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

️ Ribombee
1. BlueRay
2. jazzmat
3. lysion
4. Lydian
5. DrPumpkinz

Bombirdier
1. DrPumpkinz
2. jazzmat
3. War Incarnate
4. NANI?!

Fezandipiti:
1. jazzmat
2. DrPumpkinz
3. lysion
4. okispokis
5. Lydian
6. NANI?!
 
Howdy folks! How are we all holding up today!
Voting rules reminder:
  • Each vote contributes one point to its first-place choice
  • The candidates are ordered based on both the number of first-place votes and the number of total votes, and eliminated from the bottom
  • Any vote whose first choice has been eliminated instead gives its point to its second choice, or whatever its next ranking is. (On the sheet, points that have moved in this manner are highlighted in yellow.)
  • The elimination and re-ranking process continues until there are two remaining, upon which the one with more points is the winner.
  • You can view the whole thing on this spreadsheet.
Without further ado...

:ribombee: Mega Ribombee: jazzmat !!
:sv/ribombee:
Mega Ribombee
Fairy/Bug
stats
HP- 60
ATK- 70(+15)
DEF- 70(+10)
SPA- 120(+25)
SPD- 100(+30)
SPE- 144(+20)
BST- 564
Powder Coat
This pokemon takes 1/2 damage from indirect damage and water type moves

"New" Moves: Roost

Ribombee is noted in the pokedex as hating rain and avoiding water to protect the pollen in its fluffy hair. Upon evolution, this pollen becomes incredibly dense and durable and its fuzz becomes more water resistant, thus protecting it from surface level threats such as statuses, weather, or entry hazards. The main draw of this ability is obviously turning a SR weakness into a neutrality but also it becomes much more tolerant of being toxic stalled, an invaluable feature for both a hazard spreader/remover and setup sweeper such as this

:bombirdier: Mega Bombirdier: NANI?! !!
:bombirdier:
Mega Bombirdier
Ability: Late Delivery (this Pokemon's non-contact Rock type attacks hit two turns after being used) [like Future Sight]
Type: Dark | Flying

Stats:
HP - 70
Atk - 103 (+35) --> 138
Def - 85 (+30) --> 115
SpA - 60
SpD - 85 (+30) --> 115
Spe - 82 (+5) --> 87

New Moves:
Smack Down
Description:
Flavor
Y'know the classic gag where a cartoon character looks up at a falling boulder, with its shadow slowly but surely getting larger as it approaches? Yeah, that.
Competitive
Stone Edge becomes a Rock type Future Sight. Pair it with Earthquake, and you get an unresisted combination. Pair it with a Fighting type, and not only do you beat Flying types, but your natural Dark typing pressures Psychic types. :great_tusk: Great Tusk can do both. Smack Down can be used to deter those that don't fear EdgeQuake, like :corviknight: Corniknight and :tinkaton: Tinkaton-Mega.

Rock Tomb is kind of interesting, it gives a Speed drop in 2 turns to produce an opening, but it's most likely far too situational to work. It's also worth mentioning that Bombirdier naturally has Parting Shot to bring a teammate in safely and Roost to heal off damage.

:fezandipiti: Mega Fezandipiti: okispokis !!
:sv/Fezandipiti:
Fezandipiti-Mega
Poison/Fairy
Ability: Toxic Chain/Technician-> Toxic Drain: Upon switch-in, the Poison-typing is removed from all adjacent Pokemon. The user gains +1 SpA for each Poison typing removed.
88
111 (+20)
92 (+10)
115 (+45)

145 (+20)

104 (+5)

The Toxic Chain adorning Fezandipiti undergoes a bizarre transformation, actively absorbing all toxins from the environment to remove resistance to its master's Poisonous Puppeteering. The ability to temporarily remove Poison types packs several benefits for Fezant, removing a type that resists both STABs, weaken offensive Poisons, and threaten poison on tanky mons like Clodsire and Toxapex. Singles sets can freely fire off STAB Sludge Bomb and Moonblast while using Heat Wave for Steel types, keeping healthy with Roost or setting up further with Calm Mind and Nasty Plot. In VGC, the removal of opposing Poison types (particularly useful for Amoonguss) lets it freely spam spread Dazzling Gleam or occasional Poison Gas while benefitting Fighting and Grass type teammates offensively and setting tempo with Tailwind. Toxic Drain also lets you pair Fezant with other Poison types, getting a free SpA boost while preventing you from stacking weaknesses.

Thank you all for your submissions! these ones are all so cool, what the hell? kudos.

shroomio.gif

With that out of the way, I have as per usual an announcement from our dearest BlueRay :
BlueRay said:
Next slate will feature, :milotic: Milotic, :probopass: Probopass, and :ogerpon: Ogerpon (Teal Mask/base forme) representing the "Ancient Culture" slate.
You have until Sunday, 11.08.2024, 23:59, GMT +1, to sub!
An important note about :ogerpon: Ogerpon:
Do not sub multiple Mega Pokémon for Ogerpon's alternate forms! It could change formes to nod to its masks somehow if you really wanted, but it's allowed one Mega stone. The important part is that regular Ogerpon should be the basis for your creation.
This is Mega Ogerpon-Teal specifically -- keep that as your focus.


:sv/milotic: :sv/probopass: :sv/ogerpon:
That should be about it from me for now, anyway! I'll see you all next time, and as always, we look forward to seeing your submissions!
:revavroom::heracross:
 
Mega Milotic
milotic.png

WaterIC_PE.png
DragonIC_PE.png

Ability - Marvel Scale, Competitive; Cute Charm ➝ Multiscale

HP - 95 ➝ 95
Atk - 60 ➝ 70 (+10)
Def - 79 ➝ 109 (+30)
SpA - 100 ➝ 130 (+30)
SpD - 125 ➝ 155 (+30)
Spe - 81 ➝ 81
BST - 540 ➝ 640 (+100)

Movepool Changes - n/a
Competitive Corner - I've always been curious about a defensive Pokémon with Multiscale and I think it fits very well for Milotic, with its high SpA, its not passive like something like Lugia would be in Ubers, and by being forced to hold a Mega Stone, it cannot avoid taking hazard damage to protect itself from having its Multiscale be broken like Dragonite or Lugia can with Heavy-Duty Boots. I think this would lead to a very interesting dynamic of trying to keep hazards off at all costs to preserve your defensive backbone, but without it being locked to stall, as Milotic still has plenty of offensive pressure, especially if it can force Competitive to activate pre-Mega (alternatively, you can have Marvel Scale and elect not to Mega if you get burned and the pure Water-typing is more useful? I'm not sure...) The Dragon-typing gives it a very unique defensive profile and negates both its pre-Mega weaknesses.

BlueRay also brought up an interesting point that I originally overlooked: with high bulk and Multiscale, if you can keep hazards off Milotic can take most boosted hits and hit the set up sweeper with Haze or Dragon Tail, so it could act as a roadblock to set up users!

Flavor Corner - The Dragon-typing comes from Milotic's inspiration on the Loch Ness monster (and the fact that it's always using Tera Dragon '^^ or at least used to when it was being used in OU for DLC1 - looking at smogdex it also likes that tera in PU, RU and NU). Multiscale is pretty self-explanatory! The stats are rearranged from Mega Gyarados as they are counterparts.

Mega Probopass
probopass.png

RockIC_PE.png
SteelIC_PE.png

Ability - Sturdy, Magnet Pull; Sheer Force ➝ No Guard

HP - 60 ➝ 60
Atk - 55 ➝ 120 (+65)
Def - 145 ➝ 155 (+10)
SpA - 75 ➝ 125 (+25)
SpD - 150 ➝ 160 (+10)
Spe - 40 ➝ 5 (-35)
BST - 525 ➝ 625 (+100)

Movepool Changes - Focus Blast, Trick Room
Competitive Corner - I thought No Guard would be fitting for Probopass, and it has some interesting options to use it in Zap Cannon, Focus Blast, Stone Edge, and Head Smash, which all should hit hard with the buffed stats and high BPs. Probopass can invest into HP and mixed offenses to be surprisingly bulky outside of its type, and Zap Cannon could let it get the jump on slow walls like Toxapex. It's still 4x weak to Fighting and Ground and slow as fuck so it's probably gonna be tricky to use, but I tried '^^ Another interesting niche it has though is being able to trap Steel-types pre-mega and Mega Evolve as you attack them with No Guard Focus Blast or Zap Cannon before they can switch out!

Blue Ray also suggested giving it Trick Room and I think that's a good idea to increase the viability of this Pokémon in singles. It should play differently than Stakataka being a mostly mixed choice with Head Smash, Zap Cannon, and Focus Blast!

Flavor Corner - Using its north-facing nose Probopass can expertly lock-on to its opponent position, and never misses an attack (hence No Guard) - it's also very easy to hit back because, well, yeah, it's a Probopass. Focus Blast is just generic coverage that many Pokémon get and I think Probopass deserves it too. And Trick Room feels fitting for it, and could be explained by some magnetism helping twist the dimensions!

Mega Ogerpon
ogerpon.png

GrassIC_PE.png

Ability - Defiant ➝ Mask Mastery (Immediately before the user uses the move Ivy Cudgel:
  • Calculates which type among Grass, Water, Fire, and Rock would do more damage against the target - in case of a tie, prioritizes Grass, then Water, then Fire, then Rock.
  • Changes Ivy Cudgel's type to that respective typing.
  • Changes Ivy Cudgel's base power to 75.
  • User's typing is changed to pure Grass if the user's Ivy Cudgel would be Grass-type, or Grass/X, where X is the chosen type.
  • Adds a volatile to the user that lasts until they use Ivy Cudgel again. When active, increases Speed for Grass, Special Defense for Water, Attack for Fire, or Defense for Rock by 1 stage, and removes that stat change when the user next uses Ivy Cudgel.
)

HP - 80 ➝ 80
Atk - 120 ➝ 125 (+5)
Def - 84 ➝ 105 (+21)
SpA - 60 ➝ 105 (+45)
SpD - 96 ➝ 120 (+24)
Spe - 110 ➝ 115 (+5)
BST - 550 ➝ 650 (+100)

Movepool Changes - n/a
Competitive Corner - This version of Ogerpon is now a coverage machine with just one moveslot, that is an incredibly powerful effect, and eases up significantly on prediction, hence the lack of increase to its Attack and Speed (although do remember, compared to base Ogerpon, its not as strong without a Tera Boost and a 1.2x mask boost, but still, the coverage is not to be underestimated), this allows Ogerpon to run moves with more utility focus on its arsenal, like Encore, Knock Off, and U-turn, or moves with set-up focus, like Swords Dance and Trailblaze, or double up on the coverage approach with Play Rough for Kommo-o and a more immediate hit on Dragapult and the likes. You can also get extra boosts from the mask, however your oponent can play around it. By switching in a Dragon-type, for instance, they can always guarantee that your Ogerpon will get a defense boost, for instance. I still think this could be too strong, but we'll see!
Flavor Corner - Ogerpon is just switching masks on the fly :D
 
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:sv/ogerpon:
Mega Ogerpon
Type:
Grass / Fairy
Ability: Embody Aspect (all stats boosted, only activates once per game, same restrictions as the other Embody Aspects that make them useless to be Traced or Transformed or whatever)
Stats:
HP: 80​
Att: 131 (+11)
Def: 102 (+18)
SpA: 131 (+71)
SpD: 107 (+11)
Spe: 99 (-11)

Ogerpon's enhanced Embody Aspect masks have a key design motif in common besides being huge: the addition of horns made of gemstone. Bring in the energy of mega evolution, and a certain legendary Pokemon comes to mind. One well known for getting huge stat boosts once per game.

