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Pet Mod UmbreMons - Post Slate 3 (Playtesting)

Moves
Rapid Fire (AquaticPanic), Rock Slide (lydian), Fire Lash & Sucker Punch/Thunderclap (PQRDG), Starburst & Venoshock/Thermal Shock (Yoshiblaze)

Abilities
Thick Fat (AquaticPanic), Mold Breaker/Stalwart & Unseen Fist/Piercing Drill (ausma), Massive (Gekokeso), Healer (cat111ca), Surge Surfer (Yoshiblaze)

Items
Utility Umbrella (cat111ca), Assault Vest (lydian), Power Herb, Ear Muffs, Black Sludge/Stone Shoes (all Yoshiblaze), Health Pack (whimsy russell)

Adjustments
Mega Meowstic (ausma), Krookodile (G-Luke), Mega Malamar (Hematite), Mega Gallade & Klefki (Yoshiblaze), Musharna (zxgzxg)
 
Moves
Lash Out, Scorching Sands (SV), Sunken Lunge, Rapid Fire, Snatch

Abilities
Wave Rider, Reverberate, Toxic Skin, Massive, Mold Breaker/Stalwart

Items
Health Pack, Speeding Ticket, Toxic Orb/Flame Orb, Earmuffs, Assault Vest

Adjustments
Mega Meowstic, Mega Malamar, Mega Ampharos, Mega Hawlucha (SV), Mr. Rime
 
Moves
Voltage Swipe, Torment, Wonder Room & Co, Knuckle Duster, Sunken Lunge, Rapid Fire

Items
Loud Megaphone, Healthpack, Toxic/Flame Orb, Air Balloon & Co, Power herb, Assault Vest

Abilities
Healer, Reverberate, Massive, Masquerade, Trickster [sv], Piercing Drill/Unseen Fist [ausma]

Adjustments
Mega Houndoom, Mega Garchomp, Mr. Rime, Mega Scolipede, Aromatisse [cat111ca], Musharna
 
Last edited:
Moves
Voltage Swipe, Torment, Wonder Room & Co, Knuckle Duster, Sunken Lunge, Rapid Fire

Items
Loud Megaphone, Healthpack, Toxic/Flame Orb, Air Balloon & Co, Power herb, Assault Vest

Abilities
Healer, Reverberate, Massive, Masquerade, Trickster [sv], Piercing Drill/Unseen Fist [ausma]

Adjustments
Mega Houndoom, Mega Garchomp, Mr. Rime, Mega Scolipede, Aromatisse, Musharna
which aromatisse?
 
Below, my vote.
Move:
- Rock Slide (by lydian)
- Rapid Fire (by Aquatic Panic)
- Sunken Lunge (by ausma) - comment: fire move
- Snatch (by Yoshiblaze)
- Voltage Swipe (by Mintly)
- Seaside Special (by HydreigonTheChild)

Ability:
- Healer (by cat111ca)
- Thick Fat (by Aquatic Panic)
- Stall (by Samtendo09)
- Mold Breaker / Stalwart (by ausma)
- Masquerade (self-vote)
- Eternal Winter (by Lysion)

Item:
- Assault Vest (by lydian)
- Power Herb (by Yoshiblaze)
- Toxic Orb / Flame Orb (by Lysion)
- Loud Megaphone (by Orangesodapop) - comment: can confirm that this kind of stuff can work really, really well in a Doubles format
- Magnifying Crystal (by CodeKid123)
- Catalyst Crystal (by zxgzxg) - comment: funny item. I'm sure if this wins, someone will figure out sth very, very funny with it

Adjustment:
- Mega Audino (by Aquatic Panic)
- Meowstic (by ausma)
- Garganacl (by Yoshiblaze) - comment: I love me some chip damage. Anything to promote that playstyle
- Mega Malamar (by Hematite)
- Mega Scolipede (by Lysion)
- Musharna (by zxgzxg) - comment: fire idea
 
Moves: Voltage Swipe (SV), Rock Slide (lydian), Rapid Fire, Overstep, True Grit
Items: Assault Vest, Toxic Orb / Flame Orb
Abilities: Thick Fat, Mold Breaker / Stalwart, Massive
Adjustments: Mega Ampharos (SV), Klefki, Overqwil, Audino-Mega (G-Luke), Krookodile, Musharna
 
Time to reveal the first winners of UmbreMons, the foundation by which we will build our metagame on!

WINNERS
Name: Rapid Fire
Power: 15
Accuracy: 100%
PP: 20
Category: Special
Type: Fire
Effect: The user quickly shoots a barrage of embers at a target. Hits 2-5 times.
Priority: +1
Flags: Protect, Metronome, Ballistic
Potential Pokémon With This Move: :armarouge::blastoise::blaziken::camerupt::clawitzer::dragapult::drampa::flareon::houndoom::ninetales::rhyperior::sandaconda::scovillain::simisear::skeledirge::slowbro-galar::talonflame::toucannon:

Justification: This lets Fire-types have some niche over Charizard, with a priority STAB option making mons like Armarouge and Ninetales more viable. This also lets some of these mons contest ingambit's Sucker Punch while threatening good damage, and on faster options can even hit Whimsicott before Prankster and break Sash (similar to Gale Wings DWB). Also works as coverage for a few gun-based mons, like Mega Blastoise.
Name: Sunken Lunge
Power: 60
Accuracy: 95
PP: 10 (16)
Category:
physical.png

Type:
psychic.gif

Effect: User lunges at the target as it arrives on the field underwater, biting viciously to lower their Speed. This move only works on entry and is no longer usable after.
Priority: 2
Flags: Biting, Contact
Potential Pokémon With This Move: :feraligatr-mega::samurott-hisui::gyarados::sharpedo:
Justification:
I find First Impression/Fake Out-esque moves to be really interesting as they come with a very powerful effect but only once per switch-in. A cool way to explore this, I think, would be with a priority Speed dropping effect, which sounds terrifying on paper but I think has the capacity to be really cool with offensive teammates as a more aggressive form of offensive speed control and with a giant Achilles Heel like Fake Out's. I think this effect would be especially neat on Pokemon like Sharpedo and Gyarados. The latter has innate defensive utility with Intimidate, and greatly appreciates a move like this to contend more actively with Basculegion, and Mega Sharpedo outright gets better Water-type First Impression from this move which makes it far more threatening on a game-to-game basis and actively useful as an avenue of Speed control, as Sharpedo can more easily stack Speed Boost stages by forcing opposing Protect.
Move: Rock Slide
Effect: Now has a 20% chance to flinch
Description: How the hell was Iron Head nerfed and not this? This move has stolen so many more games than it really ought to. Having a 51% chance to flinch either Pokémon on the opposing side is just stupid unfair. I think this nerf is very necessary.
Name: Starburst
Power: 40
Accuracy: 100
PP: 16
Category:
Physical.png

Type:
Fairy.png

Effect: Usually moves first. Ignores redirection and makes the target the center of attention for the rest of the turn.
Priority: +1
Flags (ex: Contact, Sound): Protect, Mirror, Contact
Potential Pokémon With This Move::azumarill::clefable::hatterene::primarina::altaria::slurpuff::tinkaton::starmie:(:mawile:)
Justification: Old concept I had from an unreleased Solomod, is meant to act as niche counterplay to redirection by giving the Pokemon you want to hit the Spotlight effect, letting your teammate hit them unobstructed. Is also just a generally good buff for physical Fairies like Azumarill.

Name: Snatch
Power: --
Accuracy: --
PP: 12
Category:
Status.png

Type:
Dark.png

Effect: User steals certain support moves to use itself. The following moves are now Snatchable: Revival Blessing, Fillet Away, and Tidy Up
Priority: +4
Flags (ex: Contact, Sound): N/A
Potential Pokémon With This Move: Anything that used to learn it (:weavile::banette::snorlax::liepard::reuniclus::arbok::clefable::alakazam::gengar::umbreon::houndoom::gardevoir::gallade::sableye::mawile::chimecho::absol::spiritomb::froslass::rotom::serperior::audino::scolipede::krookodile::scrafty::cofagrigus::zoroark::kingambit::delphox::greninja::diggersby::talonflame::pyroar::pangoro::meowstic::malamar::noivern::incineroar::toxapex::salazzle::oranguru::mimikyu:) + :sneasler::qwilfish::overqwil::wyrdeer::runerigus::castform::corviknight::barbaracle::sandaconda::hatterene::grimmsnarl::mr. rime::falinks::morpeko::dragapult::meowscarada::maushold::scovillain::espathra::tinkaton::farigiraf::gholdengo::sinistcha::polteageist::zoroark-hisui:
Justification: Super niche but super cool move in doubles, since it's one of the only ways to directly answer Tailwind (the other being Court Change), which, while not SV Era crazy, is super strong right now. It's kinda on the level of Upper Hand, being a move you definitely won't see often but can certainly tech for certain matchups if need be.
Name: Mold Breaker / Stalwart / Propeller Tail
Effect: The user ignores redirection effects AND the effects of abilities on their moves.
Permanent: N/A
Mold Breaker: N/A
Potential Pokémon With This Ability: :skarmory-mega::emboar-mega:
Justification:
This is based on an early rumor about Stalwart and Mold Breaker receiving a parity buff more than a hardcore suggestion for the meta. I've spoken about what's made Mega Skarmory interesting as a Stalwart user, and IMO this also applies to Emboar for the most part. However I also think Mega Skarmory would benefit quite a bit from Mold Breaker effects in addition to Stalwart, letting it actively futureproof into Dondozo (which we know will be coming) and more reliably pressure Pokemon like Dragonite and abilities like Disguise that can be annoying for the compositions we see it on.

edit: Changed this buff to be for both Stalwart and Mold Breaker, which has cool implications for Pokemon like Mega Ampharos and Mega Gyarados as well.
Name: Massive
Effect: Allies are always protected from spread moves.
Permanent (Yes or No): No
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability: :snorlax:(Over immunity) :onix: :steelix: (Over Rock Head) :Avalugg: :Avalugg-Hisui: (Over Own Tempo) :Rhyperior: (Over Lightning Rod) :Bastiodon:
Justification: Your mom so fat spread moves hit them twice. Built in wide guard for your teammates but you take the full brunt of the tier's spread moves.
Name: Masquerade
Effect: Illusion but for Ability
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability:

