itself. Slither Wing has a few clear benefits from Sun. It now has a third STAB on Flare Blitz and has boosted Morning Sun. It also now has one turn Solar Blades. Slither Wing has rather good 85/125/115 bulk backed by Morning Sun with Drought and status spreading options in WoW and Stun Spore. It can also pivot or set up with Bulk Up.

:sv/iron-thorns:
Name: Iron Thorns
Typing: Rock/Electric
Ability: Kaiju (This Pokemon's non-STAB moves deal 1.3x damage.)
Stats: 100/134/110/130/114/82 (+0/+0/+10/+50/+30/+10)
Movepool Additions: Aura Sphere, Shift Gear

Description: Iron Thorns takes inspiration from MT2 or whatever the pokestar kaiju was. Iron Thorns has the unfortunate situation of being a physical attacking Electric. Rip bozo. With a major boost to its SpA and its signature ability, it can easily use its large special coverage and better special stabs. It has Fire Blast/Flamethrower, Ice Beam/Blizzard, Focus Blast/Aura Sphere, & Earth Power as coverage and Thunderbolt, Volt Switch, Power Gem, & Meteor Beam as STABs. Iron Thorns also gets Shift Gear as a speed boost and an attack boost if you want to go mixed. It still has stronger rock moves, EQ, and some more niche coverage on the physical side.

:sv/wo-chien:
Name: Wo-Chien
Typing: Dark/Grass
Ability: Aura of Corruption (At the end of every turn, raises the opposing Pokemon's Att by 1 and raises this Pokemon's Def by 1. Only affects one Pokemon in doubles using the rules of Imposter.)
Stats: 85/95/120/105/145/120 (+0/+10/+20/+10/+10/+50)
Movepool Additions: None

Description: Wo-Chien radiates a dark aura, corrupting the opposing Pokemon into aggression while empowering itself by draining their willpower. Wo-Chien becomes the coolest, with its ability not doing anything until the opponent switches or faints, except for boosting Body Press and Foul Play at once. However, if the opposing pokemon faints or switches, Wo-Chien keeps those defense boosts. This may seem extremely powerful, as if they switch or faint, you get free defense boosts, but it also works the other way around. If you are forced to switch out, now you are giving them free attack boosts, which is way scarier except it only is that way against physical mons. If you think the ability should affect all Pokemon or all opposing Pokemon in doubles, let me know as I am open to changing it.
 
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:slither_wing:
Mega Slither Wing
New Ability
: Cotton Down
Type: Bug/Fighting

New stats:
HP: 85
Attack: 151 (+16)
Defense: 105 (+26)
Special Attack: 85
Special Defense: 151 (+46)
Speed: 93 (+12)
(670 BST)

New moves: Struggle Bug, Rage Powder
Description:
Mega Evolution gave Slither Wing the adaptations it needed to fit into the rest of the modern-day Pokemon world. Between a primordial, more aggressive temperament, and increased strength, perhaps no one adaptation was more important than its coat of fur, which has become heavier and more reflective, causing even the strongest attacks to bounce off like they were mere inconveniences. Notably, however, the fur also scatters if attacked, and now serves as a useful deterrent to slow attackers down.

Slither Wing aims to function as a powerful yet interesting bulky pivot (or bulky breaker). In Singles, Cotton Down takes advantage of its massive special bulk (and fairly solid physical bulk) and solid defensive profile to tank the hits that it needs to and then hinder the opponent by lowering their speed. Said speed drop can be leveraged in a variety of ways, whether it be using it to outspeed and dispose of a key threat with your STABs and your solid coverage options, or using that drop to force a switch that you can take advantage of with a Bulk Up, recovery, or just chunking the switch with your attacks. Outside of this, its movepool is perfect for taking advantage of this - Bulk Up and Will-o-Wisp pair perfectly with Slither Wing's newfound special bulk, letting it handle physical attackers with relative ease and letting it truly take advantage of its huge special bulk. The former even provides a powerful setup option, letting it potentially serve as a powerful late-game wincon. Morning Sun and its various coverage options in Flare Blitz and Earthquake cap off its toolkit, with the former giving it some powerful longevity and the latter letting it take on a variety of threats that would otherwise wall it.

In Doubles, this pokemon can also prove to be a solid option. Here, Cotton Down becomes even more powerful, punishing your opponent with the equivalent of a non-damaging Icy Wind if they choose to attack it. Being weak to Heat Wave and some of the stronger options in the meta is undesirable, sure, but between a coveted Earthquake resist and useful resists against Fighting- and Dark-types, its typing still provides plenty of meaningful defensive utilty that complements its massive defenses and Cotton Down. Speed control is an extremely important part of any Doubles strategy, and Cotton Down can provide a powerful means of accomplishing this end, as this requirement doesn't take up a moveslot, leaving you free to run whatever options you choose to run, be it tools such as Will-o-Wisp or its newly-gained Struggle Bug to further cripple the opponent, U-turn to pivot out freely while also chipping your opponent down, or even Rage Powder to help redirect attacks and activate its ability. That said, Cotton Down, powerful as it may be, also affects your ally, which can leave them vulnerable if you don't manage this risk properly, but it does also open up the door for fun synergies with Defiant, Competitive, and even Contrary users.

:wo-chien:
Mega Wo-Chien
New Ability
: Rotting Grudge (This pokemon gains the resists of the Poison type; also cannot be poisoned.)
Type: Dark/Grass

New stats:
HP: 85
Attack: 110 (+25)
Defense: 115 (+15)
Special Attack: 125 (+25)
Special Defense: 160 (+25)
Speed: 80 (+10)
(670 BST)

New moves: Toxic
Description:
The grudge that gave life to Wo-Chien was strengthened with the power of mega evolution. In doing so, it fueled Wo-Chien's dark powers as well as its resiliency, rendering it capable of draining the life force from not just vegetation, but also organic beings as a whole. However, the process also internalized those same negative emotions, corrupting what little was left of its heart and soul. Now, a toxic, heavy aura surrounds Wo-Chien, one that chokes out the willpower and strength of those who dare to fight it - an extension of the ugliness that now fuels its every waking moment.

Dark/Grass is an extremely undesirable typing to have as a slow, passive, defensive pokemon, with 7 unsightly weaknesses to common types (and an extremely common move in U-turn) that befall its myriad of potentially useful immunities and resists. Naturally, any good mega evolution will invariably find a way to work around this weakness, and really what better way to do it than to give it a third set of resists? In particular, Poison's set works extremely well - it is THE Tera Type on Wo-Chien in every tier where Tera is allowed, and for good reason: being able to shut off its Fairy, Fighting, and Bug weaknesses and flip them on their head is huge, especially when those types are all over the place. Now, what Wo-Chien lose in Tablets of Ruin, it more than makes up for with a much less detrimental defensive typing and much better defensive stats overall, and it can truly fulfill its purpose as a defensive stopgap now that it no longer has to worry about being chunked by stray U-turns. In addition, its utility moveset, while not super impressive, also gets a new toy in Toxic, which lets it put some serious pressure on opponents that can't deal with it effectively. This compliments its existing access to Knock Off, Ruination, and Leech Seed, making it a much more annoying foe to deal with, especially now that it can't be as easily removed as its base would be.

:iron_thorns:
Mega Iron Thorns
New Ability
: Geothermal Charge (Immune to Ground-type moves. If this pokemon is hit by one, increase its special attack by 1 stage. Redirects Ground-type attacks to the user.)
Type: Electric/Rock

New stats:
HP: 100
Attack: 134
Defense: 126 (+16)
Special Attack: 126 (+56)
Special Defense: 92 (+8)
Speed: 92 (+20)
(670 BST)

New moves: no
Description:
The machinery that powers Iron Thorns reacted strangely with the energy of mega evolution, mysteriously giving the electrical energy coursing through its body an earthly influence. This influence has also extended to the rest of its body, with its smooth, metallic exterior toughening yet also lightening up, turning it into a nimble fighter despite its size. It can fire massive bursts of pure electrical energy from its mouth and spikes, and while still coolheaded, its combat prowess has become much more tactical in nature.

Iron Thorns has a noticeably massive special movepool for a pokemon designed to be a physical attacker. Between its ol' reliable STABs in Thunderbolt and Power Gem as well as useful coverage moves featuring options such as Ice Beam, Flamethrower, and Earth Power, there's a lot of useful moves on the special attacking side. However, Iron Thorns can't utilize any of them because its special attack is so poor, so it ends up having to use much weaker coverage on the physical side, hindering its sweeping potential unless you choose to use Tera, which is not an option in this meta. Even outside of that, the single biggest reason Iron Thorns fails is because it's a slow Electric/Rock type in a meta with no shortage of Ground-types and really not that much to show for it, as its other resists don't particularly matter too much. Other Dragon Dancers tend to be better because of some combination of higher initial speed, less shit defensive typing, and overall better coverage, so Iron Thorns is really going to need a lot in order to stand out.