Hey, that stat line looks kinda familiar...

Upon mega evolution, Ogerpon takes on an appearance to its Teal Mask Terastal form (minus the part where literally Ogerpon herself turns to crystal) but the mega stone embedded in the central star of tera crystals causes some additional changes. The crystal antlers that sprout from the giant mask are much larger and even more deer-like, and when Embody Aspect activates, they grow even bigger and light up with a brilliant rainbow of colors. Mega Ogerpon reverts to the less-impressive form when she switches out, and since Embody Aspect only activates once per round, she'll stay looking like that for the rest of the battle.

(This does mean that internally there are two Mega Ogerpons, that being Ogerpon-Mega-Neutral and Ogerpon-Mega-Active. There are no actual mechanical differences between the two; it's just aesthetics.)



:sv/milotic:
Mega Milotic
Type:
Water / Fairy
Ability: Misty Surge
Stats:
HP: 95​
Att: 70 (+10)
Def: 109 (+30)
SpA: 130 (+30)
SpD: 155 (+30)
Spe: 81​

Milotic is the peaceful counterpart to Gyarados, with the same base stats rearranged into a more defensive role. Mega Milotic does the same, with its stats being the same as Mega Gyarados, rearranged in the same way as base Milotic.

Milotic's calming presence come not only from its majesty and beauty, but also a special energy it emits when it glows pink. Mega Milotic extrapolates that by manifesting that pink aura as a field of pink mist that quells the rage of even the most fearsome of dragons.

Water/Fairy with Misty Surge was a proven combination with Tapu Fini, but Mega Milotic has a few key traits that set it apart from the island guardian. Milotic lacks Fini's signature Defog, as well as Calm Mind, Taunt, Nature's Madness, and Knock Off. In return, Mega Milotic naturally hits harder, is way bulkier, can augment that bulk even further with Recover, and has its own suite of utility moves in Dragon Tail and Flip Turn. It also, you know, exists in Gen 9.

Making Mega Milotic a Fairy-type also adds extra symmetry with Mega Gyarados, since Gen 6 established Fairy and Dark as counterparts through Xerneas and Yveltal and the rare Kee and Maranga Berries. The Xerneas and Yveltal connection runs even deeper in a definitely unintentional way, since Gyarados is Water/Flying in its base form while Milotic is pure Water, kind of like how Yveltal is Dark/Flying while Xerneas is pure Fairy.



:sv/probopass:
Mega Probopass
Type:
Rock / Steel
Ability: Refrigerate
Moves: Rock Polish
Stats:
HP: 60​
Att: 55​
Def: 145​
SpA: 125 (+50)
SpD: 150​
Spe: 90 (+50)

And now for something completely unrelated to Xerneas.

Magnets and cold have a few interesting connections. There's all the stuff to do with Earth's magnetic poles being located in the coldest parts of the planet, causing compasses to point there and creating one of the areas' most striking phenomena in auroras. And then there are superconductors, which when cooled to extremely cold temperatures can do some wild shit with magnets.

Probopass's coverage is already very impressive, but Refrigerate Tri Attack and a huge boost to its speed and power (enough to outspeed and near-OHKO Great Tusk) bring Probopass's offense to the next level.
 
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:ss/probopass:
Mega Probopass
Type
: Electric / Steel
Ability: Electric Surge
Stats: 60 / 55 / 185 (+40) / 105 (+30) / 150 / 70 (+30)
New Moves: Focus Blast, Rising Voltage, Trick Room
Competitive Description: leans into the niche probopass found in that one ou rmt where trapped and killed gambit. usually trappers like zone just do that thing and then are not that useful on a team so being able to mega for a completely different niche is cool. the def buff means it never gets ohkod by +2 black glasses overlord-5 sucker with only max hp, and the spe is so you can creep up to corv without investing too much (do note that even thunder cannot ohko it though). also this is an eterrain mon that isnt pincurchin so another plus
in vgc it can leverage its still low spe for trick room as well as wide guard to really support its teammates besides eterrain
Flavor: it evolves in a magnetic field or a thunder stone in pla and gets electric moves so idt its much of a jump
 
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Hi, I'm new here but I think this is really cool concept. I'd love to share my two cents.

1722996352168.png

Mega Probopass
Typing: Electric/Steel
Ability: Drift (Upon switch in, this Pokémon floats with magnetism. Getting hit makes this effect wear off and grants a +1 to both offensive stats. Switching out regenerates this effect. )

HP: 60
Atk: 90 (+45)
Def: 155 (+10)
Sp. Atk: 115 (+40)
Sp. Def: 155 (+5)
Speed: 40

Mega Probopass gains a neat new typing in Electric/Steel, letting it shrug off a lot of weaknesses from its previous typing. Mega Probopass has workable offensive stats to complement its colorful coverage, letting it dent a lot of checks on the switch-in. Drift means Probopass is able to come in on a lot of ground types, often giving it a free turn to set stealth rock, set up using iron defense or curse, or predict an incoming switch and deal damage with its STAB or coverage. In addition, the +1 in both stats after the effect wears off gives Probopass an easier time at wall breaking through opposing teams. Drift also makes Probopass a lot less susceptible to entry hazards, prolonging its longevity.

1722996431153.png

Mega Milotic
Typing: Fairy/Water
Ability: Finesse (This Pokémon's moves with a secondary effect 80 BP or lower result in a critical hit. However, if the secondary effect activates, the move no longer results in a critical hit.)

HP: 95
Atk: 95 (+25)
Def: 99 (+20)
Sp. Atk: 115 (+15)
Sp. Def: 135 (+10)
Speed: 101 (+20)

New Moves: Calm Mind

One of base Milotic's biggest flaws is its passivity, due to its overall lackluster offensive presence and lack of solid boosting move. This mega Milotic seeks to remedy that. Fairy / Water gives Milotic a secondary stab and overall better typing, letting it noticeably take on a lot more Pokémon. I like Finesse a lot flavor-wise, and it also grants Milotic strong, accurate STAB moves in Alluring Voice and Scald. It also means Milotic almost always wins boosting battles against other bulky Pokémon. Calm Mind turns Milotic into a devastating bulky sweeper. Milotic also has two pretty cool physical boosting moves in Coil and Dragon Dance, which is tech that can be utilized with its decent attack stat and solid natural physical attacks, like Finesse boosted Waterfall and Iron Head, and neat coverage in Triple Axel.
 
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:sv/milotic:
Mega Milotic
Type: Water/Steel
Ability: Mirror Armor

Stats
- Hp: 95
- Att: 60 -> 110 (+50)
- Def: 79
- SpA: 100 -> 120 (+20)
- SpD: 125 -> 155 (+30)
- Spe: 81
BST: 540 -> 640 (+100)

(95 / 110 / 79 / 120 / 155 / 81) (+0 / +50 / +0 / +20 / +30 / +0)

Movepool Additions: None

Description: Milotic's ego and beauty reflects outside even furthur by gaining reflective mirror aspects. quagsi (jazzmat) on discord also suggested metal ribbons on them which could also justify the steel-typing. Blueray also suggested the mirror flavor coming from Milotic ex from the TCG as well. Milotic gains 95/79/155 defenses with recovery and a strong Water/Steel-typing. Despite the strong defenses, Milotic only has 110/120/81 offenses which is also decent with fairly low speed. Milotic is designed around wanting to be a mixed attacker with Coil. Coil boosts 3 important stats for Milotic, Att, Def, & Acc. Milotic has a solid attack stat as well as a SpA stat so the boost in Att from Coil allows it to use Steel STAB in Iron Head or Iron Tail (Acc comes into play there). Milotic has a very high SpA stat but a relatively low Def stat in 79. Coil boosts up its weaker defense but leaves its strong SpD stat. And finally Acc being boosted improves Milotic's move options allowing accurate Hydro Pump, Iron Tail, Hypnosis, Toxic, Triple Axel, Dragon Tail, & Blizzard. Dragon Dance is also a solid option for a double dance set allowing Milotic to outspeed potent threats but it is forced to drop valuable coverage or utility. Also Mirror Armor blocks Intimidate and Fire Lash (?) to preserve its staying power. Mirror Armor is also very cool in VGC where stat drops are more important making it a better threat. A comparison can be made between Milotic and Corviknight and what makes them different due to both being defensive steel-types with Mirror Armor. Corviknight is a defensive hazard removal mon with recovery and pivoting. Milotic differs plenty when comparing it with Corviknight for several reasons. Corviknight is a hazard removal while Milotic is a set up mon. Milotic also has a much stronger offensive presence and is faster.
EX9_EN_96.png


:sv/ogerpon:
Mega Ogerpon
Type: Grass
Ability: Contrary

Stats
- Hp: 80
- Att: 120 -> 125 (+5)
- Def: 84 -> 114 (+30)
- SpA: 60 -> 100 (+40)
- SpD: 96 -> 126 (+30)
- Spe: 110 -> 105 (-5)
BST: 550 -> 650 (+100)

(80 / 125 / 114 / 100 / 126 / 105) (+0 / +5 / +30 / +40 / +30 / -5)

Movepool Additions: None

Description: Ogerpon, contrary to popular belief, isn't the monster everyone thinks they are. Or is that just a rumor? Idk I never played, nor saw anyone play the dlc. Anyways, Ogerpon comes in as a similar mon to Serperior. Serperior's claim to fame is their 75/113 contrary Leaf Storms combined with support from Glare. Ogerpon has some differences in that it boasts Contrary Superpower, spikes, encore, and pivoting. While all these aspects are great, it does still suffer from not having an item, even more so than Serperior. It is forced to go mixed unless you want to go a weird Serperior route with only Leaf Storm and utility because its only coverage is Tera Blast with no Tera. However, it is very good mixed with 125/100/105 offenses with Contrary Superpower and Leaf Storm. It also boasts good physical coverage as well. Is this too strong? Am I on crack? Why did I think this was a good idea? Those are all very valid questions, none of which I can answer. If it IS too strong, please let me know so I can smite it.

