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

Seviper
Poison
73
100
60+40=100
100
60+55=115
70


Solid Scales
Immunity to slicing moves. + 1 Speed if hit targeted by a Slicing move

A bulky Coiler, no Recovery outside of Rest, but good coverage. (f*** Corvinkight) May be used in DragMag. Trailblaze Coil Rest anyone in DragMag?




Solrock
Rock-Psychic
90
95+19=114
85+20=126
55
65+50=115
70


Shooting Star
If hit by a Ground-type move, +1 to both defenses. Not immune

+Refresh, Body Press

A bulky set-up, able to exploit bulky Grounds with refresh. It can use SD, Cosmic Power, Rock Polish… Low speed means Scarfers can outspend after Polish.
252+ Atk Gliscor Earthquake vs. 252 HP / 0 Def Solrock: 236-282 (61.4 - 73.4%) -- guaranteed 2HKO after Leftovers recovery
 
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Dead by Daylight

are we the last living souls
is a Pre-Contributor
:sv/seviper:

Mega Seviper @ Seviperite
Ability
: Shed Skin / Infiltrator ---> Serpent of the Sea (Upon being hit by a damaging move, this Pokemon summons Primordial Sea.)
Type:
/


New stats:
HP: 73 ---> 83 (+10)
Attack: 100 ---> 110 (+10)
Defense: 60
Special Attack: 100 ---> 135 (+35)
Special Defense: 60 ---> 85 (+25)
Speed: 65 ---> 85 (+20)
BST: 458 ---> 558 (+100)

New moves: + Origin Pulse, Aqua Tail
Description:

I was wondering how snakes were important in mythology, and one thing stuck with me: the Hindu tale of a snake, named Vritra (or Ahi), who swallowed the primordial sea and did not release it until Indra, the god of the heavens, struck it with a lightning bolt. You see where I'm going here, don't you?

Anyways, on to competitive justification. Mega Seviper is an interesting case of having good power at a cost. Its STAB combination allows it to deal tons of damage to Grass-types trying to switch in on Origin Pulse, while its Water STAB lets it kill Steels. It also hits quite hard with Serpent of the Sea setting up Primordial Sea to further nuke neutral targets and switch-ins. Additionally, its Attack is still quite good at base 110, and with Primordial Sea up, Aqua Tail can dish out some serious damage to special walls. Finally, its Poison typing is incredibly helpful, since it lets Mega Seviper avoid Toxics, which force defensive teams to attack it and trigger Serpent of the Sea.

Now, that's all well and good, but there are still flaws with Mega Seviper. Firstly, its Speed tier is quite awkward; while it outspeeds many defensive 'mons and washes them away (pardon the pun), it struggles with offense since not only can they outspeed Mega Seviper, but they can also hurt it badly or outright kill it. Additionally, defensive teams can somewhat dance through its onslaught with other status and recovery.

If you want a Pokémon that can put in work against stall and force those pesky teams to dance on a knife's edge, then this is the Mega Seviper for you.
-----------------------------------------------------

:sm/zangoose:
Mega Zangoose @ Zangoosite
Ability:
Immunity / Toxic Boost ---> Tough Claws
Type:
/


New stats:
HP:
70
Attack: 115 ---> 160 (+45)
Defense: 60 ---> 75 (+15)
Special Attack: 60
Special Defense: 60 ---> 115 (+55)
Speed: 90 ---> 75 (-15)
BST: 458 ---> 558 (+100)

New moves: Double Iron Bash, Head Charge

Description:

"Well...broke the chart." - Jon Bois (if you get this reference we are now friends)

Mega Zangoose's hatred for poison has grown so vehement that its claws are now steel and its body is covered in a steel plating of sorts. Now, on the outside, this may seem insanely broken, but let me explain. Firstly, it is now pretty slow due to the aforementioned Steel covering, lettting a lot of things outspeed it. Additionally, its mediocre defenses mean that whatever move that Mega Zangoose is going to be targeted by, it will likely take a lot of damage. Not much else to say here. Positives are...pretty obvious. Tough Claws boosted DIB and Head Charge off a 160 Attack stat is going to drive fear into the hearts of all that face it.
 
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Hello M4A, I've decided to return after 1 slate:

Mega Zangoose
:ss/zangoose:
-----------------------------------------------------------------------------------------------------------------------------------------------------------------
Type: Normal/Steel
-----------------------------------------------------------------------------------------------------------------------------------------------------------------

Ability: WIP
- Trap poison type
-----------------------------------------------------------------------------------------------------------------------------------------------------------------
Stats:
HP: 73
Attack: 135(+20)
Defense:90(+30)
Special Attack:60
Special Defense: 90(+30)
Speed: 110(+20)
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New moves: Psycho Cut
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Descriptions: Lure poison type with toxic spikes, taunt and stallbreak them. Else, clean some mon with its raw power + toxic spikes.




Mega Seviper
:ss/seviper:
-----------------------------------------------------------------------------------------------------------------------------------------------------------------
Type: Poison/Dark
-----------------------------------------------------------------------------------------------------------------------------------------------------------------

Ability: WIP
- If this pokemon use a physical move this turn, use its attack stat to calc when taking a physical hit. If this pokemon use a special move this turn, use its sp atk stat to calc when taking a special hit. (need a better description)
- For example, if this pokemon use a physical move, in that same turn its base defense stat become "130", its base attack stat. This is w/o stat modification
-----------------------------------------------------------------------------------------------------------------------------------------------------------------
Stats:
HP: 73
Attack: 130(+30)
Defense:60(
Special Attack:130(+30)
Special Defense: 60
Speed: 105(+40)
-----------------------------------------------------------------------------------------------------------------------------------------------------------------
Descriptions: Really fun mon to use. Seviper is a horrible mon in general, being frail, slow, and mediocre at hitting something else. It had a pretty interesting mixed set in the lower tier, so I decided to make the best of mixed Seviper with this mega.
 
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Eeveekid10

Whether to uturn or eq the heatran?
:solrock: :ss/solrock: :solrock:
Mega: Solrock
Type: Fire/Psychic
Ability:- Counter Clockwise Spiral: Permanent Trick Room until this pokemon leaves the field.​


Stats:
HP: 90
Attack: 95-->110(+15)
Defense: 85-->65(-20)
Special Attack: 55-->110(+55)
Special Defense: 65
Speed: 70-->120(+50)


New Moves: Burn Up, Scald, Energy Ball,


Description:-
--> Discount slowking but exerts more offensive pressure and has a worse defensive typing
--> Can carry special sets or physical sets
--> Physical sets include swords dance, unstab edgequake and a filler move like stealth rock
--> Special sets include Burn Up, Scald, Energy Ball, Meteor Beam as a bait move, Psychic STAB




:zangoose: :sv/zangoose: :zangoose:
Mega: Zangoose
Type: Normal
Ability: Sheer Force


Stats:
HP: 73
Attack: 115-->120(+5)
Defense: 60-->80(+20)
Special Attack: 60-->100(+40)
Special Defense: 60-->80(+20)
Speed: 90-->115(+15)


New Moves: Stomping Tantrum, Tri Attack, Weather Ball


Description:
--> Mixed Sheer Force Zangoose! It's main setup move is Work Up!
--> Zangoose gets furret's special movepool so I wanted to do something funny with it so I designed this silly ahh mixed zangoose.
--> Zangoose now can carry a VARIETY of sets, including physical, mixed or even special sets.
--> It can use BoltBeam! Or even PHYSICAL BoltBeam! Or maybe even mixed BoltBeam...?
--> Its main physical moves are:
Double Edge
Ice Punch
Thunder Punch
Fire Punch
Stomping Tantrum(not boosted)
Close Combat
Crush Claw/Rock Climb
Zen Headbutt
Rock Slide
Poison Jab/Gunk Shot
Shadow Claw(not boosted)
Night Slash(not boosted)
--> Its main special moves are:
Tri Attack
Ice Beam/Blizzard for hail
Thunderbolt/Thunder for rain
Focus Blast
Fire Blast/Flamethrower
Grass Knot(not boosted)
Surf(not boosted)
Weather Ball(not boosted)
Shadow Ball
Solar Beam for sun teams
-->Its main Status Moves are:
Work Up
Swords Dance


:seviper: :sv/seviper: :seviper:
Mega: Seviper
Type: Poison
Ability: Protean


Stats:
HP: 73
Attack: 100-->105(+5)
Defense: 60-->105(+45)
Special Attack: 100-->105(+5)
Special Defense: 60-->105(+45)
Speed: 65


New Moves: Nature Power, Gunk Shot, Surf, U-turn


Description:
--> Based on reptilian mons like kecleon getting protean
--> Has good enough coverage for being both defensive and offensive.
--> Can use Dark type moves to hit Psychics, Can use Surf to hit Grounds
--> Has a good speed tier for a trick room team
--> Nature Power makes it good for national dex and the eventually arriving terrain setters.
--> Can use glare or toxic to cripple mons offensively or defensively.
--> Since it knows a variety of good moves, it can force mindgames.
--> HOWEVER, its not completely broken.
 
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:SM/zangoose:
Name: Zangoose-Mega
Type: Normal/Ghost
Ability: Spectral Anger (+1 stage of Atk on successfully attacking with a supereffective move. Pre-existing ability added in earlier M4A, belonging to Busted form Mega Mimikyu.)
New Moves: N/A
Stats: 73 HP, 140 Atk (+25), 80 Def (+20), 72 SpA (+12), 80 SpD (+20), 113 Spe (+23)


Calling upon the spirits of its ancestors, Zangoose gains a secondary Ghost typing! Unfortunately, base Zangoose's only Ghost-type moves are Curse, Shadow Ball and Shadow Claw.
Ghost isn't here for attacking, though: it serves as a way to give Mega-Zangoose more opportunities for a safe switchin, allowing for it to rev the engines up.
With Swords Dance and wonderful coverage by virtue of being a Normal-type, Zangoose can quite quickly start sweeping, and rack up the attack boosts through Spectral Anger.
Thanks to gaining a bit of extra bulk, Mega Zangoose can play around its priority weakness a bit better, further helped by gaining immunity to Shadow Sneak, Mach Punch, Vacuum Wave and Quick Attack.
However, Sucker Punch becomes a major threat to it thanks to the newfound weakness to Dark... although if one's bold enough, they could try and PP stall it out with Swords Dance.
Base Zangoose's primary issue, its low speed, is also compensated for, with its 113 base Speed allowing it to outspeed a few more Pokémon that might have revenge killed its base form.
 
okispokis & NANI?! proudly present:

:sv/Seviper:
Seviper-Mega
Poison / Dark
Ability: Shed Skin/Infiltrator-> Merciless
Stats

HP: 73
Atk: 110 (+10)
Def: 70 (+10)
SpA: 120 (+20)
SpD: 100 (+40)
Spe: 85 (+20)
New Moves
: +Gunk Shot, Power Trip, Toxic Spikes

Seviper's hatred of Zangoose now makes it subconsciously deal more damage to any poisoned Pokemon in the hopes of finishing its poison-soaked foe. With newfound access to Toxic Spikes, Seviper can more reliably spread poison on the opposition, letting it trigger more consistently; even non-grounded Pokemon are not safe thanks to the decent poison chance on STAB Sludge Bomb or Gunk Shot. Added Dark typing gives Seviper some additional resistances and curtails its Psychic weakness while boosting options like Knock Off, Sucker Punch and new Power Trip on physical sets, especially after setting up with Coil.

Seviper has a solid set of coverage to back up its STAB: Flamethrower scorches poison-immune Steels and decimates Mega Wormadam; Earthquake provides a physical option for Steels and deals solid damage to the T. Spike absorbing Nido Regents, as well as Heatran in NatDex formats; Aqua Tail can be used on physical sets to smack incoming Grounds, most notably Gliscor; Giga Drain provides recovery and anti-Ground coverage for special sets; and HP Ice bodies Gliscor while also chunking the Nidos. Mega Seviper has a respectable speed tier that lets it get the jump on many slower mons, using passive staples like Ferrothorn as potential set-up fodder (or disrupting them with Taunt), or getting up TSpikes vs a solid chunk of the meta while not being unreasonable to revenge kill. Whether running a special set with TSpikes, a physical set with Coil or even a mixed set to squeeze maximum use out of its coverage options, Seviper is all out of mercy for the Kalos Dex!
 
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SolrockCrownZenithGG15.jpg

Mega Solrock
Rock / Psychic
Ability: Simple

90 / 95 / 125 / 90 / 85 / 75
+40 Def, +35 SpA, +20 SpD, +5 Spe

Now this guy... this guy's coming for you.
Although its offenses are lackluster to start with, it can quickly become a hellish wallbreaker, if given the opportunity to double dance with Swords Dance and Rock Polish. Alternatively, a more defensive set with Cosmic Power and Morning Sun can stay around as long as it wants and watch the earth crumble around it.

Although this all seems very strong, here's some things to keep in mind: Rock/Psychic is not a particularly strong offensive nor defensive pairing, Solrock will struggle to fit non-STAB moves between all of its setup and recovery if desired, and without setup Solrock hits like a wet noodle. Additionally, Solrock becomes extra weak to Intimidate and other methods of lowering its stats, especially if special attackers are carrying Fake Tears and ways of hitting it for weakness in VGC.

It's quite simply the sun, so don't expect some matchup fission'— instead, fuse it to your heart.

Collab with XtheGAMEmaster!
TeamMagmaZangooseDoubleCrisis22.jpg

Mega Zangoose
Normal
Ability: Inoculate (Knocking out an opponent cures the status conditions of the entire party.)