:hawlucha-mega:, :roserade:, :cofagrigus:,

In written form: Mega Hawlucha, Roserade, Cofagrigus
Justification:
- High team flexibility and skill expression. For more details, consult the main explanation in my initial Mega Hawlucha sub.
- The rest of the suggested Pokémon functions in a similar but different way while keeping the flavour aspect of Masquerade. Roserade's Masquerade takes full advantage of Weather Ball (and Terrain Pulse / Natuire Power if they ever get added) and accentuates its support moves, such as Sweet Scent, Life Dew, Sleep Powder, and hazards, among others. Cofagrigus is the slowest user of the ability, which comes with its own advantages and disadvantages, like winning the weather/terrain war or having its copied ability be broken very quickly. In closed teamsheet, its potential Mummy can act as a deterrent. In open teamsheet, it has a plethora of support moves to get around its flaw, like Ally Switch, or it makes use of a copied Prankster. If Trick Room is active, Cofagirgus would be the fastest Masquerade user. It is also the most disruptive Masquerade abuser due to tools like Haze, Destiny Bond, Imprison, Curse, Will-O-Wisp, Fake Tears, etc.
Name: Thick Fat
Effect: Halves the damage the Pokémon takes from Fire- and Ice-type moves. The Pokémon cannot be burned or frozen, and gaining this ability while having those status hels it.
Permanent: No
Mold Breaker: Yes
Potential Pokémon With This Ability: :beartic::bellibolt::goodra::hippowdon::musharna::pangoro::slurpuff::tauros: (doesn't need to go to all of these, they were just some of the ones I had in mind)
Justification: Marginal but appreciated buff for the few Pokémon that do already have this, and redistribution lets us crete new resists into Charizard and Froslass
Name: Healer
Effect: You give 1/8th of your max hp to your ally in double battles at the end of every turn
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :Aromatisse: Aromatisse, :Audino: Audino, :Audino-Mega: Audino-Mega, :Hatterene: Hatterene
Justification: Currently healer is an unreliable ability at best. I wanted to utilize the fact we're in a doubles based format and buff it! nothing else really...
Item: Assault Vest
Effect: Increases special defense by 50% but forces holder to use only attacking moves
Description: With the prior meta being dominated by Mega Charizard Y and Mega Floette (and the new additions to reg m-b not looking like they'll shake that up too much) this item is essential. It's a staple of competitive Pokémon and the tradeoff of not being able to (reliably) use protection moves makes it a very interesting item, I think it'll be invaluable to have
:power herb:
Name: Power Herb
Effect: Holder's two-turn moves complete in one turn (except Sky Drop). Single use.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10 BP
Justification: let me click meteor beam in peace I BEG YOU. Was considering extending this to skipping the recharge turn on moves like Hyper Beam as well but am holding off for now cuz I don't think I need to see a Sylveon click Hyper Beam twice in a row any time soon
Name: Health Pack
Effect: When the Pokémon enters a battle, it tends to an allys wounds, restoring 1/4 of the ally's HP while consuming the item
Can Be Knocked Off (Yes or No) Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 20, heals the target for 25% of their hp
Justification: The main reason i think this item should be added, is to provide a way to heal one of your pokemon without the use of a move, and also not having to use sinistcha. With the exception of rillaboom who isnt in the game, Sinistcha is the only pokemon that can provide passive healing for their partner just by being switched in. Allowing any mon to use this item would make the metagame a lot more versatile.
:toxic orb: :flame orb:
Name: Toxic Orb / Flame Orb
Effect: Same as canon
Can Be Knocked Off (Yes or No): Same as canon
Ignored by Klutz (Yes or No): Same as canon
Fling Power & Effect: Same as canon
Justification: Lemme have Guts users and Gliscor back.
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Justification:
I latched onto the possibility of Psychic Surge Mega Malamar literally the day after Z-A base stats leaked, when everyone else was insisting its stat distribution was aimless and could never amount to anything, and have loudly been its #1 advocate ever since
1781729982893.png
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1781730248648.png
1781730261899.png
Then it didn't actually get Psychic Surge,
but since I already made Psychic Surge Mega Malamar my entire personality, let's do something about that!

Okay, let me explain properly:

When Mega Malamar's stats came out, it was obvious that the +30 Sp. Atk was a really weird choice on the assumption that it was supposed to be a dedicated physical attacker that leveraged Contrary (pre-Mega or not).
- Mega Malamar's stats were nowhere near on the level of even other Contrary users like Enamorus-Incarnate, let alone other Megas;- on the other side, the +10 Attack is actually tied with only Salamence and Metagross (two of the strongest ones!) for the single smallest offensive boost of any Mega to the attacking stat they're expected to actually use;- and while other Megas like Gardevoir and Glimmora have intentionally discarded points into their weaker attacking stats, the difference with Malamar is that...well...while Mega Gardevoir's Sp. Atk is still 80 points higher than its Attack,and Mega Glimmora's Sp. Atk is still 60 points higher than its Attack,Mega Malamar's Attack is an incredible... 4 points higher than its Sp. Atk.It's just not the same thing!!I fully believe not every Mega should be designed to make full use of every point of the +100 BST, so I wouldn't bat an eye at a genuinely useless +30 Sp. Atk under different circumstances,
but to me, it doesn't make sense to look at a Pokémon whose offenses are a mere 4 points apart and still think, "this is supposed to be a specialized physical attacker that has no need to engage with its Sp. Atk, and the +30 Sp. Atk is a waste on purpose."

It just seemed obvious that Mega Malamar was supposed to be a mixed attacker to begin with, so the first thing I did was check its movepool to see what special moves it was trying to engage with.
In a VGC context, an obvious reason for it to suddenly become a mixed attacker would be if it had something strong and important that only existed on the special side.
For instance, Mega Salamence regularly goes mixed to run Hyper Voice because it's a strong spread STAB and the physical side has nothing like that, so I was thinking Mega Malamar would also have a relevant spread move to make sense of its new Sp. Atk.

It really seemed like the pieces just fit together when I saw Expanding Force - even in terms of raw damage out of context, it fits perfectly on the level of several other spread-attacking Megas:
Mega Gardevoir with Pixilate and its base 165 Sp. Atk...252 SpA Pixilate Gardevoir-Mega Hyper Voice vs. 0 HP / 0 SpD typeless Mew: 82-97 (46.8 - 55.4%) -- 72.7% chance to 2HKOMega Malamar with Psychic Surge and its base 98 Sp. Atk:252 SpA Malamar-Mega Expanding Force (120 BP) vs. 0 HP / 0 SpD typeless Mew in Psychic Terrain: 82-97 (46.8 - 55.4%) -- 72.7% chance to 2HKOyes. you read that correctly. this is quite literally the exact same calc.plus a bonus Mega Floette with Fairy Aura and its base 155 Sp. Atk:252 SpA Fairy Aura Floette-Mega Dazzling Gleam vs. 0 HP / 0 SpD typeless Mew: 76-91 (43.4 - 52%) -- 14.1% chance to 2HKOyes Mega Floette does less spread damage than Malamar.
Of course, this Mew calc isn't a relevant situation - it's just to show how hard they hit in a vacuum, but other factors like their types, Speed tiers and general matchup spreads make a difference in practicality -
but the point is that Mega Malamar's unremarkable-looking 98 Sp. Atk is entirely sufficient to put Expanding Force is up to par as a Mega designed to use a spread move!



Okay, but why Malamar specifically? What makes it worth singling out as a Psychic Surge candidate, outside of the obvious takeaway of "wow Psychic Surge Expanding Force sure is a strong move on literally anything?"
This is where being a mixed attacker with pre-Mega Contrary becomes really cool!!

As team support, having a Malamar on the field at all lets it punish both Intimidate and Fake Out on its teammates' behalf at the same time;
in fact, since switches (and Intimidate) always take place before Mega Evolution, Malamar still gets the Contrary boost even if it Mega Evolves to block Fake Out on the same turn that an Intimidator switches in.
Then it's at +1 Attack, so it can punish it an Intimidator like Incineroar with a boosted move like Superpower!

Even an uninvested Malamar (because it's a special attacker) vs a relatively bulky Incineroar does a pretty impressive chunk because of pre-Mega Contrary:
+1 0 Atk Malamar-Mega Superpower vs. 244 HP / 44 Def Incineroar: 144-170 (71.6 - 84.5%) -- guaranteed 2HKOThis matchup is especially important because being a Psychic Surge user implies being part of psyspam, not just being run by itself - it's kinda awesome to have a setter with such a solid matchup into Dark-types, you know?

What other targets are there for Malamar's physical moves?
Exactly how much you can manage to chunk them depends a lot on how much you want to invest in Attack and also if you actually get a +1 before you Mega or not, but these ones feel worth listing:

4 Atk Malamar-Mega Superpower vs. 252 HP / 16 Def Kingambit: 156-188 (75.3 - 90.8%) -- guaranteed 2HKO252 Atk Malamar-Mega Superpower vs. 252 HP / 16 Def Kingambit: 200-236 (96.6 - 114%) -- 75% chance to OHKO+1 4 Atk Malamar-Mega Superpower vs. 252 HP / 16 Def Kingambit: 236-280 (114 - 135.2%) -- guaranteed OHKO(note: Kingambit often runs Chople Berry, so take this with a grain of salt - but even if you're not KOing, note that Mega Malamar is also blocking Sucker Punch, which is pretty nice!)4 Atk Malamar-Mega Superpower vs. 252 HP / 0 Def Tyranitar-Mega: 136-160 (65.7 - 77.2%) -- guaranteed 2HKO252 Atk Malamar-Mega Superpower vs. 252 HP / 0 Def Tyranitar-Mega: 164-196 (79.2 - 94.6%) -- guaranteed 2HKO+1 4 Atk Malamar-Mega Superpower vs. 252 HP / 0 Def Tyranitar-Mega: 200-236 (96.6 - 114%) -- 75% chance to OHKO4 Atk Malamar-Mega Rock Slide vs. 252 HP / 16 Def Charizard-Mega-Y: 104-124 (56.2 - 67%) -- guaranteed 2HKO252 Atk Malamar-Mega Rock Slide vs. 252 HP / 16 Def Charizard-Mega-Y: 132-156 (71.3 - 84.3%) -- guaranteed 2HKO+1 4 Atk Malamar-Mega Rock Slide vs. 252 HP / 16 Def Charizard-Mega-Y: 156-184 (84.3 - 99.4%) -- guaranteed 2HKO
While most of these aren't clean oneshots or anything, I think they're definitely pretty nice for it to be able to slot in on a whim, at least acknowledging that it's primarily a support Pokémon and special spread attacker and these are relatively low-commitment tech options!
Its Sp. Def can also help a lot with the Charizard Y matchup (tanking one move is easy, but you can also very reasonably tech to live two Heat Waves, for instance),
but admittedly I don't know exactly what EVs you're going to want since it kinda has use cases for every stat and I'm not great at that :'D
Psychic Surge also makes it a particularly good candidate to receive Tailwind support, which might be an even easier way to deal with Charizard than living two hits from it, so you have a lot of different options for how to swing a matchup like that in your favor!



