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Pet Mod UmbreMons - Post Slate 3 (Playtesting)

Approved by Pet Mods Council
:champions/umbreon: UmbreMons :champions/umbreon:
Welcome to UmbreMons, the fifth mod in the Eevee-Mod Series! Just like past iterations, this mod looks to add and change moves, items, and abilities to create a more interesting metagame; hitting a bit of a different niche this time between Champions and more VGC-styled gameplay! Of course, Pokémon can also be given non-stat adjustments.​
Rules
Submission Phase (5 days)
-
During the submission phase, you can submit 4 new or changed moves, items, and abilities as well as 4 non-stat adjustments to Pokémon. Templates are provided below. There are very few restrictions for what you can do with moves, items, and abilities, but please keep your submissions balanced and codeable because the council reserves the right to veto any submission deemed uncompetitive, broken, or unfeasible. For Pokémon Adjustments, you can change the Pokémon's typing, abilities, and add or remove moves. You cannot create new moves or abilities for the Pokémon, you must submit those as part of your moves or ability submissions. Multiple moves / items / abilities can be subbed in one slot if they are clones of each other and multiple Pokémon can be adjusted in one slot if they are direct counterparts of each other.
Voting Phase (1 day) -
During the voting phase, you may vote for up to 6 submissions in each category. You are allowed 2 self-votes. The top voted submissions will win and be added to the metagame, with at least 3 winners in each category.
Discussion (1 day) -
The discussion phase of each slate gives us a quick period of rest to get the newest slate coded, discuss what we got in the newest slate, and potentially do a little playtesting before the next slate. Unlike in JolteMons, distribution discussion is no longer formally part of the discussion phase, with distribution now being decided by council.

How is UmbreMons different?
While retaining the same core vision that past Eevee-Mods have, UmbreMons follows the same vision as its past iterations, seeking to create an interesting take on the current metagame while remaining competitive; this time centering itself in Champions data and a VGC battle format. Other factors regarding the mod can be seen below:
- There is no continuity between this mod and past eevee-mods (ie. Glacemons, Vaporemons, etc.)
- Elements from either mod can be resubmitted, but do note that just because it's in past versions doesn't mean that it won't be vetoed here. This is especially the case given balance will be focused towards a different style of battle.
- Rules that VaporeMons implemented such as no formal distribution phase and winners having the potential to be nerfed still apply.
- UmbreMons will last for a minimum of 10 slates, however there are plenty of opportunities for future developments. Future waves of Champions content dropping will likely warrant a few slates each to adapt to the new additions.

Other
- tbd

Name: [Name of the move]
Power: [Base Power of the Move]
Accuracy: [Accuracy of the Move. Has to be a multiple of 5]
PP: [Power Points of the Move. Has to be a multiple of 4, or hard-coded to 1]
Category: [Physical, Special, or Status]
Type: [Type of the Move]
Effect: [What the move does. Can be a secondary effect or an inherent effect like Throat Chop's. Also include whether or not the move is a spread move]
Priority: [The priority bracket of the move. The standard priority of a move is 0]
Flags (ex: Contact, Sound): [Specify which flags the move has. A full list can be found here.]
Potential Pokémon With This Move: [List a few Pokémon that could learn this move. The council ultimately decides what Pokémon get what moves]
Justification: [Explain why this move should be added]
Name: [Name of the item]
Effect: [What the item does]
Can Be Knocked Off (Yes or No): [Specify whether or not the item can be Knocked Off.]
Ignored by Klutz (Yes or No): [Specify whether or not the item's effect is ignored by Klutz]
Fling Power & Effect: [The BP of Fling when used with this item and what secondary effect it has, like Light Ball causing paralysis]
Justification: [Explain why this item should be added]
Name: [Name of the ability]
Effect: [What the ability does]
Permanent (Yes or No): [Permanent abilities are abilities that can't be suppressed, Skill Swapped, or copied]
Mold Breaker (Yes or No): [Specify whether or not the ability is ignored by Mold Breaker]
Potential Pokémon With This Ability: [List a few Pokémon that could get this ability. The council ultimately decides what Pokémon get what abilities]
Justification: [Explain why this ability should be added]
:champions/pokemon: [Replace "pokemon" with the name of the Pokémon]
Name: [Name of the Pokémon]
Type: [The Pokémon's typing]
Abilities: [The Pokémon's set of abilities]
New Moves: [Any moves that you are adding to the Pokémon]
Removed Moves: [Any move that you are removing from the Pokémon]
Justification: [Explain why these changes should be added]
Moves
Name:
Power:
Accuracy:
PP:
Category:
Type:
Effect:
Priority:
Flags (ex: Contact, Sound):
Potential Pokémon With This Move:
Justification:
Items
Name:
Effect:
Can Be Knocked Off (Yes or No):
Ignored by Klutz (Yes or No):
Fling Power & Effect:
Justification:
Abilities
Name:
Effect:
Permanent (Yes or No):
Mold Breaker (Yes or No):
Potential Pokémon With This Ability:
Justification:
Adjustments
:sv/pokemon:
Name:
Type:
Abilities:
New Moves:
Removed Moves:
Justification:
 
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And without further ado,
:raichu-mega-x: :dragalge-mega: Slate 1 :falinks-mega: :raichu-mega-y:​
is now open!

Do note, in Pokemon Champions, we are working in a metagame that excludes dexited elements. Adjustments and distribution will be limited Pokemon currently present within Champions. This roster does include the metagame additions in the new Champions patch that dropped earlier today. If you have any questions on what exactly is allowed, both the spreadsheet provided in the opening post should have a marker for all allowed mons, and if I accidentally missed a mon's eligibility when setting up the spreadsheet (I really hope I didn't), you can confirm a Pokemon's legality also through PokemonShowdown's Champions format teambuilder.

Important notice before for future slates: to counteract resub spam, we will have a system in place in which allows you to resub a concept from a prior slate, however if it fails once more, resubbing it a second time will likely result in it getting vetoed.

Submissions end on <t:1782057600:f>, vetoes will happen a day before.​
 
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Hello Everybody, I know we are all excited for this new Eeveemod edition. However, in order to try and help people either haven't participated in one of these mods or that may feel their submissions been lacking something I made a little something to helo.

GEKOKESO'S GUIDELINE FOR BETTER SUBMISSIONS:

General advice:

- Format your subs better.
This one is easy to understand. Want people to like your sub? Make it look pretty. This one is a big issue as a lot of these posts are messy, especially with adjustments of multiple elements in a single Sub. Use dividers like | to differentiate between elements and separate everything in an ordered way. The submission template helps a lot in that regard, but feel free to deviate from it if you can make your sub look prettier. I can ensure that will make your subs more palatable.

- Keep it Simple and Concise.
Keep names short, Pokemon breaking this rule from time to time is no excuse for people to do the same. Keep your subs effect as short as possible. Make the subs’ effect explainable in 20 words or less. Wanna elaborate on it? There is an explanation segment where you can do just that. This just makes it easier for the eyes and more likely for people to vote for them.

- Do the damn research.
The most important one of these. Look at how people in other eeveemod metas sub stuff, watch replays of the Champions meta, play the damn meta as well as the Umbremons meta when it finally starts, and inform yourself of its state before making a sub. If there is a ton of poisons in the meta then subbing another poison type is not the best idea. Inform yourself of what the meta lacks and try to fill that niche. The Champions meta has its unique quirks that make it different to other tiers, so stuff that may work in another tier won´t work in this one, especially since doubles is so much different to the singles most eeveemods metas tend to be.