This mega evolution seeks to patch up these flaws and turn Iron Thorns into an interesting Dragon Dance sweeper, one perfectly capable of applying its mixed offenses to deal some heavy damage. Geothermal Charge not only grants it a valuable Ground immunity (what with all the Ground-types running around), but even punishes them with a special attack boost, one that it can take full advantage of as its physical attack is already being boosted on its own using Dragon Dance. This in turn helps it use its sizable special movepool, whether it be running Ice Beam to snipe Grounds or Flamethrower or Earth Power to snipe Steels. Speaking of which, it's not like it's limited to Dragon Dance builds either - with a newfound immunity to one of the most common types in the game, it can prove a potent offensive pivot or offensive stealth rocker, using its vast special movepool to pick and choose its counters as it sees fit.
 
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Mega Slither Wing (collab with XtheGAMEmaster!)
SlitherWingParadoxRift203.jpg

art by Takeshi Nakamura for PAR 203
Bug / Fighting
Ability: Exoskeleton
After using a Bug-type move, the Pokémon takes halved damage from attacks until it uses another move.
New moves: Rage Powder

HP: 85 | ATK: 135 → 153 (+18) | DEF: 79 → 99 (+20) | SPA: 85 → 117 (+32) | SPD: 105 → 135 (+30) | SPE: 81
Slither Wing draws a lot of parallels— pardon the pun— to Lokix, at first glance. Both are 'mons that abuse First Impression and U-Turn to their fullest. However, Lokix does this offensively by removing the opponent's ability to resist the Bug-type onslaught. This is why Mega Slither Wing aims to abuse these same traits on defense!
Exoskeleton is a powerful ability with built-in counters- It takes advantage of Mega Slither's already respectable bulk and making it fantastic, at the cost of forcing the user to use easy-to-resist Bug-type moves over and over to reactivate the ability. While Slither Wing has coverage to hit these resists, most of them have recoil or lower Mega Slither Wing's defenses in the process, which means Slither must dance a delicate dance of keeping up its guard or going on the offensive— all while still being vulnerable to status such as burn or toxic, and retaining common weaknesses to popular offensive types such as Fire, Fairy, and Flying.
The immediate move to abuse this ability would be First Impression, allowing Slither Wing to abuse priority to activate Exoskeleton and lower all incoming damage in the process. Using this in combination with U-turn allows Slither to always keep Exoskeleton active for a fantastic bulky pivot. Leech Life + Bulk Up is also standout, as the defense boosts on top of Exoskeleton can allow Slither Wing to be a true physical wall and muscle pasts resists. Rage Powder has also been gifted, turning Slither Wing into a demonically bulky redirection user in VGC to support it's partners.
Moth fluff is actually made out of their exoskeleton— specifically, it's a type of modified scale called setae. Mega energy causes extra-dense and extra-bristled setae to coat Mega Slither Wing's entire body, preventing it from feeling pain at all while on the hunt.

Mega Iron Thorns
IronThornsSVPPromo98.jpg

art by Tonji Matsuno for SVP 098
Rock / Electric
Ability: Flash Fire
If hit by a Fire-type move, the Pokémon absorbs the flames and uses them to power up its own Fire-type moves.
New moves: None

HP: 100 | ATK: 134 → 160 (+26) | DEF: 110 → 154 (+44) | SPA: 70 → 90 (+20) | SPD: 84 | SPE: 72 → 82 (+10)

Flash Fire on a mon that doesn't get Fire STAB is inherently interesting, sorry! I'm a fan of triple-STAB to the core, and getting an immunity to any Will-o-Wisps or entire Skeledirges or Incineroars that get thrown your way. With the newfound ability to pivot in on those, Mega Iron Thorns can easily use its triple-STAB with Dragon Dance or SD in tandem with its sky-high Def to dish out damage while taking hits to spare. It's already got Fire Punch and Flamethrower, that's enough. Fire/Electric/Rock is quite the powerful combination!
Iron Thorns isn't the first mechanical Tyranitar. In fact, it's the third! The first two (MT and MT2, respectively) are Pokéstar Studios enemies. MT2 has Flash Fire, being the source here. MT2 even happens to be an Electric-type! As such, the second stage of the second mechanical Tyranitar must have Flash Fire as well. It's only logical! Succumb to logic. Succumb to logic. Succumb to logic.

Mega Wo-Chien
Wo-ChienexPaldeaEvolved257.jpg

art by takuyoa for PAL 257
Dark / Grass
Ability: Shields Down
When the Pokémon's HP is above half, it is defensive and immune to status conditions. When its HP drops to half or less, the Pokémon's shell breaks and it becomes aggressive. (Used on Minior, slightly edited to allow forms here.)
New moves: None

Record Form:
HP: 85 | ATK: 85 | DEF: 100 → 115 (+15) | SPA: 95 | SPD: 135 → 210 (+75) | SPE: 70 → 80 (+10)
Ruin Form:
HP: 85 | ATK: 85 → 125 (+40) | DEF: 100 →115 → 80 (-35) | SPA: 95 → 145 (+50) | SPD: 135 → 210 → 110 (-100) | SPE: 70 → 80 → 125 (+45)

Is that status-immune Regice? Close, but no.
Special attackers beware, you're in for a scare— or at the very least, a wall so bulky that conventional methods short of a Sheer Cold won't be able to OHKO it outright. Unless, of course, you've got a Bug-type move stashed away, ready to smash this overgrown sin-snail-cyst into bits... you do? Well, I suppose the beast within will just have to emerge. Yes, one destroys the absurd bulk after going halfway through the HP of the beast, but that leaves behind a none-too-shoddy attacker! And if it lands a Giga Drain, or has a Leech Seed to bring it back above half HP... well, the wall goes right back up at the end of the turn.
Now, despite having 85/115/210 bulk in its base form, there's quite a few factors making this not the all-defensive god that one might assume based on its statline in Record Form. Firstly, the typing: Grass/Dark comes with quite a few resistances, yes, but the two fail to support each other's weaknesses, and if it can be nailed with a Toxic or otherwise status before it regains its Record Form, it's stuck with that cutting into it. Finally, its only forms of recovery are Leech Seed and Giga Drain (technically Grassy Terrain and Ingrain are there too, but they're less relevant).
I just think it's neat to have a Shields Down user who wants to stay in the defensive form as much as possible. Fun!
Mega Wo-Chien's tablets have fully encased it, automatically recording all sins in the world. When the shield of tablets is broken, Mega Wo-Chien's body is free to move, and is able to punish the evildoers until pacified. (Pacifying it, unfortunately, usually takes the purification of all evildoers.)
 
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jazzmat collab!
:pumpkaboo::wooper:

:sv/iron-thorns:
Mega Iron Thorns
Type:
Rock / Electric
Ability: Grass Pelt
Moves: Zing Zap, Spiky Shield
Stats:
HP: 100​
Att: 148 (+14)
Def: 164 (+54)
SpA: 70​
SpD: 84​
Spe: 104 (+32)

:pumpkaboo:
Tyranitar is a ferocious and destructive Pokemon, tearing down entire mountains and surrounding itself in their swirling rubble to boost its SpDef. Whoever built Iron Thorns probably intended for it to be even more devastating, but it turned out to be a gentle soul that prefers to avoid violence. Mega Iron Thorns may not be able to create nature in the same way Tyranitar can destroy, but if it finds itself surrounded by greens and foliage, it will peacefully harmonize with the flora and boost its PhysDef.

castle-in-the-sky-165449340.jpg


:wooper:
Mega Iron Thorns is made to be fast enough to outspeed and kill threats like Volcarona, Salamence, Mega Armarouge, and most excitingly, Garchomp with ease with grassy terrain support from Rillaboom or Arboliva, who is now able to deal with flying and fire type pokemon they'd normally struggle with. Even outside of grassy terrain this mega has incredible an physical defense of 164 with an hp of 100, making it one of the best physical walls in the meta comparable to Avalugg, Pecharunt, Mega Hydrapple, and Mega Cetitan paired with a special defense that while not great can be boosted by sand thanks to the rock typing.
 
Mega Slither Wing
slither-wing.png

BugIC_PE.png
FightingIC_PE.png

Ability - Protosynthesis ➝ Relentless Velocity: User's priority moves are unimpeded by the Ability of the target, any field effects, cannot be redirected, and bypass protection.