73 / 135 / 84 / 60 / 100 / 106
+20 Atk, +24 Def, +40 SpD, +16 Spe
New moves: Drain Punch

Oh no! You asked for a cleric, but all I could bring was offense! Anyways,

Zangoose is bringing a fun twist to the support role. Because it can only support in Singles by attacking, it's free to invest as much as it wants into its damage. And its damage certainly doesn't disappoint: with a wide range of coverage and tools at its disposal, Zangoose can keep dishing out damage and keep its opponents coming back for seconds.

First and foremost, the addition of Drain Punch! Zangoose now has a form of longevity for if it chooses to sweep, chooses to get a quick KO and cure an ally in the back, or even if it needs some Fighting coverage with minimal cost to its bulk (Close Combat can only get one so far). In addition, Zangoose already has access to Pursuit! Got an opponent who's just a tap away from leaving the battle? Pursuit has got you covered as a KO-confirm tool. Finally, with the ability to cure your own status after KOing an opponent, Swords Dance sets can't be stopped with just Toxic or Will-o-Wisp.

All in all, Zangoose is a potent offensive cleric, with well-rounded tools to keep itself alive and keep enemies in the ground.

Wow! Is that a Mean Girls: The Musical reference? Surely this can only go well! Anyways, it's been a hot minute since I've last subbed, and I'm happy to be back.
 
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Gravity Monkey

Que des barz comme si jtais au hebs
is a Top Artist

Seviper-Mega Seviperite
New Ability: Prankster
Type:

Stats: 73 / 160 (+60) / 70 (+10) / 100 / 90 (+30) / 65 [BST: 558]
New Moves: Moonlight
Description: A pokémon with a very simple goal: to dish out Prankster Glares. This extremely simple yet effective combo paired with an excellent typing lets it be a fairly cool offense deterent. It's bulk is rather low, but just like ORAS Talonflame, an access to a +1 prio Moonlight, Taunt and various stat-decreasing status moves lets it take on a surprising number of threat. It also has access to Swords Dance/Coil and a pretty huge physical movepool all things considered; Knock Off, Sucker Punch, Earthquake, Brick Break, and of course an array of poison STABs. There are loads of options. A good comparison point for this mon would be Thundurus; just like it, it can take on both utility para-spam roles or offensive set up roles.
 
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ItzaDelta

formerly I-Deepblue-I
:bw/zangoose:
Name: Mega Zangoose
Typing: Normal
Ability: Merciless
Stats:

HP: 73
ATK: 165 (+50)
DEF: 80 (+20)
SPA: 60 (+0)
SPD: 80 (+20)
SPE: 100 (+10)

The rivalry between Zangoose and Seviper is probably the two's most defining characteristic, so, for the megas, i'm gonna flip that dynamic a bit. Zangoose, upon mega evolving, gains the ability to interact with poison, worsening its effects on whatever it strikes with its claws, though it cannot produce it itself. It is known for being particularly aggressive towards poisoned Pokemon, as it has learned to associate poison with Seviper, which it still hates.

Competitively, Zangoose is a Swords Dance sweeper/wallbreaker that fits best on more balanced teams, as it appreciates its teammates inflicting Toxic on the Pokemon it usually struggles with. Merciless also makes it a great answer to Gliscor and its access to Close Combat allows it to hit Steel types hard to make up for their Poison immunity. Keep in mind, though, that Zangoose's speed tier is just average for an offensive Pokemon, meaning it is prone to getting forced out by faster threats, such as Weavile and Garchomp, though these also cannot switch in directly.
 
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Paulluxx

[Regional Manager of Big Shifu]
is a Community Contributor
Good to be back, with the first of my subs for this slate. Glad to be working with somebody who is quite new to the community. It makes me feel younger... This was a collaboration with my man XtheGAMEmaster


:BW/Solrock:
Mega Solrock
Type: Rock/Fire
Ability: Levitate
Stats:
HP: 90
Atk: 95 -> 125
Def: 85 -> 95
SpA: 55
SpD: 65 -> 90
Spe: 70 -> 105
New Moves: Corrosive Gas, Sacred Fire, U-Turn

Concept: "Mega Energy causes Solrock's dormant meteorite core to awaken, superheating it's body to the same degree as a small star. It streaks through the sky like a burning comet."

As the original embodiment of the sun, and thanks to it’s mystical psychic powers pre-mega, Solrock has been gifted an incredibly form of STAB in Sacred Fire. This more agile Solrock has also gained newfound access to U-Turn to pivot around it’s enemies, similarly to it’s meteorite cousin, Minior, being that suns are made of superheated gas it gains access to corrosive gas which melts away the items of its opponents.

Competitive Design:
Okay so as somebody who has been playing quite a bit of ADV UU recently, I took to my solrock in analyzing what made it good back then, and once XtGM brought up his concept in Discord I fell in love. A lot of people look at a pokemon like Solrock with its defensive typing and underrate it but, its a very interesting Pokemon in that, its on paper worse defensive typing is well suited for the Kalos metagame. Which is notably derelict of waters, and filled with Grounds and Steels which its new typing and carried over ability allow it benefit from. It is a strong physically oriented pivot with item removal and a lot of ability to burn things either with the guaranteed wisp or its new tool of Sacred Fire. It can run defensive or offensive sets, with no real mandatory moves. Its new speed tier allows it to threaten a large amount of the metagame, and from the beginning of the game make progress. Its also a great defensive mon as long as it can get its burns off. It is notably an excellent check to Weavile, as well as SD Gliscor and Scizor. But most importantly right now, its an excellent check to the newly introduced Mega Sylveon.
 
Hi I hope you didn't mind the notification sorry if you did


Mega::ss/Solrock:

Typing: Rock/Psychic --> Rock/Fire
Ability: Levitate-->
Rotation [Previously given to Mega Starmie, it increases one of its defenses by 1 stage based on the opponent's higher attacking stat.]
Stats:
90/95/85/55/65/70
To
90/110/105/55/105/95
90/(95+15)/(85+30)/(55)/(65+50)/(70+25)


New Moves: Spikes, Rapid Spin, Teleport, Psycho Shift


This is a mega which wouldn't use rotation to exert bulky offensive pressure like :starmie:-mega does, but use rotation to click hazards and switch out, maybe come back and rapid spin out the hazards too. It also isn't weak to ghost anymore.
It has a lot of utility moves distinguishing it from Mega Starmie!
Like?
Will-o-Wisp! It can use will-o-wisp to cripple physically orientated pokemon, allowing it to completely wall them, even if they are water or ground types!
It gets Stealth Rock, Spikes and Teleport! It can offensively support its teammates by using these moves to either cripple the opponent's side or provide a safe switch in! Especially when its ability will most likely make the opponent switch into a counter due to how bulky it would become after a boost, that would mean a free hazard or a free teleport for solrock's team, thus applying easy pressure.
It gets Rapid Spin! Besides laying down hazards, it can remove its own hazards while also facilitating a swords dance sweep on offensive sets with the speed boost, and the rotation boost at switch in.
It can carry Psycho Shift for crippling the opponent's passive check to it!
This mon isn't everything though, it gets countered by most special/mixed attackers like current :mienshao:-mega, a single special water/ground move will ko it one hit, and it has 4 moveslot syndrome. Other than that its a really fun mon.



Mega: :bw/seviper:
Type remains poison
Ability: Shed skin/Infiltrator-->
Acidic Surge [Summons Acidic Terrain for 5 turns, a pre existing ability owned by mega dragalge]​


Stats:
73/100/60/100/60/65
To
73/140/60/120/90/75
73/(100+40)/(60)/(100+20)/(60+30)/(65+10)
New Moves: Fire Blast, U-turn, Gunk Shot


This Seviper does 3 things, cripple steel types, facilitate hawlucha sweeps and defeat the various fairy types like :azumarill: while also dealing with :scizor:.
I gave it acidic surge because its a poison mon neither defensively nor offensively orientated in its base form, unlike the broken poison/dragon :dragalge:-mega; This isn't like dragalge in any regard, it has got a single STAB, mediocre defenses and a very good mixed attacking stats and movepool
It can use U-Turn, Gunk Shot, Fire Blast, Toxic,
Haze, Glare and Various Coverage Moves like Earthquake, Seed Bomb, Universal Fang Moves.
U-Turn allows it to facilitate :Hawlucha: sweeps and provides it's teammates a safe switchin.
Gunk Shot gives it a good STAB
Fire Blast or Flamethrower covers mons like :Scizor:, :Ferrothorn: and most importantly :escavalier: -mega
Toxic allows it to cripple any or every mon in the team, including the scary setup sweepers.
Haze allows it to further stop opponent sweepers.
Glare allows it to successfully cripple offensive mons and outspeed them
Seed bomb covers :mienshao:-mega and :Clawitzer:-mega


*Even though I technically got the idea of contact based moves working as psycho shift as an ability before war incarnate(I know they aren't aware of it so I just wanted to point out), I don't mind if someone else is using the idea because they might just be better at balancing the idea, also I had like 50 more zangoose ideas so well-

:sm/Zangoose:
Type: Normal--> Normal/Fighting
Ability: Immunity--> Reckless


Stats:
73/115/60/60/60/90
To
73/120/90/60/100/115
73/(115+5)/(60+30)/(60)/(60+40)/(90+15)
New Moves: High Jump Kick, Jump Kick, Recover, Bulk Up
[/QUOTE]


Zangoose does what :staraptor: does, do MASSIVE damage with recoil moves, Double Edge, Jump Kick, High Jump Kick allows it to do good damage while recover allows it to heal them off!
Bulk Up allows it to boost its offensive and defensive use, being able to take a hit and give off a powerful one too
 
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Paulluxx

[Regional Manager of Big Shifu]
is a Community Contributor
Once again a collaboration with my brother Sticky Fingaaa.
(Permission from council to post late)
:BW/Zangoose:
Mega Zangoose
Type: Normal
Ability: Magic Guard
Stats:
HP: 73
Atk: 115 -> 145
Def: 60 -> 90
SpA: 60
SpD: 60 -> 90
Spe: 90 -> 100
New Moves: Recover

Concept:
“A powerful warrior, the Zangoose tracks its immortal opponent”


From the beginning we knew we wanted an ability that took advantage of Zangoose’s strengths as a Pokémon. Not anything that just followed its flavor, originally we had an idea about sharing chip damage but, then I thought about Magic Guard as, intrinsically the myth of the Mongoose and the Serpent isn’t only a myth but also. The mongoose is actually revered and sacred under the worship of the Mesopotamian Magic god who was specifically invoked for protection from snakes. So magic guard just like, fit. Magic guard Pokémon also consistently have Recovery, so we thought Recover as an addition made sense. Especially when we learned of its ability to heal itself naturally from things using its Nicotinic acetylcholine receptorWhich I thought was very fascinating as it’s one of only 4 Mammals with such an ability
Competitive Design: (Written by one Sticky Fingaa)

So, me and Paul were brainstorming what our Zangoose should be, when we thought about Magic Guard, which not only fits really well with Zangoose's thematic, but also synergizes with Zangoose's toolkit perfectly. Zangoose can rely on Double-Edge's raw power without having to worry about recoil damage, while also not caring about hazards or any other type of residual damage such as poison, being an active threat to the opposing team with its huge attack allied to setup moves such as SD and Belly Drum and its incredible movepool. Zangoose also benefits a lot from the defensive utility it gets through Magic Guard and the additional bulk, being able to act as a Stallbreaker with Taunt + Recover, and possibly Facade to ignore potential burns
 
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Hi!

Today is review day. You have until Friday (17.02.2023) to revise your subs. If you do so, please, notify one of the reviewers who took a look at your sub. The reviewers for Kalos Slate 5 are Hematemesis (Bolivia on Discord), Paulluxx, and me (BlueRay).
Below, the feedbacks.

