Pet Mod Megas for All v7 - Kalos concluded! | Please read the first post! | Fully playable through Kalos Slate 10!

:sv/dachsbun:
Mega Dachsbun
Type:
Fairy / Poison
Ability: Fur Coat
Stats:
HP: 57​
Att: 120 (+30)
Def: 135 (+20)
SpA: 80 (+30)
SpD: 90 (+10)
Spe: 105 (+10)



I didn't go into this slate expecting to do a bunch of body horror but here we are. I guess it tracks with canon mega lore.

Mega Dachsbun becomes covered in a thick layer of mold, rendering it almost completely impervious to physical attacks. It also grants it a Poison typing, which does nothing offensively because Dachsbun doesn't learn any Poison moves, but it does grant it an immunity to Toxic and Toxic Spikes, as well as a nice resistance to opposing Fairies.
 
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Mega Grumpig


Ability - Well-Baked Body; Aroma Veil ➝ Pearl Diver (If using Dive, after the second turn, even if the move fails or misses, its Special Attack and Special Defense rise by two stages each)

HP - 80➝ 80
Atk - 45 ➝ 80 (+35)
Def - 65 ➝ 120 (+55)
SpA - 90 ➝ 100 (+10)
SpD - 110 ➝ 125 (+15)
Spe - 80 ➝ 65 (-15)
BST - 470 ➝ 570 (+100)

Movepool Changes - Dive, Muddy Water, Slack Off, Surf
Competitive Corner - Mega Grumpig takes on a very unconventional playstyle. Using a physical move to bolster its special ones makes it a very unique special set up sweeper that runs neither Calm Mind nor Nasty Plot. Ideally the bonus damage of Dive and the extra special attack boost compared to Calm Mind or extra special defense boost compared to Nasty Plot are enough to offset the exploitability of having to use a two-turn move, even considering the semi-invulnerability turn. But there are a few drawbacks, for instance, phazers that don't particularly mind Dive damage would have an easy time if they switch into the first turn of Dive, as Mega Grumpig is locked into it and cannot directly attack with Psychic or Surf while being forced out via Whirlwind or Roar after resurfacing. Hopefully this assorted lists of pros and cons, and risks and rewards is enough to make Mega Grumpig an unique special set-up sweeper that is neither overly powerful nor too cumbersome to offer worthwhile returns.
Flavor Corner - Pigs are known to enjoy swimming, so I thought, what if Grumpig decided to go dive and grab pearls on its own? This is that idea! By using Dive, Grumpig can gather some pearls to increase its psychic power, leading to an increase in special attack and special defense. Grumpig also takes inspirations from pearl divers, such as the Japanese ama.

Mega Dachsbun


Ability - Well-Baked Body; Aroma Veil ➝ Flame Body

HP - 57➝ 57
Atk - 80 ➝ 89 (+9)
Def - 115 ➝ 150 (+35)
SpA - 50 ➝ 89 (+39)
SpD - 80 ➝ 135 (+55)
Spe - 95 ➝ 57 (-38)
BST - 477 ➝ 577 (+100)

Movepool Changes - Burn Up, Incinerate, Overheat
Competitive Corner - Mega Daschbun takes advantage of an unique type to assert itself a physically-defensive-oriented wall. Quad-resisting U-turn and with stellar defense, it's great at punishing that move in particular if you can keep hazards off. Dissuading Rapid Spin is also welcome, but it would lead to mind games as the most notorious Rapid Spinners in the dex: Mega Quaquaval, Great Tusk, and Iron Treads all can hit Mega Daschsbun super effectively with their STAB. While Mega Daschbun does seem very defensively strong, hazards are obviously a big problem for a defensive Fire-type that cannot use Heavy-Duty Boots, and Wish Protect as its sole recovery option does leave it vulnerable to being played around, without having the benefit of passing particularly high-HP wishes to its teammates. Additionally, It's Fire-STAB options aren't particularly reliable and reusable, but they could be helpful to prevent Steel-types from coming in freely.
Flavor Corner - Mega Daschbun is inspired on the concept of Flambé and the many desserts that are set alight, justifying its Fire-type, new Fire-type moves, and ability. Also expands Daschbun's "hot dog" concept more literally. In goroawase, 57 can be read as 粉 (Kona), which means "flour" and 89 can be read as 焼く (Yaku) which means "bake" or "toast", among other things. So i wanted to emphasise these numbers with my stat distribution.

note: hopefully a different type and stat distribution is enough to set this apart from chemicalmines's submission? i've arrived at the flame body ability independently without looking at their submission beforehand, but if it's too similar still let me know and i'll retract my submission!

Mega Arboliva


Ability - Well-Baked Body; Aroma Veil ➝ Peaceful (After using a status move, even if it fails or misses, its Defense and Special Defense rise by one stage each. After using an attacking move, even if it fails or misses, resets Defense and Special Defense to zero)

HP - 78➝ 78
Atk - 69 ➝ 79 (+10)
Def - 90 ➝ 110 (+20)
SpA - 125 ➝ 165 (+40)
SpD - 109 ➝ 109
Spe - 39 ➝ 69 (+30)
BST - 470 ➝ 570 (+100)

Movepool Changes - n/a
Competitive Corner - Mega Arboliva can make use of moves like Protect, Strength Sap, Synthesis, and Leech Seed to get itself free defense boosts, but they do come at the cost of, whenever it does attack, it is left vulnerable for the next turn. It can take advantage of its own Grassy Terrain to dish out even more powerful attacks when it does Mega Evolve, but that does require it to take a hit, which can make it even more vulnerable after it does attack and drops its Defenses. The idea is to have an unique special tank that is punished by attacking, but can only really make progress doing so. And it does have to content with 4MSS (choosing between hitting Flying- or Steel-types) if it does decide to use two status moves, and even moreso with three.
Flavor Corner - Olive branches are associated with peacefulness, hence the new ability, which I thought was an interesting way to signify it.
 
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:sv/arboliva:
Mega Arboliva
Type:
Grass / Normal
Ability: Competitive
Moves:
Stats:

HP: 78​
Att: 69​
Def: 110 (+20)
SpA: 165 (+40)
SpD: 149 (+40)
Spe: 39​

Olive branches are commonly associated with peace, but to me, they're more closely associated with competition and victory.



Mega Arboliva has a whopping 165 Special Attack, tying Mega Gardevoir and Mega Ampharos for highest of all non-Uber megas. However, unlike them, Mega Arboliva has a 130 base power STAB move in Leaf Storm, far stronger than Gardevoir's Hyper Voice and Ampharos's Thunderbolt. Its typing is worse offensively than Psychic/Fairy or Electric/Dragon, but it's got pretty good coverage in Earth Power and Alluring Voice to make up for it, and it can boost its power even further with pre-mega Seed Sower.

And it's not a terrible mass of decaying flesh, so that's nice.
 
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:sv/Grumpig:
Grumpig- Mega
Psychic/Fairy
Ability: Thick Fat/Own Tempo/Gluttony-> Filter
Stats
HP: 80
Atk: 45
Def: 95 (+30)
SpA: 120 (+30)
SpD: 150 (+40)
Spe: 80
New Ability:
+Heal Bell, Slack Off

Grumpig's psychic power expands so much that it can force the opponent to subconsciously nerf their super-effective attacks. With Blissey being made too passive to consistently function in SV and Glowking not available due to format specifics, Mega Grumpig is able to step up as an easy to fit eater of special hits, especially now that it has Heal Bell again to pull cleric duties. Newfound Fairy type grants it a more spammable STAB in Dazzling Gleam while giving it a valuable immunity to the fierce Dracos of Walking Wake, Raging Bolt and Specs Dragapult; Fairy also mitigates otherwise debilitating weaknesses to U-turn and Dark. Max HP alone is enough to survive Booster Energy Sludge Wave from Iron Moth, which you easily OHKO after Rocks, though you also have mind-games versus Moth thanks to pre-Mega Thick Fat. Slack Off allows Grumpig to heal up versus the special attackers it has to handle, hitting them respectably hard with Psyshock (particularly nice for the Volcarona matchup) and a great coverage move in Earth Power, disrupting with Thunder Wave or Encore or stalling them out with your own Calm Mind.

Mega Grumpig naturally pairs well with the plethora of Dark types, sponging Fighting attacks while Dark types handle its Ghost weakness. It also appreciates forming a defensive core Alomomola or Dondozo, who sponge physical and Steel attacks while Grumpig can deal with their biggest Achilles heel by curing status, as well as ensuring Draco spammers can't exploit Dozo's Unaware.


:sv/Dachsbun:
Dachsbun- Mega
Fairy
Ability: Well-Baked Body/Aroma Veil-> Lingering Aroma
Stats
HP: 57
Atk: 115 (+35)
Def: 145 (+30)
SpA: 65 (+15)
SpD: 100 (+20)
Spe: 95
New Moves:
+Follow Me, Wide Guard

Dachsbun lore really fixates on aroma, so the direction was obvious; Bread Dog's aroma is now so strong it overpowers abilities. In Singles, Lingering Aroma and its buffed defenses allow Mega Dachsbun to be an annoying disrupter, nerfing ability-reliant attackers like Kingambit, Chien-Pao, Mega Lokix and the various physical Paradox mons (yes, LA works on Proto and Quark), most notably Great Tusk and Gouging Fire. Bread Dog gets enough Atk that it isn't exclusively reliant on Body Press for Damage, now able to more effectively use STAB Play Rough to hit targets like Valiant. The buffed defenses allow Wish to be sufficient for healing.

Where Mega Dachsbun really shines, however, is VGC, as it can leverage new support options Follow Me and Wide Guard to shield its teammates. Follow Me + Lingering Aroma is the main draw as it allows Bread Dog to forcibly remove the ability of any physical attacker while protecting its teammate; it being so potentially potent is why I kept Dachs physical, as letting it ignore burns and Intimidate might be too much. Wide Guard means Dachs has an option versus spread moves like Heat Wave and Discharge. From there, you can boost your ally further with Helping Hand, drop attacking stats with Charm or Snarl, or spec into Play Rough as a STAB option, all while using Body Press for consistent damage. You can even delay the Mega and use Follow Me to screw with Chi-Yu before unleashing +2 Body Press.