HP - 85 ➝ 85
Atk - 135 ➝ 185 (+50)
Def - 79 ➝ 85 (+6)
SpA - 85 ➝ 115 (+30)
SpD - 105 ➝ 115 (+10)
Spe - 81 ➝ 85 (+4)
BST - 570 ➝ 670 (+100)

Movepool Changes - Quick Attack
Competitive Corner - Mega Slither Wing goes full on First Impression. In singles, most of the listed effects don't come up too often, but it could be a nice way for it to avoid a situation like Lokix where in UU it was very common for a lot of frail attackers in the tier to randomly run Protect for First Impression (dunno if that holds up in the current shifts). While it is bad practice to take away the main counterplay potential of a powerful move like First Impression, without Tinted Lens the move is just very easy to resist or even quad resist, and of course, it's gonna have a good matchup into offense, but so will Webs and Veil, and that's part of the metagame! While this thing provides absurdly powerful First Impressions if unresisted, they are of course a one-of, and after that it's not too hard to outspeed and/or KO Slither Wing.

In doubles, however, is where this ability really shines! While a lot of priority effects like Fake Out, and Prankster moves like Encore can be incredibly powerful in doubles, hence the creation of Psychic Terrain and abilities like Armor Tail. This leaves First Impression a bit dry as an option that has never seen historically much doubles usage, with Protect especially being the worst offender. Well, no more! With Slither Wing you can now actually use First Impression in doubles, but you'd have to pay the price of being stuck with a Mega Slither Wing the turn after, which only has Quick Attack as a potential priority option from turn 2 onwards, a significant downgrade. That said, 185 Attack is still quite a lot, maybe this could benefit from Tailwind to hit hard with Close Combat and U-turn!

Flavor Corner - There's not much flavor reasoning for the ability other than the obvious (Stereotypical "Primeval" past paradox stuff). Ultimately the ability is much more competitive focused. But insects are known to be fast and erratic as a whole, which happens due to their small size relative to their movement, but the idea could be that Slither Wing could reflect that despite its huge size! However I've kept a generic name so this ability could be reusable!

Mega Iron Thorns
iron-thorns.png

RockIC_PE.png
ElectricIC_PE.png

Ability - Quark Drive ➝ Spiked Clash: Whenever the user makes contact with another Pokémon, be the user or that Pokémon attacking, that Pokémon is damaged by ⅛ its maximum HP.

HP - 100 ➝ 100
Atk - 134 ➝ 164 (+30)
Def - 110 ➝ 150 (+40)
SpA - 70 ➝ 70
SpD - 84 ➝ 104 (+20)
Spe - 72 ➝ 82 (+10)
BST - 570 ➝ 670 (+100)

Movepool Changes - Head Smash
Competitive Corner - With a very powerful ability that adds an extra oomph to any resisted move, alongside Dragon Dance, Mega Iron Thorns could prove a scary sweeper. It's main problem is that its STAB moves that benefit from Spiked Clash are either very weak already, like Thunder Punch, or are very risky: in increasing riskiness, Wild Charge, Supercell Slam, and Head Smash. with recoil always being a factor to get maximum damage out of it, on top of its typing making setup difficult, this makes Mega Iron Thorns very tricky to get going. Ice Punch does help, though, dealing with the Ground-types that resist its STAB combo, and inflicting extra chip damage on them, but even at +1, it won't be doing too much to something that isn't 4x weak, like Garchomp, with Great Tusk in particular eating it comfortably and threatening an OHKO back, even with the Spiked Clash double round chip. Maybe a more utility focused set with Stealth Rock could also be used like Mega Tyranitar, but without sand or Pursuit, it does feel a bit purposeless.

In doubles, Dragon Dance sets could also prove a problem with the correct support. Although Earthquake isn't something you can redirect if your opponent has it, which is something to keep in mind. Other than that, this should act as a good Pokémon to trade damage, with considerable bulk to help it out, just like base Tyranitar. But it's not as sturdy as base Tyranitar without the built-in Sand Sp. Def boost with an Assault Vest, and Mega Iron Thorns's 4x weakness is a lot more prevalent as well.

Flavor Corner - Same BST change as Mega Tyranitar. The ability is pretty obvious, especially with this Pokémon's name!

Mega Wo-Chien
wo-chien.png

DarkIC_PE.png
GrassIC_PE.png

Ability - Tablets of Ruin ➝ Grudgeful Tablets: All other Pokémon without this ability deal ¾ damage with Super Effective hits.

HP - 85 ➝ 85
Atk - 85 ➝ 104 (+19)
Def - 100 ➝ 141 (+41)
SpA - 95 ➝ 112 (+17)
SpD - 135 ➝ 144 (+9)
Spe - 70 ➝ 84 (+14)
BST - 570 ➝ 670 (+100)

Movepool Changes - Strength Sap
Competitive Corner - Wo-Chien's biggest weakness is its typing, by Mega Evolving, it loses a bit on its debuff to all other Attack stats to instead debuff Super Effective hits from the opponent. This makes U-turn a lot less punishing, and other ways to try to break Wo-Chien super effectively are also weakened. Strength Sap adds fantastic longevity to both formes, but it's even more impactful with the Mega, as if I understand correctly, Tablets of Ruin decreases the healing from Strength Sap. The main problem with Mega Wo-Chien is that it's still a bit of a do-nothing Pokémon, and is susceptible to Toxic and still does have U-turn as an exploitability, even if not as much so as pre-Mega. Still, if you can take out your opponent's way of pressuring Wo-Chien long-term, it could end up being a win-con by just sitting there and stalling things out with Leech Seed and Giga Drain.

As for doubles, Mega Wo-Chien trades its base forme's Attack reducing support for something a bit more widely applicable and less overshadowed by Intimidate. Switching in or Mega Evolving your Mega Wo-Chien could be the difference maker between that Super Effective hit not getting the KO your opponent is expecting it to. You just need to be careful because the super effective moves your ally uses will also be weakened as well. In general this can help protect other Pokémon with crippling 4x weaknesses like a Garchomp or a Talonflame especially! The problem is that Wo-Chien is rather passive still, but 112 base Special Attack is not the worst thing in the world!

Flavor Corner - The stats try to maximize the number of 4s, be as a digit, or as a multiple, referencing the fact that Wo-Chien is inspired by the Four Perils, and the fact that 4 is unlucky in some chinese cultures.
 
:sv/Iron Thorns:
Mega Iron Thorns
Rock/Electric
Ability: Download
100

144 (+10)
128 (+18)
110 (+40)
84
104 (+32)


Download fits the robotic nature of the future paradoxes while allowing Iron Thorns to make use of either half of its diverse movepool. Mega Thorns is stronger on the physical side, while the special side naturally pairs with its momentum tool in Volt Switch and more spammable moves. Physical sets will lean more on Rock STAB paired with Earthquake/High Horsepower and Ice Punch, while special sets emphasize Electric STAB alongside Ice Beam, Fire Blast and Earth Power. You can tech Mega Thorns as a Dragon Dance sweeper, a special attacking pivot or use the boost to threaten serious damage while going the utility route with Stealth Rocks and/or Spikes.

:sv/Wo-Chien:
Mega Wo-Chien
Dark/Grass
Ability: Endless Grudge (The user's Dark type moves which target other Pokemon afflict the target(s) with Leech Seed.)
85
100 (+15)
115 (+15)

125 (+30)

165 (+30)
80 (+10)

For Wo-Chien, I decided to go for an ability which benefits the snail's Dark STAB. I settled on Dark moves afflicting the target(s) with Leech Seed, granting Wo-Chien passive recovery while dealing constant chip, which naturally pairs with its whittling tools like Knock Off, Ruination and Taunt. This also means you don't have to spend a slot on Leech Seed, giving you room for true Grass STAB (like the extra recovery of Giga Drain), the anti-Grass Pollen Puff or utility like Stun Spore. In VGC, Snarl allows you to affect both opponents with Endless Grudge, pairing well with offensive teammates how need to throw off big attacks fast. This can make Wo-Chien annoyingly tanky, obviously, but is counterbalanced by that defensive typing.
 
:slither-wing: Mega Slither Wing :slither-wing:
New Ability: Aerilate
New Typing: Flying/Fighting

New Stats:
HP: 85
Atk: 135 --> 165 (+30)
Def: 79 --> 119 (+40)
SpA: 85 --> 95 (+10)
SpD: 105 -->
Spe: 81 --> 101 (+20)
BST: 570 --> 670 (+100)

Abandoning the Bug aesthetic and using those wings to fly! Access to Aerilate and new Flying-STAB moves such as Dual Wingbeat, Body Slam, Double-Edge and Facade, combined with its Fighting-STAB makes Slither Wing a monster to handle defensively, while it's increased Defense and access to Morning Sun and Will-O-Wisp make it a solid defensive pivot with U-Turn against threats such as Zamazenta, Great Tusk, Kingambit and Lokix. The increased SpA can be used to partially abuse the, now-STAB, Hurricane, possibly allowing it to run a Mixed set to disrupt physical walls such as Dondozo and Terastalized Garganacl.