- Build around one or more users.
Another important one. You want your move/ability/item to be used? Then design it with at least one optimised user in mind. It's true that we want as many Pokémon as possible to be using the elements we make, but most of the time only one of the users will actually reach OU viability using said element, if at all. To ensure its usage, tie the element to a pokemon that its the most likely to reach OU viability with it, then add examples of more stuff that can use it.


Move specific advice:

- Does this need to be brand new?
There is an enormous amount of moves in the game, which often makes distribution of new movies somewhat tedious and may not be distributed enough at times. The only reasons to make a new move from scratch instead of changing another option are if said move is so widespread across so many pokemon that it can heavily disturb the meta if something having it slips by, if the move wants to be created as and alternative that doesn´t completely outclass other options, or if the move effect doesn't truly match the flavor of any existing move.

- Differentiating yourself from other options.
Move competition can be the most fierce. When choosing a move there are multiple factors that can affect a move´s viability when compared to other options. Most of the time an option that competes with others of its kind can be made via better accuracy or power than its competitors, one aspect that may be overlooked however, is that a move can be justified despite middling stats if it's designed for pokémon who normally don't get access to a move of that kind, such as coverage or if it has a property that helps a particular mon, such as cutting or ball flags.

- To spread or not to spread?
Spread moves can be nice to deal good amounts of damage to two enemies at once, but that comes at the cost of power due to how spread moves get a 75% power decrease. While making spread moves can help a lot of pokémon, the same can be said for making single target moves that can help mons that want to only target a single mon at a time. Think carefully if any move you sub should be or should not be a spread move.

Item specific advice:

- Does this need to be brand new? Part 2
Out of the 3 categories this rule applies to, this is arguably the one where it matters the most. There is a single item slot available for use for all mons, with there being already a large amount of items that don't get used. Unless the effect is too unique from another item, it is best to not make new items but to instead buff weaker ones to decrease the competition between items,especially since very few of these already struggle to compete with the likes of boots or the choiced items.



- Work alongside the item limitation, not around it.
As you know Champions is a vgc format which means you can only bring one of each item to the battlefield. If you solution to the issue of only one leftovers or choice specs is to make scraps and choice goggles that submission is getting vetoed. The newer gens introduced many new good items, so its best to make those better instead of slightly remaking the more proved ones.



Ability specific advice:

- Does this need to be brand new? Part 3
Once again we have to reiterate: the only reasons why you would create an ability from scratch rather than just adapt a different ability to suit the same purpose is if the change of the ability would end up mayorly breaking any pokémon in particular. There is a very limited amount of ability slots available so it's best to not make new abilities in order to to take that space away.

- Avoid new move category abilities.
This one is quick. I'm talking about abilities that try to add categories like kicking or spinning or something like that. These are common in Sylvemon mods and have won it the past, but the player base has slowly grown out of favor of them, which is good because these abilities are quite annoying from a coding perspective.

- Intimidate and you.
Im using the example of intimidate but this applies to quite a lot of other stuff as well. Be extremely careful when handing out abilities like intimidate which heavily disrupt the field, as they can quite dramatically shift the balance of power in the metagame. This is also your call to NOT make hard anti-intimidate stuff or to try and nerf intimidate in some way, the ability has its place in the meta, you just need to balance the line between working with such sensitive elements. If you so as much attempt to sub special intimidate, im gonna skin you alive.


Adjustments specific advice:

- Flavor town.
In various eeveemod metas, the council has been pretty laxed about flavor and giving stuff tools that it would usually not gain flavorwise. This is not, however, an excuse to keep breaking said boundaries. It would be for the best to not randomly give regular pokémon legendary signatures for no reason, move and ability submissions can be done to change this, but it should be done in adjustments, as these types of submissions are done with the intention of taking advantage of as many mod additions as possible. I however personally hate when people try to go crazy with the changes so just know that if you do this stuff, I look at you as a lesser human being, the rest of the council is more chill with that however.

- Uncomfortable conversations.
This one is one of the most important ones. Sometimes, there is just not enough tools available yet for a mon to be made viable via an adjustment, so it's best to work on getting better moves, abilities and items to ensure more Pokémon get a chance at viability. Some other pokémon however, are just not worth saving, as much as we would like them to be. There are some pokémon that you just won´t able to save, either due to their middling typing or stats, without completely reworking the pokémon´s existence, and doing so will most likely not be well received by other voters. It really is best to aim for UU and RU mons to buff to viability, rather than try to get ZU listers even in conversation.

- Don't be conservative on additions, but make sure they have a purpose.
Don´t just grab a Pokémon, give it a move and ability and call it a day. If you want your adjustment to work well both mechanically and visually you want to give it as many options as you can. This includes reasonable coverage, STABS that are both reliable, options that allow it to run more than one set, and even flavor moves to justify any wild changes to typing. You shouldn´t however, just give stuff to the adjustment for the sake of having it. Not every mon needs to be a spinner, not every mon needs to be a setup sweeper or to provide support for its team. There is a lot of stuff you can should give your adjustments, but they need to fall within reason.
 
Here is a quick reference to a Regulation M-A VGC VR. Regulation B is not out enough yet for a VR to be out but keep in mind that these Pokemon are the ones that have proven most effective.

Name: Lash Out
Power: 75
Accuracy: 100
PP: 12
Category: Physical
Type: Dark
Effect: This move's power is doubled if the user has taken damage this turn.
Priority: 0
Flags: Unchanged
Potential Pokémon With This Move: Any Dark/Ghost mon that doesn't have it idk
Justification: Lash Out is an interesting move that really does not see much use due to being inferior to Knock Off. Lash Out's current effect increases damage if a stat is lowered, which is rather niche considering the most common reason for that would be Intimidate, which would already drop the power of the move. Making it that it requires taking damage not only makes this an improvement on the old move Payback, but it gives a move a niche for slow attackers that want to hit back with a Dark-type move.

Name: Fire Lash
Power: 90
Accuracy: 100
PP: 16
Category: Physical
Type: Fire
Effect: 100% to lower the target's Defense by one stage.
Priority: 0
Flags: Unchanged
Potential Pokémon With This Move: :charizard-mega-x: :flareon: :emboar-mega: :pyroar-mega:
Justification: How many of you even knew that Fire Lash had been buffed? In fact, how many of you even knew that the move was in Gen 9 or Champions to begin with? The move is currently exclusive to Salazzle, a Pokemon that will never use it. There are a number of Fire-types that would appreciate a reliable physical move that does not have Flare Blitz's recoil. The synergy of the Defense drop when paired with a second Pokemon gives physical Fire types a nice niche in the meta if distributed well.

Name: Sucker Punch / Thunderclap
Power: 70
Accuracy: 100
PP: 8
Category: Physical / Special
Type: Dark / Electric
Effect: Usually goes first. Fails if the target is not attacking.
Priority: 1
Flags:
Unchanged
Potential Pokémon With This Move: :scrafty-mega::krookodile: (Sucker Punch):ampharos-mega: :manectric-mega: :eelektross-mega: :luxray::bellibolt: (Thunderclap)
Justification: Bringing Thunderclap into the meta that could use a little more priority control. A lot of these Pokemon would appreciate the extra kick, especially the slower mons lacking priority of any kind.