:sv/Arboliva:
Arboliva- Mega
Grass/Normal
Ability: Seed Sower/Harvest-> Sapping Sludge: User's targeting Grass type moves lower the target's Speed by one stage.
Stats
HP: 78
Atk: 99 (+30)
Def: 95 (+5)
SpA: 145 (+20)
SpD: 129 (+20)
Spe: 64 (+25)


The production of olive oil leaves behind a biohazardous substance called "pomace" which is toxic to many plants; Mega Arboliva secretes a similar substance onto its enemies which impedes their movement, allowing Arboliva and its allies to get the jump on them more easily. Mega Arboliva's ability lets it take a proactive role in speed control, pairing well with its natural tools in Giga Drain, Strength Sap or occasional Leech Seed; however, you also have the funny option of multi-stage drop Bullet Seed (though you do need 3 hits to outpace stuff like Chien-Pao). In Singles, Arboliva mainly targets faster offensive threats, using its ability to rob them of valuable turns. Once the target is slowed down, you get let loose your strong special attacks between Earth Power, Dazzling Gleam or STAB Hyper Voice, or swap to a teammate that can outpace what would otherwise be a scary offensive threat, with pre-Mega Seed Sower giving your first swap a little more leeway.

The ability to drop Speed is particularly useful in Doubles, where speed control is especially nice, especially since you have two different multi-hit Grass moves in Razor Leaf and Petal Blizzard; Razor Leaf only targets opponents, but the fact Petal Blizzard hits your ally can be used to proc Defiant/Competitive shenanigans. You can also leverage PB to improve a teammate's speed under Trick Room, especially since you can easily heal your allies up with Pollen Puff. Mega Arboliva pairs quite solidly with Kingambit, which appreciates Arboliva's Grass moves weakening Water and Ground types while exploiting potential speed drops thanks to Defiant and its natural Grass resist.
 
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Clas

my main tier is yes
is a Tiering Contributor
i kinda just want to get this up before i forget to

:sv/grumpig:
Type: Psychic
Ability: Mind Wipe - Clears all status conditions and stat changes. (upon switch-in or gaining this Ability)
New Moves: Fake Out, Parting Shot
Stats
HP: 80
Atk: 45
Def: 65 -> 90 (+25)
SpA: 90 -> 120 (+30)
SpD: 110 -> 145 (+35)
Spe: 80 -> 90 (+10)
BST: 470 -> 570

im bad at flavor lmao so not doing it

Competitively, Mega Grumpig fills a niche no other Pokemon has in an instant setup clear, which is incredibly valuable on teams that can safely bring in Mega Grumpig, such as via Meowscarada's U-turn or Great Tusk's Headlong Rush and Close Combat paired with Eject Pack. While it does lack regular recovery, the ability to use Rest as a pseudo-Natural Cure means that it isn't worrying about staying healthy, while Parting Shot means it can absorb status from the likes of Clodsire, Rotom-W, and Toxapex. Gholdengo does prevent this, but Earth Power and Grumpig's higher Speed stat means that it can pressure it into not attempting to switch in. The ability also means that it actively plays against many status spamming teammates, which can limit Grumpig's potential teammates but at the same time allow for set feints at preview. Mega Grumpig as a result finds itself fitting best on Spikes teams, where the ability to pressure Great Tusk and Quaquavel is appreciated while absorbing status from the aforementioned spreaders and others like Nuzzle Hatterene and Amoonguss's Spore along with punishing setup attempts from the likes of Volcarona, Hatterene, Iron Valiant, Baxcalibur, and more to a notable degree.

On the VGC side, Mega Grumpig's versatility is incredible. Its ability to set Trick Room, slow pivot with Parting Shot, disrupt opponents with its other newly gained tool in Fake Out, pressure Iron Hands with Psychic, and punish Arcanine and Mega Quaquavel's Intimidate, combined DozoGiri, Thunder Wave from Murkrow, Defiant from Annihilape and Kingambit, and so much more means that it has an incredible place in the metagame.
 
1709488399215.png
Grorite.png
(the Grumpigite)
Grumpig (Mega)

Type:
1709488574259.png
1709488625359.png

Ability: Grip: When a move is used by a Pokémon with this ability, it makes the target tormented
New moves: Dark Pulse


PV : 80
Atk
: 40 (-5)
Def : 80 (+15)
SpA : 160 (+70)
SpD : 130 (+20)
Spe : 80


Through Mega Evolution, Grumpig's intelligence and its psychic powers increased, allowing it to manipulate its foes more effectively. It notably takes control of their spirit in order to make them act dangerous so they end up hurting themselves. Grumpig can then take more advantage of them.

Competitively speaking, in SV OU, Mega Grumpig will carve a niche as a wallbreaker, its natural power combinable with Nasty Plot making it a huge threat to Pokémon like Galarian Slowking, Toxapex, Skeledirge, or even Heatran thanks to Earth Power. It's also capable of dealing huge damage to foes like Alomomola or even Dondozo. And even for Pokémon that resist it, they will still get tormented due to Mega Grumpig's ability, making their work harder. It however remains slower than Pokémon like Gholdengo or Great Tusk, who, even if they're technically weak to fear Mega Grumpig, can eliminate it if it doesn't have enough HP left. Also, its x4 Bug-type weakness combined with its mediocre physical bulk makes basically every U-Turn deadly for it.

The reason why I went for an evil Grumpig is because it's described as a manipulative Pokémon, who controls its foes thanks to its dance. I therefore amplified that side with all the informations given in the flavor part.
 
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Mega :arboliva: Arboliva
:sv/arboliva:
Type: Grass/Normal
Ability: Renaturalization - This Pokémon is immune to all entry hazards. If it lands on any type of entry hazard, it clears the hazard and sets Grassy Terrain. (Trash Compactor clone)

Stats:
HP - 78
ATK - 69
DEF - 125 (+35)
SPA - 141 (+16)
SPD - 149 (+40)
SPE - 48 (+9)

New Moves: Heal Bell, Wish, Toxic

"This Pokémon drives back enemies by launching its rich, aromatic oil at them with enough force to smash a boulder."

Fuck yeah, this bitch smashes Stealth Rocks and Gholdengo can't do shit about it. Return to nature, golden boy.

Base Arboliva is a subseeder which poses an issue since we just got a really good (potentially busted according to a few people, oops) subseeder last slate with a similar typing. Base's primary uniqueness also revolved around Grassy Terrain, but this mon didn't really strike me as a Grassy Glide user, even if I were to swap its offensive stats. It also has a surprisingly high special attack for a mostly defensive mon, but leaning into that will be difficult due to its terrible speed and mediocre offensive typing.

So if that's everything the meta doesn't need, what does the meta need? Hazard control. And while Grass/Normal is a questionable defensive typing, it just so happens to excel at beating the most common hazard setters while sitting with immunity on Gholdengo's Shadow Ball. Add in a great special defense stat and a respectable physical defense backed up by Strength Sap and you've got a pretty solid mon that can not only perform its job well but splash in as a blanket check to many other popular mons in the format as well. Carrying over base Arboliva's Grassy Terrain not only makes the flavor fit that much better for Arboliva, but it also works inherently well with being a hazard cleaner even better than the original Trash Compactor does. The regen provided by Grassy Terrain helps heal chip damage allies may have taken from hazards before Arboliva could come in, halves the damage from Earthquake which is an incredibly common move used by setters, and boosts the power of Grass moves which many setters are weak to. The link between removing hazards and replacing them with Grassy Terrain - reclaimed by nature - also extends beyond just Mega Arboliva and could likely be borrowed by other Megas in future seasons.

Between the slight speed boost, STAB (likely boosted by Grassy Terrain) Giga Drain, and access to Earth Power, the staple Stealth Rockers like Clodsire, Excadrill, Garganacl, Glimmora, Iron Treads, Hippowdon, Ting-Lu, and even a Torkoal carrying Overheat all fold to Mega Arboliva. The only current Stealth Rock user that poses a threat is Great Tusk - a solid and common mon whose most popular sets still lose to Mega Arboliva. Great Tusk users in the meta would have to start running Close Combat to deal with it, and even then, an optimized EV spread from Arboliva can live it from full anyway and shut it down with a Strength Sap. As for Gholdengo, Mega Arboliva has the raw special attack to threaten even defensive Gholdengo sets with a 2hko from Earth Power and enough special defense to live a +2 Make it Rain, even with Life Orb.

Mega Arboliva's high raw defense, special defense, and special attack means that its EVs are extremely customizable - a little bit of defensive investment in either department is enough to squeeze out survival from OHKO or 2HKOs from many offensive threats and a little bit of special attack investment can net you return 2HKOs with STAB potentially boosted Giga Drains or even OHKOs with Leaf Storms if you're spicy, synergistic coverage with Earth Power, or solid neutral damage in Hyper Voice. Arboliva has the ability to check and beat the majority of the tier if you invest properly and take the right moves, so it lets the mon fill whatever gaps the rest of your team has. Otherwise, investing fully on special defense provides a great blanket check with Strength Sap to cover the weak side, and full investment on physical defense with Strength Sap on top makes it a premiere physdef wall with invaluable utility and offensive pressure the enemy can't ignore.