:iron-thorns: Mega Iron Thorns :iron-thorns:
New Ability: Defiant

New Stats:
HP: 100
Atk: 134 --> 174 (+40)
Def: 110
SpA: 70 --> 120 (+50)
SpD: 84
Spe: 72 --> 82 (+10)
BST: 570 --> 670 (+100)

Iron Thorns jumps from a mediocre physical attacker into a threatening Mixed attacker, who's no longer scared to fight against Landorus-T and other Intimidate users thanks to Defiant! This ability additionally makes Iron Thorns a fantastic Stealth Rock or Spikes setter, since those that dare to Defog against it are now forced to deal with an attack stat of (potentially) 982 (assuming its fully invested + boosting nature of course). The boosted special attack may seem redundant alongside Defiant, but similarly to Mega Garchomp in past generations, it allows Iron Thorns to make the best of both worlds with its offensive stats, while also not being forced to rely on the miserable Wild Chare for Electric-STAB. All this alongside its access to Dragon Dance, Volt Switch, Taunt and the boosted Speed allowing it to outspeed Dragonite, makes Iron Thorns a potent clicker against everything.

:wo-chien: Mega Wo-Chien :wo-chien:
New Moves: Nasty Plot
New Stats:
HP: 85
Atk: 85
Def: 100 --> 120 (+20)
SpA: 95 --> 155 (+60)
SpD: 135 --> 155 (+20)
Spe: 70

Wo-Chien, with its abusrd bulk for neutral targets, and unresisted STAB combination, can now use its 155 SpA alongside Nasty Plot to become a dangerous setup attacker, similarly to Hydrapple. It keeps the defensive utility it once had including Tablets of Ruin, but the boost in offensive power shifts the battle, turning Wo-Chien from a passive wall to an unkillable Giga Draining monster.
 
:sv/wo-chien:
Mega Wo-Chien

Ability: Plants of Corruption
On entry or upon Mega Evolution, the user sets a side condition on the opponent's side, which lasts for 5 turns. During these turns, a Pokémon looses 1/8 of its HP for each negative stat drop.

Type: Dark / Grass

New Stats:

HP: 85
Attack: 85
Defense: 100 → 140 (+40)
Special Attack: 95 → 115 (+20)
Special Defense: 135 → 155 (+20)
Speed: 70 → 90 (+20)
BST: 570 → 670 (+100)

New moves:
- Nasty Plot, Sticky Web

Description:
1) Concept

- Wo-Chien is not exactly a healthy looking entity; it got corrupted by the greed and deeds of a king, and ever since then, it drains the life force from its surrounding. Plants of Corruption does exactly that.

2) Competitive

- Wo-Chien is weak to Fighting (for instance: Close Combat, Superpower) and Fire (such as Overheat) and can tank Leaf Storm, Make it Rain, and Draco Meteor reasonably well. All these moves lower the user's own stats and are often used by Pokémon that can force this Pokémon out. This is where Plants of Corruption come in, punishing the opponent for clicking these moves. You could either stay in with Wo-Chien or switch to a Pokémon that resist one of these moves. Either way, if they click one of those moves, they'll loose HP. So, you can gradually make progress by wearing the opponent out. If Wo-Chien does stay in, it is usually bulky enough to survive a super effective hit, even from the likes of Iron Valiant.
- Sticky Web and Nasty Plot were added to give Wo-Chien additional form of pressure. If it sets up Nasty Plot, the opponent may likely be inclined to attack it. Sticky Web, on the other hand, synergizes with the ability and enables Wo-Chien's team members. Fwiw, you can force switches with Foul Play, Leech Seed, Stun Powder, Snarl, etc. So, the more the opponent switches out, the more weakened their Pokémon become. Foul Play deserves special mention here because, if your opponent decides to set-up with Swords Dance to postbone Close Combat or Superpower, it can punish them for being greedy.
- VGC is where Wo-Chien would really shine since you can accumulate stat drops on the opponent's side with Intimidate and moves like Snarl or Icy Wind. On top of what I've already mentioned, Wo-Chien also has access to Scary Face and Tickle to wear down the opponent and support the team.
 
Dear community,

it's voting time. Below, you can find all the subs from the current slate. You have until Sunday, 10.11.2024, GMT+1, 23:59, to vote! If I forgot to include any sub, let me know as soon as possible.
:sv/slither-wing:
:sv/slither-wing:
Mega Slither Wing
Type:
Bug / Fighting
Ability: Regenerator
Stats:
HP: 85
Att: 165 (+30)
Def: 99 (+20)
SpA: 85
SpD: 125 (+20)
Spe: 101 (+30)

Since this slate is all about transformation, let’s turn Slither Wing into a tanky regen pivot! A strong STAB U-turn + a rock neutrality makes this set very threatening in drawn out games with Regen keeping it nice and healthy for all that pivoting.
:sv/slither-wing:
Mega Slither Wing
Type:
Bug / Fighting
Ability: Swarm
Stats:
HP: 85
Att: 155 (+20)
Def: 99 (+20)
SpA: 105 (+20)
SpD: 135 (+30)
Spe: 91 (+10)

Slither Wing emphasizes the Bug-type half of Volcarona and particularly Larvesta, so Mega Slither Wing borrows from the sun moth's Bug-themed ability in Swarm, allowing it to launch extremely powerful First Impressions and U-turns when at low health. Both of these moves necessitate switching in multiple times to use effectively, but unlike its hazard-prone contemporary cousin, its Rock neutrality means it can survive repeated hazard damage even when in Swarm range.
Mega Slither Wings
Bug/Fighting
stats
HP- 85
ATK- 165(+30)
DEF- 89(+10)
SPA- 85
SPD- 145(+40)
SPE- 101(+20)
BST- 670
Flash Fire
+200 kg

Mega Slither Wing has adapted to survive in the prehistoric sun, and now stores heat within its fur to power up its fire type moves. Obviously an immunity to one of its weaknesses is always great for any pokemon, but with its decent fire type movepool, access to healing, and outstanding attack stat this thing because a very serious threat.
:sv/slither-wing:
Name: Slither Wing
Typing: Bug/Fighting
Ability: Drought
Stats: 85/165/125/85/115/95 (+0/+30/+46/+0/+10/+14)
Movepool Additions: Solar Blade

Description: Slither Wing calls upon its decedent's fiery powers to harness the power of the sun itself. Slither Wing has a few clear benefits from Sun. It now has a third STAB on Flare Blitz and has boosted Morning Sun. It also now has one turn Solar Blades. Slither Wing has rather good 85/125/115 bulk backed by Morning Sun with Drought and status spreading options in WoW and Stun Spore. It can also pivot or set up with Bulk Up.
:slither_wing:
Mega Slither Wing
New Ability
: Cotton Down
Type: Bug/Fighting

New stats:
HP: 85
Attack: 151 (+16)
Defense: 105 (+26)
Special Attack: 85
Special Defense: 151 (+46)
Speed: 93 (+12)
(670 BST)

New moves: Struggle Bug, Rage Powder
Description:
Mega Evolution gave Slither Wing the adaptations it needed to fit into the rest of the modern-day Pokemon world. Between a primordial, more aggressive temperament, and increased strength, perhaps no one adaptation was more important than its coat of fur, which has become heavier and more reflective, causing even the strongest attacks to bounce off like they were mere inconveniences. Notably, however, the fur also scatters if attacked, and now serves as a useful deterrent to slow attackers down.

Slither Wing aims to function as a powerful yet interesting bulky pivot (or bulky breaker). In Singles, Cotton Down takes advantage of its massive special bulk (and fairly solid physical bulk) and solid defensive profile to tank the hits that it needs to and then hinder the opponent by lowering their speed. Said speed drop can be leveraged in a variety of ways, whether it be using it to outspeed and dispose of a key threat with your STABs and your solid coverage options, or using that drop to force a switch that you can take advantage of with a Bulk Up, recovery, or just chunking the switch with your attacks. Outside of this, its movepool is perfect for taking advantage of this - Bulk Up and Will-o-Wisp pair perfectly with Slither Wing's newfound special bulk, letting it handle physical attackers with relative ease and letting it truly take advantage of its huge special bulk. The former even provides a powerful setup option, letting it potentially serve as a powerful late-game wincon. Morning Sun and its various coverage options in Flare Blitz and Earthquake cap off its toolkit, with the former giving it some powerful longevity and the latter letting it take on a variety of threats that would otherwise wall it.