There's a really important dynamic I want to bring up in terms of why I like Mega Malamar being a mixed attacker and preferred this to other (non-Contrary but physically specialized) options back when we were still just speculating.

On one hand: by designing Mega Malamar around a special move (Expanding Force), we can downplay its reliance on pre-Mega Contrary to function.
I think it would be really unwieldy and impractical to need to use Superpower as base Malamar before Mega Evolving every game,
and if the Mega relied on pre-Mega Contrary boosts for its primary form of offense (instead of just a one-off bonus in specific matchups with Intimidators like above), then if you ever had to switch it out, it would be dead weight for the rest of the game, wouldn't it?
(Plus, in the case of a pure-physical/non-Psychic Surge Malamar, we'd be talking about a mid-Speed single-target physical attacker with no item slot, no Fake Out immunity and pretty weak STABs; pre-Mega Contrary was absolutely not going to carry that! It would have nowhere near the kind of payoff you'd need to justify that level of commitment.)

The concept here is built around the fact that pre-Mega Contrary is still allowed to be useful as a one-time thing, but post-Mega Psychic Surge + Expanding Force can stay relevant for the whole game and can continue to function just as well if it leaves and switches back in to reset terrain;
I really like the idea of it embracing a specific, short-term, high-reward use case for pre-Mega Contrary and pairing it with an entirely separate, more consistent long-term niche so you get the best of both worlds.
Importantly, the situation when Contrary is the most relevant (the Incineroar matchup) is one that doesn't ask it to spend even one turn on pre-Mega setup, because it's just punishing an Intimidator and it can get the boost even if it Mega Evolves turn one!

On the other hand: because there are matchups where Superpower is valuable either way, mixed Mega Malamar can be more flexible to delay its Mega Evolution on a case-by-case basis.
It's definitely still true that getting off a clean Contrary Superpower in the early-game is a big buff to the post-Mega state, and I think that opens up some really cool layers of skill expression!
Since it's not something you "have" to do before Mega Evolving in every game, I think knowing when to attempt it at all is a much more interesting call to have to make.
Earlier, I already shared some +1 calcs of the Mega's physical moves with minimal investment, and this is exactly what I had in mind with them: if your opponent doesn't give you a free +1 off of Intimidate, you can still just take it for yourself if you find an opening!
Interestingly, since your opponent knows you can Mega Evolve for Psychic Surge at any time, it's still extremely risky to click a priority move with Malamar on the field - even if Psychic Terrain isn't currently up - which means as long as you call it right, it's still doing its job of blocking priority even while leveraging pre-Mega Contrary to set up like this!



Other little highlights:
- Malamar can learn Trick Room, which Psychic Surge supports nicely!- On the other hand, it can also learn Taunt, which can help with opposing Trick Room users (and neither of the Indeedee forms has it!) if Malamar is on a Tailwind team- While Superpower helps it with most opposing Dark-types that would threaten its teammates on psyspam, being a Dark-type itself - and one that isn't weak to Fighting - can also help its team's matchup against opposing psyspam if it exists- The only other Mega Evolution with a Surge Ability is Raichu X (... it's also the only terrain autosetter at all right now, which is a bit silly, but it seems like people are already moving to fix that P:); since Mega Evolution takes place after switches, and Malamar is slower than Raichu and will Mega Evolve after it, this gives Malamar one turn that 100% guarantees Psychic Terrain is up and denies every other terrain setter
Is this the strongest Mega Evolution just because of Psychic Surge? YesOkay probably not
But is the coolest and most fun and nuanced and engaging and perfect Mega Evolution?
Absolutely. Yes. Fight me. I will die for Psychic Surge Mega Malamar
:meowstic-f-mega:
Type:
psychic.gif

Abilities: Opportunist
New Moves: Earth Power (F), Moonblast (F), Taunt (M), Toxic Spikes (M), Disable (M), Encore (M)
Justification:
Meowstic gained multiple fantastic and extremely useful/relevant tools in PLZA that would have made it very compelling in VGC, even if it seemed outclassed by Mega Alakazam on paper. Already, it has Fake Out and pre-Mega Competitive, which are two very useful qualities over Mega Alakazam. Earth Power in particular was exciting as it let Meowstic as a Psychic-type pressure both Incineroar and Kingambit fairly safely, which Alakazam has to gamble to do. Then they dropped Meowstic into Champions and removed all of the cool moves it got… and gave it Trace, Mega Alakazam’s ability, like some sick joke.

This sub is an attempt to rectify what would have been a decent niche for Mega Meowstic, while also introducing some more depth to how it could be played.

Opportunist is an ability I’ve been sitting on for a while with Mega Meowstic and I think it makes a lot of sense. It can be a powerful anti-setup tool that Meowstic itself can convert into a sweeping opportunity, which pairs fantastically with pre-Mega Competitive to cover damage suppression from Incineroar and the likeness. But, it can also be used as a means to pressure Staraptor itself, along with Coaching and Calm Mind strategies from Sneasler and Floette respectively, which pairs very well with the disruptive potential of Fake Out, Prankster utility, and Competitive. The fact it can be used both offensively and defensively is a dichotomy that makes a lot of sense for Meowstic. This could let it serve as a solid secondary Mega choice more easily overall.

Female is fairly obvious, but I wanted to encourage Male Mega Meowstic as an option too. At the moment it is the primary Psychic Surge setter which is fine and good, but I think having the ability to use Prankster utility options like Encore, Taunt, and Disable would give it some nice game-to-game utility outside of its Mega that it could potentially convert into a setup opportunity. I also think being an offensive Psychic type that outspeeds Sneasler with Toxic Spikes was sick as fuck, and could let it be more disruptive by pressuring Prankster immunities and dedicated setup sweepers with more regularity thanks to putting them on a timer.
:sm/gallade::sm/gallade-mega:
Name: Gallade & Mega Gallade
Type:
Psychic.png
Fighting.png

Abilities: Inner Focus / Sharpness / Justified -> Wind Rider
New Moves: Fake Out
Removed Moves: N/A
Justification: I really liked using Medicham as a Trick Room attacker and supporter in Reg M-A with it having Fake Out and Trick Room to make it easy to set it up and having the option to set it up itself. However, it has a ton of other problems that are mostly related to its stats that probably prevents it from ever being truly good at this role, so I decided to transfer it to Gallade and its generally better stats instead. This also comes with a Mega Gallade buff, I'm not going Sharpness on it since I think it would be kinda insane with it, but I had the really funny idea to give it Wind Rider, which is a great ability and makes it a great option for Tailwind teams, with the flavor being its cape flowing in the wind.
:ss/Krookodile:
Name: Krookodile
Type:
psychic.gif
dark.gif

Abilities: Intimidate / Moxie | HA: Sand Rush
New Moves
: Fake Out, Sucker Punch, Parting Shot
Justification:
Krookodile will serve two main roles, one as an Intimidate pivot, not unlike what Incineroar performs, complete with Fake Out and Parting Shot. Trades the better bulk for higher speed, and access to Knock Off. The secondary set will be Sand Rush, giving Sand teams another abuser to utilize, hopefully giving the weather a bolster. Headlong Rush and Sucker Punch provides a strong non spread STAB option and useful priority respectively.
:ss/musharna:
Name: Musharna
Type:
fairy.gif

Abilities: Neutralizing Gas / Psychic Surge / Telepathy
New Moves: Mystical Fire, Psychic Noise, Tickle
Removed Moves: NA
Justification: mega raptor killed my family
:scolipede-mega:
Name: Scolipede-Mega
Type: Bug/Poison
Abilities: Stamina
New Moves
: Bulk Up, Coil, Body Press, Power Trip, String Shot
Removed Moves:
Justification: I understand where Game Freaks was going here, but Shell Armor isn't really good, and does nothing. It hard stops the Urshifus... which doesn't matter at the time of writing this sub because Urshifus are not a thing at all. Stamina is way better and was the prediction of a lot of people, and it's a cool parallel with base form Speed Boost. Power Trip might be too much so I will remove it if needed.

1782169145024.png

With that, we can begin a short discussion phase as council discusses the distribution of the winning moves and abilities. You can talk about the metagame impacts you think all the winners will have, give distribution suggestions and prepare submissions for the upcoming Slate 2. Expect it sometime Tuesday Evening in GMT -6!

Edit: Mega Scolipede also won, my apologies to Lysion
 
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Well now we have two Psychic Surge users in the format. That and the addition of Massive are probably the biggest changes to the tier that will likely create new teambuilding archetypes. Other than that the changes seem relatively minor to start off and at least at first glance does not result in anything new being meta-defining.

Dang I had so many subs that were ALMOST good enough to make it through.
 
For Masquerade, besides the 3 suggested Pokemon, both Furfrou and Mr. Rime would be good flavor picks as well (although I doubt they would see any play even with this addition)
 
:armarouge:Fun priority option, came at the worst possible slate for it so it will see little us but maybe a couple of metagame shifts could change that.
:sharpedo:This not being 100% accuracy will haunt me at night. Still a rather interesting fake out alternative.
:aerodactyl:No one mourns the wicked.
:azumarill:Another fun priority option, interesting way to fight redirection.
:weavile:Potential hilarity incoming, just a rather fun utility option to have in the meta

:emboar-mega:Fusing these 3 abilities together seems good, Im unsure which will be the best user of them but its still nice to have.
:snorlax:My sub. Admitedly i don't think it will have as much of an impact as people think given the ideas for distribution I had, but its still a nice option that can force certain mons to change their movesets.
:hawlucha:Infinite amounts of possiblities with this ability, I do wonder what people will cook with it.
:lickilicky:Its fine, having counter play to sun, snow and scovillain is always appreciated.
:audino-mega:I think this is gonna be a pretty mid ability unfortunately. Giving allies extra longevity is nice, but im not sure it will be enough to compete with hospitality.