While its ability is the primary selling point of its utility - finally providing a reliable, no nonsense hazard cleaner to a meta that has to go the extra mile in making any hazard cleaner work - I didn't want that to be the only utility it has. My first thought was Aromatherapy, but that got Thanos snapped, so Heal Bell will work as a slightly less satisfying replacement. The flavor is vague enough to work perfectly fine regardless and it has the same effect, but I wanted the Grass one. Regardless, this cleric move works incredibly well with its role has a hazard cleaner since it can not only clear any poison set by Toxic Spikes before it came in but it can also prevent anybody who would try to Toxic Arboliva itself in order to get around its bulk. Wish is much and the same - its healing pairs very well with Grassy terrain at keeping its allies healthy, and synergizes with the cleaner role by healing off previous chip and simultaneously preventing any chip on the mon coming in. (We've all been in a spot where we can't Wish pass to the mon below 12.5% due to rocks being up.) Finally, Toxic is an option that lets it be proactive by hazard spreading against bulky opponents who can shake off its uninvested or minimally invested special attack, preventing the two from sitting passively on each other. Stealing the flavor justification from okispokis (thank you~) about the toxic pomace created as a byproduct of olive oil production. Additionally, did you know that olives are very bitter and, while not dangerous, can cause pretty severe stomachaches when eaten fresh without being cured? Wow! That's convenient!
 
A collaboration between Exploziff, Gekokeso, and me.

:sv/grumpig:
Mega Grumpig

New Ability
: Beads of Ruin

Type
: Psychic

New Stats

HP: 80
Attack: 45
Defense: 65 → 95 (+30)
Special Attack: 90 → 130 (+40)
Special Defense: 110 → 120 (+10)
Speed: 80 → 100 (+20)
BST: 470 → 570

New Moves:
- Recover

Description:
1) Design concept
- According to the Pokédex, Grumpig is known as the manipulate Pokémon. It uses its pearls to boost its psychic powers and control humans and Pokémon.
- We figured a new Mega evolution would further enhance its controlling powers, extending it to a whole field.

2) Competitive
Singles:
- Beads of Ruin has an interesting interaction with Future Sight in that if the user switches in when the target gets hurt by this move, it would deal more damage as the target's SpD gets affected by the effect of the ability. To capitalize on this, we keep M Grumpig somewhat bulky and add Recover so that it can switch in and out throughout the game to take a hit and cause chaos with Future Sight.
- Like Chi-Yu, Beads of Ruin also incentives STAB moves on M Grumpig; in fact, it can resort to moves like Psychic Noise to make it harder for bulky Pokémon to recover their health, especially if they're Psychic or Steel Pokémon as they resist the Psychic type. Since M Grumpig should do decent damage with Psychic Noise, it will naturally be able to make progress faster against those resisting Pokémon. You also have the option between Psychic and Psyshock, depending on what you want to hit better.

VGC:
- The Doubles format is where M Grumpig truly shines with Beads of Ruin and where its qualities are further emphasized. There, it can rely on many other Psychic moves to support the team or exert offensive pressure. For instance, M Grumpig can be paired with Indeedee for mindgames. Which one of them will use Trick Room? There's also Expanding Force to consider which, when combined with Psychic Terrain and Beads of Ruin, will do even more damage.
- What's more, M Grumpig has a great support movepool; Trick Room provides the team with speed control, making M Grumpig therefore different from Chi-Yu, which functions purely as an offensive Pokémon. M Grumpig even has access to Thunderwave and Icy Wind, the latter benefitting from Beads of Ruin, if you want a fast teamstyle. Then, it has screens (notably Light Screen) to make sure its ally won't be too hindered by having its own SpD lowered by Beads of Ruin. There's also Helping Hand to enable the partner more.
- Its Psychic type synergizes very well with Fairy and Dark Pokémon who not only hates facing Poison and Fighting Pokémon respectively but who also appreciate M Grumpig's type effectiveness.
 
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:sv/Arboliva:
Mega Arboliva
Type:
Water
/
Fighting

Ability: Holy Flames (User is inmune to burn damage and instead heals from it (1/16 of its max hp). On switch in, burns this pokémon.)
HP: 78
Atk: 69
Def: 110 (+120)
SpA: 165 (+30)
SpD: 139 (+30)
Spe: 59 (+20)

New Moves: None!
Flavor: Based of the story of Moses and the Burning Bush, also on the fact that Olive Oil is very flammable. In the Bible, God appears before Moses in the form of a Burning Bush, where despite the strength of the flame the bush itself isn't being burned away.
Description: Gliscor hates it! Find out how Arboliva does it! Anyways, Holy Flame is a burn sidegrade to the infamous poison heal, with a less amount of healing but in exchange being able to burn itself. Arboliva is able to provide teams with a very bulky knock off and status absorber to take on the likes of Dragapult, Mega Brambleghast, Ogerpon and more. Its inability to be statused, constant healing as well as leech seed make this pokémon a very difficult to kill, but not to a point where it is impossible to kill. Added stats include an increase in bulk, special attack to be able to threaten stuff, and a bit of speed to get the jump of mons with 50 base speed or less like Iron Hands and Hydrapple.
 
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Hi! I'm just here to remind you subs are now closed. While we are working on reviews, please, do not post any new subs. The only exception to this arer IsoCon and Seito Chinchou as they asked me before if they could post their sub later.
 
Collaboration between Seito Chinchou and IsoCon!

Mega :Grumpig: Grumpig
:sv/grumpig:
Type: Psychic
Ability: Horoscope - This Pokemon's delayed moves land one turn later than normal, but are boosted by 50%.

(Delayed attacking moves are Future Sight, Doom Desire, Wish, etc. Boost works on Wish's healing.)

Stats:
HP - 80
ATK - 45
DEF - 135 (+70)
SPA - 120 (+30)
SPD - 110
SPE - 80

New Moves: Teleport, Recover, Wish

Edit: Due to some last minute changes to how the ability functions, some parts of this bay be outdated, but unfortunately I didn't have enough time to fix the writeup before edits closed. Most of it should still be accurate, though!

A Psychic Zodiac animal with gemstones all over its body? Grumpig is absolutely an astrology gurl.

Mega Grumpig's predictions are even right! Some of the time. Eventually! You just gotta believe.

Mega Grumpig uses Future Sight's delayed damage to its fullest effect, enabling Fighting type allies to attack with impunity even more than regular Future Sight users. It's all about the information game - the opponent not knowing when the Future Sight is going to land makes it significantly harder to play around it and forces them into risky positions. However, they can absolutely predict when it will be based on the Mega Grumpig user's actions and behavior. More reliably than a horoscope, even.

Additionally, the power boosts make up for the tempo loss that would otherwise be caused by the random delay. With this, Horoscope Future sights still deal the same damage as if you had perfect uptime on normal ones. However, since all that power is getting condensed into one turn rather than multiple, this makes Grumpig a premiere user at doing what Future Sight does best - forcing progress and wall breaking.

Despite being quite the thicc and chonky pig, Mega Grumpig is not primarily a defensive Pokemon. It only really has one reliable utility move in Thunder Wave (besides the added Teleport and Slack Off), which is valuable but requires giving up a move from its best set - Future Sight, Teleport, Slack Off, and Shadow Ball. No, instead, Mega Grumpig's niche serves as the premiere breaker for walls, stalls, backs, and ankles on bulky offense and balance teams (and potentially even HO as Screens setup into Future Sight). The fat it has helps it come in on a wide array of resisted and neutral hits to set up its Future Sight, stall with Slack Off if need be, and use Teleport to get its allies in safely.

Access to Shadow Ball even lets it contend with the Ghost types in the tier that would pose a threat. Its considerable special attack for a fatmon that enables Future Sight means that it can kill the likes of Gholdengo (it's a roll in Grumpig's favor, but can be guaranteed with rocks and a mere 20 SPA evs) and Dragapult in two hits. It does, however, need to make like an astrologist and make a prediction - if you don't hit the Shadow Ball when they come in on you, their speed advantage lets them hit you twice before you can. Now, if you're running Thunder Wave for utility, these matchups become guaranteed. Mega Grumpig can safely click Thunder Wave on whatever the enemy is wanting to send in on it - and if that happens to be Gholdengo or Dragapult, Grumpig can simply click Shadow Ball twice and beat them both (though the latter takes 60 speed EVs). However, since Thunder Wave detracts from the optimal set, true Mega Grumpig users will rely on their ability to make the predictions. Additionally, while it doesn't do this via Shadow Ball, Mega Grumpig also beats the new Ghost type in the tier, Mega Brambleghast! Its nuclear Future Sights can blitz the wall on late turn delays, and with an ally on the field breaking the substitute before it hits, Brambly boy is going to be in a tough spot.

Besides Thunder Wave, another potential alteration to its moveset comes in Focus Blast - fittingly unreliable and unpredictable coverage that takes down the Dark types looking to bully Mega Grumpig off the field. Shadow Ball is most definitely the premiere option due to being a strong reliable neutral attack as Grumpig's only immediate damage option, and Fighting coverage is less important when you're already likely to be running Fighting allies. However, Focus Blast can easily pick up surprise kills or heavy damage on unsuspecting Dark types who think they have a few free turns while Grumpig is on the field.
 
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Dear community,

now that we've finished our reviews, you have until this Wednesday (20.03.2024), GMT +1, 23:59, to revise your subs! In case you make any new changes to your subs, please, inform one of the reviewers. This would be either me or Paul. And if we forgot to review any submission, please, do not hesitate to point it out to one of us!
 
Dear community,

below, you can vote for the following subs. You have until this Sunday (24.03.2024), GMT +1, 23:59, to vote for the subs you like! Please, let me know as soon as possible if I forgot to include any submission.

Mega Grumpig
Type:
Psychic / Bug
Ability: Scapegoat (Storm Drain but Dark)
Moves: Bug Buzz
Stats:
HP: 80
Att: 45
Def: 95 (+30)
SpA: 130 (+40)
SpD: 140 (+30)
Spe: 80
Maurice and Robert skewered the carcass, lifted the dead weight, and stood ready. In the silence, and standing over the dry blood, they looked suddenly furtive.
Jack spoke loudly.
"This head is for the beast. It’s a gift."
The silence accepted the gift and awed them. The head remained there, dim-eyed, grinning faintly, blood blackening between the teeth. All at once they were running away, as fast as they could, through the forest toward the open beach.