Name: Life Transference
Power: -
Accuracy: -
PP: 12
Category: Status
Type: Fairy
Effect: The user loses 25% of their max HP. The target is healed for twice the amount. (Note that the user can faint from using this move, still healing the target for twice the HP lost)
Priority: 0
Flags: Authentic, Heal(?), Metronome, Protect, Reflectable
Potential Pokémon With This Move: (Psychic and Fairy types) :floette-mega: :florges: :clefable: :hatterene: :malamar-mega: :meowstic-f-mega: :musharna: :slowking-galar::audino-mega:
Justification: A new way to heal your allies if you don't have Heal Pulse. Sacrificing some of your HP to heal your allies can be a powerful tool if used the right way. Useful on support mons that really need to prioritize keeping an ally alive.
Name: Wave Rider
Effect: A Pokemon hit by a Water move gets Wave Rider condition, giving it 1.5x damage on its next Water attack. Water move immunity.
Permanent: No
Mold Breaker: Yes
Potential Pokémon With This Ability: :basculegion::floatzel:
Justification: Water-type Flash Fire. While there are already Water-immune abilities, this one could give you some interesting synergy in this doubles format, allowing you to use Surf as an ally to boost the damage of your next Wave Crash.

Name: Parental Bond
Effect: When this Pokemon makes an attack against a single target, a second hit is made against the second Pokemon with 50% power and no secondary effects. This second hit is considered a spread move for the purpose of conditions such as Wide Guard.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :kangaskhan-mega: :maushold: (replacing Cheek Pouch)
Justification: Turning direct damage into spread damage will make certain moves interesting. Fake Out will do a bit of chip to the Pokemon next to them without flinching, and moves like Rock Slide and Earthquake will still work the way they normally would without changes. This acts as both a buff and a nerf to the ability for Mega Kanghaskhan, as the initial target actually takes less damage, but the damage dealt overall is greater.

Name: Echolocate
Effect: After another Pokemon uses a Sound move, this Pokemon uses the same move at half power. Immune to Sound moves.
Permanent : No
Mold Breaker: No
Potential Pokémon With This Ability: :kommo-o: :noivern: :bastiodon: :chimecho-mega:
Justification: Dancer but for Sound moves, while also being Soundproof. Gives some teams a niche with Boomburst strategies to get that extra damage in, or retaliate against opposing Sound moves such as Sylveon or Gardevoir's Hyper Voice.
Name: Surfboard
Effect: When this Pokemon is hit by a Water move, gain the Wave Rider condition, giving it 1.5x damage on its next Water-type attack and gain +1 Speed. (Note that this does not provide the Water immunity mentioned in the ability above).
Can Be Knocked Off : Yes
Ignored by Klutz: No
Fling Power & Effect: 60 BP, reduce Speed by one stage.
Justification: This pairs with the ability mentioned above with a similar effect. Providing a somewhat niche item that allows you to run certain playstyles. Example: a Palafin-Hero holding a Surfboard gets damaged by Surf from its partner Pelipper, so its next Wave Crash gets more damage, being stronger than if it was just holding a Mystic Water.

Name: Speeding Ticket
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: This was an item I submitted (and that won, surprisingly) in Glacemons, and I was told that this would be better suited in a doubles environment. In singles it was considered a niche item at best, but in Doubles this should be quite useful, especially in a meta with no Psychic Terrain.
:champions/houndoom-mega:
Name: Mega Houndoom
Type: Dark/Ground
Abilities:
Supreme Overlord
New Moves:
Bone Club, Bonemerang, Bulldoze, Earth Power, Fire Lash, Flame Burst, High Horsepower, Magnitude, Mud Slap, Scorching Sands, Shadow Bone, Spikes, Stomping Tantrum
Justification: Turning this terrifying terrier into a Ground-type thanks to the bone design on its body, and switching its ability to a much scarier Supreme Overlord. Special Attacker with a type and ability currently only on Physical attackers. With this level of power it should be worth using your Mega slot for, and the boost to both attacking stats with Supreme Overlord means you can even run Sucker Punch or other physical moves for good damage.

:champions/garchomp-mega:
Name: Mega Garchomp
Type: Dragon/Ground
Abilities: Sharpness
New Moves:
Cross Poison, Night Slash, Slash, X-Scissor
Justification: Mega Garchomp needs some love to justify using over regular Garchomp. Sharpness-boosted Dragon Claw, as well as a couple new tools in its kit, makes it a hard hitting Pokemon that does enough damage to make up for its lowered Speed.

:champions/mamoswine:
Name: Mamoswine
Type: Ice/Ground
Abilities: Oblivious / Thick Fat / Slush Rush
New Moves:
Headlong Rush, Mountain Gale, Slack Off
Justification: Only Slush Rush Pokemon in the format currently is Beartic. This access to higher Speed, as well as access to a recovery move, should make it an excellent threat thanks to its unique typing.

:champions/armarouge:
Name: Armarouge
Types: Fire/Fairy
Abilities:
Flash Fire / Weak Armor / Mega Launcher
New Moves:
Dazzling Gleam, Heal Pulse, Misty Explosion, Moonblast, Terrain Pulse
Justification: Armarouge is a tough Pokemon to justify using over the superior Fire/Psychic of Mega Delphox. Now with Mega Launcher boosting its signature move, a signature Fire/Fairy type to buff its offensive and defensive profile, and a couple new tools to work with, this Pokemon should be easy to justify using in battle.
 
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first, let's fix reg m-a

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

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
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

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

now time to share some more creative ideas

Pokémon: Vileplume
Abilities: Chlorophyll / Grassy Surge / Effect Spore
Description: With Mega Raichu X it feels a bit odd to have no other terrain setters for it to interact with, Vileplume isn't the flashiest option there but it should put enough in the table to see some consideration. With 110 SpA and terrain it hits surprisingly hard even without a ton of investment, being able to nab some KOs you'd want it to, such as:
  • 10+ SpA Vileplume Leaf Storm vs. 32 HP / 0 SpD Palafin-Hero: 212-252 (102.4 - 121.7%) -- guaranteed OHKO
  • 10+ SpA Vileplume Leaf Storm vs. 32 HP / 0 SpD Basculegion: 236-282 (103.9 - 124.2%) -- guaranteed OHKO
as well as offering Sleep Powder support (if you can hit it, that is) and Pollen Puff! And if you really need it Grassy Glide can pick off low-HP mons à la Sylveon's Quick Attack. I don't think it would take the metagame by storm (especially because Mega Charizard Y), but it felt like the most reasonable option for Grassy Surge.

Pokémon: Musharna
Abilities: Forewarn / Psychic Surge / Telepathy
Description: I think the flavor here is through the roof, but most of all I think Musharna just works phenomenally as a Psychic Surge setter, helping enable Pokémon like Armarouge or Hatterene and make hard Trick Room work. Of course, it lacks the level of support in Follow Me that Indeedee-F had, but Musharna is like, surprinsgly bulky. It can comfortably EV itself to tank a Dark Glasses Kingambit Kowtow Cleave, no Colbur needed!

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!

Ability: Reverberate
Users: Mega Chimecho (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!
 
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Name: Rock slide
Power: 75
Accuracy: 100%
PP: 16
Category: Physical
Type: Rock
Effect: 10% chance to lower targets defense by one stage, hits both opposing pokemon.
Priority: 0
Flags Metronome, Mirror, Protect.
Potential Pokémon With This Move: Current distribution
Justification: currently, rock slide is extremely unhealthy for the game encouraging flinching the targets and being extremely encouraged by the 4x weak to rock char-Y. the idea behind this change is to make it less cheesy and less easy to cheese with luck.