I will not be cooking for Probopass as I have no ideas and I already burnt down everything with Ogerpon.
 
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:sv/probopass:
Mega Probopass

RockIC_Big.png
SteelIC_Big.png


Ability: Repulsive Flux*
The user will set Magnet Rise for the next 2 residual turns (like Psychic Noise) after boosting a stat.

HP: 60
Atk: 55
Def: 145
SpAtk: 105 (+30)
SpDef: 150
Spe: 110 (+80)

New Moves: Rapid Spin

I love Probopass, and I want it to be good, so here's a quick sub that attempts to make heavy use of its really funky movepool to become a Body Press sweeper, effective trapper, and versatile offensive/defensive pivot. To be completely real with you, Probopass has arguably one of the coolest movepools in the entire series. It's not only chock full of strong coverage, but it has access to some really goofy options like Volt Switch and Taunt, alongside your standard utility moves in Stealth Rock. This obviously lends well to being a solid defensive pivot, but I wanted to take a bit of a different angle here.

There are two major problems with Probopass, though: its typing, and its Speed tier. The thing about its typing, though, is that it isn't quite as terrible as you'd think. What really propels it into sucky territory is how exploitable it is. You come with a lot of noteworthy weaknesses, but worst of all is its quad Ground-type weakness, making it very easy for most offensive Pokemon worth their salt to overwhelm. Repulsive Flux is essentially an answer to that, setting Magnet Rise after raising a stat. Removing this weakness makes a major difference for the typing, since you reap the benefits that make the Steel-type so strong, and only have one majorly exploitable weakness which is far more manageable since Fighting-type moves are a bit less common compared to Earthquake and such.

I wanted to lean into Iron Defense + Body Press, too. The typing itself is obviously one thing, but because of its immensely high Speed, great mixed bulk, and ability to snowball, releasing its Ground-type weakness is a deliberate part of this design by making it an extra break point.

Second, I wanted to lay a focus on its Speed tier and general offensive output. The stat boosts from mega evolving are deliberately designed to lean into letting it use its cool coverage profile and also set up more effectively in the face of super effective moves, and Probopass has a lot of means to boost its stats: Curse, Iron Defense, However, pre-mega Magnet Pull is also something I considered here, and is a huge component of the design. Because of the fact that pre-mega Magnet Pull still operates as you'd want it to (since the trapping turn is active before it mega evolves), you can get both the benefits of Magnet Pull and the major offensive boost in one fell swoop, letting it not only be a great offensive pivot/win condition, but also a trapper, intrinsically, that rewards deliberate timing and patience. Because I wanted to lean into an offensive profile, I wanted to keep the Rock-type so it could hold onto the STAB (especially with Meteor Beam), and also so it always has a defensive Achilles heel. With Meteor Beam, many people's first reaction is going to be a Ground-type, which Repulsive Flux actively punishes, and possesses an interesting dynamic with Volt Switch, too. I added Rapid Spin to complement this ability in a less committal way while having some intrinsic utility to encourage offensive pivot sets.
 
:sv/milotic:
Mega Milotic
Water / Dragon
Ability: Lifeboat
The first time the user enters battle, both players revive a fainted Pokémon to 50% HP. The opponent chooses first.
If a player doesn't have a fainted Pokémon, they don't choose. Even if neither players have a fainted Pokémon, this Ability still activates.

95 / 80 (+20) / 89 (+10) / 140 (+40) / 130 (+5) / 106 (+25)

When I was first thinking of how to design a Mega Milotic, I was really inspired by a card I'd recently seen: the Milotic from Twilight Masquerade. It has an Ability that effectively gives both players a free Revive. Along with quite a few other associated cards with effects that focus on mutually benefiting both players and fainting or retrieving cards, it seems very thematically in-line with Milotic as a mon! As Milotic is known to be a tender and beautiful Pokémon that soothes and relaxes other mons, it feels fitting to give it an Ability that can help allies come back from the brink.

While having a free Revival Blessing on entry seems like a really easy way to get banned, but Milotic comes with quite a few restrictions on how it can be used: while easier to execute than standard Revival Blessing due to being automatic and happening before all attacks, it has the same stipulations of not being usable without a fainted ally, and will also give back your opponent a mon for free if you're not careful with the timing, especially since they can choose what comes back (albeit before you, leaving ample room to counterpick)! But Lifeboat isn't made to make agonizing stalling matches. Instead, Milotic can help much more in aggressive teams, using its meaty 140 SpA-powered Surf, Scald, Dragon Pulse, and other strong moves to chunk opponents who don't back off.

Of course, in VGC, Milotic is still perfectly capable of being a jack-of-all-trades with powerful spread moves and strong support in Helping Hand, Haze, and Life Dew. The latter is especially powerful, since with 106 Speed, Milotic can easily top off a fainted ally to 75%, especially if they’re a self-faint user who just needed use their powerful self-KO, but still wants field time. (Looking at you, Final Gambit and Memento users!) Since it wants to delay when it megas, it can try to fish for a Competetive boost, and only evolve when its ally goes down, bringing them back up to keep the team going. Try pairing it with a self-KO user with Memento or Final Gambit, and allow them utility past when they go down!

As for the addition of the Dragon-type, the sheer change in the resistance profile from pure Water adds an extra dimension of when to mega. You won't want to do it against a Chien-Pao or a Tinkaton-Mega, but it's valuable to click when an opponent threatens with strong Grass- or Electric-type STAB attacks.
 
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Mega :probopass: Probopass
:sv/probopass:
Type: Rock/Steel
Ability: Sand Stream

Stats:
HP - 60
ATK - 55
DEF - 200 (+55)
SPA - 105 (+30)
SPD - 165 (+15)
SPE - 40

New Moves: Toxic

ROCK AND STONE! WHO SAID ROCK WASN'T A GREAT DEFENSIVE TYPE?

... everyone, because it's not. However, that doesn't mean Rock doesn't have its unique defensive utility - something that can shine when paired with one of the best defensive types in the game that can overcome Rock's poor defensive matchups. Too many people are taking the easy way out by getting rid of it entirely instead of playing to its strengths. Rock loses two of Steel's resistances, but it doesn't add any weaknesses, it just doubles down on two of them and changes Fire for Water (a net positive, in my opinion, considering its unique movepool).

Mega Probopass is a physically defensive behemoth - just behind the likes of Mega Aggron and Mega Steelix. However, unlike that poser Aggron who forsook the strength of stone, Mega Probopass makes the most of it - boasting an effective special defense stat even higher than its defense (though, at max physical investment, they are almost exactly equal). This means that the enemy can't simply get around the wall like it can with the other physically defensive monstrosities by bringing in some puny old man like Alakazam to take potshots from afar.

Sand Stream not only grants it this well-rounded defensiveness but also the benefit of free chip damage - after all, Mega Probopass is far from some passive Stealth Rocks setter. While it does excel at setting rocks, of course, it racks up a lot of damage on its own through Rocks, Sandstorm, Volt Switch, Pain Split, and optionally being able to take Discharge over Thunder Wave, going the Scald route of status spreading in order to rack up more chip damage and pressure out any Flying types trying to Defog (if it hadn't already Volt Switch'd them in the face the same turn they came in). Not to mention, even non-STAB at 80 BP, Mega Probopass's Body Press carries incredible pressure for a mon as tanky as it is. For example, Probopass's regular non-SE Body Press barely deals less damage than Walking Wake's super-effective, Choice Specs boosted Hydro Steam:

252+ Def Probopass Body Press (80 BP) vs. 12 HP / 0 Def Walking Wake: 144-170 (42.1 - 49.7%) -- guaranteed 2HKO after Stealth Rock and sandstorm damage
244 SpA Choice Specs Walking Wake Hydro Steam (80 BP) vs. 252 HP / 4 SpD Probopass in Sand: 164-194 (50.6 - 59.8%) -- guaranteed 2HKO

Mega Probopass also has a fair amount of utility - besides hazards, paralysis spreading, and slow pivots, which are its main bread and butter, Pain Split is a valuable move in Probopass's arsenal. Its relatively low HP compared to its incredibly high defenses means it gets very good mileage out of the move as a way to heal up while also dealing further chip. Pain Split isn't the most reliable healing move around, of course, but most Steel-types, especially ones as tanky as Mega Probopass, systematically don't get any healing at all - which sets Mega Probopass apart. Additionally, Mega Probopass can also run a cheeky Taunt in singles to counter specific threats if needed, and for VGC, it even gets access to Helping Hand.

Now for the elephant in the room - Flying types are Mega Probopass's best friends. No matter how tanky it is, taking 4x damage from both Fighting and Ground types is a crippling factor, especially when the latter can eat its Discharge/Thunder Wave and Volt Switch entirely. Between its movepool and stats, even Water types aren't that big of a threat to it at 'only' 2x damage. That means its crippling 4x weaknesses are the only weaknesses it truly has to worry about - both of which are conveniently taken care of by a good Flying-type pal. The two synergize very well together and form the basis of a strong two-Pokemon defensive core for nearly any team, containing complementary typings, the foundation for your utility needs, as well as a VoltTurn pairing.

One like = one brand new pickaxe for local dwarves near you.
 
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Its time for balls
:sv/ogerpon:
Mega Ogerpon (Teal Mask)
Ability
: Homerun (Holder's physical moves have 1.2x power. If hit by a bullet move, bounce the move back to the opponent.)
HP: 80
Atk: 150 (+30)
Def: 120 (+36)
SpAtk: 60
SpDef: 120 (+24)
Spe: 110
New Moves: Wild Charge
Basedball.png
Stealing Vaporemons' baseball bat as an idea for Oger. There's not much else to write home about, this ogerpon's role is to hit hard while also occasionally getting a free switch on the likes of Gholdengo, Dragapult or Cinderace. Its defenses get buffed to have more chances to wreak havoc. Even though the damage is crazy, the lack of change in speed makes it prone to getting outsped by other megas, as well as lack of coverage.
 