Simon stayed where he was, a small brown image, concealed by the leaves. Even if he shut his eyes the sow’s head still remained like an after-image. The half-shut eyes were dim with the infinite cynicism of adult life. They assured Simon that everything was a bad business.
"I know that."
Simon discovered that he had spoken aloud. He opened his eyes quickly and there was the head grinning amusedly in the strange daylight, ignoring the flies, the spilled guts, even ignoring the indignity of being spiked on a stick.
He looked away, licking his dry lips.
A gift for the beast. Might not the beast come for it? The head, he thought, appeared to agree with him. Run away, said the head silently, go back to the others. It was a joke really—why should you bother? You were just wrong, that’s all. A little headache, something you ate, perhaps. Go back, child, said the head silently.

Simon looked up, feeling the weight of his wet hair, and gazed at the sky. Up there, for once, were clouds, great bulging towers that sprouted away over the island, grey and cream and copper-colored. The clouds were sitting on the land; they squeezed, produced moment by moment this close, tormenting heat. Even the butterflies deserted the open space where the obscene thing grinned and dripped. Simon lowered his head, carefully keeping his eyes shut, then sheltered them with his hand. There were no shadows under the trees but everywhere a pearly stillness, so that what was real seemed illusive and without definition. The pile of guts was a black blob of flies that buzzed like a saw. After a while these flies found Simon. Gorged, they alighted by his runnels of sweat and drank. They tickled under his nostrils and played leapfrog on his thighs. They were black and iridescent green and without number; and in front of Simon, the Lord of the Flies hung on his stick and grinned. At last Simon gave up and looked back; saw the white teeth and dim eyes, the blood—and his gaze was held by that ancient, inescapable recognition. In Simon’s right temple, a pulse began to beat on the brain.

"You are a silly little boy," said the Lord of the Flies, "just an ignorant, silly little boy."
Simon moved his swollen tongue but said nothing.
"Don’t you agree?" said the Lord of the Flies. "Aren’t you just a silly little boy?"
Simon answered him in the same silent voice.
"Well then," said the Lord of the Flies, "you’d better run off and play with the others. They think you’re batty. You don’t want Ralph to think you’re batty, do you? You like Ralph a lot, don’t you? And Piggy, and Jack?"
Simon’s head was tilted slightly up. His eyes could not break away and the Lord of the Flies hung in space before him.
"What are you doing out here all alone? Aren’t you afraid of me?"
Simon shook.
"There isn’t anyone to help you. Only me. And I’m the Beast."
Simon’s mouth labored, brought forth audible words.
"Pig’s head on a stick."
"Fancy thinking the Beast was something you could hunt and kill!" said the head. For a moment or two the forest and all the other dimly appreciated places echoed with the parody of laughter. "You knew, didn’t you? I’m part of you? Close, close, close! I’m the reason why it’s no go? Why things are what they are?"
The laughter shivered again.
"Come now," said the Lord of the Flies. "Get back to the others and we’ll forget the whole thing."
Simon’s head wobbled. His eyes were half closed as though he were imitating the obscene thing on the stick. He knew that one of his times was coming on. The Lord of the Flies was expanding like a balloon.
"This is ridiculous. You know perfectly well you’ll only meet me down there—so don’t try to escape!"
Simon’s body was arched and stiff. The Lord of the Flies spoke in the voice of a schoolmaster.
"This has gone quite far enough. My poor, misguided child, do you think you know better than I do?"
There was a pause.
"I’m warning you. I’m going to get angry. D’you see? You’re not wanted. Understand? We are going to have fun on this island. Understand? We are going to have fun on this island! So don’t try it on, my poor misguided boy, or else—"
Simon found he was looking into a vast mouth. There was blackness within, a blackness that spread.
"—Or else," said the Lord of the Flies, "we shall do you? See? Jack and Roger and Maurice and Robert and Bill and Piggy and Ralph. Do you. See?"
Simon was inside the mouth. He fell down and lost consciousness.
Mega Grumpig acts as a scapegoat, a figure that absorbs the sins of others to absolve them. However, the power of those sins are amplified by Mega Grumpig's black pearls, and its strange dancing becomes... disturbed.

"Kill the pig. Cut her throat. Spill her blood. Bash her in."

Normally, Grumpig would use its strange dance to take control of its opponents, but Mega Grumpig needn't bother. There was never a beast. It was only us. All this evil, we did it to ourselves.

... *cough*

Anyway, mechanics. Mega Grumpig is a very effective stop to Fighting-types, as its new Bug typing gives it a double Fighting resistance, while its Scapegoat ability grants it an immunity to their main coverage of Knock Off. It also now has a resistance to Earthquake, another common coverage move for Fighting-types (or just in general, really). It also now new STAB in Bug Buzz (rest in peace Signal Beam), which gives it a much more reliable way to hit Dark-types. Finally, it's an effective Trick Room setter and abuser, as it can't be Taunted, and opponents can't use Sucker Punch to hit first while Trick Room is active.

Doubles is where its ability to redirect Dark moves gets a chance to shine. Its ability to shut down Taunt and set up Trick Room become even more powerful, and it can also shut down Beat Up + Justified cheese (though I'm pretty sure it only gets one Special Attack boost). It also dissuades Snarl, though since Snarl is a spread move it can't redirect it away from its ally. That said, its new weakness to Rock Slide isn't doing it any favors.
Mega Grumpig






Ability - Well-Baked Body; Aroma Veil ➝ Pearl Diver (If using Dive, after the second turn, even if the move fails or misses, its Special Attack and Special Defense rise by two stages, respectively)

HP - 80➝ 80
Atk
- 45 ➝ 80 (+35)
Def - 65 ➝ 120 (+55)
SpA - 90 ➝ 100 (+10)
SpD - 110 ➝ 125 (+15)
Spe - 80 ➝ 65 (-15)
BST - 470 ➝ 570 (+100)

Movepool Changes - Dive, Muddy Water, Slack Off, Surf
Competitive Corner - Mega Grumpig takes on a very unconventional playstyle. Using a physical move to bolster its special ones makes it a very unique special set up sweeper that runs neither Calm Mind nor Nasty Plot. Ideally the bonus damage of Dive and the extra special attack boost compared to Calm Mind or extra special defense boost compared to Nasty Plot are enough to offset the exploitability of having to use a two-turn move, even considering the semi-invulnerability turn. But there are a few drawbacks, for instance, one-on-one in a Calm Mind war, the opponent would accrue special defense boosts twice as fast. And phazers that don't particularly mind Dive damage would have an easy time if they switch into the first turn of Dive, as Mega Grumpig is locked into it and cannot directly attack with Psychic or Surf while being forced out via Whirlwind or Roar after resurfacing. Hopefully this assorted lists of pros and cons, and risks and rewards is enough to make Mega Grumpig an unique special set-up sweeper that is neither overly powerful nor too cumbersome to offer worthwhile returns.
Flavor Corner - Pigs are known to enjoy swimming, so I thought, what if Grumpig decided to go dive and grab pearls on its own? This is that idea! By using Dive, Grumpig can gather some pearls to increase its psychic power, leading to an increase in special attack and special defense. Grumpig also takes inspirations from pearl divers, such as the Japanese ama.
:sv/Grumpig:
Grumpig- Mega
Psychic/Fairy
Ability: Thick Fat/Own Tempo/Gluttony-> Filter
Stats
HP: 80
Atk: 45
Def: 95 (+30)
SpA: 120 (+30)
SpD: 150 (+40)
Spe: 80
New Ability:
+Heal Bell, Slack Off

Grumpig's psychic power expands so much that it can force the opponent to subconsciously nerf their super-effective attacks. With Blissey being made too passive to consistently function in SV and Glowking not available due to format specifics, Mega Grumpig is able to step up as an easy to fit eater of special hits, especially now that it has Heal Bell again to pull cleric duties. Newfound Fairy type grants it a more spammable STAB in Dazzling Gleam while giving it a valuable immunity to the fierce Dracos of Walking Wake, Raging Bolt and Specs Dragapult; Fairy also mitigates otherwise debilitating weaknesses to U-turn and Dark. Max HP alone is enough to survive Booster Energy Sludge Wave from Iron Moth, which you easily OHKO after Rocks, though you also have mind-games versus Moth thanks to pre-Mega Thick Fat. Slack Off allows Grumpig to heal up versus the special attackers it has to handle, hitting them respectably hard with Psyshock (particularly nice for the Volcarona matchup) and a great coverage move in Earth Power, disrupting with Thunder Wave or Encore or stalling them out with your own Calm Mind.

Mega Grumpig naturally pairs well with the plethora of Dark types, sponging Fighting attacks while Dark types handle its Ghost weakness. It also appreciates forming a defensive core Alomomola or Dondozo, who sponge physical and Steel attacks while Grumpig can deal with their biggest Achilles heel by curing status, as well as ensuring Draco spammers can't exploit Dozo's Unaware.
:sv/grumpig:
Type: Psychic
Ability: Mind Wipe - Clears all status conditions and stat changes. (upon switch-in or gaining this Ability)
New Moves: Fake Out, Parting Shot
Stats
HP: 80
Atk: 45
Def: 65 -> 90 (+25)
SpA: 90 -> 120 (+30)
SpD: 110 -> 145 (+35)
Spe: 80 -> 90 (+10)
BST: 470 -> 570

im bad at flavor lmao so not doing it

Competitively, Mega Grumpig fills a niche no other Pokemon has in an instant setup clear, which is incredibly valuable on teams that can safely bring in Mega Grumpig, such as via Meowscarada's U-turn or Great Tusk's Headlong Rush and Close Combat paired with Eject Pack. While it does lack regular recovery, the ability to use Rest as a pseudo-Natural Cure means that it isn't worrying about staying healthy, while Parting Shot means it can absorb status from the likes of Clodsire, Rotom-W, and Toxapex. Gholdengo does prevent this, but Earth Power and Grumpig's higher Speed stat means that it can pressure it into not attempting to switch in. The ability also means that it actively plays against many status spamming teammates, which can limit Grumpig's potential teammates but at the same time allow for set feints at preview. Mega Grumpig as a result finds itself fitting best on Spikes teams, where the ability to pressure Great Tusk and Quaquavel is appreciated while absorbing status from the aforementioned spreaders and others like Nuzzle Hatterene and Amoonguss's Spore along with punishing setup attempts from the likes of Volcarona, Hatterene, Iron Valiant, Baxcalibur, and more to a notable degree.