Lydian – Given its design and first appearance in the anime, Solrock is a suitable candidate for the Drought ability. Thanks to its low speed, M Solrock will no doubt have a niche in VGC where it can set up Trick Room and pressure Fire Pokémon and Pelipper with Rock moves. In Singles, I imagine M Solrock will have some niche roles, like checking Weavile or removing hazards. That said, if you really insist on adding a Fire move, I imagine Heat Crash might be a better choice over Flame Wheel due to its potentially good damage output. Burn Up is another option to lessen M Solrock’s weakness profile if you rather prefer this move. I would also support adding Teleport to enable Sun teams easier in Singles. [approved]

Quagsi & Mossy Sandwich
– You both did a good job explaining what makes Desolate Land M Solrock different from Drought M Solrock. The former is a more selfish Pokémon in Singles since only it itself benefits from the Water immunity and the Fire boost to pressure Steel and Grass more easily. On top of that, Growth is a very interesting addition to M Solrock since it allows it to run physical, special or mixed sets, making it a very flexible and diverse Mega Pokémon. In VGC, there’s no doubt M Solrock will make the Sun archetype much more viable. Perhaps, it might be good enough to keep up with the might of M Dhelmise and M A Ninetales. It does have moves effective against these Pokémon at least. Furthermore, it can also provide speed control in Trick Room. This is a very cool sub. Make sure to mention Mossy Sandwich’s name since you two have been working on this sub together, if I’m not mistaken. A small feedback on the visual presentation of your sub: I would encourage you to not bold everything to make the text easier to read for readers. If you want to highlight an important aspect of your sub, you could always resort to colours or italic. [approved]

DrPumpkinz
– You did a great job paying attention to the way GF created Solrock and Lunatone in generation 3. Against this background, Rock Head is a perfect choice to stay true to the logic you described while still being useful enough on M Solrock as it learns Flare Blitz. Once threats are gone or weakened, M Solrock’s speed and access to Swords Dance make it a neat lategame threat. [approved]

Abismal
– Probably one of the most interesting aspects about this sub is the fact that M Solrock sets different layers of hazard while trapping certain Steel Pokémon. Its high speed is very nice to ensure it has some niche in NatDex, removing threats like Heatran or Kartana. Since you gave Taunt to M Solrock, it will have an easier time shutting down strategies of certain Steel Pokémon, like Ferrothorn or Skarmory which are known for setting hazards or annoying you with Leech Seed and status respectively. [approved]

Gekokeso
– Scorch is a very fitting ability flavour wise given Solrock’s design. As you’ve already mentioned, the ability is very potent, which makes sense since you are working with a difficult dualtype; it’s difficult because Rock/Psychic is weak to many common moves from types like Water, Ground, and Dark, to name a few. However, I should say that the guaranteed burn is too much; M Toxtricity-Low-Key has a similar ability but for Poison and was already very busted since it excelled in wearing down Pokémon at any point. Now, with Scorch, you can heavily restrict your opponent’s movements since M Solrock only needs to switch in to burn a Pokémon. What’s more the combination of high speed and Taunt makes it very difficult to deal with this Pokémon. You already gave it Rapid Spin, and it also learns Swords Dance in gen 8, so, you could definitely lower its speed tier, especially when Kalos doesn’t have many fast Pokémon in general. As for the ability, it needs to be balanced, especially if you still want to enable Guts users in VGC, which is a neat idea in itself. [not approved until stats and ability are balanced]

Agent9
– Supernova is an interesting ability to get the most out of recoil or suicide moves while improving its physical bulk at the same time. The interaction with VGC is fairly interesting as you can hit more targets with spread moves, potentially enabling Guts users, for instance. I also like how the ability can help it to set hazards or boost itself much easier. [approved]

NANI?!
– That was a superb presentation. I like how you paid attention to different Pokédex entries and combined them together to illustrate why Dazzling is a perfect flavour choice for this Pokémon. Competitive wise, the ability has a lot of neat applications. M Solrock can set hazards, spread status, set up Trick Room or boost itself, which is quite an impressive list. There’s also something to be said about the fact that the Rock and Ghost type is weak to many priority moves, like Aqua Jet, Grassy Glide, Shadow Sneak, or Sucker Punch. Thus, Dazzling really helps covering this issue. Well done! [approved]

Okispokis
- Dry Skin is a very interesting choice on your sub. Being immune to Water while also resisting Freeze-Dry is an incredible trait; after all, few Pokémon are able to withstand that combo. What’s more, M Solrock also resists Hurricane from Pelipper, forcing Rain players to rely on other Water Pokémon to make progress against this Pokémon, which is amusing in itself. As M Solrock will naturally force out Pokémon due to its offensive pressure and resistance profile, it will likely find the opportunity to either set hazards or remove them. Boosting itself is also possible. To my knowledge, these traits are pretty unique on a Dry Skin user, at least in Kalos. [approved]

Turtlek
– Shooting Star is an interesting name for an ability that makes the user immune to Ground. I can see the synergy with Body Press, Cosmic Power, and Stored Power (the latter mostly only design wise due to low SpA). So, in that sense, you did a good job making sure they’re all connected to each other. [approved]

Eeeveekid10
– Counter Clockwise Spiral is a great flavour choice, especially if you were alluding to an old episode from the anime where Solrock spun its body, making its environment pretty hot. Now, here, you went for a space and time manipulation, which is also very in line with certain Psychic Pokémon, like Gothitelle or Celebi.
Now, if I had to take a guess, you went for base 120 Spe because that’s the same speed tier as M Slowking. If so, I applaud you for trying to balance this sub! I should note, however, that base 120 Spe was chosen because M Slowking would get naturally outsped by Modest Magnezone, which is one way of dealing with it. Since M Solrock is not weak to Magnezone, naturally, we might have to look for another, more suitable speed tier. But for now, the speed tier looks fine as it is. [approved]

DarkFairy
– This is a very neat presentation. Including humour is always appreciated to make the sub more appealing to the reader and make the text more palatable. Since M Solrock can chose between SD, Comic Power, and CM, it looks very scary on paper and it can punish passive plays from opponents. Though, it’s a good thing you didn’t raise its speed a lot. That reminds me, base 90 Spe is actually wrong. Base 75 Spe is the correct number since you are only allowed to distribute 100 stat points. [approved]

Paulluxx & XtheGAMEmaster
– The approach to this sub reminds me a lot of how GF designed M Scizor, M Tyranitar, and M Abomasnow, among others. Reusing the same ability on a Pokémon but for different purposes is something that’s been largely unexplored in M4A. Thus, this sub merits a lot of attention. I like how, despite having a very flawed dualtype, M Solrock can still make the best out of its ability in a Kalos centric metagame, checking, as you’ve already mentioned, (M) Sylveon, Weavile, and many Ground Pokémon, like Diggersby or Mamoswine which are not always easy to check. So, this M Solrock is guaranteed to find a good home in Kalos. The moves you added all work very well with M Solrock, underlining its utility and making sure it’s always able to make some progress. On another note, the visual presentation of this sub (such as colours or the division in concept and competitive design) is superb, making it very enjoyable reading experience. Chapeau! [approved]

Snowdrops
– Rotation is a great flavour choice, especially if you were alluding to an old episode from the anime where Solrock spun its body, making its environment pretty hot. I like how Rotation emphasizes the use of Will-O-Wisp and hazards, making it very different from M Starmie. Rapid Spin + SD can be a potent combination, especially with a defensive boost and a good offensive typing. This M Solrock has some promise competitively. [approved]

Lydian:
Denied: Its ability is just better Poison Heal. Would be fine otherwise but ability needs to be changed.

Jazzmat:
Approved(if speed is slightly lowered): This one is rather cool, I had a similar idea in my process. And the use of STAB Facade is always very cool. An interesting version of the comatose abilities in general. Will definitely be balanced if its easier to revenge kill. I recommend bringing its attack into the 100-105 range. Belly Drum with a 140 BP STAB, and Close Combat for steels and 126 speed is likely too much. Especially if it can't be statused. But once its down to 100-105 speed it should be fine.

Pumpkinz:
Approved: This one is very cool, and keeping it at the speed tier it was at was definitely the right decision. Interested to see it in action if it wins. And interesting flavor.

Abismal
Approved: Technician is always an ability that comes up, this one is rather cool and definitely balanced. Not the most interesting but always works.

War Incarnate:
Approved: I actually kind've adore this one, especially its interaction with Gliscor. Gliscor being always poisoned allows you to disrupt and pivot something in to revenge a Zangoose in action without forcing a mon to be poisoned. Its also an interesting use of a pretty niche move.

Agent 9
Approved: Always a big fan of No Guard subs, especially with a Pokemon that has such a movepool like Zangoose, Zangoose itself makes a lot of sense with this ability due to its nature.

Lord Pxperto
Approved: This is approved but, you're definitely wasting a lot of points here. I recommend putting all of the Special Attack dump into attack. Giving it 140 attack will make it a lot more usable. I also recommend giving it Drain Punch as a secondary stab option. Despite its susceptability to status, bulkier sets of this mega could get lots of longevity through SDing and then drain punching to regain health. it also directly synergizes with Zangooses relatively low HP.

Eeveegirl
Approved: You know I love me some regenerator, this one uses it well flavorwise and competitively. Nothing much to say, just another solid mega.

Okispokis
Approved: Once again not much to say, this is a well made and well described sub. Thanks for making it easy to read as well, and a cool and intuitive custom ability.

Dead by Daylight
Denied: First things first first is we can be friends. I love Jon Bois. This sub still needs a little bit more time in the oven. Double Iron Bash isn't really a move you can easily distribute since its so intrinsically linked to Melmetal. You can definitely try to explain it but, its unlikely it will be approved with DIB. Its not, entirely broken, as its mediocre bulk and pretty meh defensive typing hold it back. But I'd definitely feel more comfortable if it had like 10-20 less attack. It hits crazy hard even without DIB.

Shrimp
Denied: There's just not much reason for an ability that traps poison type Pokemon. The Kalos metagame doesn't even have too many notable Poison types. And we also generally dissuade trapping abilities in general. This would certainly be balanced however.

Eeveekid
Approved: Similar to the No Guard sub, this is intuitive flavorwise and competitively. I don't even think it needs the additional moves outside of Tri-Attack. Cool sub.

My_Man
Approved: I must say I'm not the biggest fan of this Mega. It doesn't make too much sense flavorwise. It doesn't really use the ghost type outside of avoiding its only weakness as a normal type. Its balanced but, it also doesn't really use Spectral Anger in a way thats too intuitive either. Mimikyu uses it very similarly but Mimikyu's lower BP moves definitely keep it from being boring. Zangoose has access to Close Combat, and other moves that raise its attack but I think hit harder than you want it to be hitting to keep interesting while using Spectral Anger. Additionally, something of note with Mimikyu is its pre-mega ability in disguise allows it to almost always get a Swords Dance up before mega-ing and attacking. Leading it to be much more powerful, with a better defensive typing and superior longevity in general due to its bulk and Drain Punch.

DarkFairy and XtheGameMaster
Approved: I like this quite a bit actually. Interesting and very intuitive custom ability, strong optimization around the ability. Will actually be worth running over other megas, and offensive Pokemon. Strong collaboration from you two.

Delta (I-Deepblue-I)
Approved: Simple but necessary submission, all I'll say is that you can definitely afford to give it more attack. It'll be critting in the best case scenarios which brings it up to Base Zangoose levels but, it still lacks the 140 BP STAB that base has. I'd actually put 10-20 of the points in Special attack depending on how comfortable you're feeling into its attack.

Snowdrops
Approved: This is totally fine, but almost entirely outclassed by Base Mienshao with Reckless. If you wanted it to be at a level of viability. I'd recommend giving it a secondary fighting type atleast for STAB. But it also needs to be either faster or bulkier depending on what you want out of it.

The feedback below was written by BlueRay
Paulluxx & Sticky – I certainly did not expect to read good flavour reasons for Magic Guard on Zangoose; in fact, I have to say I'm very fascinated by the explanation and am deeply impressed by the research you've done to make this sub a very enjoyable reading experience. Competitive wise, I like how Magic Guard still interacts with Poison, making Zangoose not lose any chip damage. So, just like Immunity or Toxic Boost, Magic Guard turns Zangoose into a suitable opponent for Seviper in the Pokémon world. Since Zangoose relies a lot on contact moves, Magic Guard is a great ability to get around items or abilities punishing the use of contact moves. I also like the synergy with Double-Edge. Should M Zangoose ever find itself in a regional dex where Return / Frustration are cut, it won't be affected by that. Which is very neat. If I'm not mistaken, the presentation of your sub has improved. Chapeau! [approved]

BlueRay: Revision Requested! I love the concept of the mega, but unfortunately, I think a 105 base speed stat may make this thing pretty hard to check. The defensive profile is actually quite good on this, as a water immunity is huge, and it only is weak to ground. It’s SD + gunk shot + knock off + >100 base speed combination is going to be very difficult to check, as poison + dark is pretty strong coverage, and base 130 means that +2 gunk shot from this MSeviper is hitting harder than +2 EQ from Garchomp. Let’s not forget that Seviper has access to a huge amount of coverage moves to pick its checks (I think EQ, ice fang, double edge, aqua tail, iron head, and zen headbutt are the big ones), and I think this thing is just a bit too powerful. The dry skin and poison + dark changes are fantastic, so keep those as is. I would recommend the speed be brought down to 95, and the 10 points be put into defense, spatk, or spdef! Another change of the speed to have it be below 100 is also acceptable! Thanks!

TGtz8920: Approved! This is surprisingly similar to BlueRay’s mega, but a little bit worse, which makes it allowed. It actually hits harder than BlueRay’s, but that’s about where the positives end. This thing is balanced by its sub 100 speed stat, lack of poison type, and additional psychic weakness and lack of dark STAB. Finally, cross poison is cool, but it is far more balanced and less hard hitting than gunk shot, even with sharpness. With that being said, the flavor is cool, and the stats are balanced, so I approve this mega!

Lydian: Denied! Absolutely not! I would love to legalize this mega, but I just cannot in good conscience. We tend to not allow abilities that essentially combine two abilities. Poisoning Pex and Corviknight (both not allowed btw) with u-turn would just be the start of this thing’s incredible and oppressive nature. Imagine if every move ever used had the effect of salt cure that couldn’t be remobed with a switch out (without the water and steel bonus). That sounds crazy, right? Exactly! I personally am sad I have to deny this though, as this was my single favorite mega of the bunch :(.

Dr Pumpkinz: Approved! An excellent, unique pokemon that does not cross the line in terms of power! 140 BP +2 ghost double edges are doing tremendous damage, but this pokemon has enough weaknesses and not good enough bulk or speed to be consistently sweeping teams. As a result, this functions more as a breaker that aims to go 1 for 1, and I think it’s great at that! Excellent flavor to boot! Approved!

Abismal: Approved! You‘re welcome! I recommend giving it leech seed, just because that’s how the original idea was, and I think leech seed makes it a lot cooler! Obviously though, this is an excellent mega, and introducing grassy surge into the tier will be good for the tier as well! Approved!

War Incarnate: Revision Requested! For the most part, this mega is great! The suboptimized stats and lack of new move additions theoretically keep this thing balanced, as the ability and type combo are super strong. My one requested change is that you change the ability to “contact stab attacks,” as, otherwise, this thing because extremely difficult to take down. 120 +2 with priority on all its moves AND being able to pick either physical or special attack is going to be too powerful, so let’s make that change and then we’ll be good!