In Doubles, this pokemon can also prove to be a solid option. Here, Cotton Down becomes even more powerful, punishing your opponent with the equivalent of a non-damaging Icy Wind if they choose to attack it. Being weak to Heat Wave and some of the stronger options in the meta is undesirable, sure, but between a coveted Earthquake resist and useful resists against Fighting- and Dark-types, its typing still provides plenty of meaningful defensive utilty that complements its massive defenses and Cotton Down. Speed control is an extremely important part of any Doubles strategy, and Cotton Down can provide a powerful means of accomplishing this end, as this requirement doesn't take up a moveslot, leaving you free to run whatever options you choose to run, be it tools such as Will-o-Wisp or its newly-gained Struggle Bug to further cripple the opponent, U-turn to pivot out freely while also chipping your opponent down, or even Rage Powder to help redirect attacks and activate its ability. That said, Cotton Down, powerful as it may be, also affects your ally, which can leave them vulnerable if you don't manage this risk properly, but it does also open up the door for fun synergies with Defiant, Competitive, and even Contrary users.
slither-wing.png.m.1716648629.png


Mega Slither Wing
New ability: Fluffy
HP: 85
Atk: 155 (+20)
Def: 99 (+20)
SpA: 105 (+20)
SpD: 125 (+20)
Spe: 101 (+20)


New moves: Cotton Guard

Flavor uhh fluffy moth
image-342.png
Mega Slither Wing (collab with XtheGAMEmaster!)
View attachment 682922
art by Takeshi Nakamura for PAR 203
Bug / Fighting
Ability: Exoskeleton
After using a Bug-type move, the Pokémon takes halved damage from attacks until it uses another move.
New moves: Rage Powder

HP: 85 | ATK: 135 → 153 (+18) | DEF: 79 → 99 (+20) | SPA: 85 → 117 (+32) | SPD: 105 → 135 (+30) | SPE: 81
Slither Wing draws a lot of parallels— pardon the pun— to Lokix, at first glance. Both are 'mons that abuse First Impression and U-Turn to their fullest. However, Lokix does this offensively by removing the opponent's ability to resist the Bug-type onslaught. This is why Mega Slither Wing aims to abuse these same traits on defense!
Exoskeleton is a powerful ability with built-in counters- It takes advantage of Mega Slither's already respectable bulk and making it fantastic, at the cost of forcing the user to use easy-to-resist Bug-type moves over and over to reactivate the ability. While Slither Wing has coverage to hit these resists, most of them have recoil or lower Mega Slither Wing's defenses in the process, which means Slither must dance a delicate dance of keeping up its guard or going on the offensive— all while still being vulnerable to status such as burn or toxic, and retaining common weaknesses to popular offensive types such as Fire, Fairy, and Flying.
The immediate move to abuse this ability would be First Impression, allowing Slither Wing to abuse priority to activate Exoskeleton and lower all incoming damage in the process. Using this in combination with U-turn allows Slither to always keep Exoskeleton active for a fantastic bulky pivot. Leech Life + Bulk Up is also standout, as the defense boosts on top of Exoskeleton can allow Slither Wing to be a true physical wall and muscle pasts resists. Rage Powder has also been gifted, turning Slither Wing into a demonically bulky redirection user in VGC to support it's partners.
Moth fluff is actually made out of their exoskeleton— specifically, it's a type of modified scale called setae. Mega energy causes extra-dense and extra-bristled setae to coat Mega Slither Wing's entire body, preventing it from feeling pain at all while on the hunt.
Mega Slither Wing
slither-wing.png

BugIC_PE.png
FightingIC_PE.png

Ability - Protosynthesis ➝ Relentless Velocity: User's priority moves are unimpeded by the Ability of the target, any field effects, cannot be redirected, and bypass protection.

HP - 85 ➝ 85
Atk - 135 ➝ 185 (+50)
Def - 79 ➝ 85 (+6)
SpA - 85 ➝ 115 (+30)
SpD - 105 ➝ 115 (+10)
Spe - 81 ➝ 85 (+4)
BST - 570 ➝ 670 (+100)

Movepool Changes - Quick Attack
Competitive Corner - Mega Slither Wing goes full on First Impression. In singles, most of the listed effects don't come up too often, but it could be a nice way for it to avoid a situation like Lokix where in UU it was very common for a lot of frail attackers in the tier to randomly run Protect for First Impression (dunno if that holds up in the current shifts). While it is bad practice to take away the main counterplay potential of a powerful move like First Impression, without Tinted Lens the move is just very easy to resist or even quad resist, and of course, it's gonna have a good matchup into offense, but so will Webs and Veil, and that's part of the metagame! While this thing provides absurdly powerful First Impressions if unresisted, they are of course a one-of, and after that it's not too hard to outspeed and/or KO Slither Wing.

In doubles, however, is where this ability really shines! While a lot of priority effects like Fake Out, and Prankster moves like Encore can be incredibly powerful in doubles, hence the creation of Psychic Terrain and abilities like Armor Tail. This leaves First Impression a bit dry as an option that has never seen historically much doubles usage, with Protect especially being the worst offender. Well, no more! With Slither Wing you can now actually use First Impression in doubles, but you'd have to pay the price of being stuck with a Mega Slither Wing the turn after, which only has Quick Attack as a potential priority option from turn 2 onwards, a significant downgrade. That said, 185 Attack is still quite a lot, maybe this could benefit from Tailwind to hit hard with Close Combat and U-turn!

Flavor Corner - There's not much flavor reasoning for the ability other than the obvious (Stereotypical "Primeval" past paradox stuff). Ultimately the ability is much more competitive focused. But insects are known to be fast and erratic as a whole, which happens due to their small size relative to their movement, but the idea could be that Slither Wing could reflect that despite its huge size! However I've kept a generic name so this ability could be reusable!
:slither-wing: Mega Slither Wing :slither-wing:
New Ability: Aerilate
New Typing: Flying/Fighting

New Stats:
HP: 85
Atk: 135 --> 165 (+30)
Def: 79 --> 119 (+40)
SpA: 85 --> 95 (+10)
SpD: 105 -->
Spe: 81 --> 101 (+20)
BST: 570 --> 670 (+100)

Abandoning the Bug aesthetic and using those wings to fly! Access to Aerilate and new Flying-STAB moves such as Dual Wingbeat, Body Slam, Double-Edge and Facade, combined with its Fighting-STAB makes Slither Wing a monster to handle defensively, while it's increased Defense and access to Morning Sun and Will-O-Wisp make it a solid defensive pivot with U-Turn against threats such as Zamazenta, Great Tusk, Kingambit and Lokix. The increased SpA can be used to partially abuse the, now-STAB, Hurricane, possibly allowing it to run a Mixed set to disrupt physical walls such as Dondozo and Terastalized Garganacl.
:sv/iron-thorns:
:sv/Iron-Thorns:
Mega Iron Thorns
Type:
Rock / Electric
Ability: Electric Surge
Stats:
HP: 100
Att: 164 (+30)
Def: 150 (+40)
SpA: 70
SpD: 104 (+20)
Spe: 82 (+10)

Simply awesome stats with a super strong ability and setup with Dragon Dance makes Mega Iron Thorns quite the offensive powerhouse. I think this would be pretty balanced by its quad weakness to Ground, though.
:sv/iron thorns:
Mega Iron Thorns
Type
:
Rock.png
Electric.png

New Ability: No Guard
Stats:
HP: 100
Atk: 134
Def: 120 (+10)
SpA: 130 (+60)
SpD: 84
Spe: 102 (+30)
(BST: im lazy)

New moves: none
Description: Iron Thorns can become a flexible offensive option thanks to its wide range of coverage, setup, and utility options, while also boasting high offenses and repairing any accuracy issues in its kit, such as Stone Edge, Supercell Slam, or high power special moves
:sv/iron-thorns:
Name: Iron Thorns
Typing: Rock/Electric
Ability: Kaiju (This Pokemon's non-STAB moves deal 1.3x damage.)
Stats: 100/134/110/130/114/82 (+0/+0/+10/+50/+30/+10)
Movepool Additions: Aura Sphere, Shift Gear

Description: Iron Thorns takes inspiration from MT2 or whatever the pokestar kaiju was. Iron Thorns has the unfortunate situation of being a physical attacking Electric. Rip bozo. With a major boost to its SpA and its signature ability, it can easily use its large special coverage and better special stabs. It has Fire Blast/Flamethrower, Ice Beam/Blizzard, Focus Blast/Aura Sphere, & Earth Power as coverage and Thunderbolt, Volt Switch, Power Gem, & Meteor Beam as STABs. Iron Thorns also gets Shift Gear as a speed boost and an attack boost if you want to go mixed. It still has stronger rock moves, EQ, and some more niche coverage on the physical side.
:iron_thorns:
Mega Iron Thorns
New Ability
: Geothermal Charge (Immune to Ground-type moves. If this pokemon is hit by one, increase its special attack by 1 stage. Redirects Ground-type attacks to the user.)
Type: Electric/Rock

New stats:
HP: 100
Attack: 134
Defense: 126 (+16)
Special Attack: 126 (+56)
Special Defense: 92 (+8)
Speed: 92 (+20)
(670 BST)

New moves: no
Description:
The machinery that powers Iron Thorns reacted strangely with the energy of mega evolution, mysteriously giving the electrical energy coursing through its body an earthly influence. This influence has also extended to the rest of its body, with its smooth, metallic exterior toughening yet also lightening up, turning it into a nimble fighter despite its size. It can fire massive bursts of pure electrical energy from its mouth and spikes, and while still coolheaded, its combat prowess has become much more tactical in nature.