On the VGC side, Mega Grumpig's versatility is incredible. Its ability to set Trick Room, slow pivot with Parting Shot, disrupt opponents with its other newly gained tool in Fake Out, pressure Iron Hands with Psychic, and punish Arcanine and Mega Quaquavel's Intimidate, combined DozoGiri, Thunder Wave from Murkrow, Defiant from Annihilape and Kingambit, and so much more means that it has an incredible place in the metagame.
1709488399215.png

Grorite.png

(the Grumpigite)
Grumpig (Mega)

Type:
1709488574259.png


1709488625359.png

Ability: Grip: When a move is used by a Pokémon with this ability, it makes the target tormented
New moves: Dark Pulse


PV : 80
Atk : 40 (-5)
Def
: 80 (+15)
SpA
: 160 (+70)
SpD
: 130 (+20)
Spe
: 80


Through Mega Evolution, Grumpig's intelligence and its psychic powers increased, allowing it to manipulate its foes more effectively. It notably takes control of their spirit in order to make them act dangerous so they end up hurting themselves. Grumpig can then take more advantage of them.

Competitively speaking, in SV OU, Mega Grumpig will carve a niche as a wallbreaker, its natural power combinable with Nasty Plot making it a huge threat to Pokémon like Galarian Slowking, Toxapex, Skeledirge, or even Heatran thanks to Earth Power. It's also capable of dealing huge damage to foes like Alomomola or even Dondozo. And even for Pokémon that resist it, they will still get tormented due to Mega Grumpig's ability, making their work harder. It however remains slower than Pokémon like Gholdengo or Great Tusk, who, even if they're technically weak to fear Mega Grumpig, can eliminate it if it doesn't have enough HP left. Also, its x4 Bug-type weakness combined with its mediocre physical bulk makes basically every U-Turn deadly for it.

The reason why I went for an evil Grumpig is because it's described as a manipulative Pokémon, who controls its foes thanks to its dance. I therefore amplified that side with all the informations given in the flavor part.
Mega Grumpig

New Ability
: Beads of Ruin

Type
: Psychic

New Stats

HP: 80
Attack: 45
Defense: 65 → 95 (+30)
Special Attack: 90 → 130 (+40)
Special Defense: 110 → 120 (+10)
Speed: 80 → 100 (+20)
BST: 470 → 570

New Moves:
- Recover

Description:
1) Design concept
- According to the Pokédex, Grumpig is known as the manipulate Pokémon. It uses its pearls to boost its psychic powers and control humans and Pokémon.
- We figured a new Mega evolution would further enhance its controlling powers, extending it to a whole field.

2) Competitive
Singles:
- Beads of Ruin has an interesting interaction with Future Sight in that if the user switches in when the target gets hurt by this move, it would deal more damage as the target's SpD gets affected by the effect of the ability. To capitalize on this, we keep M Grumpig somewhat bulky and add Recover so that it can switch in and out throughout the game to take a hit and cause chaos with Future Sight.
- Like Chi-Yu, Beads of Ruin also incentives STAB moves on M Grumpig; in fact, it can resort to moves like Psychic Noise to make it harder for bulky Pokémon to recover their health, especially if they're Psychic or Steel Pokémon as they resist the Psychic type. Since M Grumpig should do decent damage with Psychic Noise, it will naturally be able to make progress faster against those resisting Pokémon. You also have the option between Psychic and Psyshock, depending on what you want to hit better.

VGC:
- The Doubles format is where M Grumpig truly shines with Beads of Ruin and where its qualities are further emphasized. There, it can rely on many other Psychic moves to support the team or exert offensive pressure. For instance, M Grumpig can be paired with Indeedee for mindgames. Which one of them will use Trick Room? There's also Expanding Force to consider which, when combined with Psychic Terrain and Beads of Ruin, will do even more damage.
- What's more, M Grumpig has a great support movepool; Trick Room provides the team with speed control, making M Grumpig therefore different from Chi-Yu, which functions purely as an offensive Pokémon. M Grumpig even has access to Thunderwave and Icy Wind, the latter benefitting from Beads of Ruin, if you want a fast teamstyle. Then, it has screens (notably Light Screen) to make sure its ally won't be too hindered by having its own SpD lowered by Beads of Ruin. There's also Helping Hand to enable the partner more.
- Its Psychic type synergizes very well with Fairy and Dark Pokémon who not only hates facing Poison and Fighting Pokémon respectively but who also appreciate M Grumpig's type effectiveness.
Mega :Grumpig: Grumpig
:sv/grumpig:
Type: Psychic
Ability: Horoscope - This Pokemon's delayed moves land one turn later than normal, but are boosted by 50%.

(Delayed attacking moves are Future Sight, Doom Desire, Wish, etc. Boost works on Wish's healing.)

Stats:
HP - 80
ATK - 45
DEF - 135 (+70)
SPA - 120 (+30)
SPD - 110
SPE - 80

New Moves: Teleport, Recover, Wish
Edit: Due to some last minute changes to how the ability functions, some parts of this bay be outdated, but unfortunately I didn't have enough time to fix the writeup before edits closed. Most of it should still be accurate, though!

A Psychic Zodiac animal with gemstones all over its body? Grumpig is absolutely an astrology gurl.

Mega Grumpig's predictions are even right! Some of the time. Eventually! You just gotta believe.

Mega Grumpig uses Future Sight's delayed damage to its fullest effect, enabling Fighting type allies to attack with impunity even more than regular Future Sight users. It's all about the information game - the opponent not knowing when the Future Sight is going to land makes it significantly harder to play around it and forces them into risky positions. However, they can absolutely predict when it will be based on the Mega Grumpig user's actions and behavior. More reliably than a horoscope, even.

Additionally, the power boosts make up for the tempo loss that would otherwise be caused by the random delay. With this, Horoscope Future sights still deal the same damage as if you had perfect uptime on normal ones. However, since all that power is getting condensed into one turn rather than multiple, this makes Grumpig a premiere user at doing what Future Sight does best - forcing progress and wall breaking.

Despite being quite the thicc and chonky pig, Mega Grumpig is not primarily a defensive Pokemon. It only really has one reliable utility move in Thunder Wave (besides the added Teleport and Slack Off), which is valuable but requires giving up a move from its best set - Future Sight, Teleport, Slack Off, and Shadow Ball. No, instead, Mega Grumpig's niche serves as the premiere breaker for walls, stalls, backs, and ankles on bulky offense and balance teams (and potentially even HO as Screens setup into Future Sight). The fat it has helps it come in on a wide array of resisted and neutral hits to set up its Future Sight, stall with Slack Off if need be, and use Teleport to get its allies in safely.

Access to Shadow Ball even lets it contend with the Ghost types in the tier that would pose a threat. Its considerable special attack for a fatmon that enables Future Sight means that it can kill the likes of Gholdengo (it's a roll in Grumpig's favor, but can be guaranteed with rocks and a mere 20 SPA evs) and Dragapult in two hits. It does, however, need to make like an astrologist and make a prediction - if you don't hit the Shadow Ball when they come in on you, their speed advantage lets them hit you twice before you can. Now, if you're running Thunder Wave for utility, these matchups become guaranteed. Mega Grumpig can safely click Thunder Wave on whatever the enemy is wanting to send in on it - and if that happens to be Gholdengo or Dragapult, Grumpig can simply click Shadow Ball twice and beat them both (though the latter takes 60 speed EVs). However, since Thunder Wave detracts from the optimal set, true Mega Grumpig users will rely on their ability to make the predictions. Additionally, while it doesn't do this via Shadow Ball, Mega Grumpig also beats the new Ghost type in the tier, Mega Brambleghast! Its nuclear Future Sights can blitz the wall on late turn delays, and with an ally on the field breaking the substitute before it hits, Brambly boy is going to be in a tough spot.

Besides Thunder Wave, another potential alteration to its moveset comes in Focus Blast - fittingly unreliable and unpredictable coverage that takes down the Dark types looking to bully Mega Grumpig off the field. Shadow Ball is most definitely the premiere option due to being a strong reliable neutral attack as Grumpig's only immediate damage option, and Fighting coverage is less important when you're already likely to be running Fighting allies. However, Focus Blast can easily pick up surprise kills or heavy damage on unsuspecting Dark types who think they have a few free turns while Grumpig is on the field.

:dachsbun::pidgeotite: Mega Dachsbun
New Ability
: Flame Body
Type:
Fairy


Dark



New stats:
HP: 57
Attack: 125 (+45)
Defense: 140 (+25)
Special Attack: 60 (+10)
Special Defense: 100 (+20)
Speed: 95
(577 BST)

New moves: Knock Off
Description: Upon Mega-Evolving, the energy flowing through Dachsbun's body causes it to become burnt flaming bread, hence the part-Dark typing and Flame Body. It also becomes a physical tank with a great unique defensive typing that can cripple physical attackers with its ability; its typing gives a new Ghost resist, Psychic immunity, and Prankster immunity from Pokemon like Grimmsnarl. However, its HP is still low, so even its high defense stat without prior Well-Baked Body boosts isn't too much; its special bulk is also lacking.
:sv/dachsbun:
Mega Dachsbun
Type:
Fairy / Poison
Ability: Fur Coat
Stats:
HP: 57
Att: 120 (+30)
Def: 135 (+20)
SpA: 80 (+30)
SpD: 90 (+10)
Spe: 105 (+10)





I didn't go into this slate expecting to do a bunch of body horror but here we are. I guess it tracks with canon mega lore.