Gekokeso: Approved! A nice, excellent defensive pokemon in a unique way. This attempts to make full use of Seviper’s access to glare, which is neat! Jaw lock to use as a trapper, recover, glare, and some other stab move seems really gruesome to deal with. My favorite part about this mega is that it checks itself, as it can glare opposing MSevipers and start a blodo clot. Super unique, so it’s getting the thumbs up from me!

Agent 9: Denied! As mentioned above, when an ability combines 2 existing abilities, we have a tendency to not allow it, and this is no exception. Poison fang is the standout move here. Toxic is one of the best moves in the game. Imagine toxic on a 125 base attack STAB 100 BP move, and you’ll quickly see why we will not be allowing the mega. Please make a change!

Exploziff: Approved! Nice callback! Mega Luxray is super cool in my opinion, but I think this Seviper makes an even better use of the ability. Glare + ambush is super cool on this pokemon! I like how you balanced the stats by making it have a pretty poultry speed stat and dumping 20 points into special attack. Approved!

XtheGAMEmaster and DarkFairy: Approved! Honestly, this thing is really weak. The ability is cool, but merely switching into an opposing steel or poison nullifies it while also likely being a good Seviper check. Additionally, you gave it physical tools to succeed, but then made it specially biased. I would support some changes — namely, making attack 130 and special attack 110 — in an effort to make this more viable. In the meantime, though, it’s definitely approved!

Turtlek: Explanation requested. I have no idea what any of this means. I can’t allow it until I do. Please make it more clear what you are trying to say and make the stats more clear as well.

Dead by Daylight: Approved! I like how this is balanced personally. Stab rain boosted origin pulses are going to be super strong, but they still will not be doing as much damage as primal Kyogre. The speed tier is awkward, some stats got dumped into attack, and, best of all, it needs to get hit in order to put the ability up, which can be heavily exploited. As a result, I am going to improve this mega that pushed the limits!

SimpyShrimp: Explanation requested. Again, I have no idea what this means. I think it means that it’s a sort of guessing game, and that it gains a bolstered stat in either defense or special defense depending on what move it uses. Personally, that’s ridiculous, and I veto it for sure if that’s the case. However, if I’m misunderstanding it, please let me know.

Eeveekid10: Approved! I like this mega, as it is a good take on protean. It has a lot of tools to be a great protean user, but it is held back by a pretty terrible speed stat, and needs some team support. The flavor also seems really good here. As a result, it is a pokemon that can be good in the right circumstances, but likely sucks in reality! Fantastic!

okispokis and NANI?!?!: Approved! This mega does a good job at remaining balanced. The stat distribution is key, as its movepool is physically biased, but the stats leave it specially biased. That’s a good start! Also, it adds enough things to where it can be strong, but it will likely suffer from 4MSS. As a result, I approve of this mega!

Gravity Monkey: Approved! FANTASTIC ART BRO ALSO CONGRATS ON THE DUB BABY ERUPTIONS RAID!!! In all seriousness, this is an excellent mega and I love the concept! Prankster glare + moonlight + taunt is really fun, and to make matters better, this thing has an absurd attack stat. However, it is obviously balanced by a poor defense statline, speed, and lack of being anything more than an annoyance against certain teams. All in all, a fantastic mega!

Snowdrops: Approved! I would have loved an explanation, but this thing is a great deal less powerful than Mega Dragalge, which is a good thing! I like the addition of u-turn to let it facilitate Hawlucha sweeps, for example, and it can also function as a terrain user as well. I think glare could have really funny interactions on this mega as well. Approved!
 
Dear community,

today, you will be able to vote for the submissions below. Please, do not post anything while I'm trying to load up all the compilation posts. You will be able to post when I say so.
Before I start, I should note I've excluded lydian's and Shrimp's Seviper as well as Dead by Daylight's and Shrimp's Zangoose as their posts haven't been updated yet to be allowed. If I missed anything, please, let me know about it.



:Solrock:
Mega Solrock




Ability - Levitate ➝ Drought

HP
- 90 ➝ 90
Atk
- 95 ➝ 135 (+40)
Def - 85 ➝ 105 (+20)
SpA - 55 ➝ 95 (+40)
SpD - 65 ➝ 85 (+20)
Spe - 70 ➝ 50 (-20)
BST - 525 ➝ 625 (+100)

Movepool Changes - Flame Wheel, Morning Sun, Rapid Spin
Competitive Corner - Is it worth it to use your Mega on your Drought user? Well, probably not, but Mega Solrock offers a few things Torkoal can't. For one it has reliable recovery and far stronger offensive presence and coverage with Flare Blitz, Solar Beam, and Rock Slide. It's bulk, while nothing compared to Torkoal, is also reasonable! Hopefully it can carve itself a niche on sun? Perhaps even as redundancy used alongside Torkoal? I'm not sure!
Flavor Corner - omg, the rock shaped like a sun is now sun-like like an actual sun, omg (i'm sorry i don't have anything more creative than this for this one...)
:sv/solrock:
rock/psychic
stats
hp- 90
atk- 122(+27)
def- 100(+15)
spa- 80(+25)
spd- 65
spe- 103(+33)

ability: desolate land

new moves: growth

flavor: it's the sun

competitive: Mega Solrock takes great advantage from an ability like desolate land, giving it an incredible immunity to water type moves which it appreciates both as a type weak to water (especially since +1 surf from mega clawitzer still has a 1 in 4 chance to ohko in regular sun) but also as a physical attacker who definitely doesn't not want to be burned. While drought could be useful to be able to support teammates in singles, you'd be better off using torkoal or Ninetales for that purpose since they don't use a mega slot and gets STAB on their sun boosted fire moves. Another area Desolate Land helps the over drought is allowing it to use growth, morning sun, and pseudo-STAB fire moves without being on a timer. Speaking of growth, the addition of it paired with sun and the boost to special attack allows for stored power to get to 100 bp in a single turn with an uninvested +2 Spa being about equal to fully invested Espeon without having to sacrifice it's insanely powerful flare blitzes. All in all i can't imagine a more suited pokemon for this ability nor a more suited ability for this pokemon.
:sv/solrock:
Mega Solrock
Type:
Rock / Psychic
Ability: Rock Head
Stats:
HP: 90
Att: 125 (+30)
Def: 115 (+30)
SpA: 55
SpD: 65
Spe: 110 (+40)

Something I think is neat about Solrock and Lunatone is that they used their shared typing in very different ways when they first debuted. Lunatone was a special attacker, and because the physical/special split hadn't happened yet, it focused more on its Psychic typing. Meanwhile, Solrock was a physical attacker, so it focused on its Rock typing. Because of this, I think it's only fitting to treat Mega Solrock as a primarily Rock-type mega, and Mega Lunatone as a primarily Psychic-type mega when we get to it.

Like many a gen 3 Rock-type, Mega Solrock gets Rock Head without any STAB to benefit from it. However, it does get Flare Blitz, letting it smash through the Steels that would wall its STABs without suffering any recoil. It's also remarkably fast for a Rock-type, which in combination with Swords Dance can make it a very effective cleaner.
:sv/solrock:
Mega Solrock
New Ability
: Magnet Pull
Type: Rock/Psychic

New stats:
HP: 90
Atk: 135 (+40)
Def: 100 (+20)
SpA: 55
SpD: 65
Spe: 110 (+40)
(BST: 560)

New moves: Spikes, Taunt
Description: Mega Solrock aims to be a utility pokemon or a revenge killer. Its increased speed and offense gives it much stronger Earthquakes and Flare Blitz's that thwart opposing steel pokemon. However, in Kalos it is harder to counter key threats like Ferrothorn. So instead Solrock will rely on utility options in Spikes and Taunt against Skarmory, and will revenge kill against Magnezone. In natdex its increased speed is much more useful for trapping and revenge killing Heatran and Kartana.
:xy/Solrock:

Mega Solrock
Typing:


Ability: Greenhouse: Sets up a greenhouse volatile on both sides of the field. The first side to switch out has the replacing mon get burnt.

HP: 90
Atk: 95 → 130 ( +35)
Def: 85
SpA: 55
SpD: 65
Spe: 70 → 135 (+65)
New Moves: Rapid Spin, Spikes, Taunt
Description: Essentially makes it so that pursuiters can't switch into you immediately nor can spinners to remove Solrock's rocks due to the burn, but also can trap you in unfavourable positions where your mons get burnt. Of course, you could use the burning effect to activate stuff like guts, quick feet or flare boost
:solrock: Mega Solrock
New Ability
: Levitate -> Supernova (This pokemon’s recoil and self-ko moves are guaranteed to burn their targets)
Type: Rock/Fire
Weight
: 154.0 kg -> 999.9 kg (+845.9 kg)

New Stats:
HP: 90
Attack: 95 -> 140 (+45)
Defense: 85 -> 115 (+30)
Special Attack: 55
Special Defense: 65 -> 80 (+15)
Speed: 70 -> 80 (+10)
(BST 560)

New Moves: Mind Blown, Rapid Spin, Heat Crash, Heavy Slam
Description:
Mega Solrock becomes an incredible defensive wall upon mega evolving. Flare Blitz becomes a useful utility move by gaining a 100% burn chance but is held back by constantly taking recoil. Rapid Spin gives Mega Solrock some additional utility with hazard removal but is forced to be a secondary hazard remover due to its Stealth Rock weakness. Mega Solrock also has utility by setting up its own Stealth Rocks. The weight increase and Heat Crash/Heavy Slam are mainly for flavor because stars are heavy but they also give Mega Solrock some potentially high BP moves with no drawback. Mega Solrock also gains a niche and fun move in Mind Blown that allows it to burn every pokemon on the field in doubles. Mega Solrock can also be used as an incredibly niche suicide lead on HO by setting Stealth Rock turn 1 and using Explosion turn 2, keeping SR on the field and burning the opponent giving you a potential chance to set up and sweep from there.
:solrock:
Mega Solrock
Ability:
Dazzling
Type:


Stats:
HP - 90
Atk - 95 (+40) --> 135
Def - 85
SpA - 55
SpD - 65 (+20) --> 85
Spe - 70 (+40) --> 110

New Moves:
Rapid Spin
Description:
Pokedex Entries:
DPP / BW - "A new Pokémon species, rumored to be from the sun. It gives off light while spinning."
HGSS / Sword - "When it rotates itself, it gives off light similar to the sun, thus blinding its foes."
BDSP - "This new Pokémon species is rumored to be an avatar of the sun. The Pokémon gives off light while spinning."

Pretty obvious stuff, it's literally based on the sun. Kind of surprised it didn't have Rapid Spin to begin with, so I went ahead and added that. Upon Mega Evolution, Solrock becomes even brighter than before, rivalling the light of the real sun. That's the inspiration for Dazzling.
Let's start from base Solrock. It has a garbage typing and poor stat distribution, but it also has Levitate and a surprisingly good movepool. The combination of Swords Dance, EdgeQuake, and Flare Blitz already have the makings of a strong physical attacker, and it has recovery in Morning Sun + utility in Will-O-Wisp or Stealth Rock.

I wanted to keep the "fake sun" aspect, so adding a Fire type wasn't an option. Therefore, I gave Solrock the stats it always wanted and Rapid Spin to bolster its movepool. As for the ability, I decided on Dazzling for a number of reasons.

First of all, Solrock is weak to most priority moves. It faces trouble from :scizor: Scizor's Bullet Punch, :bisharp: Bisharp's Sucker Punch, and :crawdaunt: Crawdaunt and :azumarill: Azumarill's Aqua Jet, all of which can revenge kill it easily. With these moves out of the picture, it can eliminate the former two with Flare Blitz, and the latter two with a +2 Stone Edge.

Secondly, there's more niche uses of Dazzling. When at low health, Solrock can stop :weavile: Weavile's Ice Shard or the rare :conkeldurr: Conkeldurr's Mach Punch from revenge killing it. Furthermore, a lot of Pokemon with priority moves often run Choice Band, so a clever switch-in could result in a setup opportunity.

Thirdly, this ability can help in Natdex as well. :rillaboom: Rillaboom's Grassy Glide or :greninja_ash: Ash Greninja's Water Shuriken can no longer revenge kill Solrock. Additionally, they frequently run Choice Band and Specs respectively, so they can be made into Solrock's setup fodder. And bear in mind that with a larger pool of Pokemon, the pool of potential priority users also increases.

Finally, Dazzling Mega Solrock could be interesting in VGC. Complete immunity to priority for its allies means that Fake Out or Prankster cannot work against them. It also naturally has Rock Slide, Helping Hand, and Ally Switch, all of which are great in a Doubles format.

However, Solrock isn't unbeatable. It is weak to Choice Scarf-based revenge killers, as they do not rely on priority to KO it. Its defensive typing is also unimpressive, so it may be hard to find opportunities for setup. That being said, Dazzling still allows it to shine (pun intended) without making fundamental changes to its core (pun also intended) concept.
:ss/Solrock:
Solrock-Mega
Rock/Fire
Ability: Levitate-> Dry Skin
Stats

HP: 95
Atk: 115 (+20)
Def: 125 (+40)
SpA: 55
SpD: 95 (+30)
Spe: 80 (+10)

New Moves: +Rapid Spin

Solrock gets so hot that water evaporates upon contact. Fire/Rock is one of those combos that actually has quite a few useful resistances but is doomed to be overshadowed by its weaknesses, so removing one of its biggest issues lets these resistances shine. Water immunity also means it can severely trip up rain, with Zapdos having to play around Rock STAB, and stopgap other scary Water types like Azumarill and Mega Clawitzer, threatening back with a Wisp. Fire type means Solrock is still resistant to Fire and picks up new resistances to Ice, Bug and Fairy, no longer fearing U-turn and becoming annoying for Weavile and Mega Escavalier. Rocks are another solid utility option as is new Rapid Spin, allowing Solrock to play either part of the hazard game; meanwhile Morning Sun keeps the Rock healthy and newly STAB Flare Blitz let it put up respectable offensive pressure vs Steel types. But what about Ground types? Well, who says you have to Mega vs them? Levitate pre-Mega allows for additional mind-games as you can delay activation to catch a Ground type overpredicting with EQ and punish them with Wisp. Waiting to Mega also means you can potentially get Spin while being Rocks neutral and immune to other hazards. A rare offensive set can even put in work thanks to the natural offensive potency of Rock and Fire, using Spin to boost its speed and SD to pack more of a punch.