:assault vest:You are as beautiful as the day I lost you.
:power herb:i'll be fr, not enough abusers for this thing yet, at most archaludon can probably squeak the most use out of it.
:eject pack: See my above comments on healer.
:flame orb: :toxic orb:Cue the billion poison heal subs next slate.

:malamar-mega:Contrary (heh) to popular belief, including mine at first, Malamar is still useful despite the copperajah in the room. It having fighting stab and dark type neutrality is a huge boon for psyspam as an archetype.
:meowstic-m-mega:If you wanna talk about a mon fucked by the pink fetus, talk about this guy lol. The biggest niche that it had with opportunist to check staraptor is completely gone since I expect mega raptor to become unviable now. It will be usable in psyspam, but i think its a bit outclassed by Alakazam in that department.
:gallade-mega:The most creative of the adjustments so far. I like that its naturally a fantastic supporter for a lot of tailwind mons with inner focus and fake out, and in general is fun how it fits into many existing archetypes.
:krookodile:Its a weird but interesting mon. It sort of combines Incineroar and Garchomp into one slot with some disadvantages neither mon has, while the sand rush mode can probably use it as a reliable revenge killer. Fun little mon.
:musharna:And now we go to my least favourite addition to the metagame and something we probably should have vetoed beforehand. There's a lot I dislike about this thing, from how its the only non mega terrain setter, to how it was designed to completely hard counter a mega that is legitimately not that strong (seriously, why was mega raptor targeted so hard this slate when Floette, Zard Y and Mega Gross exist???) and also is very annoying towards a lot of other archetypes. I can see it being very annoying, especially since its quite bulky, and in general it just seems like it will warp the early meta in a not fun way. But that's just how the cookie crumbles, maybe ability shield will see some actual use in this meta thanks to it.
:scolipede-mega: I forgot to include this in the winpost fuck my life. Anyways, cool mega, might actually be the hero vs Psyspam we needed.
 
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:armarouge:Yeah that's pretty much a fun priority, I WILL sub Loaded Dice next slate.
:sharpedo:Interesting, Ghosts are not safe lmao
:aerodactyl:RIP BOZO REST IN PISS YOU WON'T BE MISSED
:azumarill:Prio with Follow Me, neat
:weavile:Dunno how good it'll be but wait and see.

:skarmory-mega:Hopefully it makes Skarmory-Mega more interesting, although I don't really see it.
:snorlax:I like this one. Depending on who gets it, it's really an impactful change, I'm really interested to see how it goes.
:hawlucha-mega:I was a fan of M4A's Hawlucha-Mega, and now it's basically back! Also curious to see the strategies you can do, I'm not sure but maybe some kind of Rain if you don't mind not having MegaPert (which I do but heh), I'll def try to cook.
:lickilicky:Maybe it can defeat evil Zard and evil Lass. Thick Fat is an ability I like, so seeing more of it is always cool.
:audino-mega:I have to agree with Geko here, I don't think it's really good, you rarely if ever need the extra heal at the end of the turn. At least Audino-Mega gets better and you actually have more of a reason to use it, but I'm unsure if it's enough.

:assault vest:Yay my Archaludon will stop being 2HKO'd by a mean Lefties Glaceon now
:power herb:Meteor Beam time? Or we can be evil and give Geomancy to something
:eject pack:Sinistcha competition, which is good, although I don't think Sinistcha is obsolete yet but it's a cool option. Also I might try this on Sneasler Unburden, it seems funny.
:flame orb: :toxic orb:My sub. Toxic Orb was a bonus but I was mostly interested in Flame Orb for Guts users, current and future (now if Ursaluna comes out we're fucked but heh, we were already).

:malamar-mega:Yeah no back then Hematite convinced me, and how disappointed I was at Malamar getting Contrary. Contrary when Staraptor also got it. Square the fuck up Game Freaks. Anyway Armarouge is so back, Expanding Force spam is so back, a very interesting mega all in all.
:meowstic-m-mega:Staraptor-Mega dying makes it less good, but I think it's still gonna be interesting. Opportunist is an ability I REALLY like, so seeing it on something that will actually abuse it is cool. Also having it along a PsySurge abuser is neat.
:gallade-mega:Really cool sub, I like it. Really interesting mega for Tailwind comps. I'll try to build with it.
:krookodile:Interesting mon indeed. Incineroar sidegrade, unsure how good Sand will be with it but I'm willing to try.
:musharna:I have the same feeling as Geko here, targeting Staraptor, an overrated mega from experience (although I run Swampert Rain so if I lead Swampert + Pelipper the opponent cries), having it be the only non-mega Terrain setter is awkward, especially when PsySpam is arguably the strongest Terrain related archetype (and we have a lot of good E Force clickers)... Not really a huge fan of this one, maybe it will turn out good, but rn I'm not really too fond of it.
:scolipede-mega:My sub. It should make Scolipede way better, unsure how to EV it yet, but it will definitively cook I think.

Overall, cool first slate I think.
 
First of all, congratulation to the winners! The first slate will shake up the metagame for sure. Also, I just realized that Psychic Pokémon ate well this time considering how many of them won and how our two new Psychic Terrain setters will make people fear Psy Spam again. Speaking of Psychic Terrain, I failed to realize Musharna got Psychic Surge; I was too focused on how cool Neutralizing Gas is on it that I, somehow, overlooked Psychic Surge. x)

:musharna:
I have the feeling we will see Skill Swap a lot more on Musharna just to reset Psychic Terrain. As Musharna is a pure Psychic type, the burden is now on the ally alone to cover threats defensively and / or offensively. I'm curious how this will develop.

:meowstic:, :alakazam:, :metagross:
As far as abusers go, we got Meowstic, which will probably see more viable play than Alakazam because of pre-Mega's Competitive and new access to Earth Power, which pressures Incineroar, Gholdengo / Aegislash, Kingambit, and some other relevant targets I might have forgotten. Alakazam, on the other hand, hates relying on Focus Blast and would probably opt for Dazzling Gleam and / or Shadow Ball instead. It does have the niche of being one of the fastest Pokémon in the tier, however. So, it's not entirely hopeless. Especially with Nasty Plot, which is so deadly on it. Metagross will also like Psychic Terrain, and it functions more as a phsyical variant of this terrain. Psychic Fangs will hurt quite a bit, but Steel Roller can also be quite threatening if you choose to run it, outdamaging Heavy Slam, which got removed, luckily enough. Steel Roller is a far more interesting and balanced Steel option.

:gallade:
Gallade is a funny option; Gardevoir is known for being a flexible option on semi Trick Room / Tailwind teams. Now, Gallade can also lean further into this niche thanks to Wind Rider, which is a super fitting and interesting ability choice. That said, I realize we've got some new Fake Out abusers, which is all well and good. But I think for diversity, teambuilding, and balance purposes, moves like Fake Out should be more carefully distributed and not handed out freely like candies. Ask yourself if a move like this is really, really necessary. This isn't to say I'm against adding Fake Out to Gallade or Krookodile; this is just a reminder, a precaution, if you will.

:araquanid:, :qwilfish:
Move wise, I'm quite happy Sunken Lunge made it in; this is one of the most fascinating moves I've ever seen that functions like a sidegrade to Fake Out. I'm really curious to see how far it can go. Distribution wise--I've already discussed it a bit with Hematite who suggested this move for Araquanid and Qwilfish--, I can only second it. Araquanid is usually very limited to Trick Room teams but if it were to get this move, it could be more flexible and emphasize its support options as you punish opponents for passive plays. For instance, you could go for Sticky Webs or any other status move. Furthermore, Sunken Lunge makes Assault Vest more appealing. Qwilfish functions in a similar way, offering Toxic Spikes, among others.

:decidueye:
I hope Rapid Fire could be added to Decidueye, which makes perfect sense flavour wise and in a bow style sense. As a Ghost, it is immune to Normal-type Fake Out. So, you could use it for specific strategies, involving Flash Fire, Weakness Policy (in the future), etc. And is also offers speed control in Tailwind!

:rhyperior:
Massive. I'm interested to see how this powerful ability will shape the metagame. I think it should be carefully chosen--and I think Geko did a great job in ensuring there's a unified answer to it: a weakness to Fighting. Now, I said careful because if we were to add it to good Pokémon in a vacuum, there might be little reason to use other Pokémon that share the same ability. Which is why I'm not sure if a Pokémon like Rhyperior really needs it since its type combo is already effective against many spread abusers and it even has coverage moves to handle stuff like Garchomp. I'm not too opposed to Rhyperior getting Massive, but I believe we need to ensure that if we were to add it, we best make sure there are other good abusers of this ability as well. Otherwise, we would see only one abuser all the time, which kind of defeats the purpose of distributing a new ability. Imo, at least.

:mr-rhime:
Someone suggested Masquerade for it. It didn't occur to me that the ability could fit. I'm probably not opposed, especially since it has Fake Out to support the team. That's, imo, a huge benefit to certain team structures, like weather or terrain as the ally is free to do something else. I haven't made up my mind yet what else this Pokémon could do with the ability (if it were to get it) but feel free to share your opinions.

:krookodile:
I'm unsure if it will be mainly used for Sand Rush because there is already Excadrill, which has the better typing when paired with Tyranitar. It does, however, synergize very well with Mega Hawlucha (if it gets Masquerade). In general, Masquerade Mega Hawlucha synergizes with many of the Dark Pokémon in the metagame, like Incineroar, Tyranitar, Kingambit, etc. Krookodile is a new addition among others. A benefit of Sand Rush Krookodile is Fake Out to make Sand teams more flexible playing wise, like Ludicolo, and it pressures Basculegion. That said, I think Intimidate will be the more common choice on it for general purposes. I'm sick of seeing Garchomp all the time, let's hope Krookodile can offer a neat alternative. Also, Stomping Tantrum + Sucker Punch :eyes:

Healer buff. I'm very interested to see what kind of team structres will take advantage of it. I suspect some stally version, with chip damage, etc., so Sand and Poison. Most of the Healer users come with Life Dew to mitigate the loss of HP and to further heal the target. It's very interesting concept wise but also, I'm interested to see what kind of strategies you could pull off with the loss of HP. I'm thinking of revenge style strategies, like Last Respect but stuff like Liechi Berry (when it returns) or Reversal could also be a potential option. Who knows. I like the idea and the potential.