Mega Dachsbun becomes covered in a thick layer of mold, rendering it almost completely impervious to physical attacks. It also grants it a Poison typing, which does nothing offensively because Dachsbun doesn't learn any Poison moves, but it does grant it an immunity to Toxic and Toxic Spikes, as well as a nice resistance to opposing Fairies.
Mega Dachsbun






Ability - Well-Baked Body; Aroma Veil ➝ Flame Body

HP
- 57➝ 57
Atk
- 80 ➝ 89 (+9)
Def - 115 ➝ 150 (+35)
SpA - 50 ➝ 89 (+39)
SpD - 80 ➝ 135 (+55)
Spe - 95 ➝ 57 (-38)
BST - 477 ➝ 577 (+100)

Movepool Changes - Burn Up, Incinerate, Overheat
Competitive Corner - Mega Daschbun takes advantage of an unique type to assert itself a physically-defensive-oriented wall. Quad-resisting U-turn and with stellar defense, it's great at punishing that move in particular if you can keep hazards off. Dissuading Rapid Spin is also welcome, but it would lead to mind games as the most notorious Rapid Spinners in the dex: Mega Quaquaval, Great Tusk, and Iron Treads all can hit Mega Daschsbun super effectively with their STAB. While Mega Daschbun does seem very defensively strong, hazards are obviously a big problem for a defensive Fire-type that cannot use Heavy-Duty Boots, and Wish Protect as its sole recovery option does leave it vulnerable to being played around, without having the benefit of passing particularly high-HP wishes to its teammates. Additionally, It's Fire-STAB options aren't particularly reliable and reusable, but they could be helpful to prevent Steel-types from coming in freely.
Flavor Corner - Mega Daschbun is inspired on the concept of Flambé and the many desserts that are set alight, justifying its Fire-type, new Fire-type moves, and ability. Also expands Daschbun's "hot dog" concept more literally. In goroawase, 57 can be read as 粉 (Kona), which means "flour" and 89 can be read as 焼く (Yaku) which means "bake" or "toast", among other things. So i wanted to emphasise these numbers with my stat distribution.
:sv/Dachsbun:
Dachsbun- Mega
Fairy
Ability: Well-Baked Body/Aroma Veil-> Lingering Aroma
Stats
HP: 57
Atk: 115 (+35)
Def: 145 (+30)
SpA: 65 (+15)
SpD: 100 (+20)
Spe: 95
New Moves:
+Follow Me, Wide Guard

Dachsbun lore really fixates on aroma, so the direction was obvious; Bread Dog's aroma is now so strong it overpowers abilities. In Singles, Lingering Aroma and its buffed defenses allow Mega Dachsbun to be an annoying disrupter, nerfing ability-reliant attackers like Kingambit, Chien-Pao, Mega Lokix and the various physical Paradox mons (yes, LA works on Proto and Quark), most notably Great Tusk and Gouging Fire. Bread Dog gets enough Atk that it isn't exclusively reliant on Body Press for Damage, now able to more effectively use STAB Play Rough to hit targets like Valiant. The buffed defenses allow Wish to be sufficient for healing.

Where Mega Dachsbun really shines, however, is VGC, as it can leverage new support options Follow Me and Wide Guard to shield its teammates. Follow Me + Lingering Aroma is the main draw as it allows Bread Dog to forcibly remove the ability of any physical attacker while protecting its teammate; it being so potentially potent is why I kept Dachs physical, as letting it ignore burns and Intimidate might be too much. Wide Guard means Dachs has an option versus spread moves like Heat Wave and Discharge. From there, you can boost your ally further with Helping Hand, drop attacking stats with Charm or Snarl, or spec into Play Rough as a STAB option, all while using Body Press for consistent damage. You can even delay the Mega and use Follow Me to screw with Chi-Yu before unleashing +2 Body Press.

Mega Arboliva






Ability - Well-Baked Body; Aroma Veil ➝ Peaceful (After using a status move, even if it fails or misses, its Defense and Special Defense rise by one stage each. After using an attacking move, even if it fails or misses, resets Defense and Special Defense to zero)

HP - 78➝ 78
Atk
- 69 ➝ 79 (+10)
Def - 90 ➝ 110 (+20)
SpA - 125 ➝ 165 (+40)
SpD - 109 ➝ 109
Spe
- 39 ➝ 69 (+30)
BST - 470 ➝ 570 (+100)

Movepool Changes - n/a
Competitive Corner - Mega Arboliva can make use of moves like Protect, Strength Sap, Synthesis, and Leech Seed to get itself free defense boosts, but they do come at the cost of, whenever it does attack, it is left vulnerable for the next turn. It can take advantage of its own Grassy Terrain to dish out even more powerful attacks when it does Mega Evolve, but that does require it to take a hit, which can make it even more vulnerable after it does attack and drops its Defenses. The idea is to have an unique special tank that is punished by attacking, but can only really make progress doing so. And it does have to content with 4MSS (choosing between hitting Flying- or Steel-types) if it does decide to use two status moves, and even moreso with three.
Flavor Corner - Olive branches are associated with peacefulness, hence the new ability, which I thought was an interesting way to signify it.
:sv/arboliva:
Mega Arboliva
Type:
Grass / Normal
Ability: Competitive
Moves:
Stats:

HP: 78
Att: 69
Def: 110 (+20)
SpA: 165 (+40)
SpD: 149 (+40)
Spe: 39

Olive branches are commonly associated with peace, but to me, they're more closely associated with competition and victory.




Mega Arboliva has a whopping 165 Special Attack, tying Mega Gardevoir and Mega Ampharos for highest of all non-Uber megas. However, unlike them, Mega Arboliva has a 130 base power STAB move in Leaf Storm, far stronger than Gardevoir's Hyper Voice and Ampharos's Thunderbolt. Its typing is worse offensively than Psychic/Fairy or Electric/Dragon, but it's got pretty good coverage in Earth Power and Alluring Voice to make up for it, and it can boost its power even further with pre-mega Seed Sower.
:sv/Arboliva:
Arboliva- Mega
Grass/Normal
Ability: Seed Sower/Harvest-> Sapping Sludge: User's targeting Grass type moves lower the target's Speed by one stage.
Stats
HP: 78
Atk: 99 (+30)
Def: 95 (+5)
SpA: 145 (+20)
SpD: 129 (+20)
Spe: 64 (+25)


The production of olive oil leaves behind a biohazardous substance called "pomace" which is toxic to many plants; Mega Arboliva secretes a similar substance onto its enemies which impedes their movement, allowing Arboliva and its allies to get the jump on them more easily. Mega Arboliva's ability lets it take a proactive role in speed control, pairing well with its natural tools in Giga Drain, Strength Sap or occasional Leech Seed; however, you also have the funny option of multi-stage drop Bullet Seed (though you do need 3 hits to outpace stuff like Chien-Pao). In Singles, Arboliva mainly targets faster offensive threats, using its ability to rob them of valuable turns. Once the target is slowed down, you get let loose your strong special attacks between Earth Power, Dazzling Gleam or STAB Hyper Voice, or swap to a teammate that can outpace what would otherwise be a scary offensive threat, with pre-Mega Seed Sower giving your first swap a little more leeway.

The ability to drop Speed is particularly useful in Doubles, where speed control is especially nice, especially since you have two different multi-hit Grass moves in Razor Leaf and Petal Blizzard; Razor Leaf only targets opponents, but the fact Petal Blizzard hits your ally can be used to proc Defiant/Competitive shenanigans. You can also leverage PB to improve a teammate's speed under Trick Room, especially since you can easily heal your allies up with Pollen Puff. Mega Arboliva pairs quite solidly with Kingambit, which appreciates Arboliva's Grass moves weakening Water and Ground types while exploiting potential speed drops thanks to Defiant and its natural Grass resist.
Mega :arboliva: Arboliva
:sv/arboliva:
Type: Grass/Normal
Ability: Renaturalization - This Pokémon is immune to all entry hazards. If it lands on any type of entry hazard, it clears the hazard and sets Grassy Terrain. (Trash Compactor clone)

Stats:
HP - 78
ATK - 69
DEF - 125 (+35)
SPA - 141 (+16)
SPD - 149 (+40)
SPE - 48 (+9)

New Moves: Heal Bell, Wish, Toxic
"This Pokémon drives back enemies by launching its rich, aromatic oil at them with enough force to smash a boulder."

Fuck yeah, this bitch smashes Stealth Rocks and Gholdengo can't do shit about it. Return to nature, golden boy.

Base Arboliva is a subseeder which poses an issue since we just got a really good (potentially busted according to a few people, oops) subseeder last slate with a similar typing. Base's primary uniqueness also revolved around Grassy Terrain, but this mon didn't really strike me as a Grassy Glide user, even if I were to swap its offensive stats. It also has a surprisingly high special attack for a mostly defensive mon, but leaning into that will be difficult due to its terrible speed and mediocre offensive typing.

So if that's everything the meta doesn't need, what does the meta need? Hazard control. And while Grass/Normal is a questionable defensive typing, it just so happens to excel at beating the most common hazard setters while sitting with immunity on Gholdengo's Shadow Ball. Add in a great special defense stat and a respectable physical defense backed up by Strength Sap and you've got a pretty solid mon that can not only perform its job well but splash in as a blanket check to many other popular mons in the format as well. Carrying over base Arboliva's Grassy Terrain not only makes the flavor fit that much better for Arboliva, but it also works inherently well with being a hazard cleaner even better than the original Trash Compactor does. The regen provided by Grassy Terrain helps heal chip damage allies may have taken from hazards before Arboliva could come in, halves the damage from Earthquake which is an incredibly common move used by setters, and boosts the power of Grass moves which many setters are weak to. The link between removing hazards and replacing them with Grassy Terrain - reclaimed by nature - also extends beyond just Mega Arboliva and could likely be borrowed by other Megas in future seasons.