Iron Thorns has a noticeably massive special movepool for a pokemon designed to be a physical attacker. Between its ol' reliable STABs in Thunderbolt and Power Gem as well as useful coverage moves featuring options such as Ice Beam, Flamethrower, and Earth Power, there's a lot of useful moves on the special attacking side. However, Iron Thorns can't utilize any of them because its special attack is so poor, so it ends up having to use much weaker coverage on the physical side, hindering its sweeping potential unless you choose to use Tera, which is not an option in this meta. Even outside of that, the single biggest reason Iron Thorns fails is because it's a slow Electric/Rock type in a meta with no shortage of Ground-types and really not that much to show for it, as its other resists don't particularly matter too much. Other Dragon Dancers tend to be better because of some combination of higher initial speed, less shit defensive typing, and overall better coverage, so Iron Thorns is really going to need a lot in order to stand out.

This mega evolution seeks to patch up these flaws and turn Iron Thorns into an interesting Dragon Dance sweeper, one perfectly capable of applying its mixed offenses to deal some heavy damage. Geothermal Charge not only grants it a valuable Ground immunity (what with all the Ground-types running around), but even punishes them with a special attack boost, one that it can take full advantage of as its physical attack is already being boosted on its own using Dragon Dance. This in turn helps it use its sizable special movepool, whether it be running Ice Beam to snipe Grounds or Flamethrower or Earth Power to snipe Steels. Speaking of which, it's not like it's limited to Dragon Dance builds either - with a newfound immunity to one of the most common types in the game, it can prove a potent offensive pivot or offensive stealth rocker, using its vast special movepool to pick and choose its counters as it sees fit.
Mega Iron Thorns
View attachment 682912
art by Tonji Matsuno for SVP 098
Rock / Electric
Ability: Flash Fire
If hit by a Fire-type move, the Pokémon absorbs the flames and uses them to power up its own Fire-type moves.
New moves: None

HP: 100 | ATK: 134 → 160 (+26) | DEF: 110 → 154 (+44) | SPA: 70 → 90 (+20) | SPD: 84 | SPE: 72 → 82 (+10)

Flash Fire on a mon that doesn't get Fire STAB is inherently interesting, sorry! I'm a fan of triple-STAB to the core, and getting an immunity to any Will-o-Wisps or entire Skeledirges or Incineroars that get thrown your way. With the newfound ability to pivot in on those, Mega Iron Thorns can easily use its triple-STAB with Dragon Dance or SD in tandem with its sky-high Def to dish out damage while taking hits to spare. It's already got Fire Punch and Flamethrower, that's enough. Fire/Electric/Rock is quite the powerful combination!
Iron Thorns isn't the first mechanical Tyranitar. In fact, it's the third! The first two (MT and MT2, respectively) are Pokéstar Studios enemies. MT2 has Flash Fire, being the source here. MT2 even happens to be an Electric-type! As such, the second stage of the second mechanical Tyranitar must have Flash Fire as well. It's only logical! Succumb to logic. Succumb to logic. Succumb to logic.
jazzmat collab!
:pumpkaboo::wooper:

:sv/iron-thorns:
Mega Iron Thorns
Type:
Rock / Electric
Ability: Grass Pelt
Moves: Zing Zap, Spiky Shield
Stats:
HP: 100
Att: 148 (+14)
Def: 164 (+54)
SpA: 70
SpD: 84
Spe: 104 (+32)

:pumpkaboo:
Tyranitar is a ferocious and destructive Pokemon, tearing down entire mountains and surrounding itself in their swirling rubble to boost its SpDef. Whoever built Iron Thorns probably intended for it to be even more devastating, but it turned out to be a gentle soul that prefers to avoid violence. Mega Iron Thorns may not be able to create nature in the same way Tyranitar can destroy, but if it finds itself surrounded by greens and foliage, it will peacefully harmonize with the flora and boost its PhysDef.

castle-in-the-sky-165449340.jpg



:wooper:
Mega Iron Thorns is made to be fast enough to outspeed and kill threats like Volcarona, Salamence, Mega Armarouge, and most excitingly, Garchomp with ease with grassy terrain support from Rillaboom or Arboliva, who is now able to deal with flying and fire type pokemon they'd normally struggle with. Even outside of grassy terrain this mega has incredible an physical defense of 164 with an hp of 100, making it one of the best physical walls in the meta comparable to Avalugg, Pecharunt, Mega Hydrapple, and Mega Cetitan paired with a special defense that while not great can be boosted by sand thanks to the rock typing.
Mega Iron Thorns
iron-thorns.png

RockIC_PE.png
ElectricIC_PE.png

Ability - Quark Drive ➝ Spiked Clash: Whenever the user makes contact with another Pokémon, be the user or that Pokémon attacking, that Pokémon is damaged by ⅛ its maximum HP.

HP - 100 ➝ 100
Atk - 134 ➝ 164 (+30)
Def - 110 ➝ 150 (+40)
SpA - 70 ➝ 70
SpD - 84 ➝ 104 (+20)
Spe - 72 ➝ 82 (+10)
BST - 570 ➝ 670 (+100)

Movepool Changes - Head Smash
Competitive Corner - With a very powerful ability that adds an extra oomph to any resisted move, alongside Dragon Dance, Mega Iron Thorns could prove a scary sweeper. It's main problem is that its STAB moves that benefit from Spiked Clash are either very weak already, like Thunder Punch, or are very risky: in increasing riskiness, Wild Charge, Supercell Slam, and Head Smash. with recoil always being a factor to get maximum damage out of it, on top of its typing making setup difficult, this makes Mega Iron Thorns very tricky to get going. Ice Punch does help, though, dealing with the Ground-types that resist its STAB combo, and inflicting extra chip damage on them, but even at +1, it won't be doing too much to something that isn't 4x weak, like Garchomp, with Great Tusk in particular eating it comfortably and threatening an OHKO back, even with the Spiked Clash double round chip. Maybe a more utility focused set with Stealth Rock could also be used like Mega Tyranitar, but without sand or Pursuit, it does feel a bit purposeless.

In doubles, Dragon Dance sets could also prove a problem with the correct support. Although Earthquake isn't something you can redirect if your opponent has it, which is something to keep in mind. Other than that, this should act as a good Pokémon to trade damage, with considerable bulk to help it out, just like base Tyranitar. But it's not as sturdy as base Tyranitar without the built-in Sand Sp. Def boost with an Assault Vest, and Mega Iron Thorns's 4x weakness is a lot more prevalent as well.

Flavor Corner - Same BST change as Mega Tyranitar. The ability is pretty obvious, especially with this Pokémon's name!
:sv/Iron Thorns:
Mega Iron Thorns
Rock/Electric
Ability: Download
100

144 (+10)
128 (+18)
110 (+40)
84
104 (+32)


Download fits the robotic nature of the future paradoxes while allowing Iron Thorns to make use of either half of its diverse movepool. Mega Thorns is stronger on the physical side, while the special side naturally pairs with its momentum tool in Volt Switch and more spammable moves. Physical sets will lean more on Rock STAB paired with Earthquake/High Horsepower and Ice Punch, while special sets emphasize Electric STAB alongside Ice Beam, Fire Blast and Earth Power. You can tech Mega Thorns as a Dragon Dance sweeper, a special attacking pivot or use the boost to threaten serious damage while going the utility route with Stealth Rocks and/or Spikes.
:iron-thorns: Mega Iron Thorns :iron-thorns:
New Ability: Defiant

New Stats:
HP: 100
Atk: 134 --> 174 (+40)
Def: 110
SpA: 70 --> 120 (+50)
SpD: 84
Spe: 72 --> 82 (+10)
BST: 570 --> 670 (+100)

Iron Thorns jumps from a mediocre physical attacker into a threatening Mixed attacker, who's no longer scared to fight against Landorus-T and other Intimidate users thanks to Defiant! This ability additionally makes Iron Thorns a fantastic Stealth Rock or Spikes setter, since those that dare to Defog against it are now forced to deal with an attack stat of (potentially) 982 (assuming its fully invested + boosting nature of course). The boosted special attack may seem redundant alongside Defiant, but similarly to Mega Garchomp in past generations, it allows Iron Thorns to make the best of both worlds with its offensive stats, while also not being forced to rely on the miserable Wild Chare for Electric-STAB. All this alongside its access to Dragon Dance, Volt Switch, Taunt and the boosted Speed allowing it to outspeed Dragonite, makes Iron Thorns a potent clicker against everything.
:sv/wo-chien:
:sv/wo-chien:
Mega Wo-Chien
Type:
Grass / Dark
Ability: New Ability: Tablets of Necromancy: Active Pokemon without this Ability have their Attack multiplied by 0.75. When this Pokémon Mega Evolves, revive a KOed party member (A one-time Revival Blessing while keeping Tablets of Ruin’s effect)
Stats:
HP: 85
Att: 105 (+20)
Def: 145 (+45)
SpA: 105 (+10)
SpD: 145 (+10)
Spe: 85 (+15)

