Braviary-A: Superstrike
Flooduel: Anaconja
Lupina: Scoopapa
Temprasect: Superstrike
Was hoping for more votes but that's obviously not going to happen so...
The votes are in! Winners:
Braviary-A:
Scoopapa
Flooduel: Me
Lupina:
Anaconja
Temprasect: Tie between me and
superstrike66 . As there are no neutral parties this time, I decided to go with Superstrike's suggestions. Compound Eyes makes it a Dragon Type with a reliable STAB, and lets it spam drawback free Megahorns, a niche nothing else on Bug and Dragon has.
As for the next slate, as we have created 8 new Pokemon not long ago, this time we will be creating up to
3 new items and
1 new mechanic. The items can include signature Z crystals, but not mega stones. See the OP for information about mechanics.
My creations
Zap Orb: When held by an Electric type Pokemon, grants +1 SpA at the end of the first turn they are switched in. If the holder is not Electric type, they are paralysed.
Competetive use: gives Electric types a free Choice Specs that doesn't bypass Unaware and doesn't trigger immediately. Electric types with Trick like Rotom can also use it as a permanent crippler.
Freeze Orb: When held by an Ice type Pokemon, their attacks gain 30% power (stacks with STAB and other modifiers) but they cannot use status moves. When held by a non Ice-type, they get Frozen.
Competetive use: Ice types get a recoilless Life Orb, although they can't use status moves with it (this is to prevent Ice types with Trick abusing this). You could run more gimmicky options like Fling or a Klutz user with Trick / Switcheroo.
Weather Gem: When combined with the moves Rain Dance, Sunny Day, Sandstorm or Hail the weather summoned becomes permanent, lasting until it is manually changed. Does not work for Drought, Drizzle, Sand Stream, Snow Warning, Desolate Land or Primordial Sea. Consumed after use.
Competetive use: Makes manual weather more viable, and gives weather sweepers an easier time.
New Mechanic
When a Flame Orb is held by a Fire type, it gives +1 Speed at the end of their first turn in. When a Toxic Orb is held by a Poison type, it sets up an acid barrier at the end of the first turn in that damages foes that make contact (similarly to Rough Skin). They still have their regular effects if held by non Fire and Poison types, respectively.