Name: Circuit Crasher
Power: 80
Accuracy: 100
PP: 12
Category: Physical
Type: Electric
Effect: 50% chance to lower targets defense. single target
Priority: 0
Flags: Contact, Metronome, Mirror, Protect,
Potential Pokémon With This Move: Eelektross :Eelektross: Morpeko :Morpeko: Raichu :Raichu: Pikachu :Pikachu: Annihilape :Annihilape: Conkeldurr :Conkeldurr: Crabominable :Crabominable: Garganacl :Garganacl: Golurk :Golurk: Grimmsnarl :Grimmsnarl: Machamp :Machamp: Swampert :Swampert:
Justification: we need a good physical electric move
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...
Name: Zoom Lens
Effect: 1.5 accuracy if moving last
Can Be Knocked Off: yes
Ignored by Klutz: yes
Fling Power & Effect: 10, none
Justification: 1.2 is way too little for an item that only works if you're last. this makes focus blast unmissable

Name: Utility Umbrella
Effect: This pokemon is unaffected by weather. acts like there's no weather when taking & dealing damage
Can Be Knocked Off: yes
Ignored by Klutz: yes
Fling Power & Effect: 60, none
Justification: With how much weather plays into the current metagame being able to ignore weather seems better then ever. taking less damage from rain basc & char-Y for example

Name: Protective Pads
Effect: Holder's moves are protected from adverse contact effects and recoil moves deal 1/2 of the recoil they would normally deal.
Can Be Knocked Off: yes
Ignored by Klutz: yes
Fling Power & Effect: 30, none
Justification: I wanted to take a past item & improve it at the same time. also I want Basculegion haters to suffer

Name: Rose-tinted Glasses
Effect: Holder's attacks that are not very effective against the target do 1.5x damage.
Can Be Knocked Off: yes
Ignored by Klutz: yes
Fling Power & Effect: 10, none
Justification: tbd
:sv/Aromatisse:
Name: Aromatisse :Aromatisse:
Type: Fairy / Poison
Abilities: Healer / Misty Surge / Aroma Veil
New Moves: Acid Spray, Beat Up, Clear Smog, Gunk Shot, Knock Off, Quash, Rage Powder, Sludge bomb, Taunt, Toxic
Removed Moves: None
Justification: I gave Aromatisse this so there would be a specially bulky poison type in the meta that can support its ally and deal some damage

:sv/Pidgeot-Mega:
Name: Pidgeot :Pidgeot-Mega:
Type: Normal / Flying
Abilities: Keen eyes / Frisk / Delta Stream
New Moves: Blizzard, Focus Blast, Hyper Voice, Thunder
Removed Moves: None
Justification: I gave Pidgeot this to let it enter freely without having to worry about char y heatwave or super effective attacks and then mega evolve with new move to take advantage of with No Guard
I'll edit this later
 
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:champions/audino-mega:
Name: Mega Audino
Type: Normal/Fairy
Abilities: Misty Surge
New Moves: Recover, Alluring Voice, Terrain Pulse
Justification: Misty Surge is a step up from Healer, letting Audino better protect its teammates, being huge into Mega Scovillain teams. Bulky Normal type with Ally Switch is specially good on a meta so defined by Last Respects, and this also gives Audino some other STAB options so it doesn't have to rely on Dazzling Gleam

Edit: Removed Follow Me as I think Mega Audino might be a little too bulky for that, compared to other redirection mons. It still has Ally Switch, though, which fills a simillar role while also not being as overtuned



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: 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
 
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Abilities
Name: Shared Power
Effect: Ally's Atk and SpAtk get averaged with this Pokemon's stats, if beneficial. (Basically a one-way Power Split)
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :meowstic-m-mega:
Justification: Mega Meowstic got snubbed hard with being turned into a diet Alakazam. I've seen some concepts for other abilities that Meowstic could get and what sits best with me is providing it some level of additional support capability. This ability accomplishes just that, making clever use of its Mega stat spread to help elevate an ally mon's Special attacking potential. While intended only for Mega Meowstic, I could also see this ability applying to one similarly snubbed mega of the Physical Attacker variety, Scolipede immediately comes to mind, but underwhelming additions like Emboar could also potentially be considered instead. With the ability reworked, it is probably best this ability is only kept to special-attacking megas, to avoid the high potency of Physical attackers passing their averaged stats to a Huge Power ally.
Name: Quick Draw
Effect: On switch-in, the first attack this Pokemon uses will move first in its priority bracket.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: Existing users + :armarouge: :decidueye: :drampa-mega:
Justification: This idea has probably been tossed around before in other spheres, however I personally would prefer an ability like this had consistency, rather than the rng it currently implements. Additional users were the ones I could think up off the bat who fit the flavor, as well as a mega who could vaguely fit it and utilize it in an interesting way.
Edit: Turns out I'm oblivious that this was the exact way the ability got altered back in Glacemons, lol. Still wouldn't mind it returning tho

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: Take 2. Sand Stream has gone this far being the only weather to have no offensive move tied to it. Borrowing the concept from my old 2SM sub, this aims to fulfill that niche, providing a Hurricane-like move for the weather. A bit unsure on the distribution of this move, however the 4 provided at the very least are mons that are unpunished by sandstorm and could have reason to potentially run the move (maybe less so TTar). There is a chance I alter this again depending on how I feel about its potentially viability.

prolly more to come
 
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Abilities
Name: Stall
Effect: This Pokémon receives 33% less damage if it haven’t moved yet, but will move last in the same priority bracket as others.
Permanent: No
Mold Breaker: Yes
Potential Pokémon With This Ability: (:sableye:) + :emboar-mega:, :golurk:, :pangoro:
Justification: Provides Pokémon with middling bulk some extra survivability at cost of being unable to take advantage of Trick Room. Mega Emboar in particular now has it’s bulk amplified even more, and regular Golurk can hold off Mega Evolving by surviving what would end up normally OHKO’ing it such as an Hydro Pump.
Semi-reoccuring Ability of the Eevee-Mods series
Name: Light Power
Effect: This Pokémon’s Special Attack is doubled.
Permanent: No
Mold Breaker: No
Potential Pokémon With This Ability: :gourgeist:, :watchog:, :malamar-mega:
Justification: With Mega Starmie having Huge Power (not a huge surprise given it’s unusual BST and how Mega Mawile, Medicham + Mega Medicham has their Attack raised back in Z-A), it’s only fair to give this custom Ability a try in a VGC format. Gourgeist-Small go for fast and hard hitting at cost of plenty of weaknesses, Gourgeist-Super as a bulky Trick Room attacker, Watchog’s niche is now amplified with much appreciated extra Special Attack firepower, and Mega Malamar now stands out with the highest Special Attack among Dark-type Pokémon.
 
: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.

:chandelure-mega:
Type:
psychic.gif
psychic.gif

Ability: Intimidate
New Moves: Wide Guard
Justification:
Fire/Ghost is an oddly impressive typing in Regulation M-A/M-B, as evident by Ceruledge's recent showing in NAIC. However I believe Mega Chandelure is in a very odd position where it really wants to be a strong spread Fire-type attacker, but has too awkward of a statline and too inspecific of a movepool to really lean into that potential. Furthermore, Infiltrator is a very lazy and terrible ability choice on it, not too unlike Trace Meowstic.

Mega Chandelure's defensive profile becomes rather staggering into the big 6 of the metagame (outside of Kingambit) when you factor in Intimidate as a possible ability choice, as well as Wide Guard which ravages common spread moves like Earthquake and Rock Slide that Mega Chandelure really dislikes. With Intimidate, Mega Chandelure becomes more willing to challenge Aqua Jet Basculegion and stay on the field into Incineroar's Throat Chop. Similar to Mega Manectric it has full autonomy on when to fire the stat drops, which can give it a more commanding presence as an Intimidate user. Even into Kingambit, its Fire-type STAB is really threatening and it can be risky to try and come in on it to capitalize on the ability, which is worsened if paired with a partner like Farigiraf or Maushold. Its pre-Mega ability in Flash Fire suits this gameplan well too, having nice payoff into Pokemon like Mega Charizard Y. It can both enable and heavily benefit from Tailwind compositions, in particular, with its Speed tier.