Ting who? Great mixed… everything while retaining Tablet of Ruin’s effect makes Mega Wo-Chien quite the pick for balance or stall. Ok, I also just think the ability I came up with is really heckin cool…
Mega Wo-Chien
Dark/Grass
stats
HP- 85
ATK- 100(+15)
DEF- 125(+25)
SPA- 110(+15)
SPD- 170(+35)
SPE- 80(+10)
BST- 670
Compostable
When this pokemon is hit by a bug type move it heals 1/4 of its max hp

New Moves: Toxic

Okay i feel like I'm starting to become the immunity ability lady at this point but HEAR ME OUT!!!!! With an immunity to its biggest and arguably most common weakness (U-Turn) which also gives it an immunity to 1 pivoting move, resistance to the other two, and even immune to prankster parting shot/memento. Add to it now having access to toxic its defensive capabilities are significantly increased.
:sv/wo-chien:
Mega Wo-Chien
Type:
Dark / Grass
Ability: Tablets of Decay (active Pokemon without this ability will have their Attack lowered by 1 stage at the end of each turn)
Stats:
HP: 85
Att: 105 (+20)
Def: 120 (+20)
SpA: 115 (+20)
SpD: 175 (+40)
Spe: 70

Time to give a Pokemon within a larger group an ability that necessitates the other Pokemon in its group to have very specific abilities to make sense. This has historically always gone exactly to plan.

Mega Wo-Chien's very presence continuously drains the strength of all physical attackers around it. In singles, it heavily pressures physical attackers without Swords Dance to switch out, and can further incentivize switching with Leech Seed. It can then use these free turns to remove items with Knock Off, spread paralysis with Stun Spore, set up a Substitute for SubSeeding, or deal reliable damage with Ruination. It can also use Mean Look to prevent physical attackers from clearing their drops, Light Screen and Snarl to punish special attackers, or potentially even Ingrain to stand strong against a group onslaught of physical attackers.

Switching out is less prevalent in doubles, so its Attack drops are even more damning to physical attackers, but the potential for the ability to backfire is also greater, since it will also cripple your own physical attackers and is punished hard by Defiant and Competitive. Speaking of which, you may not be able to effectively pair this with your own Defiant or Competitive Pokemon, but some fun could potentially be had pairing Mega Wo-Chien with a Contrary Pokemon.
:sv/wo-chien:
Name: Wo-Chien
Typing: Dark/Grass
Ability: Aura of Corruption (At the end of every turn, raises the opposing Pokemon's Att by 1 and raises this Pokemon's Def by 1. Only affects one Pokemon in doubles using the rules of Imposter.)
Stats: 85/95/120/105/145/120 (+0/+10/+20/+10/+10/+50)
Movepool Additions: None

Description: Wo-Chien radiates a dark aura, corrupting the opposing Pokemon into aggression while empowering itself by draining their willpower. Wo-Chien becomes the coolest, with its ability not doing anything until the opponent switches or faints, except for boosting Body Press and Foul Play at once. However, if the opposing pokemon faints or switches, Wo-Chien keeps those defense boosts. This may seem extremely powerful, as if they switch or faint, you get free defense boosts, but it also works the other way around. If you are forced to switch out, now you are giving them free attack boosts, which is way scarier except it only is that way against physical mons. If you think the ability should affect all Pokemon or all opposing Pokemon in doubles, let me know as I am open to changing it.
:wo-chien:
Mega Wo-Chien
New Ability
: Rotting Grudge (This pokemon gains the resists of the Poison type; also cannot be poisoned.)
Type: Dark/Grass

New stats:
HP: 85
Attack: 110 (+25)
Defense: 115 (+15)
Special Attack: 125 (+25)
Special Defense: 160 (+25)
Speed: 80 (+10)
(670 BST)

New moves: Toxic
Description:
The grudge that gave life to Wo-Chien was strengthened with the power of mega evolution. In doing so, it fueled Wo-Chien's dark powers as well as its resiliency, rendering it capable of draining the life force from not just vegetation, but also organic beings as a whole. However, the process also internalized those same negative emotions, corrupting what little was left of its heart and soul. Now, a toxic, heavy aura surrounds Wo-Chien, one that chokes out the willpower and strength of those who dare to fight it - an extension of the ugliness that now fuels its every waking moment.

Dark/Grass is an extremely undesirable typing to have as a slow, passive, defensive pokemon, with 7 unsightly weaknesses to common types (and an extremely common move in U-turn) that befall its myriad of potentially useful immunities and resists. Naturally, any good mega evolution will invariably find a way to work around this weakness, and really what better way to do it than to give it a third set of resists? In particular, Poison's set works extremely well - it is THE Tera Type on Wo-Chien in every tier where Tera is allowed, and for good reason: being able to shut off its Fairy, Fighting, and Bug weaknesses and flip them on their head is huge, especially when those types are all over the place. Now, what Wo-Chien lose in Tablets of Ruin, it more than makes up for with a much less detrimental defensive typing and much better defensive stats overall, and it can truly fulfill its purpose as a defensive stopgap now that it no longer has to worry about being chunked by stray U-turns. In addition, its utility moveset, while not super impressive, also gets a new toy in Toxic, which lets it put some serious pressure on opponents that can't deal with it effectively. This compliments its existing access to Knock Off, Ruination, and Leech Seed, making it a much more annoying foe to deal with, especially now that it can't be as easily removed as its base would be.
:wo-chien:
Mega Wo-Chien
New Ability
: Rotting Grudge (This pokemon gains the resists of the Poison type; also cannot be poisoned.)
Type: Dark/Grass

New stats:
HP: 85
Attack: 110 (+25)
Defense: 115 (+15)
Special Attack: 125 (+25)
Special Defense: 160 (+25)
Speed: 80 (+10)
(670 BST)

New moves: Toxic
Description:
The grudge that gave life to Wo-Chien was strengthened with the power of mega evolution. In doing so, it fueled Wo-Chien's dark powers as well as its resiliency, rendering it capable of draining the life force from not just vegetation, but also organic beings as a whole. However, the process also internalized those same negative emotions, corrupting what little was left of its heart and soul. Now, a toxic, heavy aura surrounds Wo-Chien, one that chokes out the willpower and strength of those who dare to fight it - an extension of the ugliness that now fuels its every waking moment.

Dark/Grass is an extremely undesirable typing to have as a slow, passive, defensive pokemon, with 7 unsightly weaknesses to common types (and an extremely common move in U-turn) that befall its myriad of potentially useful immunities and resists. Naturally, any good mega evolution will invariably find a way to work around this weakness, and really what better way to do it than to give it a third set of resists? In particular, Poison's set works extremely well - it is THE Tera Type on Wo-Chien in every tier where Tera is allowed, and for good reason: being able to shut off its Fairy, Fighting, and Bug weaknesses and flip them on their head is huge, especially when those types are all over the place. Now, what Wo-Chien lose in Tablets of Ruin, it more than makes up for with a much less detrimental defensive typing and much better defensive stats overall, and it can truly fulfill its purpose as a defensive stopgap now that it no longer has to worry about being chunked by stray U-turns. In addition, its utility moveset, while not super impressive, also gets a new toy in Toxic, which lets it put some serious pressure on opponents that can't deal with it effectively. This compliments its existing access to Knock Off, Ruination, and Leech Seed, making it a much more annoying foe to deal with, especially now that it can't be as easily removed as its base would be.
Mega Wo-Chien
View attachment 682918
art by takuyoa for PAL 257
Dark / Grass
Ability: Shields Down
When the Pokémon's HP is above half, it is defensive and immune to status conditions. When its HP drops to half or less, the Pokémon's shell breaks and it becomes aggressive. (Used on Minior, slightly edited to allow forms here.)
New moves: None

Record Form:
HP: 85 | ATK: 85 | DEF: 100 → 115 (+15) | SPA: 95 | SPD: 135 → 210 (+75) | SPE: 70 → 80 (+10)
Ruin Form:
HP: 85 | ATK: 85 → 125 (+40) | DEF: 100 →115 → 80 (-35) | SPA: 95 → 145 (+50) | SPD: 135 → 210 → 110 (-100) | SPE: 70 → 80 → 125 (+45)