Between the slight speed boost, STAB (likely boosted by Grassy Terrain) Giga Drain, and access to Earth Power, the staple Stealth Rockers like Clodsire, Excadrill, Garganacl, Glimmora, Iron Treads, Hippowdon, Ting-Lu, and even a Torkoal carrying Overheat all fold to Mega Arboliva. The only current Stealth Rock user that poses a threat is Great Tusk - a solid and common mon whose most popular sets still lose to Mega Arboliva. Great Tusk users in the meta would have to start running Close Combat to deal with it, and even then, an optimized EV spread from Arboliva can live it from full anyway and shut it down with a Strength Sap. As for Gholdengo, Mega Arboliva has the raw special attack to threaten even defensive Gholdengo sets with a 2hko from Earth Power and enough special defense to live a +2 Make it Rain, even with Life Orb.

Mega Arboliva's high raw defense, special defense, and special attack means that its EVs are extremely customizable - a little bit of defensive investment in either department is enough to squeeze out survival from OHKO or 2HKOs from many offensive threats and a little bit of special attack investment can net you return 2HKOs with STAB potentially boosted Giga Drains or even OHKOs with Leaf Storms if you're spicy, synergistic coverage with Earth Power, or solid neutral damage in Hyper Voice. Arboliva has the ability to check and beat the majority of the tier if you invest properly and take the right moves, so it lets the mon fill whatever gaps the rest of your team has. Otherwise, investing fully on special defense provides a great blanket check with Strength Sap to cover the weak side, and full investment on physical defense with Strength Sap on top makes it a premiere physdef wall with invaluable utility and offensive pressure the enemy can't ignore.

While its ability is the primary selling point of its utility - finally providing a reliable, no nonsense hazard cleaner to a meta that has to go the extra mile in making any hazard cleaner work - I didn't want that to be the only utility it has. My first thought was Aromatherapy, but that got Thanos snapped, so Heal Bell will work as a slightly less satisfying replacement. The flavor is vague enough to work perfectly fine regardless and it has the same effect, but I wanted the Grass one. Regardless, this cleric move works incredibly well with its role has a hazard cleaner since it can not only clear any poison set by Toxic Spikes before it came in but it can also prevent anybody who would try to Toxic Arboliva itself in order to get around its bulk. Wish is much and the same - its healing pairs very well with Grassy terrain at keeping its allies healthy, and synergizes with the cleaner role by healing off previous chip and simultaneously preventing any chip on the mon coming in. (We've all been in a spot where we can't Wish pass to the mon below 12.5% due to rocks being up.) Finally, Toxic is an option that lets it be proactive by hazard spreading against bulky opponents who can shake off its uninvested or minimally invested special attack, preventing the two from sitting passively on each other. Stealing the flavor justification from okispokis (thank you~) about the toxic pomace created as a byproduct of olive oil production. Additionally, did you know that olives are very bitter and, while not dangerous, can cause pretty severe stomachaches when eaten fresh without being cured? Wow! That's convenient!
:sv/Arboliva:
Mega Arboliva
Type:

Water

/
Fighting


Ability: Holy Flames (User is inmune to burn damage and instead heals from it (1/16 of its max hp). On switch in, burns this pokémon.)
HP: 78
Atk: 69
Def: 110 (+120)
SpA: 165 (+30)
SpD: 139 (+30)
Spe: 59 (+20)

New Moves: None!
Flavor: Based of the story of Moses and the Burning Bush, also on the fact that Olive Oil is very flammable. In the Bible, God appears before Moses in the form of a Burning Bush, where despite the strength of the flame the bush itself isn't being burned away.
Description: Gliscor hates it! Find out how Arboliva does it! Anyways, Holy Flame is a burn sidegrade to the infamous poison heal, with a less amount of healing but in exchange being able to burn itself. Arboliva is able to provide teams with a very bulky knock off and status absorber to take on the likes of Dragapult, Mega Brambleghast, Ogerpon and more. Its inability to be statused, constant healing as well as leech seed make this pokémon a very difficult to kill, but not to a point where it is impossible to kill. Added stats include an increase in bulk, special attack to be able to threaten stuff, and a bit of speed to get the jump of mons with 50 base speed or less like Iron Hands and Hydrapple.
 
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Below, my votes:
:sv/grumpig:
1. Gekokeso / Exploziff / BlueRay (me)
2. okispokis
3. DrPumpkinz
4. Clas
5. lydian
6. Seito Chinchou
7. SpiritGuy

:sv/dachsbun:
1. okispokis
2. lydian
3. chemicalmines
4. DrPumpkinz

:sv/arboliva:
1. okispokis
2. Seito Chinchou
3. lydian
4. DrPumpkinz
5. Gekokeso
 

inkbug

Maybe the real mega pokemon were the friends we ma
is a Community Contributor
Hi folks! Sorry about the wait, I was out of it yesterday. =_=
If you're curious about how the vote counting works, you can find a detailed explanation and link to the spreadsheet in one of my other posts in this thread somewhere.
So without further ado:

:grumpig: Mega Grumpig: Exploziff , Gekokeso & BlueRay !!
:sv/grumpig:
Mega Grumpig

New Ability
: Beads of Ruin

Type
: Psychic

New Stats

HP: 80
Attack: 45
Defense: 65 → 95 (+30)
Special Attack: 90 → 130 (+40)
Special Defense: 110 → 120 (+10)
Speed: 80 → 100 (+20)
BST: 470 → 570

New Moves:
- Recover

Description:
1) Design concept
- According to the Pokédex, Grumpig is known as the manipulate Pokémon. It uses its pearls to boost its psychic powers and control humans and Pokémon.
- We figured a new Mega evolution would further enhance its controlling powers, extending it to a whole field.

2) Competitive
Singles:
- Beads of Ruin has an interesting interaction with Future Sight in that if the user switches in when the target gets hurt by this move, it would deal more damage as the target's SpD gets affected by the effect of the ability. To capitalize on this, we keep M Grumpig somewhat bulky and add Recover so that it can switch in and out throughout the game to take a hit and cause chaos with Future Sight.
- Like Chi-Yu, Beads of Ruin also incentives STAB moves on M Grumpig; in fact, it can resort to moves like Psychic Noise to make it harder for bulky Pokémon to recover their health, especially if they're Psychic or Steel Pokémon as they resist the Psychic type. Since M Grumpig should do decent damage with Psychic Noise, it will naturally be able to make progress faster against those resisting Pokémon. You also have the option between Psychic and Psyshock, depending on what you want to hit better.

VGC:
- The Doubles format is where M Grumpig truly shines with Beads of Ruin and where its qualities are further emphasized. There, it can rely on many other Psychic moves to support the team or exert offensive pressure. For instance, M Grumpig can be paired with Indeedee for mindgames. Which one of them will use Trick Room? There's also Expanding Force to consider which, when combined with Psychic Terrain and Beads of Ruin, will do even more damage.
- What's more, M Grumpig has a great support movepool; Trick Room provides the team with speed control, making M Grumpig therefore different from Chi-Yu, which functions purely as an offensive Pokémon. M Grumpig even has access to Thunderwave and Icy Wind, the latter benefitting from Beads of Ruin, if you want a fast teamstyle. Then, it has screens (notably Light Screen) to make sure its ally won't be too hindered by having its own SpD lowered by Beads of Ruin. There's also Helping Hand to enable the partner more.
- Its Psychic type synergizes very well with Fairy and Dark Pokémon who not only hates facing Poison and Fighting Pokémon respectively but who also appreciate M Grumpig's type effectiveness.
:dachsbun: Mega Dachsbun: okispokis !!
:sv/Dachsbun:
Dachsbun- Mega
Fairy
Ability: Well-Baked Body/Aroma Veil-> Lingering Aroma
Stats
HP: 57
Atk: 115 (+35)
Def: 145 (+30)
SpA: 65 (+15)
SpD: 100 (+20)
Spe: 95
New Moves:
+Follow Me, Wide Guard

Dachsbun lore really fixates on aroma, so the direction was obvious; Bread Dog's aroma is now so strong it overpowers abilities. In Singles, Lingering Aroma and its buffed defenses allow Mega Dachsbun to be an annoying disrupter, nerfing ability-reliant attackers like Kingambit, Chien-Pao, Mega Lokix and the various physical Paradox mons (yes, LA works on Proto and Quark), most notably Great Tusk and Gouging Fire. Bread Dog gets enough Atk that it isn't exclusively reliant on Body Press for Damage, now able to more effectively use STAB Play Rough to hit targets like Valiant. The buffed defenses allow Wish to be sufficient for healing.

Where Mega Dachsbun really shines, however, is VGC, as it can leverage new support options Follow Me and Wide Guard to shield its teammates. Follow Me + Lingering Aroma is the main draw as it allows Bread Dog to forcibly remove the ability of any physical attacker while protecting its teammate; it being so potentially potent is why I kept Dachs physical, as letting it ignore burns and Intimidate might be too much. Wide Guard means Dachs has an option versus spread moves like Heat Wave and Discharge. From there, you can boost your ally further with Helping Hand, drop attacking stats with Charm or Snarl, or spec into Play Rough as a STAB option, all while using Body Press for consistent damage. You can even delay the Mega and use Follow Me to screw with Chi-Yu before unleashing +2 Body Press.
:arboliva: Mega Arboliva: Seito Chinchou !!
Mega :arboliva: Arboliva
:sv/arboliva:
Type: Grass/Normal
Ability: Renaturalization - This Pokémon is immune to all entry hazards. If it lands on any type of entry hazard, it clears the hazard and sets Grassy Terrain. (Trash Compactor clone)

Stats:
HP - 78
ATK - 69
DEF - 125 (+35)
SPA - 141 (+16)
SPD - 149 (+40)
SPE - 48 (+9)

New Moves: Heal Bell, Wish, Toxic

"This Pokémon drives back enemies by launching its rich, aromatic oil at them with enough force to smash a boulder."

Fuck yeah, this bitch smashes Stealth Rocks and Gholdengo can't do shit about it. Return to nature, golden boy.

Base Arboliva is a subseeder which poses an issue since we just got a really good (potentially busted according to a few people, oops) subseeder last slate with a similar typing. Base's primary uniqueness also revolved around Grassy Terrain, but this mon didn't really strike me as a Grassy Glide user, even if I were to swap its offensive stats. It also has a surprisingly high special attack for a mostly defensive mon, but leaning into that will be difficult due to its terrible speed and mediocre offensive typing.