:power-herb:
I missed you. Glimmora fans will rejoice. That said, I heard people on the ladder have an aversion to Mega Swampert. If it is really a problem, I guess we might see Solar Beam on some abusers, outside of Sun. But yeah, Meteor Beam abusers will enjoy this item.

There is more I could talk about but this post is already big, and I don't have much time left. Before I forget, perhaps, we could limit Scolipede's move additions a bit since Bulk Up + Coil is excessive. There's no reason to run Bulk Up if Coil exists, as far as I am aware of. It's better if only one of them (if at all) existed. If you needed an alternative option, I could see Curse + Coil rather than Bulk Up + Coil or just Bulk Up or Coil.
 
There is more I could talk about but this post is already big, and I don't have much time left. Before I forget, perhaps, we could limit Scolipede's move additions a bit since Bulk Up + Coil is excessive. There's no reason to run Bulk Up if Coil exists, as far as I am aware of. It's better if only one of them (if at all) existed. If you needed an alternative option, I could see Curse + Coil rather than Bulk Up + Coil or just Bulk Up or Coil.
I wouldn't be opposed to the removal of Bulk Up. That's on me, I shouldn't have put it.
 
Distribution time!
Moves:
Rapid Fire - :armarouge::blastoise::blaziken::camerupt::clawitzer::dragapult::drampa::flareon::houndoom::ninetales::rhyperior::sandaconda::scovillain::simisear::skeledirge::slowbro-galar::talonflame::toucannon::manectric::Decidueye::Decidueye-Hisui::chandelure:
Sunken Lunge -:feraligatr-mega::samurott::samurott-hisui::gyarados::sharpedo::Qwilfish::overqwil::toxapex::araquanid: :clawitzer::Basculegion-f::hippowdon:
Rock Slide - Current distribution + :Glalie:
Snatch - :weavile::banette::snorlax::liepard::reuniclus::arbok::clefable::alakazam::gengar::umbreon::houndoom::gardevoir::gallade::sableye::mawile::chimecho::absol::spiritomb::froslass::rotom::serperior::audino::scolipede::krookodile::scrafty::cofagrigus::zoroark::kingambit::delphox::greninja::diggersby::talonflame::pyroar::pangoro::meowstic::malamar::noivern::incineroar::toxapex::salazzle::oranguru::mimikyu::sneasler::qwilfish::overqwil::wyrdeer::runerigus::castform::corviknight::barbaracle::sandaconda::hatterene::grimmsnarl::mr. rime::falinks::morpeko::dragapult::meowscarada::maushold::scovillain::espathra::tinkaton::farigiraf::gholdengo::sinistcha::polteageist::zoroark-hisui:
Starburst -:azumarill::clefable::hatterene::primarina::altaria::slurpuff::tinkaton::starmie::watchog: :gardevoir: :gallade:

Abilities:
Mold Breaker - Current distribution + :Weavile:
Stalwart - Current distribution + :Klefki: :forretress::lucario: (over Steadfast)
Propeller Tail - (None for now, :floatzel: when it comes back.)
Massive - :snorlax: (over immunity) :steelix: (Over Rock Head) :avalugg: :avalugg-hisui: (over Ice Body) :rhyperior: (over Lightning Rod) :bastiodon:
Masquerade - :Hawlucha-mega: (over No Guard):Roserade: (over Poison Point):Furfrou::cofagrigus::mr rime: (over Ice Body) :decidueye: (over Long Reach)
Thick Fat - Current distribution + :beartic: (over Snow Cloak):bellibolt: (over Damp):goodra: (over Hydration):hippowdon::pangoro: (over Iron Fist):slurpuff:
Healer - Current distribution + :Meganium: (over Leaf Guard)

Slate shall hopefuly be up soon.
​
 
Masquerade would also fit Meowscarada super well in terms of flavor, did you consider it too strong on it? Or did you want to give Decidueye more of a chance to shine?

I didn't play pre-Champions VGC formats (except for the ancient VGC 2010 back in the day lmao), was snatching Tailwind a big thing before? Seems like an interesting option :)

I don't mind Assault Vest, Power Herb and the orbs, but I also don't really see the point in adding them early. The project has a rule against adding Pokemon that aren't in M-B. I was assuming that new additions from M-C, M-D etc. will also get added to this format, is that the case? Is that clarified somewhere? If it is the case, I don't think adding temporarily dexited items back early is the most interesting thing we can do with the items at this stage.
 
Masquerade would also fit Meowscarada super well in terms of flavor, did you consider it too strong on it? Or did you want to give Decidueye more of a chance to shine?

I didn't play pre-Champions VGC formats (except for the ancient VGC 2010 back in the day lmao), was snatching Tailwind a big thing before? Seems like an interesting option :)

[...]
I did consider Masquerade on Meowscarada but quickly discarded the idea as Starter Pokémon normally have only two abilities. Moreover, some people argued that this Pokémon would sometimes use Protean. So, to them, it seems it wasn't that necessary to replace Protean with Masquerade. Personallly, I think Decidueye's potential viability and usage probably won't be really strongly affected by Meowscarada's hypothetical access to Masquerade. Decidueye has certain strengths and a unique movepool to make people want to use it on a team: Fake Out immunity and speed control in Tailwind are already a huge boon. I can easily see stuff like Mega Houndoom or Mega Pyroar appreciating its toolkit. You set the Sun on entry, and within the same turn you can click Tailwind or Helping Hand. And we all know how scary boosted Overheat can be. Mega Pyroar can almost always OHKO max HP Garchomp, for instance. Furthermore, Decidueye can make use of moves like Haze, Imprison, Helping Hand, Baton Pass, etc. I have the feeling Decidueye might be one of the most splashable non Mega Masquerade users.

As for Snatch, it's more of a niche option, as far as I am aware of. Incineroar likes to snatch Tailwind, for instance. Iirc, back in gen 7, there was a team centred around Mega Salamence and Snatch Incineroar. You can also snatch boosts. And at that time, Snorlax run rampant with its set-up sets. Now, in Champions, with Mega Metagross in the metagame, we might see more Coaching / Howl strategies. So, having Snatch can be useful to combat them.
 
Hey all, we had a little bit of time to address most of the coding kinks and get some good play-testing in. So uh…
:gallade-mega: :krookodile: Slate 2 :musharna: :scolipede-mega:​

is here!

Important notice before submissions begin: Resubs of concepts from the prior slate are allowed for this slate, but if it doesn't get in this slate, you are not allowed to submit it again next slate (for convenience sake, label your subs as RESUB if that is the case).

Submissions end on <t:1783202400:f>*, vetoes will happen a day before.

* Due to it being set to end on a US Holiday, this time may fluctuate a bit. Keep an eye out for any schedule change announcements
 
full disclosure, i haven't had time to play the tier yet between the end of my semester coming up and with it a bunch of exams and assignments, as well as focusing on vgc, but i've watched every replay shared in the discord server, and i don't think too many of our changes were that disruptive for me to be completely out of the loop. but i wanted to get this disclaimer here anyway

resubmissions:

Pokémon: Basculegion-M
Abilities: Swift Swim / Reckless / Mold Breaker
Description: I considered nerfing Last Respects but this felt slightly more interesting. I don't think it should come as a surprise that the power of Basculegion-M is so absurdly insane on a format with this power level, it has a ridiculous stronghold on the format, and I think, is the main driving force behind that ridiculous 70% Kingambit usage we've seen in NAIC, so I think it's very clear that its Last Respect needs to be nerfed in some way, so this was my solution. replacing Adaptability with Reckless encourages users of Basculegion-M to use it in rain for the speed control or face the drawback of losing 10% power on its Wave Crashes and 25% power on its Last Respects. But you don't have to settle for that because Basculegion-F keeps Adaptability Last Respects, losing 12.2% power on all moves assuming 32+ Atk investment, which should be enough to done down its obscene meta dominance. Here are some calcs for comparison:
  • 32+ Atk Adaptability Basculegion-M Last Respects (100 BP) vs. 0 HP / 0 Def Typeless Mew: 114-136 (65.1 - 77.7%) -- guaranteed 2HKO
  • 32+ Atk Adaptability Basculegion-F Last Respects (100 BP) vs. 0 HP / 0 Def Typeless Mew: 100-118 (57.1 - 67.4%) -- guaranteed 2HKO
  • 32+ Atk Basculegion-M Last Respects (100 BP) vs. 0 HP / 0 Def Typeless Mew: 85-102 (48.5 - 58.2%) -- 96.88% chance to 2HKO
  • 32+ Atk Adaptability Basculegion-M Wave Crash vs. 0 HP / 0 Def Typeless Mew: 136-162 (77.7 - 92.5%) -- guaranteed 2HKO
  • 32+ Atk Adaptability Basculegion-F Wave Crash vs. 0 HP / 0 Def Typeless Mew: 120-142 (68.5 - 81.1%) -- guaranteed 2HKO
  • 32+ Atk Reckless Basculegion-M Wave Crash vs. 0 HP / 0 Def Abomasnow: 123-145 (70.2 - 82.8%) -- guaranteed 2HKO
Pokémon: Aromatisse
Abilities: Healer / Misty Surge / Aroma Veil
Description: With also great flavor I think Aromatisse is the perfect choice for Misty Surge. It too is a Trick Room setter, but one with a much more useful typing, and maybe Misty Surge is just what it needed to provide the support needed for Trick Room against options like Sleep on lead and providing an extremely useful typing. Heal Pulse and Fake Tears is always useful on a Pokémon like this to support common Trick Room choices like Mega Blastoise and Torkoal (you can even move before Torkoal in Trick Room by having a -Spe nature on Aromatisse and not Torkoal and investing 5 points in Spe on Torkoal). This shouldn't be meta-breaking and other options providing Fake Out immunity are probably preferred, but if someone had to take on the niche of Misty Surge in this meta, I think Aromatisse is a great choice!