:Gliscor: :Skarmory: :Slowking: :Hippowdon:
Mega Solrock's toolkit and defensive profile make it a natural fit on defensive teams. Gliscor and Skarmory provide a Ground immunity, Toxic sponging and can fulfill either end of hazard duty, as well as U-turn in Gliscor's case, while Mega Solrock eats up both of Scor's weaknesses while stomaching Fire moves for Skarm. Besides easing the Rain match-up, Solrock can also improve defense's match-up vs opposing defense and stall thanks to its Scald immunity, while Scald users on its own team can free up a slot over Wisp. Spin keeping up its own team's hazards also has the potential to be game-changing, allowing you to get more mileage out of your own hazards. I'd also be remissed not to mention Hippowdon, whose sand makes Solrock much tankier on the special side while Rock can tank Water and Ice moves for it. Of course, Solrock's potential roles as Scald absorber, spinner and emergency Rain check means it isn't strictly limited to defense and can find a role on any team requiring those traits.
Solrock
Rock-Psychic
90
95+19=114
85+21=126
55
65+50=115
70


Shooting Star
If hit by a Ground-type move, +1 to both defenses. Not immune

+Refresh, Body Press

A bulky set-up, able to exploit bulky Grounds with refresh. It can use SD, Cosmic Power, Rock Polish… Low speed means Scarfers can outspend after Polish.
252+ Atk Gliscor Earthquake vs. 252 HP / 0 Def Solrock: 236-282 (61.4 - 73.4%) -- guaranteed 2HKO after Leftovers recovery
:solrock: :ss/solrock: :solrock:
Mega: Solrock
Type: Fire/Psychic
Ability:- Counter Clockwise Spiral: Permanent Trick Room until this pokemon leaves the field.


Stats:
HP: 90
Attack: 95-->110(+15)
Defense: 85-->65(-20)
Special Attack: 55-->110(+55)
Special Defense: 65
Speed: 70-->120(+50)


New Moves: Burn Up, Scald, Energy Ball,


Description:-
--> Discount slowking but exerts more offensive pressure and has a worse defensive typing
--> Can carry special sets or physical sets
--> Physical sets include swords dance, unstab edgequake and a filler move like stealth rock
--> Special sets include Burn Up, Scald, Energy Ball, Meteor Beam as a bait move, Psychic STAB
SolrockCrownZenithGG15.jpg


Mega Solrock
Rock / Psychic
Ability: Simple

90 / 95 / 125 / 90 / 85 / 75
+40 Def, +35 SpA, +20 SpD, +5 Spe
Now this guy... this guy's coming for you.
Although its offenses are lackluster to start with, it can quickly become a hellish wallbreaker, if given the opportunity to double dance with Swords Dance and Rock Polish. Alternatively, a more defensive set with Cosmic Power and Morning Sun can stay around as long as it wants and watch the earth crumble around it.

Although this all seems very strong, here's some things to keep in mind: Rock/Psychic is not a particularly strong offensive nor defensive pairing, Solrock will struggle to fit non-STAB moves between all of its setup and recovery if desired, and without setup Solrock hits like a wet noodle. Additionally, Solrock becomes extra weak to Intimidate and other methods of lowering its stats, especially if special attackers are carrying Fake Tears and ways of hitting it for weakness in VGC.

It's quite simply the sun, so don't expect some matchup fission'— instead, fuse it to your heart.
:BW/Solrock:
Mega Solrock
Type: Rock/Fire
Ability: Levitate
Stats:
HP: 90
Atk: 95 -> 125
Def: 85 -> 95
SpA: 55
SpD: 65 -> 90
Spe: 70 -> 105
New Moves: Corrosive Gas, Sacred Fire, U-Turn

Concept: "Mega Energy causes Solrock's dormant meteorite core to awaken, superheating it's body to the same degree as a small star. It streaks through the sky like a burning comet."

As the original embodiment of the sun, and thanks to it’s mystical psychic powers pre-mega, Solrock has been gifted an incredibly form of STAB in Sacred Fire. This more agile Solrock has also gained newfound access to U-Turn to pivot around it’s enemies, similarly to it’s meteorite cousin, Minior, being that suns are made of superheated gas it gains access to corrosive gas which melts away the items of its opponents.

Competitive Design:
Okay so as somebody who has been playing quite a bit of ADV UU recently, I took to my solrock in analyzing what made it good back then, and once XtGM brought up his concept in Discord I fell in love. A lot of people look at a pokemon like Solrock with its defensive typing and underrate it but, its a very interesting Pokemon in that, its on paper worse defensive typing is well suited for the Kalos metagame. Which is notably derelict of waters, and filled with Grounds and Steels which its new typing and carried over ability allow it benefit from. It is a strong physically oriented pivot with item removal and a lot of ability to burn things either with the guaranteed wisp or its new tool of Sacred Fire. It can run defensive or offensive sets, with no real mandatory moves. Its new speed tier allows it to threaten a large amount of the metagame, and from the beginning of the game make progress. Its also a great defensive mon as long as it can get its burns off. It is notably an excellent check to Weavile, as well as SD Gliscor and Scizor. But most importantly right now, its an excellent check to the newly introduced Mega Sylveon.
Mega::ss/Solrock:

Typing: Rock/Psychic --> Rock/Fire
Ability: Levitate-->Rotation [Previously given to Mega Starmie, it increases one of its defenses by 1 stage based on the opponent's higher attacking stat.]
Stats:
90/95/85/55/65/70
To
90/110/105/55/105/95
90/(95+15)/(85+30)/(55)/(65+50)/(70+25)


New Moves: Spikes, Rapid Spin, Teleport, Psycho Shift
This is a mega which wouldn't use rotation to exert bulky offensive pressure like :starmie:-mega does, but use rotation to click hazards and switch out, maybe come back and rapid spin out the hazards too. It also isn't weak to ghost anymore.
It has a lot of utility moves distinguishing it from Mega Starmie!
Like?
Will-o-Wisp! It can use will-o-wisp to cripple physically orientated pokemon, allowing it to completely wall them, even if they are water or ground types!
It gets Stealth Rock, Spikes and Teleport! It can offensively support its teammates by using these moves to either cripple the opponent's side or provide a safe switch in! Especially when its ability will most likely make the opponent switch into a counter due to how bulky it would become after a boost, that would mean a free hazard or a free teleport for solrock's team, thus applying easy pressure.
It gets Rapid Spin! Besides laying down hazards, it can remove its own hazards while also facilitating a swords dance sweep on offensive sets with the speed boost, and the rotation boost at switch in.
It can carry Psycho Shift for crippling the opponent's passive check to it!
This mon isn't everything though, it gets countered by most special/mixed attackers like current :mienshao:-mega, a single special water/ground move will ko it one hit, and it has 4 moveslot syndrome. Other than that its a really fun mon.
 
Part 2 of the compilation post.


:Zangoose:
Mega Zangoose




Ability - Immunity; Toxic Boost ➝ Antivenomous (Poison Heal + Poison-type Water Absorb clone)

HP - 73 ➝ 73
Atk
- 115 ➝ 150 (+35)
Def - 60 ➝ 75 (+15)
SpA - 60 ➝ 75 (+15)
SpD - 60 ➝ 75 (+15)
Spe - 90 ➝ 110 (+20)
BST - 525 ➝ 625 (+100)

Movepool Changes - U-turn
Competitive Corner - He strong, he reasonably fast, and he can absorb Poison-type moves and the poison status all day. Unfortunately for Mega Zangoose, unlike other Poison Heal Pokémon cannot hold a Toxic Orb, so it will have to catch a Toxic from its opponent to gain its recovery.
Flavor Corner - It's a mongoose famous for battling snakes, so it definitely has a great immune system, hence the ability
mega zangoose
:sv/zangoose:
normal
stats
hp- 73
atk- 130(+15)
def- 100(+40)
spa- 60
spd- 90(+30)
spe- 105(+15)
Toxicant: The user is considered poisoned by all moves and abilities, status immunity.


new moves: drain punch

flavor: this bad boy got bit so much by Seviper that it's always feeling the affects of being poisoned, but it's built an immunity to the negative affects

competitive: haha facade go brrr
:ss/zangoose:
Mega Zangoose
Type:
Normal / Fighting
Ability: Tinted Lens
Stats:
HP: 73
Att: 175 (+60)
Def: 75 (+15)
SpA: 70 (+10)
SpD: 75 (+15)
Spe: 90

The ability flavor is a corruption on the original idiom, "seeing the world through rose-tinted lenses". A more straightforward way of describing the idiom literally would be "seeing red", which is itself an idiom for being extremely pissed at something on sight. Mega Zangoose is going to click Close Combat, and if it sees some dirty stinkin' no-good piece-of-shit Poison-type thinking it doesn't have to care because it resists Fighting, Mega Zangoose is going to funnel its rage into beating that Poison-type's smug face into a bloody pulp. Its eyes are also literally red, and one of them has a red fur streak going through it.

A Normal/Fighting Pokemon with Tinted Lens, 175 Attack, Swords Dance, and Quick Attack may seem like it'd be busted, but you need to keep in mind that base Zangoose has similarly insane neutral coverage with Facade, is even stronger than Mega Zangoose thanks to Toxic Boost, and is still a mediocre Pokemon. Mega Zangoose trades some of Zangoose's explosive power for a stronger hit on Steel-types, but its better longevity is likely the biggest advantage Mega Zangoose has over Zangoose. It's still pretty frail despite the boosted defenses, but the lack of a constantly-ticking Toxic clock and the added resistance to Stealth Rock drastically improves Mega Zangoose's staying power in the face of passive damage. That said, it performs poorly in the face of direct damage. Quick Attack means it's not helpless against offensive teams, but between its frailty, middling Speed, and Close Combat drops, it still struggles.

It's also worth noting that Mega Zangoose has an additional moveslot to play with compared to Zangoose. Zangoose ran Facade for its strong neutral coverage and Close Combat for super effective coverage against Steels. However, Mega Zangoose having STAB on Close Combat makes it stronger than Return, and Tinted Lens means it doesn't need Return to hit things neutrally. This means it can run all three of Close Combat, Knock Off, and Quick Attack (still using that Normal STAB!) and still have room for something like Swords Dance, Substitute, or Taunt.
:sv/zangoose:
Mega Zangoose
New Ability
: Technician
Type: Normal/Fighting

New stats:
HP: 73
Atk: 145 (+30)
Def: 90 (+30)
SpA: 70 (+10)
SpD: 90 (+30)
Spe: 90
(BST: 558)

New moves: none
Description: A fast fighting type wallbreaker that abuses Technician and a variety of moves to boot. Quick examples such as Quick Attack, Power-up-Punch, Rock Tomb or Payback.
:zangoose:
Mega Zangoose
New Ability
: Tainted Touch (This pokemon's physical attacks gain the Psycho Shift effect)
Type: Normal/Fighting

New stats:
HP: 73
Attack: 135 (+20)
Defense: 110 (+50)
Special Attack: 60
Special Defense: 70 (+10)
Speed: 110 (+20)
(558 BST)

New moves:
Description:
Likewise, sometimes the best way to punish big power is to turn it against them.