:sv/Milotic:
Milotic-Mega
Water/Fairy
Ability: Queenly Majesty
95
75 (+15)
99 (+20)
125 (+25)

155 (+30)
91 (+10)


A Pokemon so renowned for its beauty is a perfect choice for Queenly Majesty, letting Milotic use its old staples of Scald and Recover without having to fear strong priority like Kingambit Sucker Punch, Mega Lokix First Impression and especially Raging Bolt Thunderclap. New Fairy type offers it solid resistances to Fighting and Dark while granting it STAB on Alluring Voice to tear through the powerful Dragons such as Roaring Moon, Raging Bolt and Baxcalibur. Where QM especially benefits Mega Milo is VGC, adding Fake Out nullification to its solid VGC repertoire: you have spread Muddy Water/Surf and Icy Wind, Life Dew and Helping Hand for your ally, Haze or Alluring Voice to deal with set-up, Imprison to nullify Protect, Flip Turn to pivot around and even rare Breaking Swipe to further 1v1 Dondozo. Plus pre-Mega Competitive doesn't hurt.

:sv/Probopass:
Probopass-Mega
Rock/Steel
Ability: Regenerator
60
70 (+15)

150 (+5)

125 (+50)
180 (+30)
40

New Moves: +Trick Room

Mega evolution increases Probopass' magnetism, allowing it to summon any nearby iron to repair damage to itself. Regenerator gives Probo the longevity to at least theoretically function as a tank, pairing with slow Volt Switch and a now respectable SpA to gradually bludgeon the opposition with STAB Flash Cannon and Power Gem, Earth Power, or Body Press, or repeatedly set Stealth Rocks. Or you can do a funny and throw off high-powered Steel Beams repeatedly.

Where Probo truly shines though is the mostly Ground-free VGC, abusing the perks of its typing to shut down opposing Fairies, absorb Fake Out and take on Mega Coal as a Steel not weak to Fire. Mega Probo supports its team with Wide Guard and potential Helping Hand, or with Discharge to smack Mega Quaq and Aqua Tauros while crippling rare Blaze Tauros. Alternatively, Heavy Slam has a 50% chance to OHKO bulky Flutter Mane uninvested despite its much lower Attack. Its biggest draw, however, is newfound access to Trick Room, pairing well with its low Speed and letting Mega Probo serve a wholly unique role as a TR setter thanks to Regen (you can even use pre-Mega Sturdy to help get it up versus Ting Lu or Fighting types). On Trick Room, it pairs quite nicely with Iron Hands, eating the Fairy and Psychic moves that blow through Hands while Hands can handle the one good Ground in Ting-Lu, smack Waters and let Probo freely spam Discharge.

:sv/Ogerpon:
Ogerpon-Mega
Grass
Ability: Tinted Lens
80
130 (+10)

104 (+20)
95 (+35)
126 (+30)
115 (+5)


"Should Ogerpon feel its friends are in danger, its Teal Mask will undergo a strange transformation with glowing eyes. Mega Ogerpon fights with a blind fury similar to the rampage which terrified the people of Kitakami so long ago."

Ever since Teal Mask dropped, I've been fascinated by how a pure Grass type managed to solo multiple Poison types; with Tinted Lens, Ogerpon can now recreate that famous battle and cleave through the Loyal Trio with its Grass STAB. As a Tinted Lens Mega, Ogerpon trades the priority and higher immediate power of Mega Lokix for better bulk, key resistances to Water and Electric and no Rocks weakness. Grass is an interesting STAB to pair with Tinted Lens given its plethora of resistances, letting Oger go unga bunga with Ivy Cudgel or heal up with Horn Leech; it's also nice for Singles sets hoping to abuse U-turn. It's not totally brainless since there's several good 4x Grass resists, encouraging you to make use of coverage like Superpower, Stomping Tantrum or Play Rough. In Singles, Oger can use this power to clean up with Swords Dance or serve as a strong pivot with utility like Knock Off, Encore or Spikes. VGC Ogers can leverage options like Spiky Shield and Follow Me to make use of its sizably buffed bulk and pre-Mega Defiant to turn the tables on Mega Quaq and Aqua Tauros.
 
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:Probopass:
Mega Probopass
Ability:
Parental Bond

Type: Rock | Steel

Stats:
HP - 60
Atk - 55
Def - 145 (+15) --> 160
SpA - 75 (+50) --> 125
SpD - 150 (+15) --> 165
Spe - 40 (+20) --> 60

New Moves: Rapid Spin
Description:

"Although it can control its units known as Mini-Noses, they sometimes get lost and don't come back."
- Ultra Sun Pokedex

This entry stood out to me because it implied the Mini-Noses are somewhat autonomous. Furthermore, the Ultra Moon Pokedex reveals that the main body rarely participates in battle, mostly just giving orders.

So what if through Mega Evolution, this dynamic is completely changed? The main body fights actively, with the intent of protecting its Mini-Noses. The Mini-Noses are no longer compelled to battle through the cold force of electromagnetism, but something rather stronger: love.
Probopass has many ways to utilize Parental Bond. Discharge now has a 51% chance to Paralyze the target. Flash Cannon and Earth power have a 19% chance to lower the foe's Special Defense. Tri-Attack inflicts a status condition 36% of the time. This may sound concerning because of Freeze, but that's a 12% chance, comparable to Ice Beam's 10%. Even Volt Switch gets a second hit.

With the newly learned Rapid Spin, Probopass can double its Speed and clear hazards at the same time. Furthermore, the second hit from Parental Bond allows it to OHKO offensive :kingambit: Kingambit with uninvested Body Press (and defensive Kingambit too if you have a +Defense nature). You can even use Magnet Pull pre-Mega to trap it.
 
:milotic:

Milotic-Mega
Water/Fairy
Water Veil

Stats:
HP
: 95
Atk: 125 + 30 = 155 (swap with SpD)
Def: 79 + 30 = 109
SpA: 60 + 10 = 70 (swap with Atk)
SpD: 100 + 30 = 130 (swap with SpA)
Spe: 81

New moves: Spirit Break

Description: Gyarados but not the same. Epic.

Yeah I find it kind of funny that it has the same stats but rearranged compared to Gyarados, so now it has the exact same stats as Gyarados-Mega. Physical Milotic is actually far from anecdotical, as it surprisingly has options (Waterfall, sure, but like it has Flip Turn, Triple Axel, Coil, Dragon Dance...) The goal is to use it as a bulky Coil or Dragon Dancer, similarily to Gyarados, except that you can slot in Recover to help with longevity. Moreover, Water Veil is a great ability in order to avoid burns, and, funnily enough, it can stop a regular Milotic (with immunity to Dragon Tail and burn from Scald). Physical Milotic was a silly thought but it's actually kind of fun.
 
Mega Ogerpon
Grass/Fairy (Fairy Ivy Cudgel)
stats
HP- 80
ATK- 135(+15)
DEF- 134(+50)
SPA- 70(+10)
SPD- 106(+10)
SPE- 115(+5)
BST- 650
Masquerade: (Created by BlueRay for Mega Hawlucha) This Pokémon inherits the Ability of the last unfainted Pokémon in its party until it takes direct damage from another Pokémon's attack.

The Hawlucha/Cacturne/Araquanid slate of v7 was the first M4A slate I participated in, making this one of the first custom abilities I ever saw for this mon and thus has really stuck with me. Ogerpon being known for its array of masks I thought an ability like this would be very fitting and with the wide array of moves Ogerpon can abuse with the abilities of its allies such as Rock Head/Regenerator Wood Hammer, Triage Horn Leech, Protean, etc. While it has a similar stat spread to Mega Hawlucha (which isnt in the format), Mega Ogerpon trades some speed for more power and has a pretty solid defensive type and defense stat which helps it deal with comon physical threats such as Roaring Moon, Mega Quaquaval, Mega Lokix, and Iron Hands


Mega Probopass
Rock/Steel
stats
HP- 60
ATK- 65(+10)
DEF- 165(+20)
SPA- 100(+25)
SPD- 180(+30)
SPE- 55(+10)
BST- 525
Electric Surge

New Moves: Rising Voltage

I think we can agree that off-type terrain/weather setters are cool right? Well with Probopass's heavy connection to the electric type this felt like a no-brainer to me. The format's only ETerrain setter is Pincurchin which as much as I love the little guy he's not pulling a lot of weight, but with Mega Probopass we have a setter which can take a lot of hits (unless theyre fighting or ground type) and switch out slowly to your frail but fast Quark Drive user. Rising Voltage, Wide Guard, Rock Slide, and other such tools will allow this to be tremendous support in vgc.


Mega Milotic
Water/Fairy
stats
hp- 95
atk- 60
def- 94(+15)
spa- 110(+10)
spd- 155(+30)
spe- 126(+45)
Multiscale

While you may see another Multiscale Milotic to vote for this slate, this one is unique in its additional Fairy typing as well as blazing speed of 126 which allows mega Milotic to outspeed plenty of big threats like Weavile, M Cyclizar, Meowscarada, M Pawmot, non-speed boosted Iron Valiant, and ties with only Kilowattrel. the fairy type gives it great offensive and defensive capabilities. Multiscale helps improve its already threatening defensive stats and recover allows it to heal back to full and reactive the ability.
 
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Welp, long time without posting any mega idea:

Mega Ogerpon
Grass

80
120-130 (+10)
84-124 (+40)
60-75 (+15)
96-126(+30)
110-115 (+5)
BST- 650
New Ability: Rotation
New Moves: Rapid Spin

The Flavour

Ogerpon being able now to have any of her defensive stats rised by the ability, makes her a very tough support, being able to resist this kind of damage with a good enough Ev investment:

- 252+ SpA Choice Specs Beads of Ruin Chi-Yu Flamethrower vs. +1 252 HP / 252 SpD Ogerpon: 300-354 (82.4 - 97.2%) -- guaranteed 2HKO
- 252+ Atk Choice Band Sword of Ruin Chien-Pao Icicle Crash vs. +1 252 HP / 252 Def Ogerpon: 264-312 (72.5 - 85.7%) -- guaranteed 2HKO
- 252 SpA Heatran Magma Storm vs. +1 252 HP / 0 SpD Ogerpon: 180-212 (49.4 - 58.2%) -- guaranteed 2HKO after trapping damage
- 252+ Atk Protosynthesis Gouging Fire Flare Blitz vs. +1 252 HP / 0 Def Ogerpon: 284-336 (78 - 92.3%) -- guaranteed 2HKO

Being versatile enough in OU with spikes, U turn, synthesis, koff, taunt, spiky shield, encore...