Mega Chandelure also has a Bulk Up-esque move of its own in Calm Mind, which with Intimidate can make it a massive behemoth and potentially game-winning force.

:barbaracle-mega:
Type:
psychic.gif
psychic.gif

Ability: Tough Claws
New Moves: Upper Hand, Encore
Justification:
This is a very simple sub that rectifies a move omission that I am astounded by: Upper Hand. Upper Hand feels tailor-made for Mega Barbaracle, yet for some odd reason it just... doesn't get it? With Upper Hand you can also get away with 3A using Rock Slide and Close Combat (Rock Slide not being boosted by Tough Claws is something I do think is intriguing), and not even need to click Shell Smash to get value into Fake Out spam. Protect becomes less pertinent but remains a solid choice for a glass cannon. I also let it have access to Encore to provide more utility to teams outside of raw damage output.

:overqwil:
Type:
psychic.gif
psychic.gif

Ability: Poison Point / Swift Swim / Intimidate
New Moves: Mortal Spin, Wide Guard
Justification:
Overqwil gained Mortal Spin in PLZA, which, as a Pokemon with a very unique and powerful defensive profile with Intimidate, Barb Barrage, and awesome utility, was quite exciting. Then, it lost it. Let's fix that! And while we're at it, I think Wide Guard would be a very cool addition to this Pokemon's movepool due to its Earthquake weakness and its already solid matchup into Gholdengo, which Wide Guard would further solidify.
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.
Name: Mold Breaker / Stalwart
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: Unseen Fist / Piercing Drill
Effect: On protection, contact moves hit for 0.25x power and break any active protection effects.
Permanent: N/A
Mold Breaker: N/A
Potential Pokémon With This Ability: :golurk-mega::machamp::infernape::excadrill-mega:
Justification:
I have always been fascinated by Feint effects in Doubles; imo they are very seldom explored, and to me a lot of that is because of the opportunity cost of running it. A while ago, I proposed a nerf to Unseen Fist that looks something like this, as it removes a lot of the dangerous one-man-army effect that this ability had on defensive counterplay while not removing the game-making, splashable potential of Unseen Fist as an ability.

I think this kind of effect would be a gigantic boon for Pokemon like Mega Golurk and Infernape, the former of which being a Trick Room Pokemon that needs to make all of its turns count, and the latter being a fast U-turn pivot that has access to solid priority and effective utility options like Fake Out. Machamp imo can get it too because of the possible Trick Room utility and decent priority bundled in one, and it generally being outclassed in VGC by other Pokemon.

Name: Magic Warp
Effect: For as long as the user is active, Magic Room will be active.
Permanent: N/A
Mold Breaker: N/A
Potential Pokémon With This Ability: :meowstic-m-mega::delphox::starmie::mr-rime:
Justification:
Magic Room is a very unique effect with a lot of potentially unique and powerful synergies, but is critically held back by extremely inconsistent activation conditions. You usually want it to expire at a very specific time, but you have to wait 5 turns and perfectly position within it or spend a turn both activating and deactivating it, folding tempo.

A primal-style activation condition addresses pretty much every issue around Magic Room that limits its viability. You can choose very deliberately when to end it without ceding momentum, while also keeping your opponents on their toes about when their item could or couldn't be active. It's a way to punish teams that are extremely reliant on them and also another mode to build your team around. This could also possibly encourage the usage of double Mega Pokemon that are both active on the field, or with Delphox/Starmie, create some interesting chemistries with their Mega forms due to Magic Room turning off Focus Sash and Choice Scarf.

Meowstic I suggested Opportunist for, but I think an ability like this would make a lot of sense for them due to their "warping" thematics shown in PLZA, while also pairing extremely well with their statline and utility profile. Access to Fake Out and each Meowstic's Pre-Mega ability could have really fun interactions with a Mega Evolution that activates Magic Room. Prankster utility coming out vs. Fake Out vs. a raw deactivation of items is a particularly unique situation to exert pressure with.

Mr. Rime I wanted to throw a bone for truthfully, but I think removing items could be a fun reference to how Mr. Rime's inspiration in Charlie Chaplin was one of the original movie stars, and... well, items didn't exist before. Mr. Rime also brings Fake Out and Trick Room to the table simultaneously which is a pretty cool move combo to encourage.
:assault-vest:
Name: Assault Vest
Effect: User's SpDef is boosted by 1.5x, but the user can only use attacking moves.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 80 BP
Justification:
I miss my Assault Vest, Tails, I miss her a lot. Free us from the tyranny of Floette and Charizard, I beg you.

All other submissions will be done in this post.
 
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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: Venoshock / Thermal Shock
Power: 80
Accuracy: 100
PP: 12
Category:
Special.png

Type:
Poison.png
(V) /
Ice.png
(TS)
Effect: Deals 1.5x damage to poisoned (V) / burned (TS) targets. Hits all adjacent foes.
Priority: 0
Flags (ex: Contact, Sound): Protect, Mirror
Potential Pokémon With This Move: Current distribution (maybe remove from :gengar:) + :umbreon::zoroark::hydreigon::greninja::bellibolt::goodra::swampert::barbaracle::stunfisk::stunfisk-galar: / :aurorus::glaceon::glalie::mamoswine::mr. rime::ninetales-alola::vanilluxe::froslass::castform::altaria::zoroark-hisui::vaporeon::slowking::slowking-galar:(:chandelure:)
Justification: Buffing Venoshock into basically Poison-type Overdrive, giving stuff like Mega Glimmora and (Mega) Dragalge a safer spread move to click than Sludge Wave, while also encouraging you to combo it with stuff that can inflict poison to get the damage boost, with the extra distribution attempting to spread it to some non-Poison Dark and Water-types that can use the coverage and pull off the combo without forcing you to stack types. I then remembered that Mega Scovillain existed and figured that making a Burn version of this could work well with it, opting for Ice as those are two types that typically don't work together and has some nice flavor. You basically get Blizzard without the Snow if both foes are Burned.

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: Overstep
Power: 110
Accuracy: 95
PP: 12
Category:
Physical.png

Type:
Normal.png

Effect: User's Attack is lowered by 1 stage if this move misses or fails.
Priority: 0
Flags (ex: Contact, Sound): Protect, Mirror, Contact
Potential Pokémon With This Move::lopunny::malamar::pyroar::diggersby::farigiraf::furfrou::pinsir::kangaskhan::maushold::snorlax::tauros::wyrdeer::zoroark-hisui::audino::metagross::scolipede::meganium::scrafty::swampert::avalugg::avalugg-hisui::camerupt::feraligatr::golurk::hippowdon::mamoswine::mudsdale::mr. rime::rhyperior::torterra::tsareena::tyrantrum::watchog:
Justification: Essentially a Return replacement for Normal-types that don't learn Double-Edge like Lopunny or Diggersby (and also Pinsir, who's stuck with Body Slam for Aerilate STAB), being a very similar move to Supercell Slam and Jump Kick, but instead of damaging you when you miss or hit into Protect, you simply get an Attack drop, which can lose you a lot of momentum but is pretty manageable.
: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: Ear Muffs
Effect: The holder is immune to Sound moves.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10 BP
Justification: Soundproof in your item slot, acts as counterplay to Perish Trap while also letting you use it on your own Perish Trap teams to keep your own mons safe while also blocking scary Sound moves like Sylveon's Hyper Voice or Kommo-o's Clanging Scales. Is also the goofiest possible tech for a Trick Room setter ever if you're trying to stop faster Roars specifically.