Is that status-immune Regice? Close, but no.
Special attackers beware, you're in for a scare— or at the very least, a wall so bulky that conventional methods short of a Sheer Cold won't be able to OHKO it outright. Unless, of course, you've got a Bug-type move stashed away, ready to smash this overgrown sin-snail-cyst into bits... you do? Well, I suppose the beast within will just have to emerge. Yes, one destroys the absurd bulk after going halfway through the HP of the beast, but that leaves behind a none-too-shoddy attacker! And if it lands a Giga Drain, or has a Leech Seed to bring it back above half HP... well, the wall goes right back up at the end of the turn.
Now, despite having 85/115/210 bulk in its base form, there's quite a few factors making this not the all-defensive god that one might assume based on its statline in Record Form. Firstly, the typing: Grass/Dark comes with quite a few resistances, yes, but the two fail to support each other's weaknesses, and if it can be nailed with a Toxic or otherwise status before it regains its Record Form, it's stuck with that cutting into it. Finally, its only forms of recovery are Leech Seed and Giga Drain (technically Grassy Terrain and Ingrain are there too, but they're less relevant).
I just think it's neat to have a Shields Down user who wants to stay in the defensive form as much as possible. Fun!
Mega Wo-Chien's tablets have fully encased it, automatically recording all sins in the world. When the shield of tablets is broken, Mega Wo-Chien's body is free to move, and is able to punish the evildoers until pacified. (Pacifying it, unfortunately, usually takes the purification of all evildoers.)
Mega Wo-Chien
wo-chien.png

DarkIC_PE.png
GrassIC_PE.png

Ability - Tablets of Ruin ➝ Grudgeful Tablets: All other Pokémon without this ability deal ¾ damage with Super Effective hits.

HP - 85 ➝ 85
Atk - 85 ➝ 104 (+19)
Def - 100 ➝ 141 (+41)
SpA - 95 ➝ 112 (+17)
SpD - 135 ➝ 144 (+9)
Spe - 70 ➝ 84 (+14)
BST - 570 ➝ 670 (+100)

Movepool Changes - Strength Sap
Competitive Corner - Wo-Chien's biggest weakness is its typing, by Mega Evolving, it loses a bit on its debuff to all other Attack stats to instead debuff Super Effective hits from the opponent. This makes U-turn a lot less punishing, and other ways to try to break Wo-Chien super effectively are also weakened. Strength Sap adds fantastic longevity to both formes, but it's even more impactful with the Mega, as if I understand correctly, Tablets of Ruin decreases the healing from Strength Sap. The main problem with Mega Wo-Chien is that it's still a bit of a do-nothing Pokémon, and is susceptible to Toxic and still does have U-turn as an exploitability, even if not as much so as pre-Mega. Still, if you can take out your opponent's way of pressuring Wo-Chien long-term, it could end up being a win-con by just sitting there and stalling things out with Leech Seed and Giga Drain.

As for doubles, Mega Wo-Chien trades its base forme's Attack reducing support for something a bit more widely applicable and less overshadowed by Intimidate. Switching in or Mega Evolving your Mega Wo-Chien could be the difference maker between that Super Effective hit not getting the KO your opponent is expecting it to. You just need to be careful because the super effective moves your ally uses will also be weakened as well. In general this can help protect other Pokémon with crippling 4x weaknesses like a Garchomp or a Talonflame especially! The problem is that Wo-Chien is rather passive still, but 112 base Special Attack is not the worst thing in the world!

Flavor Corner - The stats try to maximize the number of 4s, be as a digit, or as a multiple, referencing the fact that Wo-Chien is inspired by the Four Perils, and the fact that 4 is unlucky in some chinese cultures.
:sv/Wo-Chien:
Mega Wo-Chien
Dark/Grass
Ability: Endless Grudge (The user's Dark type moves which target other Pokemon afflict the target(s) with Leech Seed.)
85
100 (+15)
115 (+15)

125 (+30)

165 (+30)
80 (+10)

For Wo-Chien, I decided to go for an ability which benefits the snail's Dark STAB. I settled on Dark moves afflicting the target(s) with Leech Seed, granting Wo-Chien passive recovery while dealing constant chip, which naturally pairs with its whittling tools like Knock Off, Ruination and Taunt. This also means you don't have to spend a slot on Leech Seed, giving you room for true Grass STAB (like the extra recovery of Giga Drain), the anti-Grass Pollen Puff or utility like Stun Spore. In VGC, Snarl allows you to affect both opponents with Endless Grudge, pairing well with offensive teammates how need to throw off big attacks fast. This can make Wo-Chien annoyingly tanky, obviously, but is counterbalanced by that defensive typing.
:wo-chien: Mega Wo-Chien :wo-chien:
New Moves: Nasty Plot
New Stats:
HP: 85
Atk: 85
Def: 100 --> 120 (+20)
SpA: 95 --> 155 (+60)
SpD: 135 --> 155 (+20)
Spe: 70

Wo-Chien, with its abusrd bulk for neutral targets, and unresisted STAB combination, can now use its 155 SpA alongside Nasty Plot to become a dangerous setup attacker, similarly to Hydrapple. It keeps the defensive utility it once had including Tablets of Ruin, but the boost in offensive power shifts the battle, turning Wo-Chien from a passive wall to an unkillable Giga Draining monster.
:sv/wo-chien:
Mega Wo-Chien

Ability: Plants of Corruption
On entry or upon Mega Evolution, the user sets a side condition on the opponent's side, which lasts for 5 turns. During these turns, a Pokémon looses 1/8 of its HP for each negative stat drop.

Type: Dark / Grass

New Stats:

HP: 85
Attack: 85
Defense: 100 → 140 (+40)
Special Attack: 95 → 115 (+20)
Special Defense: 135 → 155 (+20)
Speed: 70 → 90 (+20)
BST: 570 → 670 (+100)

New moves:
- Nasty Plot, Sticky Web

Description:
1) Concept

- Wo-Chien is not exactly a healthy looking entity; it got corrupted by the greed and deeds of a king, and ever since then, it drains the life force from its surrounding. Plants of Corruption does exactly that.

2) Competitive

- Wo-Chien is weak to Fighting (for instance: Close Combat, Superpower) and Fire (such as Overheat) and can tank Leaf Storm, Make it Rain, and Draco Meteor reasonably well. All these moves lower the user's own stats and are often used by Pokémon that can force this Pokémon out. This is where Plants of Corruption come in, punishing the opponent for clicking these moves. You could either stay in with Wo-Chien or switch to a Pokémon that resist one of these moves. Either way, if they click one of those moves, they'll loose HP. So, you can gradually make progress by wearing the opponent out. If Wo-Chien does stay in, it is usually bulky enough to survive a super effective hit, even from the likes of Iron Valiant.
- Sticky Web and Nasty Plot were added to give Wo-Chien additional form of pressure. If it sets up Nasty Plot, the opponent may likely be inclined to attack it. Sticky Web, on the other hand, synergizes with the ability and enables Wo-Chien's team members. Fwiw, you can force switches with Foul Play, Leech Seed, Stun Powder, Snarl, etc. So, the more the opponent switches out, the more weakened their Pokémon become. Foul Play deserves special mention here because, if your opponent decides to set-up with Swords Dance to postbone Close Combat or Superpower, it can punish them for being greedy.
- VGC is where Wo-Chien would really shine since you can accumulate stat drops on the opponent's side with Intimidate and moves like Snarl or Icy Wind. On top of what I've already mentioned, Wo-Chien also has access to Scary Face and Tickle to wear down the opponent and support the team.
 
:slither-wing:
DarkFairy & XtheGAMEmaster
PalpitoadChamp (sv)
dex
DrPumpkinz
lydian

:iron-thorns:
okispokis
abismal
PalpitoadChamp (sv)
DrPumpkinz & jazzmat

:wo-chien:
PalpitoadChamp (sv)
jazzmat
BlueRay
okispokis
DarkFairy
lydian
Sami
 
:slither wing:
1. DarkFairy and XtheGAMEmaster
2. War Incarnate
3. DrPumpkinz
4. jazzmat
5. PalpitoadChamps

:iron thorns:
1. dex
2. DrPumpkinz & jazzmat
3. abismal
4. okispokis

:wo-chien:
1. DarkFairy
2. BlueRay
3. PalpitoadChamps
4. DrPumpkinz
5. lydian
6. jazzmat
 
Below, my votes.
:slither-wing:
1) War Incarnate
2) PalpitoadChamps
3) dex
4) DarkFairy & XTheGAMEmaster
5) jazzmat

6) Lord Pxperto
7) lydian
8) DrPumpkinz
9) Sami

:iron-thorns:
1) okispokis
2) Sami
3) War Incarnate
4) abismal
5) dex

6) lydian
7) PalpitoadChamps
8) DrPumpkinz & jazzmat
9) DarkFairy

:wo-chien:
1) BlueRay
2) War Incarnate
3) DrPumpkinz
4) PalpitoadChamps
5) lydian

6) jazzmat
7) okispokis
8) Sami
9) DarkFairy
10) dex
 
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