Or in VGC with follow me and helping hand, as a tank and support

But being able to rise the defensive stats with 115 speed and with SD + Horn Leech can make her a very powerfull cleaner/sweeper
 
Stole Nani's formatting cause I wanted to get this in faster.
:Probopass:
Mega Probopass
Ability:
Congestion

Status moves used when this Pokemon is on the field don't take effect until it switches out.
Things to mention, stat-changing and healing moves/self-damaging moves only effect the Pokemon who used the move.
Relevant moves with Probopass: Stealth Rocks, Protect, Taunt, Thunder Wave, Block, Endure, Gravity, Lock-On, Helping Hand, Magnet Rise, Metal Sound, Sandstorm, Sunny Day.

Type: Rock | Steel
Stats:
HP - 60
Atk - 55 (+90) --> 145
Def - 145 (+35) --> 180
SpA - 75 (-20) --> 55
SpD - 150 (+15) --> 165
Spe - 40 (-20) --> 20

New Moves: Trick Room
Description:
Everybody is going all in on the magnet and electric connection. Why can't it just be a bigass nose. I added trick room because it fits pretty well flavorwise with the whole congestion concept. I also made it a physical attacker because Probopass's movepool works better with the physical toolkit, it doesn't really have access to many great special moves.
Okay so this Mon can work a few different ways, it can be a disruptor pivot, preventing spikes setters from making instant momentum and messing with their switchins with strong heavy slams or stone edge. And then volt switch into your defogger, it is one of the best rockers on spikestack as you can pivot it into gholdengo and fully stop any defog from taking place. It can help your setup sweepers extremely well, with thunder wave or force switches later with metal sound. It can set sand and sun decently well for a manual setter. And then its primary niche will be Trick Room, it can benefit from TR set by other Pokemon or it can set its own and pivot. It has enough longevity with its ridiculous bulk that it can set it up, pivot, and then set it again later in the game. And it hits hard enough with its moves to threaten out issues. It has access to moves like Ice Punch and Fire Punch to deal with threats.
 
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Dear community,

it's voting time. Below, you can find all the subs from the current slate. You have until Sunday, 25.08.2024, GMT+2, 23:59, to vote! If I forgot to include any sub or made some error, please, let me know as soon as possible.

:sv/milotic:
Mega Milotic
milotic.png

WaterIC_PE.png
DragonIC_PE.png

Ability - Marvel Scale, Competitive; Cute Charm ➝ Multiscale

HP - 95 ➝ 95
Atk - 60 ➝ 70 (+10)
Def - 79 ➝ 109 (+30)
SpA - 100 ➝ 130 (+30)
SpD - 125 ➝ 155 (+30)
Spe - 81 ➝ 81
BST - 540 ➝ 640 (+100)

Movepool Changes - n/a
Competitive Corner - I've always been curious about a defensive Pokémon with Multiscale and I think it fits very well for Milotic, with its high SpA, its not passive like something like Lugia would be in Ubers, and by being forced to hold a Mega Stone, it cannot avoid taking hazard damage to protect itself from having its Multiscale be broken like Dragonite or Lugia can with Heavy-Duty Boots. I think this would lead to a very interesting dynamic of trying to keep hazards off at all costs to preserve your defensive backbone, but without it being locked to stall, as Milotic still has plenty of offensive pressure, especially if it can force Competitive to activate pre-Mega (alternatively, you can have Marvel Scale and elect not to Mega if you get burned and the pure Water-typing is more useful? I'm not sure...) The Dragon-typing gives it a very unique defensive profile and negates both its pre-Mega weaknesses.

BlueRay also brought up an interesting point that I originally overlooked: with high bulk and Multiscale, if you can keep hazards off Milotic can take most boosted hits and hit the set up sweeper with Haze or Dragon Tail, so it could act as a roadblock to set up users!

Flavor Corner - The Dragon-typing comes from Milotic's inspiration on the Loch Ness monster (and the fact that it's always using Tera Dragon '^^ or at least used to when it was being used in OU for DLC1 - looking at smogdex it also likes that tera in PU, RU and NU). Multiscale is pretty self-explanatory! The stats are rearranged from Mega Gyarados as they are counterparts.
:sv/milotic:
Mega Milotic
Type:
Water / Fairy
Ability: Misty Surge
Stats:
HP: 95​
Att: 70 (+10)
Def: 109 (+30)
SpA: 130 (+30)
SpD: 155 (+30)
Spe: 81​

Milotic is the peaceful counterpart to Gyarados, with the same base stats rearranged into a more defensive role. Mega Milotic does the same, with its stats being the same as Mega Gyarados, rearranged in the same way as base Milotic.

Milotic's calming presence come not only from its majesty and beauty, but also a special energy it emits when it glows pink. Mega Milotic extrapolates that by manifesting that pink aura as a field of pink mist that quells the rage of even the most fearsome of dragons.

Water/Fairy with Misty Surge was a proven combination with Tapu Fini, but Mega Milotic has a few key traits that set it apart from the island guardian. Milotic lacks Fini's signature Defog, as well as Calm Mind, Taunt, Nature's Madness, and Knock Off. In return, Mega Milotic naturally hits harder, is way bulkier, can augment that bulk even further with Recover, and has its own suite of utility moves in Dragon Tail and Flip Turn. It also, you know, exists in Gen 9.

Making Mega Milotic a Fairy-type also adds extra symmetry with Mega Gyarados, since Gen 6 established Fairy and Dark as counterparts through Xerneas and Yveltal and the rare Kee and Maranga Berries. The Xerneas and Yveltal connection runs even deeper in a definitely unintentional way, since Gyarados is Water/Flying in its base form while Milotic is pure Water, kind of like how Yveltal is Dark/Flying while Xerneas is pure Fairy.
1722996431153.png


Mega Milotic
Typing: Fairy/Water
Ability: Finesse (This Pokémon's moves with a secondary effect 80 BP or lower result in a critical hit. However, if the secondary effect activates, the move no longer results in a critical hit.)

HP: 95
Atk: 95 (+25)
Def: 99 (+20)
Sp. Atk: 115 (+15)
Sp. Def: 135 (+10)
Speed: 101 (+20)

New Moves: Calm Mind

One of base Milotic's biggest flaws is its passivity, due to its overall lackluster offensive presence and lack of solid boosting move. This mega Milotic seeks to remedy that. Fairy / Water gives Milotic a secondary stab and overall better typing, letting it noticeably take on a lot more Pokémon. I like Finesse a lot flavor-wise, and it also grants Milotic strong, accurate STAB moves in Alluring Voice and Scald. It also means Milotic almost always wins boosting battles against other bulky Pokémon. Calm Mind turns Milotic into a devastating bulky sweeper. Milotic also has two pretty cool physical boosting moves in Coil and Dragon Dance, which is tech that can be utilized with its decent attack stat and solid natural physical attacks, like Finesse boosted Waterfall and Iron Head, and neat coverage in Triple Axel.
:sv/milotic:
Mega Milotic
Type: Water/Steel
Ability: Mirror Armor

Stats
- Hp: 95
- Att: 60 -> 110 (+50)
- Def: 79
- SpA: 100 -> 120 (+20)
- SpD: 125 -> 155 (+30)
- Spe: 81
BST: 540 -> 640 (+100)

(95 / 110 / 79 / 120 / 155 / 81) (+0 / +50 / +0 / +20 / +30 / +0)

Movepool Additions: None

Description: Milotic's ego and beauty reflects outside even furthur by gaining reflective mirror aspects. quagsi (jazzmat) on discord also suggested metal ribbons on them which could also justify the steel-typing. Blueray also suggested the mirror flavor coming from Milotic ex from the TCG as well. Milotic gains 95/79/155 defenses with recovery and a strong Water/Steel-typing. Despite the strong defenses, Milotic only has 110/120/81 offenses which is also decent with fairly low speed. Milotic is designed around wanting to be a mixed attacker with Coil. Coil boosts 3 important stats for Milotic, Att, Def, & Acc. Milotic has a solid attack stat as well as a SpA stat so the boost in Att from Coil allows it to use Steel STAB in Iron Head or Iron Tail (Acc comes into play there). Milotic has a very high SpA stat but a relatively low Def stat in 79. Coil boosts up its weaker defense but leaves its strong SpD stat. And finally Acc being boosted improves Milotic's move options allowing accurate Hydro Pump, Iron Tail, Hypnosis, Toxic, Triple Axel, Dragon Tail, & Blizzard. Dragon Dance is also a solid option for a double dance set allowing Milotic to outspeed potent threats but it is forced to drop valuable coverage or utility. Also Mirror Armor blocks Intimidate and Fire Lash (?) to preserve its staying power. Mirror Armor is also very cool in VGC where stat drops are more important making it a better threat. A comparison can be made between Milotic and Corviknight and what makes them different due to both being defensive steel-types with Mirror Armor. Corviknight is a defensive hazard removal mon with recovery and pivoting. Milotic differs plenty when comparing it with Corviknight for several reasons. Corviknight is a hazard removal while Milotic is a set up mon. Milotic also has a much stronger offensive presence and is faster.

EX9_EN_96.png
:sv/milotic:
Mega Milotic
Water / Dragon
Ability: Lifeboat
The first time the user enters battle, both players revive a fainted Pokémon to 50% HP. The opponent chooses first.
If a player doesn't have a fainted Pokémon, they don't choose. Even if neither players have a fainted Pokémon, this Ability still activates.

95 / 80 (+20) / 89 (+10) / 140 (+40) / 130 (+5) / 106 (+25)

When I was first thinking of how to design a Mega Milotic, I was really inspired by a card I'd recently seen: the Milotic from Twilight Masquerade. It has an Ability that effectively gives both players a free Revive. Along with quite a few other associated cards with effects that focus on mutually benefiting both players and fainting or retrieving cards, it seems very thematically in-line with Milotic as a mon! As Milotic is known to be a tender and beautiful Pokémon that soothes and relaxes other mons, it feels fitting to give it an Ability that can help allies come back from the brink.