:black sludge:
Name: Black Sludge / Stone Shoes
Effect: Each turn, if holder is a Poison type, restores 1/16 max HP; loses 1/8 if not. / Each turn, if holder is a Rock type, restores 1/16 max HP; does not heal and can only select damaging moves if not.
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10 BP (BS) / 30 BP (SS)
Justification: Black Sludge is decently useful for bulky Poison-types like Toxapex that now don't have to take up your Leftovers slot if you're running another bulky thing that wants it, while Stone Shoes extends the same to Rock-types, another fairly middling type usually outside of owning Charizard, while also being really nasty if given to another mon, giving them Assault Vest's downside with none of its benefits.

:mirror herb:
Name: Mirror Herb
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: Grim Energy
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: Surge Surfer
Effect: If Electric Terrain is active, this Pokemon's Speed is doubled.
Permanent (Yes or No): No
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability::raichu-alola::luxray::rotom::rotom-wash::rotom-heat::rotom-mow::rotom-fan::rotom-mow::manectric::eelektross::aurorus:
Justification: i know they have time to fix it later, but the one surge surfer user not being able to use surge surfer next to the meta's only autosetter is insane, so lets distribute it out a little bit. Rotom-Wash, Mow, and Heat are likely the best users, providing Raichu X with nice coverage next to it while getting to click fast and strong Rising Voltages, though Aurorus and Eelektross should be interesting for their coverage, as well as Manectric for its high initial Speed. Archaludon would've also made a lot of sense but I'm not putting that evil into the world. I'd hold off on making abilities for the other terrains until we get more autosetters for them.

Name: Insult to Injury
Effect: This Pokemon's moves deal 1.3x damage if the target has already taken damage this turn.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability::garganacl::sharpedo::krookodile::toxicroak::chandelure::emboar-mega::mamoswine::grimmsnarl:(:scrafty-mega:)
Justification: Assurance's effect as an ability, becomes very easy to activate in doubles by simply pairing the user of it with a faster or priority-using teammate, essentially making it a more controllable Analytic in doubles. Most given to mons in that dreaded "too fast for Trick Room, too slow for Tailwind" speed range and also Garganacl because you're rubbing salt on their wounds.

Name: Wandering Spirit
Effect: On switch-in, or when it can, this Pokemon swaps its Ability with its Ally's Ability.
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability::runerigus:
Justification: Runerigus (and whatever else we give this to, but probably not too much else) buff that makes it a very unique pivot, whether it's giving it a broken ability to abuse itself like Huge Power, double activating switch-in abilities like Intimidate, or getting weather/terrain control by reactivating the abilities that set them. You do have to be very careful when using it, though, since it gives its partner a useless ability in turn.
:sm/garganacl:
Name: Garganacl
Type:
Rock.png

Abilities: Purifying Salt / Sturdy / Sand Stream
New Moves: High Horsepower
Removed Moves: N/A
Justification: Very simple but very big change, this basically makes Garganacl a Gigalith with way less Attack in return for having recovery. Between Salt Cure getting nerfed and Garg losing Tera, it's been mostly useless even with other chip damage stall mons like Mega Scovillain and even Toxapex being viable, so letting it set Sand immediately gives it the kind of utility it needs to be effective again. This is also obviously a huge answer to Zard Y and also Froslass. I'll likely add more moves later, but High Horsepower is the only one for now, giving it the good single-target Ground coverage move that everyone deserves

:sm/victreebel::sm/victreebel-mega:
Name: Victreebel & Mega Victreebel
Type:
Grass.png
Poison.png

Abilities: Innards Out / Gluttony -> Chlorophyll
New Moves: Gunk Shot, After You, Solar Blade
Removed Moves: N/A
Justification: I might be crazy for this but here me out. I, as a dirty Torkoal Enjoyer, wish that Lilligant was in the game right now, especially with Torkoal being so much weaker right now than it was in Gen 9 with no Tera, no Specs, and Hard Trick Room being extremely mid. However, aside from how annoying Sleep Powder is, a big reason why it's a good thing that Lilligant isn't in the game is because of Mega Charizard Y, as giving that the option to move at lightning speed with After You would be silly. So I thought that I wouldn't be able to fulfill my After You Eruption dreams until I remembered that I could simply give Chlorophyll to a Mega, so it can't be used next to Zard. Victreebel is the only fitting option, but removing Innards Out from it feels kinda bad. But then I realized that I could just move Innards Out to base Victreebel and now everything has come together perfectly. Base Vic with Innards Out is a very funny way to try to cheese a KO on a Mega or something, but Mega Vic with its solid stats and Chlorophyll is the real winner, being a pretty huge offensive threat while now also having After You to make Torkoal move super fast as well. Other movepool buffs also help it out a bit, with Gunk Shot giving it the power it needs to OHKO Bulky Floettes and Solar Blade gives it a reliable physical Grass move in Sun. (EDIT: i found out later that vileplume actually gets after you, so it can already act as a lilligant stand in, but i'm keeping this since victreebel being a physical attacker, having innards out pre-mega, and having a better speed tier all give you a reason to use it over vileplume for this)


: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.

:sm/klefki:
Name: Klefki
Type:
Steel.png
Fairy.png

Abilities: Prankster / Competitive / Magician
New Moves: Haze, Charm, Eerie Impulse, Disable, Skill Swap, Stealth Rock, Iron Head, Alluring Voice, Thunderbolt, Thunder
Removed Moves: N/A
Justification: Sableye, Grimmsnarl, and Whimsicott are all crazy good right now, kinda leaving Klefki in the dust in terms of good Prankster mons (we will not talk about Meowstic or Liepard), so I've given it a couple unique tools to give it something to do. Haze is the main one, taking up Murkrow's old job of being the guy who autowins against funny Boost-Your-Stats-To-Infinity guys (i would know how important having one of these is, I am a Dondozo Enjoyer), with it mainly dealing with Mega Staraptor right now. Eerie Impulse, Disable, Skill Swap, and Stealth Rock all give it some niche extra things to do, Iron Head gives it a better move into Floette, and Alluring Voice gives it a single target Special Fairy move that also punishes people for trying to set up again. Charm also lets it also perform shenanigans with the very thing it swore to destroy while having better defensive synergy with Staraptor than Grimmsnarl and Whimsicott, but lacking the former's Parting Shot, the latter's Tailwind, and both of their Fake Tears. I also added Competitive as a secondary ability and some Electric coverage, mostly filler since Prankster is definitely Klefki's entire schtick, but it can potentially be a funny Trick Room sweeper if your opponent gives it some boosts
 
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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: Limber / Sweet Veil / Water Veil
Effect: Prevents Paralysis / Sleep / Burn for all alies on the field.
Permanent (Yes or No): No
Mold Breaker (Yes or No): Yes
Potential Pokémon With This Ability: Current Distribution.
Justification: Granting a massive buff for these status immunity abilities by making them help its teammates. Water Veil is like the Veil abilities, Insomnia makes it so that mon wakes their friedns up, Limber makes that mon give its partner yoga lessons.
Move: Wonder Room / Magic Room / Trick Room
Type:
1781727006482.png