Intended to punish moves like Toxic/Will-o-Wisp and turn them against the opponent. Solid physical attack and speed ensure this thing can hit hard and hit fast, and turn its status against the opponent. Add on to that good coverage and this Zangoose will become an unstoppable attacker.
:zangoose: Mega Zangoose
New Ability
: Immunity//Toxic Boost -> No Guard
Type
: Normal
New Stats:
HP: 73
Attack: 115 -> 145 (+30)
Defense: 60 -> 65 (+5)
Special Attack: 60 -> 100 (+40)
Special Defense: 60 -> 70 (+10)
Speed: 90 -> 105 (+15)
(BST 558)

New Moves: None
Description:
Zangoose has surprisingly perfect coverage just like a lot of other early generation normal types. This includes moves such as Blizzard, Fire Blast, Focus Blast, Giga Drain, and Thunder. All of which are special moves and completely useless coming off a base 60 SpA. Mega Zangoose gains a significant amount of SpA on mega evolving allowing it to use such powerful moves and coverage while also gaining No Guard so it no longer has to worry about the lower accuracy of such moves. Not only does it gain the ability to reliably run more special moves but with No Guard it can also run better physical moves such as Mega Kick and Dynamic Punch or Iron Tail if you really hate fairies. As is a worry with giving other mons No Guard, Zangoose does not get any sleep moves or Zap Cannon meaning it can’t easily spread status without giving up a moveslot not that this mega is designed to do that anyways. Zangoose also gets Work Up allowing it to run a mixed set-up sweeper role too.
With the increased SpA and accuracy Mega Zangoose can use:
Fire Blast to hit defensive Steels such as Scizor, M-Escavalier, and Skarmory.
Blizzard and Thunder for the incredible BoltBeam coverage.
Focus Blast or Giga Drain can hit any defensive Rock types I guess, I don't know why you would really ever need to hit them.
:zangoose:

Mega Zangoose

Normal/Fighting

New ability: Fur Coat

HP: 73
Attack: 115-140 (+25)
Defense: 60-75 (+15)
Special Attack: 60-70(+10)
Special Defense: 60-85 (+25)
Speed: 90-115 (+25)

New Moves: Drain Punch

Description:
Okey so, the role of this zangoose is a fast physical attacker that uses Fur Coat to help it set up SD . I also tried to do his stats balanced enough to not be like a literal wall but at least he can survive a few hits. This pokemon differs with mega lopunny in some aspects. Even though lopunny hits harder and has more speed, the potential of having a good setup without dying at the first hit can have a very good niche in HO team with screens. And having quite good moves to abuse, like gunk shot, return, knock off, CC...
Still can be killed from special part, and also IS still vulnerable to chip damage from wow or toxic
:bw/Zangoose:
Mega-Zangoose
Type: Normal
Ability: Regenerator

HP: 73
ATK: 115 -> 135 (+20)
DEF: 60 -> 90 (+30)
SPA: 60 -> 64 (+4)
SPD: 60 -> 90 (+30)
SPE: 90 -> 106 (+16)
New Moves: Heal Bell

Mega Zangoose
acts as a setup sweeper that can deal with switching out and resetting its stat boosts. Normally, one of the best ways to deal with Regenerator Pokémon is to status them, particularly poison. However, non mega Zangoose has Toxic Boost, which can allow it to punch some holes in the opponent’s team. Regenerator is also really cool with Facade! You get a big damage boost, and then mega evolve and/or switch out to recover the chip you’ve taken from being statused. Heal Bell is an option for Mega-Zangoose to support both itself and its teammates, letting it recover from whatever status it doesn’t want to be stuck with. Most sets would prefer to run Swords Dance, but Belly Drum is also a viable option due to the healing from Regenerator! If Mega-Zangoose runs into a Pokémon that stops it in it’s tracks, it can just switch out and recover whatever damage its taken, and come back in later to finish what it has started.
:sv/Zangoose:
Zangoose-Mega
Normal/Dark
Ability:
Immunity/Toxic Boost-> Toxic Malice (User's STAB moves poison the target if resisted, unless they are immune to poisoning).
Stats

HP: 73
Atk: 130 (+15)
Def: 75 (+15)
SpA: 70 (+10)
SpD: 100 (+40)
Spe: 110 (+20)

After its many battles with Seviper, the serpent's poison has permanently stained Zangoose's claws. This has obviously not helped its mood; in fact, Zangoose has become so agitated that it has become part Dark type and is more likely to fly off the handle against other species. Specifically, any mons that resist its STAB moves will feel the inherited toxicity via poisoning. I wanted to play around with the concept of invoking Poison while incentivizing the use of Dark type moves as Zangoose has a nice selection, most notably Knock Off and Pursuit. Plus Dark STAB gives it more opportunities to make use of the ability.

Compared to Poison Touch, Toxic Malice trades off the ability to poison anything for a guarantee on select targets, specifically those Zangoose would most like to score a poison on, particularly Fairy types. Toxic Malice allows Zangoose to punish Dark resists for carelessly switching in, forcing the opponent to play more carefully and letting it better wear down its checks over the course of a game. Close Combat lets it dent most Steel types, Pursuit lets it pick off weakened foes, punish overprediction or guarantee a poison should you have to sack, and you have options like SD to boost, Poison Jab to more directly threaten Fairy types and give more chances to poison, and Ice Punch for Zapdos and Gliscor. But at the same time, mons like Skarmory, Gliscor and Conkeldurr don't really mind poison and low physical bulk leaves it weak to priority.

:Mienshao: :Rotom-Wash: :Conkeldurr: :Haxorus:
Mega Zangoose best likes offensive teams that can provide pivot support to ease the burden of getting it in, while these teams in turn appreciate its ability to screw with enemy positioning thanks to Pursuit and Toxic Malice forcing more thoughtful switches. Zangoose's ability to remove Ghosts and cripple Fairies is also greatly appreciated by Fighting and Dragon type teammates so they can more easily clean-up; Conkeldurr and Heracross particularly love Zangoose's ability to threaten Mega Drifblim.
:zangoose: :sv/zangoose: :zangoose:
Mega: Zangoose
Type: Normal
Ability: Sheer Force


Stats:
HP: 73
Attack: 115-->120(+5)
Defense: 60-->80(+20)
Special Attack: 60-->100(+40)
Special Defense: 60-->80(+20)
Speed: 90-->115(+15)


New Moves: Stomping Tantrum, Tri Attack, Weather Ball


Description:
--> Mixed Sheer Force Zangoose! It's main setup move is Work Up!
--> Zangoose gets furret's special movepool so I wanted to do something funny with it so I designed this silly ahh mixed zangoose.
--> Zangoose now can carry a VARIETY of sets, including physical, mixed or even special sets.
--> It can use BoltBeam! Or even PHYSICAL BoltBeam! Or maybe even mixed BoltBeam...?
--> Its main physical moves are:
Double Edge
Ice Punch
Thunder Punch
Fire Punch
Stomping Tantrum(not boosted)
Close Combat
Crush Claw/Rock Climb
Zen Headbutt
Rock Slide
Poison Jab/Gunk Shot
Shadow Claw(not boosted)
Night Slash(not boosted)
--> Its main special moves are:
Tri Attack
Ice Beam/Blizzard for hail
Thunderbolt/Thunder for rain
Focus Blast
Fire Blast/Flamethrower
Grass Knot(not boosted)
Surf(not boosted)
Weather Ball(not boosted)
Shadow Ball
Solar Beam for sun teams
-->Its main Status Moves are:
Work Up
Swords Dance
:SM/zangoose:
Name: Zangoose-Mega
Type: Normal/Ghost
Ability: Spectral Anger (+1 stage of Atk on successfully attacking with a supereffective move. Pre-existing ability added in earlier M4A, belonging to Busted form Mega Mimikyu.)
New Moves: N/A
Stats: 73 HP, 140 Atk (+25), 80 Def (+20), 72 SpA (+12), 80 SpD (+20), 113 Spe (+23)


Calling upon the spirits of its ancestors, Zangoose gains a secondary Ghost typing! Unfortunately, base Zangoose's only Ghost-type moves are Curse, Shadow Ball and Shadow Claw.
Ghost isn't here for attacking, though: it serves as a way to give Mega-Zangoose more opportunities for a safe switchin, allowing for it to rev the engines up.
With Swords Dance and wonderful coverage by virtue of being a Normal-type, Zangoose can quite quickly start sweeping, and rack up the attack boosts through Spectral Anger.
Thanks to gaining a bit of extra bulk, Mega Zangoose can play around its priority weakness a bit better, further helped by gaining immunity to Shadow Sneak, Mach Punch, Vacuum Wave and Quick Attack.
However, Sucker Punch becomes a major threat to it thanks to the newfound weakness to Dark... although if one's bold enough, they could try and PP stall it out with Swords Dance.
Base Zangoose's primary issue, its low speed, is also compensated for, with its 113 base Speed allowing it to outspeed a few more Pokémon that might have revenge killed its base form.
TeamMagmaZangooseDoubleCrisis22.jpg


Mega Zangoose
Normal
Ability: Inoculate (Knocking out an opponent cures the status conditions of the entire party.)

73 / 135 / 84 / 60 / 100 / 106
+20 Atk, +24 Def, +40 SpD, +16 Spe
New moves: Drain Punch
Oh no! You asked for a cleric, but all I could bring was offense! Anyways,

Zangoose is bringing a fun twist to the support role. Because it can only support in Singles by attacking, it's free to invest as much as it wants into its damage. And its damage certainly doesn't disappoint: with a wide range of coverage and tools at its disposal, Zangoose can keep dishing out damage and keep its opponents coming back for seconds.

First and foremost, the addition of Drain Punch! Zangoose now has a form of longevity for if it chooses to sweep, chooses to get a quick KO and cure an ally in the back, or even if it needs some Fighting coverage with minimal cost to its bulk (Close Combat can only get one so far). In addition, Zangoose already has access to Pursuit! Got an opponent who's just a tap away from leaving the battle? Pursuit has got you covered as a KO-confirm tool. Finally, with the ability to cure your own status after KOing an opponent, Swords Dance sets can't be stopped with just Toxic or Will-o-Wisp.

All in all, Zangoose is a potent offensive cleric, with well-rounded tools to keep itself alive and keep enemies in the ground.
:bw/zangoose:
Name: Mega Zangoose
Typing: Normal
Ability: Merciless
Stats:

HP: 73
ATK: 165 (+50)
DEF: 80 (+20)
SPA: 60 (+0)
SPD: 80 (+20)
SPE: 100 (+10)
The rivalry between Zangoose and Seviper is probably the two's most defining characteristic, so, for the megas, i'm gonna flip that dynamic a bit. Zangoose, upon mega evolving, gains the ability to interact with poison, worsening its effects on whatever it strikes with its claws, though it cannot produce it itself. It is known for being particularly aggressive towards poisoned Pokemon, as it has learned to associate poison with Seviper, which it still hates.

Competitively, Zangoose is a Swords Dance sweeper/wallbreaker that fits best on more balanced teams, as it appreciates its teammates inflicting Toxic on the Pokemon it usually struggles with. Merciless also makes it a great answer to Gliscor and its access to Close Combat allows it to hit Steel types hard to make up for their Poison immunity. Keep in mind, though, that Zangoose's speed tier is just average for an offensive Pokemon, meaning it is prone to getting forced out by faster threats, such as Weavile and Garchomp, though these also cannot switch in directly.
:sm/Zangoose:
Type: Normal--> Normal/Fighting
Ability: Immunity--> Reckless


Stats:
73/115/60/60/60/90
To
73/120/90/60/100/115
73/(115+5)/(60+30)/(60)/(60+40)/(90+15)
New Moves: High Jump Kick, Jump Kick, Recover, Bulk Up
[/QUOTE]


Zangoose does what :staraptor: does, do MASSIVE damage with recoil moves, Double Edge, Jump Kick, High Jump Kick allows it to do good damage while recover allows it to heal them off!
Bulk Up allows it to boost its offensive and defensive use, being able to take a hit and give off a powerful one too
:BW/Zangoose:
Mega Zangoose
Type: Normal
Ability: Magic Guard
Stats:
HP: 73
Atk: 115 -> 145
Def: 60 -> 90
SpA: 60
SpD: 60 -> 90
Spe: 90 -> 100
New Moves: Recover

Concept:
“A powerful warrior, the Zangoose tracks its immortal opponent”


From the beginning we knew we wanted an ability that took advantage of Zangoose’s strengths as a Pokémon. Not anything that just followed its flavor, originally we had an idea about sharing chip damage but, then I thought about Magic Guard as, intrinsically the myth of the Mongoose and the Serpent isn’t only a myth but also. The mongoose is actually revered and sacred under the worship of the Mesopotamian Magic god who was specifically invoked for protection from snakes. So magic guard just like, fit. Magic guard Pokémon also consistently have Recovery, so we thought Recover as an addition made sense. Especially when we learned of its ability to heal itself naturally from things using its “Nicotinic acetylcholine receptor” Which I thought was very fascinating as it’s one of only 4 Mammals with such an ability
Competitive Design: (Written by one Sticky Fingaa)

So, me and Paul were brainstorming what our Zangoose should be, when we thought about Magic Guard, which not only fits really well with Zangoose's thematic, but also synergizes with Zangoose's toolkit perfectly. Zangoose can rely on Double-Edge's raw power without having to worry about recoil damage, while also not caring about hazards or any other type of residual damage such as poison, being an active threat to the opposing team with its huge attack allied to setup moves such as SD and Belly Drum and its incredible movepool. Zangoose also benefits a lot from the defensive utility it gets through Magic Guard and the additional bulk, being able to act as a Stallbreaker with Taunt + Recover, and possibly Facade to ignore potential burns


:Seviper:
Mega Seviper

New Ability
: Dry Skin

Type
: Poison | Dark

New Stats

HP: 73
Attack: 100 → 131 (+31)
Defense: 60 → 78 (+18)
Special Attack: 100
Special Defense: 60 → 78 (+18)
Speed: 65 → 98 (+33)
BST: 458 → 558

New Moves:
- Power Trip, Gunk Shot (learns it in gen 9)

Description:
1) Design concept
Too much water is never a bad idea for your skin! If you're a snake, that is.

Have you ever wondered why Seviper are mostly found in the grass near mountains and waters? As a snake's skin can dry, this animal will gravitate towards any puddles, wet grass, sunken spots, and other stagnant water; after all, water helps snakes get rid of mites and shed retained skin. Furthermore, these wet places are ideal for hunting purposes since rodents and insects are attracted to this environment. Against this background, Dry Skin represents a very natural and fitting ability choice on Seviper. This is further underlined by the fact that Seviper's Japanese name--Habunake--contains the term habu, which refers to a sub group of the Crotalinae. Some members of this group of vipers are aquatic in nature. So, it's not difficult to see Seviper's preference for water and how it can take good advantage of it.

2) Competitive
Water no more! Or more Water, please?

Due to the combination of Dry Skin + Poison & Dark, M Seviper is able to wall defensive Water Pokémon, like Slowbro, Mantine, Alomomola, and Toxapex (in NatDex); after all, these Pokémon cannot afflict M Seviper with Toxic or Burn from Scald. What's more, Dry Skin + Poison & Dark allows M Seviper to check Azumarill, M Clawitzer, and Crawdaunt, not fearing Aquat Jet at all and not minding Knock Off too much. In NatDex, this combination makes it possible to (soft) check Choice Specs Greninja, Tapu Fini, and, most importantly, Manaphy, the latter being generally difficult to answer for defensive Pokémon.