While having a free Revival Blessing on entry seems like a really easy way to get banned, but Milotic comes with quite a few restrictions on how it can be used: while easier to execute than standard Revival Blessing due to being automatic and happening before all attacks, it has the same stipulations of not being usable without a fainted ally, and will also give back your opponent a mon for free if you're not careful with the timing, especially since they can choose what comes back (albeit before you, leaving ample room to counterpick)! But Lifeboat isn't made to make agonizing stalling matches. Instead, Milotic can help much more in aggressive teams, using its meaty 140 SpA-powered Surf, Scald, Dragon Pulse, and other strong moves to chunk opponents who don't back off.

Of course, in VGC, Milotic is still perfectly capable of being a jack-of-all-trades with powerful spread moves and strong support in Helping Hand, Haze, and Life Dew. The latter is especially powerful, since with 106 Speed, Milotic can easily top off a fainted ally to 75%, especially if they’re a self-faint user who just needed use their powerful self-KO, but still wants field time. (Looking at you, Final Gambit and Memento users!) Since it wants to delay when it megas, it can try to fish for a Competetive boost, and only evolve when its ally goes down, bringing them back up to keep the team going. Try pairing it with a self-KO user with Memento or Final Gambit, and allow them utility past when they go down!

As for the addition of the Dragon-type, the sheer change in the resistance profile from pure Water adds an extra dimension of when to mega. You won't want to do it against a Chien-Pao or a Tinkaton-Mega, but it's valuable to click when an opponent threatens with strong Grass- or Electric-type STAB attacks.
:sv/Milotic:
Milotic-Mega
Water/Fairy
Ability: Queenly Majesty
95
75 (+15)
99 (+20)
125 (+25)

155 (+30)
91 (+10)


A Pokemon so renowned for its beauty is a perfect choice for Queenly Majesty, letting Milotic use its old staples of Scald and Recover without having to fear strong priority like Kingambit Sucker Punch, Mega Lokix First Impression and especially Raging Bolt Thunderclap. New Fairy type offers it solid resistances to Fighting and Dark while granting it STAB on Alluring Voice to tear through the powerful Dragons such as Roaring Moon, Raging Bolt and Baxcalibur. Where QM especially benefits Mega Milo is VGC, adding Fake Out nullification to its solid VGC repertoire: you have spread Muddy Water/Surf and Icy Wind, Life Dew and Helping Hand for your ally, Haze or Alluring Voice to deal with set-up, Imprison to nullify Protect, Flip Turn to pivot around and even rare Breaking Swipe to further 1v1 Dondozo. Plus pre-Mega Competitive doesn't hurt.
:milotic:

Milotic-Mega
Water/Fairy
Water Veil

Stats:
HP
: 95
Atk: 125 + 30 = 155 (swap with SpD)
Def: 79 + 30 = 109
SpA: 60 + 10 = 70 (swap with Atk)
SpD: 100 + 30 = 130 (swap with SpA)
Spe: 81

New moves: Spirit Break

Description: Gyarados but not the same. Epic.

Yeah I find it kind of funny that it has the same stats but rearranged compared to Gyarados, so now it has the exact same stats as Gyarados-Mega. Physical Milotic is actually far from anecdotical, as it surprisingly has options (Waterfall, sure, but like it has Flip Turn, Triple Axel, Coil, Dragon Dance...) The goal is to use it as a bulky Coil or Dragon Dancer, similarily to Gyarados, except that you can slot in Recover to help with longevity. Moreover, Water Veil is a great ability in order to avoid burns, and, funnily enough, it can stop a regular Milotic (with immunity to Dragon Tail and burn from Scald). Physical Milotic was a silly thought but it's actually kind of fun.
Mega Milotic
Water/Fairy
stats
hp- 95
atk- 60
def- 94(+15)
spa- 110(+10)
spd- 155(+30)
spe- 126(+45)
Multiscale

While you may see another Multiscale Milotic to vote for this slate, this one is unique in its additional Fairy typing as well as blazing speed of 126 which allows mega Milotic to outspeed plenty of big threats like Weavile, M Cyclizar, Meowscarada, M Pawmot, non-speed boosted Iron Valiant, and ties with only Kilowattrel. the fairy type gives it great offensive and defensive capabilities. Multiscale helps improve its already threatening defensive stats and recover allows it to heal back to full and reactive the ability.
:sv/probopass:
Mega Probopass
probopass.png

RockIC_PE.png
SteelIC_PE.png

Ability - Sturdy, Magnet Pull; Sheer Force ➝ No Guard

HP - 60 ➝ 60
Atk - 55 ➝ 120 (+65)
Def - 145 ➝ 155 (+10)
SpA - 75 ➝ 125 (+25)
SpD - 150 ➝ 160 (+10)
Spe - 40 ➝ 5 (-35)
BST - 525 ➝ 625 (+100)

Movepool Changes - Focus Blast, Trick Room
Competitive Corner - I thought No Guard would be fitting for Probopass, and it has some interesting options to use it in Zap Cannon, Focus Blast, Stone Edge, and Head Smash, which all should hit hard with the buffed stats and high BPs. Probopass can invest into HP and mixed offenses to be surprisingly bulky outside of its type, and Zap Cannon could let it get the jump on slow walls like Toxapex. It's still 4x weak to Fighting and Ground and slow as fuck so it's probably gonna be tricky to use, but I tried '^^ Another interesting niche it has though is being able to trap Steel-types pre-mega and Mega Evolve as you attack them with No Guard Focus Blast or Zap Cannon before they can switch out!

Blue Ray also suggested giving it Trick Room and I think that's a good idea to increase the viability of this Pokémon in singles. It should play differently than Stakataka being a mostly mixed choice with Head Smash, Zap Cannon, and Focus Blast!

Flavor Corner - Using its north-facing nose Probopass can expertly lock-on to its opponent position, and never misses an attack (hence No Guard) - it's also very easy to hit back because, well, yeah, it's a Probopass. Focus Blast is just generic coverage that many Pokémon get and I think Probopass deserves it too. And Trick Room feels fitting for it, and could be explained by some magnetism helping twist the dimensions!
:sv/probopass:
Mega Probopass
Type:
Rock / Steel
Ability: Refrigerate
Moves: Rock Polish
Stats:
HP: 60​
Att: 55​
Def: 145​
SpA: 125 (+50)
SpD: 150​
Spe: 90 (+50)

And now for something completely unrelated to Xerneas.

Magnets and cold have a few interesting connections. There's all the stuff to do with Earth's magnetic poles being located in the coldest parts of the planet, causing compasses to point there and creating one of the areas' most striking phenomena in auroras. And then there are superconductors, which when cooled to extremely cold temperatures can do some wild shit with magnets.

Probopass's coverage is already very impressive, but Refrigerate Tri Attack and a huge boost to its speed and power (enough to outspeed and near-OHKO Great Tusk) bring Probopass's offense to the next level.
:ss/probopass:
Mega Probopass
Type:
Electric / Steel
Ability: Electric Surge
Stats: 60 / 55 / 185 (+40) / 105 (+30) / 150 / 70 (+30)
New Moves: Focus Blast, Rising Voltage, Trick Room
Competitive Description: leans into the niche probopass found in that one ou rmt where trapped and killed gambit. usually trappers like zone just do that thing and then are not that useful on a team so being able to mega for a completely different niche is cool. the def buff means it never gets ohkod by +2 black glasses overlord-5 sucker with only max hp, and the spe is so you can creep up to corv without investing too much (do note that even thunder cannot ohko it though). also this is an eterrain mon that isnt pincurchin so another plus
in vgc it can leverage its still low spe for trick room as well as wide guard to really support its teammates besides eterrain
Flavor: it evolves in a magnetic field or a thunder stone in pla and gets electric moves so idt its much of a jump
1722996352168.png


Mega Probopass
Typing: Electric/Steel
Ability: Drift (Upon switch in, this Pokémon floats with magnetism. Getting hit makes this effect wear off and grants a +1 to both offensive stats. Switching out regenerates this effect. )

HP: 60
Atk: 90 (+45)
Def: 155 (+10)
Sp. Atk: 115 (+40)
Sp. Def: 155 (+5)
Speed: 40

Mega Probopass gains a neat new typing in Electric/Steel, letting it shrug off a lot of weaknesses from its previous typing. Mega Probopass has workable offensive stats to complement its colorful coverage, letting it dent a lot of checks on the switch-in. Drift means Probopass is able to come in on a lot of ground types, often giving it a free turn to set stealth rock, set up using iron defense or curse, or predict an incoming switch and deal damage with its STAB or coverage. In addition, the +1 in both stats after the effect wears off gives Probopass an easier time at wall breaking through opposing teams. Drift also makes Probopass a lot less susceptible to entry hazards, prolonging its longevity.
:sv/probopass:
Mega Probopass

RockIC_Big.png
SteelIC_Big.png


Ability: Repulsive Flux*
The user will set Magnet Rise for the next 2 residual turns (like Psychic Noise) after boosting a stat.

HP: 60
Atk: 55
Def: 145
SpAtk: 105 (+30)
SpDef: 150
Spe: 110 (+80)

New Moves: Rapid Spin

I love Probopass, and I want it to be good, so here's a quick sub that attempts to make heavy use of its really funky movepool to become a Body Press sweeper, effective trapper, and versatile offensive/defensive pivot. To be completely real with you, Probopass has arguably one of the coolest movepools in the entire series. It's not only chock full of strong coverage, but it has access to some really goofy options like Volt Switch and Taunt, alongside your standard utility moves in Stealth Rock. This obviously lends well to being a solid defensive pivot, but I wanted to take a bit of a different angle here.

There are two major problems with Probopass, though: its typing, and its Speed tier. The thing about its typing, though, is that it isn't quite as terrible as you'd think. What really propels it into sucky territory is how exploitable it is. You come with a lot of noteworthy weaknesses, but worst of all is its quad Ground-type weakness, making it very easy for most offensive Pokemon worth their salt to overwhelm. Repulsive Flux is essentially an answer to that, setting Magnet Rise after raising a stat. Removing this weakness makes a major difference for the typing, since you reap the benefits that make the Steel-type so strong, and only have one majorly exploitable weakness which is far more manageable since Fighting-type moves are a bit less common compared to Earthquake and such.

I wanted to lean into Iron Defense + Body Press, too. The typing itself is obviously one thing, but because of its immensely high Speed, great mixed bulk, and ability to snowball, releasing its Ground-type weakness is a deliberate part of this design by making it an extra break point.