(not submitting Vileplume cus I decided Trevenant would be a more interesting choice for Grassy Surge but then Lysio had the same idea ^^ also counting on you to return with Return ^^)

Ability: Reverberate
Users: :chimecho-mega: (instead of Levitate)
Effect: Users' sound-based moves hit twice, if it's a damaging move, the second hit has 50% power.
Description: I had this idea since before we got abilities and I think it'd be a really cool fit on Mega Chimecho. OHKOing Sneasler and Glimmora through Sash is extremely useful, as is having a generally powerful Psychic Noise against something like Mega Floette. Boomburst obviously does a lot of damage as well if you can pair it with an immunity. The coolest niche though, I think, is that Metal Sound turns any ally's moves into basically a one-shot button. I think this Pokémon would be really interesting as a Trick Room setter with the offense and defense to justify its role. While losing Levitate is a bit unfortunate, it's clear that this Pokémon with just Levitate had not been able to carve itself a niche in the current meta, so I think something like this would be a really interesting way to make it stand out!

Item: Safety Goggles
Effect: The holder is immune to powder moves and taking damage from weather
Description: While less situational without as many amazing sleep users on the meta, having Lum Berry as your sole counterplay option against the likes of Venusaur and Vivillon just feels horrible, not every team can afford Mega Raichu X either, and it feels like good future-proofing. This item also opens the door to ignoring powerful redirectors in Sinistcha and Mega Scovillain. I think it's very important to have as well

new submissions:

Move
: Upper Hand
Effect: Upper Hand has a priority of +5. If the target has selected a physical or special move with increased priority and has not yet had a chance to execute its move, Upper Hand will strike first and cause the target to flinch; otherwise, Upper Hand will fail.
New Users: :machamp: :scizor: :emboar: :pangoro: :barbaracle:
Description: Since Upper Hand explicitly checks if the moves are physical / special before causing a flinch, it can safely outprioritize Protect clones and thus you can have a slower Upper Hand user stop a Fake Out from a faster user. I think this change is necessary to help slower Pokémon be encouraged to use the move outside of extremely situational stuff (and before you ask about futureproofing, Iron Hands never learned this move so we're fine!)

As for the new Pokémon getting it, I think Machamp is extremely obvious and i'm baffled to find out today it doesn't have access to this move. Scizor I think makes an interesting choice here, being a Mega that is really hurt by Mega Charizard Y's omnipresence and would appreciate a buff, being able to stop Incin faking it (or an ally) out with very considerable 60 BP super effective damage (despite being at -1). It doesn't really have hands in the most literal sense but Hisuian Samurott learns it so I think it's reasonable enough for it to as well. Emboar sucks and needs all the help it can get. Pangoro sucks and needs all the help it can get. Giving it to Barbaracle makes a ton of sense and I liked ausma's submission for it last slate, so i'm honoring it here (plus it makes a ton of sense anyway)

Move: Mat Block
Effect: Mat Block protects all Pokémon on the user's side of the field from any physical or special moves for that turn.
Users: :greninja:
Description: Sure, remove False Surrender no one has ever used that move ever (even though I still wanna sub it by principle) but removing Mat Block is like... So fucked up! This move is actually extremely interesting and with Mega Greninja's newfound speed I think people will be able to find a way to put it to good use. I don't really have much to say, it's just a really cool move and it's a shame it's not here

Ability: Protean / Libero
Effect: Changes the Pokémon's type to the type of the move it's about to use. This no longer works only once per time the Pokémon enters battle.
Description: Since this is a completely doubles-focused metagame, I don't think we have to worry about this. Cinderace isn't in the game and won't be making too much of an impact once it becomes legal I'm sure, and Meowscarada and Greninja have been STRUGGLING. Maybe I'm too woke or something but I do not think this is game-breaking at all for either Pokémon... While I appreciate Mega Greninja having that whole dynamic of being able to Mega to use Protean twice, it just feels like a downgrade from 3DS Greninja which was never a particularly amazing Pokémon either way...

Item: Pucuasu Berry / Mucutan Berry
Effect: If the holder would be hit by a move that calculates damage using the user's Attack from a Pokémon with increased Attack stages or a move that calculates damage using the user's Special Attack from a Pokémon with increased Special Attack stages, those stage changes are ignored for the purposes of that move and the berry is consumed / If the holder would hit a target with increased Defense stages with a move that calculates damage using the target's Defense or hit a target with increased Special Defense stages with a move that calculates damage using the target's Special Defense, those stage changes are ignored for the purposes of that move and the berry is consumed
Description: This seems a bit situational but I think it would be an interesting choice given the metagame is full of Archaludons with insane defense boosts as well as set up sweepers like Floette, Delphox, and Kingambit. I think giving players an out to break through Pokémon like Archaludon as well as another tool to discourage setup from the powerhouse setup Pokémon previously mentioned would be a cool idea and open some more avenues in teambuilding!

The berries are named after Amazonian fruits cupuaçu and tucumã
 
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Name: Crafty Shield
Power: --
Accuracy: --
PP: 12
Category:
Status.png

Type:
Fairy.png

Effect: Protects allies from Status moves this turn. Can be used consecutively without failing.
Priority: +3
Flags (ex: Contact, Sound): N/A
Potential Pokémon With This Move: Anything that used to learn it (:klefki::runerigus::cofagrigus::chimecho:) + :falinks::drampa::scrafty:
Justification: Bring this move back, crazy cool and good effect, being Good as Gold for both of your mons as an attack, held back by extremely limited distribution. The best user is likely the original user in Klefki, but Drampa is also funny, since it forces your opponent to hit it, which can then activate Berserk

Name: Nature Power
Power: --
Accuracy: --
PP: 12
Category:
Status.png

Type:
Normal.png

Effect: Becomes a different damaging move depending on the active terrain and the user's stats
None = Tri Attack if the user's SpA => Atk, Body Slam if not
Grassy = Energy Ball if the user's SpA => Atk, Leaf Blade if not
Electric = Thunderbolt if the user's SpA => Atk, Zing Zap if not
Misty = Moonblast if the user's SpA => Atk, Play Rough if not
Psychic = Psychic if the user's SpA => Atk, Psychic Fangs if not
Priority: 0
Flags (ex: Contact, Sound): N/A
Potential Pokémon With This Move: Most things that used to learn it (:meganium::aurorus::venusaur::vileplume::victreebel::steelix::typhlosion::sceptile::camerupt::torkoal::torterra::leafeon::serperior::simisage::whimsicott::chesnaught::diggersby::florges::barbaracle::aurorus::trevenant::gourgeist::decidueye::tsareena::oranguru::drampa:) + :meowscarada::flapple::appletun::hydrapple::kleavor::garganacl::glimmora::sinistcha::armarouge::arcanine-hisui::salazzle::stunfisk::stunfisk-galar:
Justification: This move basically got replaced by Terrain Pulse, but I need my Prankster Whimsicott in Misty Terrain and Camerupt in Electric Terrain shenanigans back. Also extended the shenanigans to physical attackers but I'd say the special attackers use it better.

Name: Split Crusher
Power: 30
Accuracy: 100
PP: 12
Category:
Physical.png

Type:
Dark.png

Effect: Hits twice. Lowers the foe's Defense by 1 stage. Doubles: Tries to hit each foe once (works exactly like Dragon Darts' smart targeting).
Priority: 0
Flags (ex: Contact, Sound): Protect, Mirror, Contact
Potential Pokémon With This Move: (probably only like 10-15 of these):greninja::weavile::meowscarada::absol::houndoom::lycanroc::lycanroc-dusk::lycanroc-midnight::skarmory::zoroark::zoroark-hisui::liepard::sharpedo::furfrou::hydreigon::morpeko::gliscor::mimikyu::krookodile::kangaskhan::malamar::overqwil::samurott::samurott-hisui::decidueye-hisui::kleavor::scizor::heracross::pinsir::blaziken::toxicroak::feraligatr::tyrantrum::scrafty::umbreon::chesnaught::rampardos::pangoro::eelektross::mawile::aggron::beartic::hippowdon::rhyperior::araquanid::grimmsnarl:
Justification: I miss Leer, so I have added Leer in the form of El Hijo del Crush Claw JolteMons. A little chip damage and a defense drop is great support for physical attackers, with the bonus of hitting each opponent like Dragon Darts does, meaning that you can hard punish Protects or Follow Mes, turning it into an attacking Screech (or literally JolteMons Crush Claw).

Name: X-Scissor
Power: 80
Accuracy: 100
PP: 12
Category:
Physical.png

Type:
Bug.png

Effect: Ends the effects of Rooms if it hits.
Priority: 0
Flags (ex: Contact, Sound): Protect, Mirror, Contact, Slicing
Potential Pokémon With This Move: Current distribution (maybe remove from :kingambit: but probably not) + :forretress::aegislash::blaziken::eelektross::metagross::banette::feraligatr::empoleon::serperior:
Justification: Very silly idea, but I was reminded of that infamous moment in the anime when Ash's Hawlucha broke Trick Room with X-Scissor and now we're in a Pet Mod where that interaction is actually relevant. This is mostly just a niche tech for teams that really hate to see Trick Room on preview, allowing some Bug-types, especially slow Bug-types like Araquanid or Ariados, to be really good into those matchups. This is also technically an Ice Spinner clone, being an 80 BP Physical move that removes a class of field effects.
:mirror herb:
Name: Mirror Herb (RESUB)
Effect: When an opposing Pokemon raises a stat stage, the holder copies it. Single use.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10 BP
Justification: I can finally use Intimidate Incineroar and Arcanine in peace with all these Kingambits and Annilhilape and Mega Staraptors and ESPECIALLY Mega Falinks around.

Name: Picnic Basket
Effect: All Active Pokémon heal 1/12 of their max HP at the end of each turn.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 40 BP
Justification: ran out of ideas, tcg item cards save me. Basically acts like a more powerful version of Grassy Terrain's healing effect, with the obvious downside of also healing your opponent's Pokemon. Probably best used next to bulky set up stuff that'll just OHKO everything when they're done setting up, or stuff that just OHKOs everything by default anyway.

Name: Counter Gain
Effect: Holder's attacks do 1.2x damage if its team has more fainted Pokémon than the opponent's.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 30 BP
Justification: ran out of ideas, tcg tool cards save me. Alternate boosting item option to the type boosters and Life Orb, applying to all moves and not doing recoil damage to yourself but you have to be losing for it to activate.