As M Seviper is able to force out a lot of switches, especially from Water Pokémon, it will most likely be able to set up with Swords Dance or Coil. The latter synergizes very well with Power Trip and has huge reward potential due to the high BP of the new move, which can outdamage Swords Dance + Knock Off. Not fearing common status like Toxic or Burn from most Pokémon is also pretty huge, making it easier for M Seviper to set up.

On another note, some people have pointed out M Seviper's potential synergy with Rain; it can both pressure certain members on Rain teams and take advantage of this weather; there's healing and pseudo STAB Aqua Tail for opposing Ground Pokémon if you want to go that route.
Type:

Ability: Sharpness
New moves: Cross Poison, Leaf Blade

HP: 73
Atk: 137 (+37)
Def: 75 (+15)
SpA: 100
SpD: 75 (+15)
Spe: 98 (+33)

Description: Seviper-Mega enjoys a much better Atk stat. Thanks to this, he becomes the first true poison-type physical breaker. Additionally he gets access to Cross Poison which can be an interesting option compared to Gunk Shot. Also, Leaf Blade allows it to pass certain Ground-type pokemon. Although he still has the same SpA stat, he can still use it with Flamethrower to pass certain Steel types such as Ferrothorn. His new speed allows him to overtake Haxorus(-Mega), Gliscor, Moltres or even Lucario.
:ss/seviper:
Mega Seviper
Type:
Poison / Ghost
Ability: Terrorize (Ghost Skin)
Stats:
HP: 73
Att: 140 (+40)
Def: 100 (+40)
SpA: 100
SpD: 80 (+20)
Spe: 65

In Japanese, all the -ate and -ize abilities (including Normalize) end with スキン which Bulbapedia translates as "skin" (Electric Skin, Freeze Skin, etc.). That suffix isn't fully unique to those abilities (Wonder Skin also uses it, though Dry Skin and Rough Skin use はだ and Shed Skin is just "Molting"; I get the sense that it's not referring to literal skin but I don't know Japanese so I can't provide my own translation) but even still I think it's a more elegant way to refer to that genre of ability than "-ate and/or -ize".

Anyway!

Zangoose's animosity toward Seviper and Poison-types in general is decently reflected mechanically through its abilities, but Seviper's reciprocal is mostly just flavor text. Mega Seviper changes this. With its new Ghost typing, it's completely immune to Zangoose's STAB, and Terrorize makes Mega Seviper's Returns and Double-Edges a cool type instead of a dumb stupid type for worthless losers. It also makes those moves completely incapable of hitting said worthless losers, but when you're being spiteful and petty you tend not to fully think things through. Also Seviper is now sort of dead, that's another thing it thought was a good idea at the time.

Mega Seviper takes a typing that was previously only seen on Gengar, and gives it a more defensive and physical spin. Its decent bulk helps it to set up with Coil or Swords Dance, as well as play defensively with Haze, Dragon Tail, or Glare. On the offensive side, it can deal massive damage with Ghost-type Return (even without any investment it's almost as strong as Specs Gengar's Shadow Ball is on the special side) and it can use Glare to patch up its slow Speed. It can also work around its slow Speed with Terrorize-boosted priority. It doesn't get Extreme Speed or Quick Attack, but it does get Feint. It may be weaker than Quick Attack, but its +2 priority means the opponent can't outrun it with their own priority move (most notably Sucker Punch).

I really wanted to make Mega Seviper a special attacker so it could make use of Wring Out, but its movepool is just so much better suited for physical attacking, and it would also put it in even more competition with Gengar.

In terms of visual flavor, Seviper is one of the spookier-looking Pokemon, especially compared to other snake Pokemon, and its two-tone face can be expanded upon into its face physically splitting open, like its skin is mid-shed and hanging off its body like a cloak or mummy wrappings.
:xy/seviper:
Mega Seviper
New Ability
: Grassy Surge
Type: Poison/Grass

New stats:
HP: 73
Atk: 100
Def: 130 (+70)
SpA: 110 (+10)
SpD: 80 (+20)
Spe: 65
(BST: 558)

New moves: none
Description: Defensive Poison type pokemon providing key resistances to its team while also being resistant to ground itself. Glare + 3 Attacks is a potent combination. The terrain powers up its Giga Drain, while it has Flamethrower to hit steels, and Sludge Bomb for aditional STAB. A pretty good support Pokemon. Less relevant options include Trailblaze + Coil in Gen 9.
:seviper:
Mega Seviper
New Ability
: Lethal Strike (This pokemon's contact STAB attacks gain +1 priority against statused targets)
Type: Poison/Dark

New stats:
HP: 73
Attack: 120 (+20)
Defense: 95 (+35)
Special Attack: 120 (+20)
Special Defense: 60
Speed: 90 (+25)
(558 BST)

New moves: none
Description:
As a man once said, if you can't overcome a flaw outright, it is best be working around it.

This Seviper is built to abuse status to get the jump on faster threats. Poison/Dark is a naturally good offensive typing so you can easily fit a status-inducing move [primarily Toxic] and still be able to hit everything you need to. Speaking of which, it's got amazing coverage in Giga Drain & Flamethrower on the special side and Earthquake on the physical. Combine that with solid offensive stats and actually decent physical bulk, and this mega will prove itself a deadly cleaner. Best when paired with Toxic Spikes as the chip puts targets in range for Seviper to finish them off.
:xy/seviper:


Mega Seviper
Typing:


Ability: Blood Clot (As long as the user is in the field, all paralyzed pokémon are also considered to be regularly poisoned and will take damage as such instead of getting fully paralysed.)
HP: 73
Atk: 100
Def: 60 → 95 (+35)
SpA: 100 → 120 (+20)
SpD: 60 → 95 (+35)
Spe: 65 → 75 (+10)
New Moves: Recover, Jaw Lock, Venom Drench
Description: Seviper has a conflict of interests. On one hand as a poison type it wants to spread poison with its stab moves, but on the other hand it gets the really good paralyzing option of Glare, so it can’t choose one option over the other. This is where Blood Clot comes in, inspired by the real life ability of snake poison being able to form blood clots in the bloodstreams of its victims, which is the big reason it is so dangerous. By using Glare to paralyze stuff, Seviper is able to both decrease their speed and also have them take damage as they stay in on it. It also is able to use moves like Venoshock and the addition of venom drench on its paralyzed targets, or use it to coil up and outlast the opponent. Recover is there for survivability, while Jaw Lock serves as a potential option to trap paralyzed mons and kill them.
:seviper: Mega Seviper
New Ability
: Shed Skin//Infiltrator -> Serene Grace
Type
: Poison/Dark

New Stats
:
HP: 73
Attack: 100 -> 125 (+25)
Defense: 60 -> 80 (+20)
Special Attack: 100 -> 115 (+15)
Special Defense: 60 -> 90 (+30)
Speed: 65 -> 75 (+10)
(BST 558)

New Moves: Gunk Shot
Description:
This is gonna be a lot briefer since I've had to change the ability last second. Serene Grace lets Mega Seviper poison opposing Pokemon by attacking with Poison Jab, or other moves such as the inaccurate Gunk Shot, the special Sludge Bomb, or the weaker Poison Fang. Mega Seviper has Crunch to fish for defense drops, Bite to fish for flinches against slower Pokemon, or Body Slam for paralysis. On the special side Mega Seviper has Dark Pulse for flinches.There is also synergy with Venoshock and the increased poison chance from Mega Seviper's poison STABs.

Technician + Serene Grace! Mega Seviper’s new ability gives it some frightening new move options. Some notable but not absurd buffs include: Fury Cutter becomes 80 BP the first turn it is used, 60 BP Lick with a 60% paralysis chance, 40 BP Mud Slap with a 200% accuracy drop chance (joke), Feint becomes 60 BP (not sure how much this would matter in VGC, I don’t play). But the most notable buffs are to Rock Smash and Poison Fang. Rock Smash becomes a miniature Thunderous Kick with 80 BP and a 100% chance to lower the opponent’s defense. Poison Fang becomes a powerful 100 BP move with a 100% chance to badly poison. These two moves together allow Mega Seviper to become an incredible wallbreaker, being able to Badly Poison or lower the defense of any pokemon it is up against. There is also some synergy with status spreading with Poison Fang and Venoshock allowing Mega Seviper to beat pokemon more physically defensive such as Slowbro.
:xy/seviper:

Seviper - Mega
Ability : Ambush
Hp : 73
Atk : 130 (+30)
Def : 80 (+20)
SpA : 120 (+20)
SpD : 80 (+20)
Spe : 75 (+10)
New move : Slack Off , Gunk Shot

As a snake, Seviper is adpt to stealth and Ambush landing critical hit on it's opponent. Seviper is able to abuse it's access to Glare to spread paralisis and outspeed the affected pokemon to be able to land strong attack. With it's great coverage on both the special and physical Seviper can make huge hole in the opponent team and would act as a reliable wall breaker. Electric type pokemon like Rotom or Zapdos can't easily switch in eitheir to absorb a Glare as Gunk shot/sludge Bomb would do a lot of damage while threatening poison in the process , and Magnezone have to fear a powerfull Earthquake or Flamethrower coming his way. It is by no mean impossible to switch into, as Gliscor with with an activated toxic orb will be able to really easily come in without fear of any common coverage Seviper can run. Moreover, even againt non paralised foes , Seviper can chose to run sucker punch acting as an honorary priority wicked blow.
Mega Seviper also enjoy an increased bulk with an access to Slack off to enable more bulky set , realying more on Glare to outspeed other pokemon, and being able to use that gained bulk to consistenly tank it and before paralysing the opponent. Pure poison typing is very interesting defensively , being able to take it from fighting type and in Natdex taking Rillaboom Grassy Glide very easily.
Seviper will partner up very well with pokemon that like the support provided by Glare to outspeed fast threath, will Seviper will appreciate ground and Psychic check like Skarmory or Hydreigon (The latest really apreciating Glare support to medicate it slightly akward speed tier). In Natdex , Seviper really appreciate Grassy terrain support as a mean of recovery and ground protection, allowing to stay in and Glare on mon like Landorus or Garchomp, but also by boosting a potential Giga Drain coverage on Special set, and most of all getting ride of the Misty Surge set by the common Tapu Fini, that hinder the ability of Seviper to paralise the opposing team. Seviper can also work in tandem with the other Glaring snake Serperior as it cover the ground weakness of Seviper and provide an other source of paralisis.
In VGC , Seviper speed tier mean it can work well in both Trick Room and Tailwind team , being able to use powerfull coverage move to destroy a lot of pokemon. It can also easily take Hyper Voice from Sylveon . It's access to buldoze can also be an other option of speed control in this metagame , to both help itself and it partner. Ambush could also be paired with Anger point on Krook by using the access to sucker punch to activate it with priority and enabling a scarf Krook to proceed to destroy the opponent team. The ability to crit also help physical wet to make abstraction of opposing intimidate and therefore continue to stay a menace despite potential multi intimadate.

Type: Poison
Ability: Bad Blood - After KOing an opponent, this Pokemon injects venom into the replacement, Poisoning it.

-Stats-
Hp: 73
Atk: 100 -> 110 (+10)
Def: 60 -> 110 (+50)
SpA: 100 -> 130 (+30)
SpD: 60
Spe: 65 -> 75 (+10)
New Moves: Pursuit, Extreme Speed, Purify

"Mega Evolution has caused Seviper's reflexes and toxic potency heighten to extreme levels. It is capable of envenoming enemies faster than the blink of an eye."

A viper’s venom is the deadliest kind- It’s not just deadly, it destroys tissue. With new tools in Extreme Speed and Pursuit, Mega Seviper is a wallbreaker that punishes sacking Pokémon to it in a unique way by forcing the revenge killer on a timer thanks to Bad Blood. This encourages Seviper to either pick off enemies with Extreme Speed/Sucker Punch as a revenge-killing option, or Pursuit to punish opponents that fear Extreme Speed. It also has access to setup in Coil and Swords Dance to capitalize on switches offensively, while Glare and Knock Off are valuable team support options to stop switch-in in their tracks.

Outside of just putting enemies on a timer, Seviper has naturally high attack stats that pair excellently with it's wide, dangerous coverage and a perfect speed tier to amp up it's wallbreaking potential to the next level. It's able to nail Steels with Flamethrower OR Earthquake, Ground types with a strong Giga Drain, and abuse the enemies it poisons with a brutally powered-up STAB Venoshock. On top of this, with access to Purify, Seviper gains somewhat-reliable healing whenever it knocks something out, which can be used to increase it’s longevity. In doubles, Seviper becomes an interesting support Pokemon, as it can consistently poison Pokémon in the back by picking off weakened mons with Extreme Speed and lower the stats of poisoned mons with Venom Drench.

(The ability sharing a name with Bad Blood by Taylor Swift was a complete coincidence, so the reference was begging to be made here, haha!)
Seviper
Poison
73
100
60+40=100
100
60+55=115
70


Solid Scales
Immunity to slicing moves. + 1 Speed if hit targeted by a Slicing move

A bulky Coiler, no Recovery outside of Rest, but good coverage. (f*** Corvinkight) May be used in DragMag. Trailblaze Coil Rest anyone in DragMag?
:sv/seviper:

Mega Seviper @ Seviperite
Ability
: Shed Skin / Infiltrator ---> Serpent of the Sea (Upon being hit by a damaging move, this Pokemon summons Primordial Sea.)
Type:
/


New stats:
HP: 73 ---> 83 (+10)
Attack: 100 ---> 110 (+10)
Defense: 60
Special Attack: 100 ---> 135 (+35)
Special Defense: 60 ---> 85 (+25)
Speed: 65 ---> 85 (+20)
BST: 458 ---> 558 (+100)

New moves: + Origin Pulse, Aqua Tail
Description:

I was wondering how snakes were important in mythology, and one thing stuck with me: the Hindu tale of a snake, named Vritra (or Ahi), who swallowed the primordial sea and did not release it until Indra, the god of the heavens, struck it with a lightning bolt. You see where I'm going here, don't you?