Category: Status
BP: -
Acc: -
PP: 10 (16)
Z-Move Effect: Unchanged
Effect: Sets up Wonder Room / Magic Room / Trick Room for 5 turns. Only one type of room may be active at once, setting another room overrides the previous one.
Wonder Room: Removes type matchups including resistances, inmmunities and weaknesses.
Magic Room: Same as before.
Trick Room: Same as before.
Priority: -7 for Trick Room, -6 for Wonder Room. 0 for Magic Room.
Potential Pokémon With This Move: Current distribution.
Description: Wanted to buff the other room types so that they had an actual effect that could compete with trick room. The most important thing to know is that the new rooms now override each other, so if you want to break opposing rooms you can use your own. Wonder Room is a potentially devastating option for spread move users to dominate and not worry about defensive checks, and can also be used to override a trick room. Trick is slower than Wonder so that the trick room user always wins if wonder room is attempted to be used to override it. Magic Room doesn't do anything fancy, but it being 0 priority means that priority users can use the move to break a trick room or wonder room at the start of the turn.
:air balloon: / :absorb bulb: / :cell battery: /:snowball:
Name: Air Balloon / Absorb Bulb / Cell Battery / Snow Ball
Effect: Holder is immune to Ground/Water/Electric/Ice/-type attacks. Pops when holder is hit and raises Special Attack (balloon, bulb) / Attack (battery, ball).
Can Be Knocked Off (Yes or No): Yes
Ignored by Klutz (Yes or No): Yes
Fling Power & Effect: 10bp.
Justification: Bringing one of the Glace changes im proud from. Lots of these items have useless effects, with air balloon being the only one that sees use. Now they can at least serve as clones to give interesting immunities to a couple of pokémon, plus a neat buff to air balloon to boot. Additonally, the stat boost can be used by many mon with a teammate to activate them.
 
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Name: Scorching Sands
Power: 70
Accuracy: 100
PP: 10
Category: Special
Type: Fire
Effect: If it would do more damage, type is Ground instead. 20% chance to burn. Unthaws the user if frozen.
Priority: 0
Flags (ex: Contact, Sound):
Potential Pokémon With This Move: :typhlosion: :magcargo: :Entei: :camerupt: :Torkoal: :magmortar: :groudon: :heatran: :magmortar: :volcanion: :palossand: :salazzle: :turtonator:
Justification: Probably a meme

SCOLIPEDE_MEGA.png

Name: Mega Scolipede
Type: Bug/Poison
Abilities: Dauntless Shield
New Moves:
Justification: The idea here is that you SD + Speed Boost in base, then go Mega for +1 Defense from Dauntless Shield.

HAWLUCHA_MEGA.png

Name: Mega Hawlucha
Type: Fighting/Flying
Abilities: Reckless
New Moves:
Justification: Reckless boosts High Jump Kick and Brave Bird.

:sv/Gallade::sv/gallade-mega:
Name: Gallade - > Mega Gallade
Type: Psychic/Fighting
Abilities: Inner Focus/Sharpness/Justified -> Intrepid Sword
New Moves: N/A
Justification: Just keeping Sharpness from base is too boring. Inner Focus becomes a base form ability, allowing it to ignore Intimidate in base, then Mega for a +1.
 
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Name: Toxic Skin
Effect: If another Pokemon inflicts this pokemon with a non-voltatile status condition (burn/poison/paralyze/freeze/sleep), the status is cured and instead that pokemon gets badly poisoned. If the pokemon who inflicted the status was poison type, this ability just cures status.
Potential Pokémon With This Ability: :scolipede-mega: (in place of shell armor), :garbodor: (in place of Weak Armor), :slowking-galar: (in place of Own Tempo), :toxicroak: (in place of Anticipation), :scrafty: (in place of shed skin), :gengar: (as a hidden ability), :vaporeon: (in place of Hydration)
Justification: Acts as another counter to mons like mega scovillain, sneasler, and vivillion.

Name: Piercing Drill
Effect: Piercing drill now deals 1/2 damage through protect instead of 1/4
Potential Pokémon With This Ability: :excadrill-mega:, :skarmory-mega: (in place of stalwart)
Justification: This is a big buff to mega excadrill, since now it has much higher pressure against a lot of popular pokemon. I think this will help excadrill's mega be more relevant, since it currently is just not really used as much as base excadrill. Also gave it to mega skarmory, stalwart isn't that good, though it doesn't really have much reason to be on skarm so u could just not.
mega excadrill dealing 1/4 damage
252+ Atk Excadrill-Mega Drill Run vs. 0 HP / 0 Def Glimmora: 192-228 (62.5 - 74.2%) -- guaranteed 2HKO
252+ Atk Excadrill-Mega Iron Head vs. 126 HP / 8 Def Floette-Mega: 98-116 (30.6 - 36.2%) -- 48.8% chance to 3HKO

mega excadrill dealing 1/2 damage
252+ Atk Excadrill-Mega Drill Run vs. 0 HP / 0 Def Glimmora: 376-448 (122.4 - 145.9%) -- guaranteed OHKO
252+ Atk Excadrill-Mega Iron Head vs. 126 HP / 8 Def Floette-Mega: 192-228 (60 - 71.2%) -- guaranteed 2HKO

Name: Unseen Fist
Effect: Unseen fist now deals 1/2 damage through protect instead of 1/4
Potential Pokémon With This Ability: :golurk-mega:, :pangoro: (in place of iron first), :emboar-mega: (in place of mold breaker)
Justification: Similar to mega excadrill, mega golurk just doesn't do that well, also I just wanna keep them as counterpart abilities. The other mons also struggle so I gave it to them.

Name: Trickster
Effect: Upon being hit by an attack, sets trick room for 5 turns (like sand spit), but 1 time only. And also, unlike sand spit, if this pokemon has fainted after getting hit, then trick room won't go up.
Potential Pokémon With This Ability: :malamar-mega:
Justification: This is probably the most common fake ability to give mega malamar, but like for good reason, mega malamar is kinda trash rn, this fits both competitively and flavour-wise.
 
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1781728562581.png


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
1781730052109.png
1781730071780.png
1781730121543.png
1781730163359.png
1781730225742.png
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 2HKO​
​
Mega 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 2HKO​
yes. 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 2HKO​
yes 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 2HKO​
This 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 2HKO​
252 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 2HKO​
252 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 OHKO​
​
4 Atk Malamar-Mega Rock Slide vs. 252 HP / 16 Def Charizard-Mega-Y: 104-124 (56.2 - 67%) -- guaranteed 2HKO​
252 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



the reason the submission at the beginning is a screenshot is because I had fun formatting it and then realized it looked really bad on light mode jsmdgnh sorry



Name: Special Intimidate
Effect: Upon entry, plays the animation and battle text ("Congratulations, <player>!") for the move Celebrate, then lowers all opponents' Attack by 1 stage
Permanent: Yes
Mold Breaker: No
Distribution: :arbok: :arcanine: :arcanine-hisui: :krookodile: :luxray: :overqwil: :wyrdeer: :tauros: :tauros-paldea-blaze: :tauros-paldea-combat: :tauros-paldea-aqua:
Justification: Doubles formats tend to have a set cast of top-tier Intimidate users, with the rest doomed to obscurity. Special Intimidate offers these unsung heroes a leg up, a morale boost, a little something extra for shunning the bog-standard mainstays and venturing out into unexplored territory. Naysayers and party poopers will attempt to slander and shame this submission, they may even strike it off as a votable option, but those of you with the courage and faith to follow your heart will stand up for this submission, as you would stand up for off-meta Pokemon.
Please marry me in real life
 
guy above me kinda a freak ngl

anyways


:champions/ampharos-mega:
Name: Ampharos-Mega
Type:
Electric.png
Dragon.png

Abilities: Dragonize
New Moves: Hyper Voice, Weather Ball, Electro Shot
Justification: Mega Amphy is a decent mon with a unique type that unfortunately has an ass ability and an even more ass movepool. she gets zilch in terms dragon moves and her strongest one is Dragon Pulse. lets fix that by making her a good spammer in trick room or rain.