:focus band:
Name: Focus Band
Effect: If the holder is switching in, it will survive an attack that would KO it with 1 HP. Single use.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 20 BP
Justification: We probably already have enough items where this isn't a problem anymore, even without considering anything that we've added so far, but Focus Band is definitely one of the most toxic items in the game, especially when Focus Sash is so powerful in VGC in particular, so having a 10% chance to have that infinitely is pretty dumb. Instead, this becomes "free switch-in: the item", letting you bring in something frail or at low HP and allow it to take 1 hit guaranteed, which can potentially get you out of pins or punish your opponent for not doubling a slot.
Name: Unbothered
Effect: This Pokemon ignores its own stat stages when taking or doing damage.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability::pyroar::salazzle::infernape::luxray::vileplume::appletun:(:mamoswine::golurk-mega:)
Justification: Spiritual successor to JolteMons Optimistic, which prevented a mon from lowering its own stats, we have this that kinda has the same idea but also ignores stats dropped by the opponent in return for not allowing the user to set up. Obvious synergy with Draco Meteor or Superpower and the like is obvious, but it's also generally good for physical attackers to bypass Intimidate, or anything to bypass Parting Shot.

Name: Grim Energy (RESUB)
Effect: This Pokémon's Special Attack is raised 1 stage if hit by a Fairy move; Fairy immunity.
Permanent (Yes or No): No
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability::hydrapple::malamar::volcarona::houndoom::grimmsnarl::dragalge::gyarados:(:hydreigon::spiritomb:)
Justification: A bit basic, and actually a VaporeMons resub of the original version of Fairy Ringer, but this just serves to add more ways to fit answers to strong Fairies, namely Mega Floette and Sylveon, on to your teams without being too overbearing. We did just get stuff like Gholdengo and Mega Metagross to help with them, but they still all struggle with the fact that Floette and Sylveon can be paired with Charizard or Delphox and put you in a rough spot again, so this helps diversify things. This is also only a Sap Sipper clone instead of something like Storm Drain, so the rest of your team still has to deal with Fairies existing. The flavor I'm going for with it is "stuff that looks like they could be the villain in a fairy tale."

Name: Rivalry
Effect: This Pokémon's moves deal 1.2x damage for each active opponent that shares a type with it. (Ex: If you have a Rivalry Pyroar and your opponent's Active Pokemon are Charizard and Farigiraf, Rivalry boosts your moves by 1.44x, but if the Farigiraf switches out for Basculegion, the boost goes down to 1.2x)
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: Current Distribution + :scolipede::weavile::hydreigon::grimmsnarl::hawlucha::typhlosion-hisui::victreebel::stunfisk::wyrdeer::lycanroc::tinkaton::milotic: (tried to give it to one of every type...)
Justification: Spiritual successor to JolteMons Rivalry, now being able to punish your opponent for using certain common Pokemon or stacking types of Pokemon. Probably the best user I have listed is Typhlosion-H as a tech against teams using Zard, Basculegion, and any of the other very good Ghost or Fire-types, making those Eruptions HURT.

Name: Battle Bond
Effect: After KOing a Pokemon: raises Attack, Sp. Atk, Speed by 1 stage. Once per battle.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability::greninja:(No longer event/form exclusive):chesnaught::delphox::pikachu:
Justification: i'm not even sure that i, as a council member, would even allow this but screw it, this is the buff mega greninja needs. might also break mega delphox but you do need to get a kill with it in base first. You could argue that I should give this to every starter, so the Gen 6 ones aren't the only ones that get a special third ability, but it might break, like, Primarina or Typhlosion
:sm/gliscor:
Name: Gliscor
Type:
Ground.png
Flying.png

Abilities: Hyper Cutter / Aerilate / Poison Heal
New Moves: Guillotine, Roost, Super Fang, Body Slam, Tail Slap, Hyper Voice, Superpower, Rock Blast
Removed Moves: N/A
Justification: Mini-Landorus now has some of the offensive presence to match Landorus in this Landorus-less metagame, now being able to smack things with Aerilate-boosted Double-Edges while still having plenty of bulk to set up Tailwinds. It also already gets Feint, which can now cross up Ghost-types, and I also gave it a bunch of other moves that I'm surprised it doesn't already have, most notably a now unblockable Guillotine since that's legal in VGC and Roost if you want to be a menace with Poison Heal still. WE, yes, WE, will be hitting Hyper Voices off of 45 SpA like we're Mega Salamence.

:sm/slurpuff:
Name: Slurpuff
Type:
Fairy.png

Abilities: Sweet Veil / Thick Fat / Unburden
New Moves: Belly Drum, Stomping Tantrum, Overheat, Encore, Disable, Howl, Final Gambit, Heal Pulse, Stuff Cheeks, Electro Ball
Removed Moves: N/A
Justification: Health Pack got added and Sneasler is already somewhat a demon with it, so we're letting the other Unburden mon in on the fun. Slurpuff already gets a lot of strong utility to abuse with its infinite speed like String Shot, Yawn, After You, and Fake Tears, and now you add in stuff Encore, Disable, Howl, Heal Pulse, and Final Gambit and this thing can really be nasty, like a different shade of. Stuff Cheeks, Overheat (with White Herb), and the return of Belly Drum make for alternate Unburden activation options. Oh, and Electro Ball is an anime reference that also can be a stronger Thunderbolt with Unburden activated, depending on the target.

:sm/palafin::sm/palafin-hero:
Name: Palafin
Type:
Water.png
Normal.png
(both forms)
Abilities: Zero to Hero
New Moves: Double-Edge, Baton Pass, Quick Attack, Coaching, Superpower, Baton Pass, Thrash, Muddy Water
Removed Moves: N/A
Justification: Palafin finally gets its first meta without Urshifu since SV Reg C (Reg H DOES NOT EXIST!!) just for it to get mogged by Basculegion immediately. Having a secondary STAB would help it stand out a lot, opting for Normal weirdly enough, since it helps a lot defensively against opposing Basculegion as well as Froslass while making its newly learned Double-Edge a very safe delete button to click if your opponent tries to get rid of Rain on you. The Fighting weakness obviously sucks but if you need to beat Fighting-types with your strong Water-type, you'd already be using Basc. Also, it gets a STAB Boomburst that you're probably not using (though I gave it Muddy Water as a spread Water option if you do want to). And yeah, it's kinda weird for a superhero Pokemon to be a Normal-type, but you can just imagine it's like a Spider-Man "anyone can put on the mask" kind of thing.

:sm/heliolisk:
Name: Heliolisk
Type:
Electric.png
Normal.png

Abilities: Dry Skin / Sand Veil / Mega Sol
New Moves: Heat Wave, Nuzzle, Entrainment
Removed Moves: N/A
Justification: This is stupid and crazy but I don't feel too bad about it considering the fact it has "Helio" in the name and Heliolisk is a mon that has SO many sick tools but really needs an X-Factor that isn't just the fact that it hard walls Basculegion to make up for its stats. Heat Wave is a weaker spread alternative to Weather Ball and Entrainment makes for a funny gimmick next to Charizard or something, on top of all the other techs and gimmicks that Heliolish already has. Also, it already gets Glare, but Nuzzle is there for Assault Vest stuff, a la Assault Vest Raichu. It took an extreme amount of restraint to not give this Fake Out, which is a move I 100% think it should learn normally.
 
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Name: Stormy Descent
Power: 80
Accuracy: 100%
PP: 16
Category:
1782776219541.png

Type:
1782776179881.png

Effect: Gains a secondary effect according to Weather. Hits both opponents.
30% chance to lower target's Speed by 1 stage under Snow
30% chance to inflict Burn under Sun
30% chance to set up Mud Sport for 3 turns under Rain
30% chance to inflict Sand Tomb under Sand
30 BP higher under Strong Winds
Priority: 0
Flags: Protect, Metronome, Wind
Potential Pokémon With This Move: :altaria::clefable::drampa::dragonite::gyarados::castform::vivillon::absol::volcarona::pidgeot::corviknight::whimsicott::pelipper::ampharos: (:tornadus::suicune::kilowattrel:)
Pokémon That Should NOT Get This Move: :charizard: (:rayquaza:)
Justification: Reliable Flying STAB for some Pokémon that lack it and also an interesting way of engaging with the Weather Wars, letting Flying mons work as a Support option on any weather


1782776247239.png

Name: Voice Amplifier
Effect: User's sound-based moves hit both opponents and causes hit targets to wake up. This also causes them to have Spread Move reduction, and be blocked by Wide Guard/Massive.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 60 BP. Target wakes up
Justification: Niche item that could allow for more utility and more offensive potential with moves like Psychic Noise, Parting Shot and Alluring Voice. Also makes for an interesting option on Skeledirge specifically. Added failsafe so that we don't end up with Dark Void Wigglytuff.


Name: Sandclock
Effect: Under Sandstorm, user skips Charge and Recharge turns. Immunity to Sandstorm damage. (note: this also causes solar Beam to not have its damage reduced in Sand)
Permanent: No
Mold Breaker: No?
Potential Pokémon With This Ability: :aurorus::starmie::armarouge::rhyperior::golurk::heliolisk:(:maractus:)
Justification: Sand is currently a somewhat inflexible weather with not that many good abusers. This lets a few Pokémon ramp up their damage quite fast with Meteor Beam while also having a few non-Rock/Ground abusers to help Sand's matchup into other weathers. Starmie is fast and has lots of coverage, Armarouge gets to fire off Solar Beams for coverage against Waters and has cool utility in Wide Guard, Aurorus is not good but has STAB Meteor Beam and Rhyperior can spam Rock Wrecker


:champions/absol-mega:
Name: Absol-Mega
Type:
1782866488234.png

Abilities: Sheer Force
New Moves: Hurricane
Justification: Absol is already a not very popular Mega and its Z form is likely to ovrshadow it as it stands. Sheer Force makes for an interesting choice as that lets Mega Absol boost a lot of random coverage to target specific Pokémon, which also allows it to make use of its 115 Special Attack. It functions similarly to Nidoking, where it works in spite of its middling offenses (for a Mega) due to how valuable Sheer Force Coverage is. aside from things like Thunderbolt, Ice Beam and Flamethrower, it also boosts Throat Chop as STAB and physcial coverage like Rock Slide and Play Rough

:champions/umbreon:
Name: Umbreon
Type:
1782866494658.png

Abilities: Synchronize / Inner Focus
New Moves: Howl, Trick Room, Lunar Blessing
Justification: Umbreon is a decent mon on its own, thanks to its high bulk and disruptive movepool, but lacks in ways of directly supporting allies. These few moves allow it to be better at that role, while also improving at endgame scenarios where it is trying to take down opponents through Toxic. Lunar Blessing also plays nicely with Synchronize, letting it reflect a status condition and then cure itself. Lastly, it becomes one of the bulkier Trick Room setters while being immune to flinching from Fake Out or disruption by Prankster
 
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Name: Boulder Bash
Power: 120
Accuracy: 100
PP: 16
Category: Physical
Type: Rock
Effect: Has 33% recoil.
Priority: 0
Flags: Contact, Metronome, Protect
Potential Pokémon With This Move: :aerodactyl-mega: :barbaracle-mega: :aggron: :lycanroc: :tyrantrum:
Justification: Rock-type Contact move that isn't Head Smash. Being a Rock-type version of the Flare Blitz moves gives the Rock Tough Claws mons a good reliable STAB option, and gives existing Head Smash mons a more reliable attack when you don't like that 80% accuracy.