So if that's everything the meta doesn't need, what does the meta need? Hazard control. And while Grass/Normal is a questionable defensive typing, it just so happens to excel at beating the most common hazard setters while sitting with immunity on Gholdengo's Shadow Ball. Add in a great special defense stat and a respectable physical defense backed up by Strength Sap and you've got a pretty solid mon that can not only perform its job well but splash in as a blanket check to many other popular mons in the format as well. Carrying over base Arboliva's Grassy Terrain not only makes the flavor fit that much better for Arboliva, but it also works inherently well with being a hazard cleaner even better than the original Trash Compactor does. The regen provided by Grassy Terrain helps heal chip damage allies may have taken from hazards before Arboliva could come in, halves the damage from Earthquake which is an incredibly common move used by setters, and boosts the power of Grass moves which many setters are weak to. The link between removing hazards and replacing them with Grassy Terrain - reclaimed by nature - also extends beyond just Mega Arboliva and could likely be borrowed by other Megas in future seasons.

Between the slight speed boost, STAB (likely boosted by Grassy Terrain) Giga Drain, and access to Earth Power, the staple Stealth Rockers like Clodsire, Excadrill, Garganacl, Glimmora, Iron Treads, Hippowdon, Ting-Lu, and even a Torkoal carrying Overheat all fold to Mega Arboliva. The only current Stealth Rock user that poses a threat is Great Tusk - a solid and common mon whose most popular sets still lose to Mega Arboliva. Great Tusk users in the meta would have to start running Close Combat to deal with it, and even then, an optimized EV spread from Arboliva can live it from full anyway and shut it down with a Strength Sap. As for Gholdengo, Mega Arboliva has the raw special attack to threaten even defensive Gholdengo sets with a 2hko from Earth Power and enough special defense to live a +2 Make it Rain, even with Life Orb.

Mega Arboliva's high raw defense, special defense, and special attack means that its EVs are extremely customizable - a little bit of defensive investment in either department is enough to squeeze out survival from OHKO or 2HKOs from many offensive threats and a little bit of special attack investment can net you return 2HKOs with STAB potentially boosted Giga Drains or even OHKOs with Leaf Storms if you're spicy, synergistic coverage with Earth Power, or solid neutral damage in Hyper Voice. Arboliva has the ability to check and beat the majority of the tier if you invest properly and take the right moves, so it lets the mon fill whatever gaps the rest of your team has. Otherwise, investing fully on special defense provides a great blanket check with Strength Sap to cover the weak side, and full investment on physical defense with Strength Sap on top makes it a premiere physdef wall with invaluable utility and offensive pressure the enemy can't ignore.

While its ability is the primary selling point of its utility - finally providing a reliable, no nonsense hazard cleaner to a meta that has to go the extra mile in making any hazard cleaner work - I didn't want that to be the only utility it has. My first thought was Aromatherapy, but that got Thanos snapped, so Heal Bell will work as a slightly less satisfying replacement. The flavor is vague enough to work perfectly fine regardless and it has the same effect, but I wanted the Grass one. Regardless, this cleric move works incredibly well with its role has a hazard cleaner since it can not only clear any poison set by Toxic Spikes before it came in but it can also prevent anybody who would try to Toxic Arboliva itself in order to get around its bulk. Wish is much and the same - its healing pairs very well with Grassy terrain at keeping its allies healthy, and synergizes with the cleaner role by healing off previous chip and simultaneously preventing any chip on the mon coming in. (We've all been in a spot where we can't Wish pass to the mon below 12.5% due to rocks being up.) Finally, Toxic is an option that lets it be proactive by hazard spreading against bulky opponents who can shake off its uninvested or minimally invested special attack, preventing the two from sitting passively on each other. Stealing the flavor justification from okispokis (thank you~) about the toxic pomace created as a byproduct of olive oil production. Additionally, did you know that olives are very bitter and, while not dangerous, can cause pretty severe stomachaches when eaten fresh without being cured? Wow! That's convenient!
oddish.gif

With that out of the way, I have a message to pass along from BlueRay about our next order of business:
BlueRay said:
Next slate will feature :armarouge: Armarouge, :tinkaton: Tinkaton, and :donphan: Donphan, representing the armour slate. You have until Sunday, 31.03.2024, 23:59, GMT +1, to sub!
:sv/donphan: :sv/armarouge: :sv/tinkaton:
So there you have it!
That should be all from me. Until next time! :clamperl::primarina:
 
:sv/Tinkaton:
Mega Tinkaton
Type
: Steel / Fairy
Ability: Truant
HP: 85
Attack: 75 --> 175 (+100)
Defense: 77
Sp. Atk: 70
Sp. Def: 110
Speed: 94
New moves: Thunder Punch
Description: Big Hammer. 175 base attack Gigaton Hammers are sure to put the fear of the lord on any unfrotunate soul on its path, while its coverage ensures potential switch-ins to its attacks are not safe either. Still Truant mitigates the otherwise extreme power that comes with Tinkaton's attacks, making it a hit and run mon that poses a significant threat to many teams. Your momentum can be sinked if not used correctly, but it can also break holes for your teammates to abuse.
 
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Mega Donphan


Ability - Sturdy; Sand Veil ➝ Speed Boost

HP - 90 ➝ 90
Atk - 120 ➝ 120
Def - 120 ➝ 150 (+30)
SpA - 60 ➝ 60
SpD - 60 ➝ 90 (+30)
Spe - 50 ➝ 90 (+40)
BST - 500 ➝ 600 (+100)

Movepool Changes - Steel Roller
Competitive Corner - Mega Donphan is a bulkier and slower take on the Speed Boosing Mega. We've had Blaziken and Sharpedo before, both very frail but the former able to boost itself with Swords Dance and the latter naturally very strong. Mega Donphan is neither, it's very much on the bulky side, which can afford it a few Curses to get going, and it does likely need two to three Speed boosts to fully outspeed a team, which is hard to do when your boosting move negates Speed Boost for the turn. That said, it does have great coverage to work with, and does hit somewhat hard with 120 Atk. I'm curious how you'd EV this thing. Invest into Attack to make it stronger and able to sweep with less Bulk Ups? Invest into HP and Special Defense to afford it more setup opportunities? Invest into Speed to make sure it gets the jump on Booster Energy users at +2 and rain Barraskewda at +3, and other relevant target in other speed boost levels? There's a lot to consider here!
Flavor Corner - Speed Boost comes from the fact that Donphan is constantly depicted spinning around, and this ability felt like a reasonable representation of that. Bulk Up is explained by the fact that the strongest animal in the world is the African Bush Elephant. Headlong Rush is justified by "Great Tusk gets it, so why can't Donphan?", but generally, slamming your head up against an opponent very fast seems like something Donphan would be able to do. Finally, Spin Out and Steel Roller are totally moves this thing should have gotten this generation already.

Mega Armarouge


Ability - Flash Fire; Weak Armor ➝ Mega Launcher

HP - 85 ➝ 85
Atk - 60 ➝ 76 (+16)
Def - 100 ➝ 138 (+38)
SpA - 125 ➝ 159 (+34)
SpD - 80 ➝ 112 (+32)
Spe - 75 ➝ 55 (-20)
BST - 525 ➝ 625 (+100)

Movepool Changes - Heal Pulse, Terrain Pulse
Competitive Corner - This thing is a very powerful attacker, although its signature move doesn't get boosted it does get a bunch of coverage that now acts as if it had STAB, plus it's got a new toy in Terrain Pulse in Psychic Terrain, which does a fuckload, but does require a lot of support, as Psychic Terrain is a notoriously gimmicky at best strategy in singles (Although this thing does kick major ass in Doubles, hopefully it's fine there too).
Flavor Corner - I've always thought Armarouge should have Mega Launcher and Ceruledge should have Sharpness, so this is my attempt to fix that. The added moves are just Mega Launcher synergy and things you would normally expect an Armarouge to get anyway. The stats are like this because I'm too tired of multiples of 5, sue me

Mega Tinkaton


Ability - Mold Breaker, Own Tempo; Pickpocket ➝ Steelworker

HP - 85 ➝ 85
Atk - 75 ➝ 85 (+10)
Def - 77 ➝ 126 (+49)
SpA - 70 ➝ 85 (+15)
SpD - 105 ➝ 126 (+21)
Spe - 94 ➝ 99 (+5)
BST - 506 ➝ 606 (+100)

Movepool Changes - n/a
Competitive Corner - I know Steelworker is super strong on this thing, but the drawback of Gigaton Hammer does keep it from being too ridiculous. For comparison, this is only about 15% stronger than a Mega Mawile Play Rough, except that can be used anytime you want (90% of the time). So with that, Pokémon like Corviknight, Toxapex and Dondozo can somewhat comfortably take it on. Balance and Bulky Offense teams can predict the Encore (or U-turn with Corviknight as their first move, although you can only do this so much) to then force the Tinkaton out. Meanwhile Dondozo can continuously Waterfall this thing to avoid getting Encored into Rest, but it can Rest at some point and switch out after, as even if Mega Tinkaton sets up on your switch out, you can just go right back into Dondozo. Although Mega Tinkaton can guarantee a Knock Off on Dondozo's boots, so it could be an effective Stallbreaker with Spikes support. Even outside of those, more offensive Steel-resists can also eat a +2 hit and damage it in return into revenge KO range, like Kingambit, Gholdengo, Raging Bolt, Gouging Fire, and Iron Treads, to name a few.
Flavor Corner - Steelworker makes sense as this thing is a tinkerer and blacksmith. 126 can be goroawase for いじる (tinker). I know this is a bit silly, but I cannot help go with this idea given how perfectly it fits Tinkaton, not just in terms of flavor, but its whole THING is "haha stupid hammer move goes brr" and the "we're so back, it's so over" cycle of Gigaton Hammer. So an ability that boosts only Gigaton Hammer even further, but not, say its Play Rough, is just perfect to expand it's competitive identity further.
 
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