Anyways, on to competitive justification. Mega Seviper is an interesting case of having good power at a cost. Its STAB combination allows it to deal tons of damage to Grass-types trying to switch in on Origin Pulse, while its Water STAB lets it kill Steels. It also hits quite hard with Serpent of the Sea setting up Primordial Sea to further nuke neutral targets and switch-ins. Additionally, its Attack is still quite good at base 110, and with Primordial Sea up, Aqua Tail can dish out some serious damage to special walls. Finally, its Poison typing is incredibly helpful, since it lets Mega Seviper avoid Toxics, which force defensive teams to attack it and trigger Serpent of the Sea.

Now, that's all well and good, but there are still flaws with Mega Seviper. Firstly, its Speed tier is quite awkward; while it outspeeds many defensive 'mons and washes them away (pardon the pun), it struggles with offense since not only can they outspeed Mega Seviper, but they can also hurt it badly or outright kill it. Additionally, defensive teams can somewhat dance through its onslaught with other status and recovery.

If you want a Pokémon that can put in work against stall and force those pesky teams to dance on a knife's edge, then this is the Mega Seviper for you.
:seviper: :sv/seviper: :seviper:
Mega: Seviper
Type: Poison
Ability: Protean


Stats:
HP: 73
Attack: 100-->105(+5)
Defense: 60-->105(+45)
Special Attack: 100-->105(+5)
Special Defense: 60-->105(+45)
Speed: 65


New Moves: Nature Power, Gunk Shot, Surf, U-turn


Description:
--> Based on reptilian mons like kecleon getting protean
--> Has good enough coverage for being both defensive and offensive.
--> Can use Dark type moves to hit Psychics, Can use Surf to hit Grounds
--> Has a good speed tier for a trick room team
--> Nature Power makes it good for national dex and the eventually arriving terrain setters.
--> Can use glare or toxic to cripple mons offensively or defensively.
--> Since it knows a variety of good moves, it can force mindgames.
--> HOWEVER, its not completely broken.
:sv/Seviper:
Seviper-Mega
Poison / Dark
Ability: Shed Skin/Infiltrator-> Merciless
Stats

HP: 73
Atk: 110 (+10)
Def: 70 (+10)
SpA: 120 (+20)
SpD: 100 (+40)
Spe: 85 (+20)
New Moves
: +Gunk Shot, Power Trip, Toxic Spikes

Seviper's hatred of Zangoose now makes it subconsciously deal more damage to any poisoned Pokemon in the hopes of finishing its poison-soaked foe. With newfound access to Toxic Spikes, Seviper can more reliably spread poison on the opposition, letting it trigger more consistently; even non-grounded Pokemon are not safe thanks to the decent poison chance on STAB Sludge Bomb or Gunk Shot. Added Dark typing gives Seviper some additional resistances and curtails its Psychic weakness while boosting options like Knock Off, Sucker Punch and new Power Trip on physical sets, especially after setting up with Coil.

Seviper has a solid set of coverage to back up its STAB: Flamethrower scorches poison-immune Steels and decimates Mega Wormadam; Earthquake provides a physical option for Steels and deals solid damage to the T. Spike absorbing Nido Regents, as well as Heatran in NatDex formats; Aqua Tail can be used on physical sets to smack incoming Grounds, most notably Gliscor; Giga Drain provides recovery and anti-Ground coverage for special sets; and HP Ice bodies Gliscor while also chunking the Nidos. Mega Seviper has a respectable speed tier that lets it get the jump on many slower mons, using passive staples like Ferrothorn as potential set-up fodder (or disrupting them with Taunt), or getting up TSpikes vs a solid chunk of the meta while not being unreasonable to revenge kill. Whether running a special set with TSpikes, a physical set with Coil or even a mixed set to squeeze maximum use out of its coverage options, Seviper is all out of mercy for the Kalos Dex!


Seviper-Mega Seviperite
New Ability: Prankster
Type:




Stats: 73 / 160 (+60) / 70 (+10) / 100 / 90 (+30) / 65 [BST: 558]
New Moves: Moonlight
Description: A pokémon with a very simple goal: to dish out Prankster Glares. This extremely simple yet effective combo paired with an excellent typing lets it be a fairly cool offense deterent. It's bulk is rather low, but just like ORAS Talonflame, an access to a +1 prio Moonlight, Taunt and various stat-decreasing status moves lets it take on a surprising number of threat. It also has access to Swords Dance/Coil and a pretty huge physical movepool all things considered; Knock Off, Sucker Punch, Earthquake, Brick Break, and of course an array of poison STABs. There are loads of options. A good comparison point for this mon would be Thundurus; just like it, it can take on both utility para-spam roles or offensive set up roles.
Mega: :bw/seviper:
Type remains poison
Ability: Shed skin/Infiltrator-->
Acidic Surge [Summons Acidic Terrain for 5 turns, a pre existing ability owned by mega dragalge]


Stats:
73/100/60/100/60/65
To
73/140/60/120/90/75
73/(100+40)/(60)/(100+20)/(60+30)/(65+10)
New Moves: Fire Blast, U-turn, Gunk Shot
This Seviper does 3 things, cripple steel types, facilitate hawlucha sweeps and defeat the various fairy types like :azumarill: while also dealing with :scizor:.
I gave it acidic surge because its a poison mon neither defensively nor offensively orientated in its base form, unlike the broken poison/dragon :dragalge:-mega; This isn't like dragalge in any regard, it has got a single STAB, mediocre defenses and a very good mixed attacking stats and movepool
It can use U-Turn, Gunk Shot, Fire Blast, Toxic,
Haze, Glare and Various Coverage Moves like Earthquake, Seed Bomb, Universal Fang Moves.
U-Turn allows it to facilitate :Hawlucha: sweeps and provides it's teammates a safe switchin.
Gunk Shot gives it a good STAB
Fire Blast or Flamethrower covers mons like :Scizor:, :Ferrothorn: and most importantly :escavalier: -mega
Toxic allows it to cripple any or every mon in the team, including the scary setup sweepers.
Haze allows it to further stop opponent sweepers.
Glare allows it to successfully cripple offensive mons and outspeed them
Seed bomb covers :mienshao:-mega and :Clawitzer:-mega

With that being done, I have one last thing to mention. It concerns the Smogon Charity Bowl IV.
In case you haven't heard somehow, Turkey and Syria were recently struck by a massive earthquake, hitting a whopping 7.8 on the Richter scale, alongside a 7.6 aftershock mere hours later. Thousands of civilians have been killed, displaced, or majorly harmed; in an effort to provide relief to those affected, Smogon is going to be hosting its fourth Charity Bowl, this time in Scarlet and Violet OverUsed. This tournament will take place this Sunday, February 19th, at 12PM (noon) EST (GMT -5). We will be raising funds for the Syrian American Medical Society (SAMS) Foundation.
For more information, you can go to this site on Smogon: https://www.smogon.com/forums/threads/smogon-charity-bowl-iv.3716348/

And now, you are allowed to vote for the submissions from Kalos Slate 5! You have until Tuesday (21.02.2023) before voting is over.
 

ItzaDelta

formerly I-Deepblue-I
:zangoose:
1. EeveeGirl1380
2. DrPumpkinz
3. Paulluxx and Sticky Fingaa
4. I-Deepblue-I (Self Vote)
5. Quagsi
6. War Incarnate

:seviper:
1. Exploziff
2. BlueRay
3. DrPumpkinz
4. War Incarnate
5. XTheGAMEmaster and DarkFairy
6. Snowdrops

:solrock:
1. Paulluxx and XTheGAMEmaster
2. abismal
3. quagsi and Mossy Sandwich
4. DrPumpkinz
5. Gekokeso
6. Eeveekid10
 
:seviper:
Hates felines. Why'd it have to be them?
1. War Incarnate [it's mine]
2. BlueRay [makes an existing ability work in a new and interesting manner.]
3. Gekokeso [cool ability that brings new life to the mon in question.]
4. DrPumpkinz
5. XTheGAMEMaster & DarkFairy
6. Exploziff
7. okispokis & NANI?!
8. abismal

:zangoose:
Hates snakes. Why'd it have to be them?
1. War Incarnate [it's mine]
2. XTheGAMEMaster [interesting ability that lets the mega serve a distinct role]
3. okispokis [clever way to punish resists]
4. DrPumpkinz
5. abismal
6. Agent 9
7. Eeveekid10
8. Eeveegirl1380

:solrock:
The sun is shining, flowers are blooming, and this sun-shaped sentient meteorite is providing energy to the populace. And burning to those who threaten it. Just don't throw it at your neighbor's window. It will not be happy.
1. okispokis [like Blueray, if you can make an ability work in an interesting way you automatically get a high ranking in my book]
2. Paulluxx & XTheGAMEMaster [simple yet effective]
3. Gekokeso
4. DarkFairy
5. Agent 9
6. abismal
7. DrPumpkinz
8. lydian
9. quagsi & Mossy Sandwich
10. NANI?!
 
:solrock: Solrock Votes:
  1. DarkFairy
  2. quagsi & Mossy Sandwich
  3. lydian
  4. Paulluxx & XTheGAMEMaster
  5. Agent 9
  6. Gekokeso (sv)
  7. Abismal
  8. Okispokis
  9. DrPumpkin
:zangoose: Zangoose Votes:
  1. Quagsi
  2. Paulluxx and Kid named Fingaa
  3. Deepblue
  4. My man
  5. Agent 9
  6. DarkFairy & XtheGAMEmaster
  7. Lord Pkxperto
  8. War Incarnate
  9. Okispokis
:Seviper: Seviper Votes:
  1. Gekokeso (sv)
  2. Exploziff
  3. Gravity Monkey
  4. Eeveekid
  5. DrPumpkinz
  6. Blueray
  7. TGtz8920
  8. XTheGAMEMaster & DarkFairy
  9. War Incarnate
  10. Agent 9
  11. Okispokis & NANI?
 
:Solrock:
1. okispokis
2. DarkFairy
3. Paulluxx & XtheGAMEmaster
4. abismal
5. quagsi & Mossy Sandwich
6. Gekokeso
7. DrPumpkinz

:Zangoose:
1. DarkFairy & XtheGAMEmaster
2. EeveeGirl1380
3. okispokis
4. War Incarnate
5. Paulluxx & Sticky Fingaaa
6. Agent 9

:Seviper:
1. Exploziff
2. okispokis & NANI?!
3. XtheGAMEmaster & DarkFairy
4. abismal
5. BlueRay
6. DrPumpkinz
7. Gravity Monkey
 
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:solrock:
1 ) Nani?! -> I already said it, but i love how Dazzling interact with this pokemon typing to check some specific pokemon that are pretty popular like Scizor and Rillaboom in Natdex, the stat spread is well tought to help in that role, and rapid spin is a neat addition as a way to both offer utility and boost speed to better abuse it's ability.
2) Abismal -> Magnet Pull as always been one of my favorite ability to build around , and by giving it to a pokemon weak to steel it make it more double edged than it would be on something like magnezone. I also like the idea behind setting Hazard on potentially helpless pokemon that didn't carry coverage effective against you (albeit i have no idea of any such pokemon existing)
3) Okispokis -> It would probably have been one place higher if it had retained it's original typing as it would have made for a great Slowtwin check. That being said i really like the combination of pre mega levitate and post mega dry skin allowing the pokemon to force mind game by playing around it's immunity.
4) Gekoseko -> at first i was gonna exclude this one , because potentially free burn might be too dangerous, but i considered that you'd need a team build around it to make manageable and so limit yur building option as a drawback for a potentially broken ability. It is also not too strong to the point of forcing switch on specific check that would be hindered by a burn. And also Band + Guts conkeldur seem unholy :)
5) Snowdrop -> I like the idea of rotation to mitigate for otherwise poor defense, as well as the addition of psycho shift to punish pokemon trying to beat it through method like toxic.

:zangoose:
1) Paullux and Sticky -> once again a great collab , i really like how magic guard interact with zangoose coverage , as well as with pre mega poison that could be used alongside tocix boost before mega evolving to not take anymore damage
2) I-deepblue-I -> nice throwback to the enmity with seviper , zangoose cannow hit hard on anything that is poisoned because he hate poison so much it must get ride of it (by killing whatever is inflicted)
3) Darkfairy and GameMaster -> Interesting ability having an offensive mon passively taking the role of a cleric, this can be a great addition to offensive team to mitigate the hax factor from scald burn during a game or removing paralysis that could prevent pokemon from sweeping later , without having to give up momentum on a usually passive cleric.
4) Dr Pumpkiz -> "That a lot of damage !"

:seviper:
1) Exploziff -> Self vote
2) Gekoseko -> I like that the mega is build around using Glare , and the idea of making it work with venoshock and venom drench is also very interesting imo.
3) BlueRay -> Dry skin on a snake make a lot of sense , i also love that it can use it's typing and ability to setup coil on the slowtwin to the dish out powerfull powertrip or gunk shot , making for a fearsome combination of stab.
4) Abismal -> having played againt it in sandbox i have to admit i quite like the way it interact with many pokemon present in Natdex, Kalos dex is also in need of a grassy terrain user to calm garchomp down a bit and i think that it would be a good choice for that.
5 ) SnowDrop -> I really like acidic terrain , and this seviper can use it more effectively than mega dragalgue thanks to coverage for corviknight , making it extremely hard to check. It can easily be beaten offensively thought, due to it's middling defense. A nice wallbreaker in a nutshell.
 
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