Name: Poison Gas
Power: -
Accuracy: 90
PP: 16
Category: Status
Type: Poison
Effect: Poisons the target. Hit foe(s).
Priority: 0
Flags: Unchanged
Potential Pokémon With This Move: :garbodor: :Salazzle: :gengar: :vileplume: :dragalge-mega:
Justification: Useful status-spreading move that is not currently in the game. While the only native users currently in the format are Salazzle and Garbodor (who still got the move dexited from the for some reason) expanding it to other Poison types could provide some underrated picks some good utility.

Name: Twineedle | Dragon Darts
Power: 50
Accuracy: 100
PP: 12
Category: Physical
Type: Bug | Dragon
Effect: Hits twice. (Doubles) Tries to hit each foe once. If exactly one Pokemon is Massive, both hits target that Pokemon.
Priority: 0
Flags: Unchanged for Dragon Darts, +Slice for Twineedle?
Potential Pokémon With This Move: :ariados: :beedrill::pinsir: :scizor: :scolipede:| No change?
Justification: Bringing back Twineedle (formerly the terrible signature move of Beedrill) and buffing it to be a Bug-type Dragon Darts. This now becomes an incredibly reliable Bug STAB in Singles, and is a decent move that hits both targets in this Doubles format. Might not be enough to make Mega Beedrill viable in a VGC format but should be a nice buff to the other bugs who want the new option. The final wording is just to clarify an interaction with the new ability Massive which should be interesting.

Name: Thunderclap [resub]
Power: 70
Accuracy: 100
PP: 8
Category: Special
Type: Electric
Effect: Usually goes first. Fails if the target is not attacking.
Priority: 1
Flags:
Unchanged
Potential Pokémon With This Move: :ampharos-mega: :manectric-mega: :eelektross-mega: :luxray::bellibolt:
Justification: Electric Priority for slower under-rated Electric types that need a bit of a boon to be excellent. Pair that with Electric terrain and you can do some excellent damage.
Name: Rattled
Effect: This Pokemon's Speed is raised 1 stage if hit by a Bug-, Dark-, or Ghost-type attack, or when a stat is lowered by a foe.
Permanent : No
Mold Breaker: No
Potential Pokémon With This Ability: :absol: :banette: :chimecho: :gourgeist: :houndoom: :lopunny: :malamar: :mr. rime::pidgeot: :pyroar: :scovillain: :spiritomb: :typhlosion-hisui: :victreebel: :wyrdeer:
Justification: Conveniently I selected a handful of Pokemon that mostly can Mega Evolve. While "Defiant but for Speed" might be a bit too strong, taking the effect of Rattled (including raising Speed from Intimidate) and applying it to any other form of stat drop gives these slower Pokemon some interesting tools pre-Mega so they can benefit from that increase Speed upon Mega Evolving. The rest mostly get it for flavour, though a handful could still use it effectively if given the right opportunities.
Edit: This becomes interesting for moves like Parting Shot, where the move typing and resulting stat drops result in giving a +3 Speed to a Pokemon hit by the move.

Name: Own Tempo
Effect: This Pokemon is immune to confusion, and its Speed cannot be lowered. Immune to Intimidate.
Permanent : No
Mold Breaker: Yes
Potential Pokémon With This Ability: :slowbro: :mudsdale: :avalugg: :tinkaton: :metagross: :crabominable: :mr. rime:
Justification: For an ability with "Tempo" in its name, it is strange that it does not have anything to do with Speed. This ability will now make it that Speed reduction will not happen for this Pokemon, either from opponents' moves or its own. Useful for Pokemon that like to run a strong move that normally reduces Speed, such as Ice Hammer or Hammer Arm, but also just for Pokemon that doesn't want to get their Speed reduced from moves such as Bulldoze or Ice Wind.

Name: Infiltrator
Effect: Current Effects + This Pokemon's spread moves ignore the effects of Massive
Permanent : No
Mold Breaker: No
Potential Pokémon With This Ability: :chandelure-mega: :dragapult::spiritomb:
Justification: Just a buff to an average ability, also fitting the flavor of its moves infiltrating past massive Pokemon.

Name: Frisk
Effect: This Pokemon identifies the held items of opposing Pokemon on switch-in and uses Thief on a random opponent. (Ideally with smart targeting to not try to Thief a Mega Stone, unless it can be coded to allow you to choose the target of the move after Frisking them)
Permanent : No
Mold Breaker: No
Potential Pokémon With This Ability: :espathra::weavile::banette:
Justification: Buff to a mediocre ability by letting you steal an item! Obviously can't steal Mega Stones but the free Thief on switch-in should disrupt your opponent's plans.
Name: Rocky Helmet
Effect: When hit by a contact move, attacker loses 1/6 of their max HP.
Justification: Another choice of item to allow physically defensive Pokemon to have tools to handle physical attackers.

Name: Eject Pack
Effect: If the holder's stat changes are lowered, it switches out to a chosen ally. Single use.
Justification: Taking a useful pivoting item and removing it being single use. Useful to pivot around Intimidate, or just to take advantage of a free switch out of something like Draco Meteor. Still potentially has counterplay against it which should make it not too insane as an item.

Name: Speeding Ticket [Resub]
Effect: If this Pokemon is targeted by a priority move, the move fails and the attacker is forced to switch out. Single-use.
Can Be Knocked Off: Yes
Ignored by Klutz: Yes
Fling Power & Effect: 20 BP
Justification: Another form of priority control and a very funny item to pull out and say "not so fast" on certain attackers.
:champions/drampa-mega:
Name: Mega Drampa
Type: Normal/Dragon
Abilities: Drizzle
New Moves:
Weather Ball
Justification: From Legends ZA where the Mega was introduced: "Drampa's cells have been invigorated, allowing it to regain its youth. It manipulates the atmosphere to summon storms." This dex entry plus its access to Hydro Pump, Thunder, and Hurricane, makes it a solid weather user and abuser.

:champions/clefable-mega:
Name: Mega Clefable
Type: Fairy/Flying
Abilities: Friend Guard
New Moves:
Defog, Hurricane, Tailwind
Justification: Building off of HtC's idea for Mega Clefable last slate, but giving it some Flying moves to work with as well. Tailwind and Defog make it an excellent utility Pokemon, and Hurricane is a more reliable source of Flying damage than Air Slash.

:champions/falinks::falinks-mega:
Name: (Mega) Falinks
Type: Fighting/Bug
Abilities:
Battle Armor/Defiant -> Moxie
New Moves:
Earthquake, Fell Stinger, Leech Life, Stomping Tantrum, Stone Edge
Justification: Thanks to being a group of guys with what look somewhat like bug eyes, making a Bug/Fighting Buzzwole knock-off. This gives it STAB on First Impression, as well as access to a couple new tools in its kit. Moxie allows it to potentially become a bit of a set-up sweeper, taking advantage of this new typing to cause more problems for opponents.

:champions/glimmora-mega:
Name: Mega Glimmora
Type: Rock/Poison
Abilities: Merciless
New Moves:
Diamond Storm, Hex, Recover
Justification: While Adaptability is a solid ability, Glimmora could use something a lot more interesting. Merciless pairs so well with Toxic Debris and Mortal Spin, making it hit potentially harder than before. Diamond Storm is a fun option to take advantage of the Mega’s increased Attack to do spread damage and maintain longevity, Hex is another way to synergize with the Poisoning, and Recover is just useful to have to stay in for longer.
IMG_3547.jpeg
 
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Moves
Name: Knuckle Duster
Power: 65
Accuracy: 100%
PP: 16
Category:
Dragon.png

Type:
Dragon.png

Effect: 10% chance to lower target's SpA by 1. Hits twice in Sandstorm
Priority: 0
Flags (ex: Contact, Sound): Protect, Mirror, Metronome, Wind
Potential Pokémon With This Move: :lucario: :kommo-o::reuniclus: :tyranitar:
Justification: Resubbing from last slate as it fell short just a vote or two from making the cutoff. Between my abil sub and this you might be able to tell there’s an agenda of making sand a bit more versatile lol
Name: Static Slash / Shattering Shot
Power: 75
Accuracy: 100%
PP: 12
Category:
Dragon.png
/
Dragon.png

Type:
Dragon.png
/
Dragon.png

Effect: On hit, triggers a future move that will hit next turn for 25 bp on target’s adjacent allies.
Priority: 0
Flags (ex: Contact, Sound): Protect, Mirror, Metronome, Slicing, Contact / Protect, Mirror, Metronome, Bullet
Potential Pokémon With This Move: tbd
Justification: Some alternative attacking options for type/category combos that are generally under-repped. Essentially poses as spread moves with non-standard damage spreads.

Abilities
Name: Snow Cloak / Sand Veil
Effect: While [Snow / Sand] is active, grants the defensive benefits of the weather to self and allies, if they aren’t already receiving them. [Sand Veil also grants immunity to sand chip to self and allies]
Permanent (Yes or No): No
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability: Prior users + :wyrdeer: / :volcarona:
Justification: These abilities always get reworked, and for good reason. I wanted to use the abilities to help expand the overall usefulness of their respective weathers, being ways to provide their defensive benefits to off-type allies, or additionally in the case of Sand Veil, granting immunity to allies who normally would be damaged by the weather.
 
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