Second, I wanted to lay a focus on its Speed tier and general offensive output. The stat boosts from mega evolving are deliberately designed to lean into letting it use its cool coverage profile and also set up more effectively in the face of super effective moves, and Probopass has a lot of means to boost its stats: Curse, Iron Defense, However, pre-mega Magnet Pull is also something I considered here, and is a huge component of the design. Because of the fact that pre-mega Magnet Pull still operates as you'd want it to (since the trapping turn is active before it mega evolves), you can get both the benefits of Magnet Pull and the major offensive boost in one fell swoop, letting it not only be a great offensive pivot/win condition, but also a trapper, intrinsically, that rewards deliberate timing and patience. Because I wanted to lean into an offensive profile, I wanted to keep the Rock-type so it could hold onto the STAB (especially with Meteor Beam), and also so it always has a defensive Achilles heel. With Meteor Beam, many people's first reaction is going to be a Ground-type, which Repulsive Flux actively punishes, and possesses an interesting dynamic with Volt Switch, too. I added Rapid Spin to complement this ability in a less committal way while having some intrinsic utility to encourage offensive pivot sets.
Mega :probopass: Probopass
:sv/probopass:
Type: Rock/Steel
Ability: Sand Stream

Stats:
HP - 60
ATK - 55
DEF - 200 (+55)
SPA - 105 (+30)
SPD - 165 (+15)
SPE - 40

New Moves: Toxic

ROCK AND STONE! WHO SAID ROCK WASN'T A GREAT DEFENSIVE TYPE?

... everyone, because it's not. However, that doesn't mean Rock doesn't have its unique defensive utility - something that can shine when paired with one of the best defensive types in the game that can overcome Rock's poor defensive matchups. Too many people are taking the easy way out by getting rid of it entirely instead of playing to its strengths. Rock loses two of Steel's resistances, but it doesn't add any weaknesses, it just doubles down on two of them and changes Fire for Water (a net positive, in my opinion, considering its unique movepool).

Mega Probopass is a physically defensive behemoth - just behind the likes of Mega Aggron and Mega Steelix. However, unlike that poser Aggron who forsook the strength of stone, Mega Probopass makes the most of it - boasting an effective special defense stat even higher than its defense (though, at max physical investment, they are almost exactly equal). This means that the enemy can't simply get around the wall like it can with the other physically defensive monstrosities by bringing in some puny old man like Alakazam to take potshots from afar.

Sand Stream not only grants it this well-rounded defensiveness but also the benefit of free chip damage - after all, Mega Probopass is far from some passive Stealth Rocks setter. While it does excel at setting rocks, of course, it racks up a lot of damage on its own through Rocks, Sandstorm, Volt Switch, Pain Split, and optionally being able to take Discharge over Thunder Wave, going the Scald route of status spreading in order to rack up more chip damage and pressure out any Flying types trying to Defog (if it hadn't already Volt Switch'd them in the face the same turn they came in). Not to mention, even non-STAB at 80 BP, Mega Probopass's Body Press carries incredible pressure for a mon as tanky as it is. For example, Probopass's regular non-SE Body Press barely deals less damage than Walking Wake's super-effective, Choice Specs boosted Hydro Steam:

252+ Def Probopass Body Press (80 BP) vs. 12 HP / 0 Def Walking Wake: 144-170 (42.1 - 49.7%) -- guaranteed 2HKO after Stealth Rock and sandstorm damage
244 SpA Choice Specs Walking Wake Hydro Steam (80 BP) vs. 252 HP / 4 SpD Probopass in Sand: 164-194 (50.6 - 59.8%) -- guaranteed 2HKO

Mega Probopass also has a fair amount of utility - besides hazards, paralysis spreading, and slow pivots, which are its main bread and butter, Pain Split is a valuable move in Probopass's arsenal. Its relatively low HP compared to its incredibly high defenses means it gets very good mileage out of the move as a way to heal up while also dealing further chip. Pain Split isn't the most reliable healing move around, of course, but most Steel-types, especially ones as tanky as Mega Probopass, systematically don't get any healing at all - which sets Mega Probopass apart. Additionally, Mega Probopass can also run a cheeky Taunt in singles to counter specific threats if needed, and for VGC, it even gets access to Helping Hand.

Now for the elephant in the room - Flying types are Mega Probopass's best friends. No matter how tanky it is, taking 4x damage from both Fighting and Ground types is a crippling factor, especially when the latter can eat its Discharge/Thunder Wave and Volt Switch entirely. Between its movepool and stats, even Water types aren't that big of a threat to it at 'only' 2x damage. That means its crippling 4x weaknesses are the only weaknesses it truly has to worry about - both of which are conveniently taken care of by a good Flying-type pal. The two synergize very well together and form the basis of a strong two-Pokemon defensive core for nearly any team, containing complementary typings, the foundation for your utility needs, as well as a VoltTurn pairing.

One like = one brand new pickaxe for local dwarves near you.
:sv/Probopass:
Probopass-Mega
Rock/Steel
Ability: Regenerator
60
70 (+15)

150 (+5)

125 (+50)
180 (+30)
40

New Moves: +Trick Room

Mega evolution increases Probopass' magnetism, allowing it to summon any nearby iron to repair damage to itself. Regenerator gives Probo the longevity to at least theoretically function as a tank, pairing with slow Volt Switch and a now respectable SpA to gradually bludgeon the opposition with STAB Flash Cannon and Power Gem, Earth Power, or Body Press, or repeatedly set Stealth Rocks. Or you can do a funny and throw off high-powered Steel Beams repeatedly.

Where Probo truly shines though is the mostly Ground-free VGC, abusing the perks of its typing to shut down opposing Fairies, absorb Fake Out and take on Mega Coal as a Steel not weak to Fire. Mega Probo supports its team with Wide Guard and potential Helping Hand, or with Discharge to smack Mega Quaq and Aqua Tauros while crippling rare Blaze Tauros. Alternatively, Heavy Slam has a 50% chance to OHKO bulky Flutter Mane uninvested despite its much lower Attack. Its biggest draw, however, is newfound access to Trick Room, pairing well with its low Speed and letting Mega Probo serve a wholly unique role as a TR setter thanks to Regen (you can even use pre-Mega Sturdy to help get it up versus Ting Lu or Fighting types). On Trick Room, it pairs quite nicely with Iron Hands, eating the Fairy and Psychic moves that blow through Hands while Hands can handle the one good Ground in Ting-Lu, smack Waters and let Probo freely spam Discharge.
:Probopass:
Mega Probopass
Ability:
Parental Bond

Type: Rock | Steel

Stats:
HP - 60
Atk - 55
Def - 145 (+15) --> 160
SpA - 75 (+50) --> 125
SpD - 150 (+15) --> 165
Spe - 40 (+20) --> 60

New Moves: Rapid Spin
Description:

"Although it can control its units known as Mini-Noses, they sometimes get lost and don't come back."
- Ultra Sun Pokedex

This entry stood out to me because it implied the Mini-Noses are somewhat autonomous. Furthermore, the Ultra Moon Pokedex reveals that the main body rarely participates in battle, mostly just giving orders.

So what if through Mega Evolution, this dynamic is completely changed? The main body fights actively, with the intent of protecting its Mini-Noses. The Mini-Noses are no longer compelled to battle through the cold force of electromagnetism, but something rather stronger: love.
Probopass has many ways to utilize Parental Bond. Discharge now has a 51% chance to Paralyze the target. Flash Cannon and Earth power have a 19% chance to lower the foe's Special Defense. Tri-Attack inflicts a status condition 36% of the time. This may sound concerning because of Freeze, but that's a 12% chance, comparable to Ice Beam's 10%. Even Volt Switch gets a second hit.

With the newly learned Rapid Spin, Probopass can double its Speed and clear hazards at the same time. Furthermore, the second hit from Parental Bond allows it to OHKO offensive :kingambit: Kingambit with uninvested Body Press (and defensive Kingambit too if you have a +Defense nature). You can even use Magnet Pull pre-Mega to trap it.
Mega Probopass
Rock/Steel
stats
HP- 60
ATK- 65(+10)
DEF- 165(+20)
SPA- 100(+25)
SPD- 180(+30)
SPE- 55(+10)
BST- 525
Electric Surge

New Moves: Rising Voltage

I think we can agree that off-type terrain/weather setters are cool right? Well with Probopass's heavy connection to the electric type this felt like a no-brainer to me. The format's only ETerrain setter is Pincurchin which as much as I love the little guy he's not pulling a lot of weight, but with Mega Probopass we have a setter which can take a lot of hits (unless theyre fighting or ground type) and switch out slowly to your frail but fast Quark Drive user. Rising Voltage, Wide Guard, Rock Slide, and other such tools will allow this to be tremendous support in vgc.
Stole Nani's formatting cause I wanted to get this in faster.
:Probopass:
Mega Probopass
Ability:
Congestion

Status moves used when this Pokemon is on the field don't take effect until it switches out.
Things to mention, stat-changing and healing moves/self-damaging moves only effect the Pokemon who used the move.
Relevant moves with Probopass: Stealth Rocks, Protect, Taunt, Thunder Wave, Block, Endure, Gravity, Lock-On, Helping Hand, Magnet Rise, Metal Sound, Sandstorm, Sunny Day.