Name: Voltage Swipe
Power: 80
Accuracy: 100
PP: 16
Category: Physical
Type:
Electric.png

Effect: 10% to paralyze the foe. Hits all opponents.
Priority: 0
Flags (ex: Contact, Sound): Contact
Potential Pokémon With This Move: :eelektross: :raichu: :heliolisk: :luxray: :manectric: :sceptile: :dragapult: :arbok: :kommo-o: :rhyperior: :steelix: :serperior: :tyranitar: :tyrantrum:
Justification: Everyone loves a Reliable Physical Electric Move, lets make this one more interesting by having it be a spread move! Use it as a main form of damage, or try to get those para hax!
 
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:champions/mr rime:
Name: Mr. Rime
Type: Ice/Psychic
Abilities: Ice Body/Screen Cleaner//Costar
New Moves: Chilly Reception, Aurora Veil
Justification: You're telling me in generation 8 they gave a regional psychic type an ice type signature move based on telling a bad joke and it wasn't Mr. Rime???? clearly this needed to be rectified. Costar helps patch up it's awkward stats if it doesn't want to run screen cleaner and the addition of aurora veil gives it a reason to run screen cleaner

may add more if i think of anything
 
Still pretty much a beginner when it comes to VGC but hey, let's give it a try

: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.

Name: Eternal Winter / Grass Pelt
Effect: On switch-in, summons Snow. During Snow, Ice-type weaknesses are neutralized for this Pokémon. / On switch-in, summons Grassy Terrain. During Grassy Terrain, this Pokémon's Defense is multiplied by 1.3333. (same multiplier as Orichalcum Pulse and Hadron Engine)
Permanent (Yes or No): No
Mold Breaker (Yes or No): No
Potential Pokémon With This Ability: :abomasnow-mega:/ :torterra: :trevenant:
Justification: Abomasnow-Mega fell off hard with Champions. It's not even the best Ice-type mega you can have in TR! It suffers from Froslass-Mega being way better outside of TR, and Crabominable-Mega just being better for TR. So now we give it a unique niche.

Why did I come up with the idea of a Primal Weather? Well, Groudon-Primal has Desolate Land while base form was the very first Drought user, and same goes for Kyogre. Abomasnow is the very first Pokémon with Snow Warning, so it's kinda fitting. I meaaaaaan I guess I could also give Tyranitar-Mega a Primal Sand but it doesn't need it does it?

Now for its unique niche... do I really need to spell it out? It wins weather wars. In the world of Sun and Rain, having something that just prevents them from being set is huge. Having a Water resist that does that is huge. It can also avoid the OHKO from Heat Wave from Zard-Y. It also has that niche of a Blizzard spammer, as well as enabling Snow abusers, being... very exactly, Beartic. Yeah no I think it should be fine.


Edit: changed to be an Orichalcum Pulse version of Snow Warning.

It has the cool niche of being Grass but with Ice neutrality defensively, and a strong Blizzard to boot.

Edit's edit: Might as well add Grass Pelt, as it fits the same thing anyway. Very unsure about the distribution though.

: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.
 
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I might sub more. And I might also comment on some of the subs I've seen. We'll see how much time and energy I have. Take care!

Edit: It was pointed out to me that my initial Mega Hawlucha sub breaks the rule. That's why I created the category "Ability" where I suggest to give it to Mega Hawlucha and some other Pokémon. Below, the revised version.
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.
:hawlucha-mega:
Name: Mega Hawlucha

Ability: Masquerade
(Inherits the Ability of the last unfainted Pokémon of the user's team until it gets hit by a damaging move. Basically, it's Illusion but for Ability.)
Type: Fighting / Flying

Stats:

HP: 78
Attack: 137
Defense: 100
Special Attack: 74
Special Defense: 93
Speed: 118
BST: 600

Description:
1) Concept / Flavour

- Hawlucha is based on "lucha libre", which refers to a Mexican freestyle wrestling. Those participating in this kind of battle usually wear a special mask to represent an ancient hero, a famous fighter, an animal, a god, or any mystical figure. The longer a fighter wears a mask without getting demasked by their opponent, the higher their prestige and skills.
- Against this background, "Masquerade" is a good opportunity to reflect these aspects, especially when Hawlucha is depicted as a very proud Pokémon in the anime and in the Pokédex. Once the user gets hit, it is demasked, similar to how Mimikyu has its disguise broken. Thus, the user looses the ability that it copied. But don't worry, you can reset it if you switch out!
- That said, some of you may wonder why Mega Hawlucha copies an ability from one of its teammates. It's because there's already a move called "Role Play", which copies the ability of a target. Thus, there is a connection between identity and ability. Moreover, wearing a mask to represent someone famous in a "lucha libre" is a change of an individual's identity.
- As for the name of the ability, I went for "Masquerade" to allude to
a) an event in which you are allowed to hide your true identity--in this case, it would be the "lucha libre"
b) a custome, which usually includes a mask and can act as form of defensive strategy to overcome fears.

2) Competitive
No Guard + Entrainment is a fun but gimmicky ability. It's an inconsistent win strategy and turns Hawlucha into a one-trick-pony. Masquerade, however, retains Hawlucha's fun aspect while also allowing for high skill expression, especially in a Bo3 setting where you can change the order of your team to adapt to your opponent. They only know what ability Hawlucha will copy when it Mega-evolves! Many teams can benefit from Masquerade and its incredible diversity and flexibility, which I will explain below.

- Masquerade turns Mega Hawlucha into a diverse, offensive utility Pokémon. Most likely, you will pair this ability with a weather or terrain setting ability to support the team. Fighting/Flying resists and pressures many of the types an ally may not want to deal with. For instance, Snow teams hate facing Rock, Fighting, and Steel Pokémon but that's not much of an issue for Mega Hawlucha. What about Sand? If you have a Ground-type Sand Force or Sand Rush user, it can spam Earthquake to its heart content as Mega Hawlucha is naturally immune to Ground moves.
- Since Fighting/Flying covers a wide range of threats, Mega Hawlucha is free to run support moves to enable the team and synergizes well with many allies.
- Mega Hawlucha's biggest advantage is that in a Best of 3, the player can select their Pokémon in such a way to adapt to an opponent's strategy because Mega Hawlucha could inherit almost any ability! Thus, it encourages good teambuilding and piloting skills. This becomes especially notable when, during a match, you shuffle the team order through switches to gain a tactical advantage with an Ability you want Mega Hawlucha to inherit. Really, sky's the limit. Imagine what combos you could pull off: Intimidate, Defiant, Contrary, Volt Absorb, Multiscale, Regenerator, Prankster, Armour Tail, etc.
- That said, Mega Hawlucha is balanced by the fact that Masquerade announces which Ability the user inherits from which Pokémon and that this Ability effect is not permanent unless the user can avoid taking a damaging move. So, the user will likely have to switch out to reset the ability.
- Fwiw, the ability is already coded in M4A.
 
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Name: Torment
Power: —
Accuracy: 100
PP: 16
Category: Status
Type: dark
Effect: same effect, applies torment just hits both opponents
Priority: 0
Flags (ex: Contact, Sound): sound, spread
Potential Pokémon With This Move: existing
Justification: cool idea for a wacky move that people don’t use as much. Less cheese ability since protect pp got shot
Name: Loud Megaphone
Effect: When a users status move applies a debuff to the opponent, they take 1/8th of their max hp in damage
Can Be Knocked Off (Yes or No): no
Ignored by Klutz (Yes or No): yea
Fling Power & Effect: 10 bp, tormented
Justification: we are taking people to chip town. Chip will be viable. DEBUFF opponents attack and do chip.
 
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