Type: Rock | Steel
Stats:
HP - 60
Atk - 55 (+90) --> 145
Def - 145 (+35) --> 180
SpA - 75 (-20) --> 55
SpD - 150 (+15) --> 165
Spe - 40 (-20) --> 20

New Moves: Trick Room
Description:
Everybody is going all in on the magnet and electric connection. Why can't it just be a bigass nose. I added trick room because it fits pretty well flavorwise with the whole congestion concept. I also made it a physical attacker because Probopass's movepool works better with the physical toolkit, it doesn't really have access to many great special moves.
Okay so this Mon can work a few different ways, it can be a disruptor pivot, preventing spikes setters from making instant momentum and messing with their switchins with strong heavy slams or stone edge. And then volt switch into your defogger, it is one of the best rockers on spikestack as you can pivot it into gholdengo and fully stop any defog from taking place. It can help your setup sweepers extremely well, with thunder wave or force switches later with metal sound. It can set sand and sun decently well for a manual setter. And then its primary niche will be Trick Room, it can benefit from TR set by other Pokemon or it can set its own and pivot. It has enough longevity with its ridiculous bulk that it can set it up, pivot, and then set it again later in the game. And it hits hard enough with its moves to threaten out issues. It has access to moves like Ice Punch and Fire Punch to deal with threats.
:sv/ogerpon:
Mega Ogerpon
ogerpon.png

GrassIC_PE.png

Ability - Defiant ➝ Mask Mastery (Immediately before the user uses the move Ivy Cudgel:
  • Calculates which type among Grass, Water, Fire, and Rock would do more damage against the target - in case of a tie, prioritizes Grass, then Water, then Fire, then Rock.
  • Changes Ivy Cudgel's type to that respective typing.
  • Changes Ivy Cudgel's base power to 75.
  • User's typing is changed to pure Grass if the user's Ivy Cudgel would be Grass-type, or Grass/X, where X is the chosen type.
  • Adds a volatile to the user that lasts until they use Ivy Cudgel again. When active, increases Speed for Grass, Special Defense for Water, Attack for Fire, or Defense for Rock by 1 stage, and removes that stat change when the user next uses Ivy Cudgel.
)

HP - 80 ➝ 80
Atk - 120 ➝ 125 (+5)
Def - 84 ➝ 105 (+21)
SpA - 60 ➝ 105 (+45)
SpD - 96 ➝ 120 (+24)
Spe - 110 ➝ 115 (+5)
BST - 550 ➝ 650 (+100)

Movepool Changes - n/a
Competitive Corner - This version of Ogerpon is now a coverage machine with just one moveslot, that is an incredibly powerful effect, and eases up significantly on prediction, hence the lack of increase to its Attack and Speed (although do remember, compared to base Ogerpon, its not as strong without a Tera Boost and a 1.2x mask boost, but still, the coverage is not to be underestimated), this allows Ogerpon to run moves with more utility focus on its arsenal, like Encore, Knock Off, and U-turn, or moves with set-up focus, like Swords Dance and Trailblaze, or double up on the coverage approach with Play Rough for Kommo-o and a more immediate hit on Dragapult and the likes. You can also get extra boosts from the mask, however your oponent can play around it. By switching in a Dragon-type, for instance, they can always guarantee that your Ogerpon will get a defense boost, for instance. I still think this could be too strong, but we'll see!
Flavor Corner - Ogerpon is just switching masks on the fly :D
:sv/ogerpon:
Mega Ogerpon
Type:
Grass / Fairy
Ability: Embody Aspect (all stats boosted, only activates once per game, same restrictions as the other Embody Aspects that make them useless to be Traced or Transformed or whatever)
Stats:
HP: 80​
Att: 131 (+11)
Def: 102 (+18)
SpA: 131 (+71)
SpD: 107 (+11)
Spe: 99 (-11)

Ogerpon's enhanced Embody Aspect masks have a key design motif in common besides being huge: the addition of horns made of gemstone. Bring in the energy of mega evolution, and a certain legendary Pokemon comes to mind. One well known for getting huge stat boosts once per game.

Hey, that stat line looks kinda familiar...

Upon mega evolution, Ogerpon takes on an appearance to its Teal Mask Terastal form (minus the part where literally Ogerpon herself turns to crystal) but the mega stone embedded in the central star of tera crystals causes some additional changes. The crystal antlers that sprout from the giant mask are much larger and even more deer-like, and when Embody Aspect activates, they grow even bigger and light up with a brilliant rainbow of colors. Mega Ogerpon reverts to the less-impressive form when she switches out, and since Embody Aspect only activates once per round, she'll stay looking like that for the rest of the battle.

(This does mean that internally there are two Mega Ogerpons, that being Ogerpon-Mega-Neutral and Ogerpon-Mega-Active. There are no actual mechanical differences between the two; it's just aesthetics.)[/SIZE
:sv/ogerpon:
Mega Ogerpon
Type: Grass
Ability: Contrary

Stats
- Hp: 80
- Att: 120 -> 125 (+5)
- Def: 84 -> 114 (+30)
- SpA: 60 -> 100 (+40)
- SpD: 96 -> 126 (+30)
- Spe: 110 -> 105 (-5)
BST: 550 -> 650 (+100)

(80 / 125 / 114 / 100 / 126 / 105) (+0 / +5 / +30 / +40 / +30 / -5)

Movepool Additions: None

Description: Ogerpon, contrary to popular belief, isn't the monster everyone thinks they are. Or is that just a rumor? Idk I never played, nor saw anyone play the dlc. Anyways, Ogerpon comes in as a similar mon to Serperior. Serperior's claim to fame is their 75/113 contrary Leaf Storms combined with support from Glare. Ogerpon has some differences in that it boasts Contrary Superpower, spikes, encore, and pivoting. While all these aspects are great, it does still suffer from not having an item, even more so than Serperior. It is forced to go mixed unless you want to go a weird Serperior route with only Leaf Storm and utility because its only coverage is Tera Blast with no Tera. However, it is very good mixed with 125/100/105 offenses with Contrary Superpower and Leaf Storm. It also boasts good physical coverage as well. Is this too strong? Am I on crack? Why did I think this was a good idea? Those are all very valid questions, none of which I can answer. If it IS too strong, please let me know so I can smite it.

I will not be cooking for Probopass as I have no ideas and I already burnt down everything with Ogerpon.
Its time for balls
:sv/ogerpon:
Mega Ogerpon (Teal Mask)
Ability
: Homerun (Holder's physical moves have 1.2x power. If hit by a bullet move, bounce the move back to the opponent.)
HP: 80
Atk: 150 (+30)
Def: 120 (+36)
SpAtk: 60
SpDef: 120 (+24)
Spe: 110
New Moves: Wild Charge
Stealing Vaporemons' baseball bat as an idea for Oger. There's not much else to write home about, this ogerpon's role is to hit hard while also occasionally getting a free switch on the likes of Gholdengo, Dragapult or Cinderace. Its defenses get buffed to have more chances to wreak havoc. Even though the damage is crazy, the lack of change in speed makes it prone to getting outsped by other megas, as well as lack of coverage.
Edit by BlueRay: I forgot to ask Gekokeso again if he was fine with my suggested nerf--that of dealing 1/4 damage rather than full damage. I'll let this sub in, and should it win and turn out to be problematic, we can always go with any nerf he deems satisfying.
:sv/Ogerpon:
Ogerpon-Mega
Grass
Ability: Tinted Lens
80
130 (+10)

104 (+20)
95 (+35)
126 (+30)
115 (+5)


"Should Ogerpon feel its friends are in danger, its Teal Mask will undergo a strange transformation with glowing eyes. Mega Ogerpon fights with a blind fury similar to the rampage which terrified the people of Kitakami so long ago."

Ever since Teal Mask dropped, I've been fascinated by how a pure Grass type managed to solo multiple Poison types; with Tinted Lens, Ogerpon can now recreate that famous battle and cleave through the Loyal Trio with its Grass STAB. As a Tinted Lens Mega, Ogerpon trades the priority and higher immediate power of Mega Lokix for better bulk, key resistances to Water and Electric and no Rocks weakness. Grass is an interesting STAB to pair with Tinted Lens given its plethora of resistances, letting Oger go unga bunga with Ivy Cudgel or heal up with Horn Leech; it's also nice for Singles sets hoping to abuse U-turn. It's not totally brainless since there's several good 4x Grass resists, encouraging you to make use of coverage like Superpower, Stomping Tantrum or Play Rough. In Singles, Oger can use this power to clean up with Swords Dance or serve as a strong pivot with utility like Knock Off, Encore or Spikes. VGC Ogers can leverage options like Spiky Shield and Follow Me to make use of its sizably buffed bulk and pre-Mega Defiant to turn the tables on Mega Quaq and Aqua Tauros.
Mega Ogerpon
Grass/Fairy (Fairy Ivy Cudgel)
stats
HP- 80
ATK- 135(+15)
DEF- 134(+50)
SPA- 70(+10)
SPD- 106(+10)
SPE- 115(+5)
BST- 650
Masquerade: (Created by BlueRay for Mega Hawlucha) This Pokémon inherits the Ability of the last unfainted Pokémon in its party until it takes direct damage from another Pokémon's attack.

The Hawlucha/Cacturne/Araquanid slate of v7 was the first M4A slate I participated in, making this one of the first custom abilities I ever saw for this mon and thus has really stuck with me. Ogerpon being known for its array of masks I thought an ability like this would be very fitting and with the wide array of moves Ogerpon can abuse with the abilities of its allies such as Rock Head/Regenerator Wood Hammer, Triage Horn Leech, Protean, etc. While it has a similar stat spread to Mega Hawlucha (which isnt in the format), Mega Ogerpon trades some speed for more power and has a pretty solid defensive type and defense stat which helps it deal with comon physical threats such as Roaring Moon, Mega Quaquaval, Mega Lokix, and Iron Hands
Welp, long time without posting any mega idea:

Mega Ogerpon
Grass

80
120-130 (+10)
84-124 (+40)
60-75 (+15)
96-126(+30)
110-115 (+5)
BST- 650
New Ability: Rotation
New Moves: Rapid Spin

The Flavour

Ogerpon being able now to have any of her defensive stats rised by the ability, makes her a very tough support, being able to resist this kind of damage with a good enough Ev investment:

- 252+ SpA Choice Specs Beads of Ruin Chi-Yu Flamethrower vs. +1 252 HP / 252 SpD Ogerpon: 300-354 (82.4 - 97.2%) -- guaranteed 2HKO
- 252+ Atk Choice Band Sword of Ruin Chien-Pao Icicle Crash vs. +1 252 HP / 252 Def Ogerpon: 264-312 (72.5 - 85.7%) -- guaranteed 2HKO
- 252 SpA Heatran Magma Storm vs. +1 252 HP / 0 SpD Ogerpon: 180-212 (49.4 - 58.2%) -- guaranteed 2HKO after trapping damage
- 252+ Atk Protosynthesis Gouging Fire Flare Blitz vs. +1 252 HP / 0 Def Ogerpon: 284-336 (78 - 92.3%) -- guaranteed 2HKO

Being versatile enough in OU with spikes, U turn, synthesis, koff, taunt, spiky shield, encore...

Or in VGC with follow me and helping hand, as a tank and support

But being able to rise the defensive stats with 115 speed and with SD + Horn Leech can make her a very powerfull cleaner/sweeper
 
Milo
Lydian
Okispokis
Jazzmat
DrPumpkinz

Really wish that there was a pure water Milo sub, I think that’s one of the cooler things about it, it’s bulkiness despite the lack of additional typing.

Probo
Myself
Lydian
Seito
Jazzmat
Nani

Ogerpo
DrPumpkinz
Lord Pxperto
Jazzmat
Lydian
 
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