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

:xy/heatmor:
Heatmor Mega (Fire / Ground)
Ability : Wind Rider

New stats:
HP: 85
Atk: 125 (+28)
Def: 81 (+15)
SpA: 105
SpD: 86 (+20)
Spe: 101 (+37)
(BST: 584)

Move : High Horsepower, Morning Sun , Bulk up

Heatmor had enough eating ant, and was wondering what grilled chicken tasted like. Using it tail to absorb wind, Heatmor can now power-up his fire to land powerfull hit and make nuggets of those pesky Zapdos. Zapdos was in fact the main mon this mega was design to beat, gaining immunity to both hurricane and heat wave through it's ability , while being immune to electric move thank to the gained ground type. In the same vein Heatmor prove to be great at checking Moltress that can harly hit it while Fire Lash paired with morning Sun make it trying to stay to wear you down harduous. With a base 101 speed, Heatmor can profit from the pressure it put on it switch in with fire lash to break through slower bulkier threat with its coverage in High Horsepower and Thunder Punch , while also getting help from sucker punch for faster pokemon. It is not without counter, as the newly released Mega Solrock can completely wall this pokemon or garchomp that can easily take any attack and outspeed to kill you abck with EQ.
In VGC, Wind Rider is also an incedible ability in a Tail wind oriented teams, being able to get a free boost from Tailwind being setup, and outspeeding other pokemon to dish out fire lash as both a way to make progress and enabling your other physical attacker. It's speed tier also pair well with this playstyle as it is fast enoug to play around it's spread to fit with many Tail Wind setter, while keeping electric type in check from dealing with your TW setter (as they are often flying type).
Great partner for Mega Heatmor, are grassy terrain setter, to help Heatmor be able to deal with certain ground type, like Hippodown that can't whirlwind you out while you continuously harrass it with Fire lash or set up on it's face with Bulk up. Heatmor also work well with pokemon that have trouble with Zapdos like Kartana or Ferrothorn , by providing a reliable switch in order to keep momentum or dissuading zapdos for trying to remove hazard. Hydreigon also apir very well with Heatmor by being able to cope with it weakness while the mega cover for potential fairy type.


:sv/pangoro:

Mega pangoro (Dark/Fighting)
Ability : Enraged (if this pokemon is hit by a contact move it become enraged making its next contact move always crit)
Hp :95
Atk : 139 (+15)
Def : 108 (+30)
Sp atk : 89 (+20)
Sp def : 91 (+20)
Spe : 73 (+15)
New move : Milk Drink

We have all seen those cut looking panda, running around , often stumbling and falling like idiot without a care in the world, while muching on those delicious bamboo stick (yum). But it would be ill advised to mock Pangoro for that , or he will make sure to give you a good knuckle sandwich (not yum). This Mega was design around the concept of Pangoro being actually a nice guy despite his look , but getting quite pissed at anyone trying to get a piece of him while he is quietly sipping on some bamboo milk (yeah i know i tried hard to justifie the move :3) . With great bulk, Pangoro punish U-Turner pretty hard by pumping his next hit, while Milk Drink can help play with it's ability to deal with faster pokemon by waiting for them to hit you first. It is however limited to physical attacker (for balance sake mainly), so special attacker can still 'safely' land their hit without risking annihilation.
 
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:sv/Quagsire:
Quagsire-Mega
Type: Water/Ground
Ability: Water Absorb/Damp/Unaware-> Misty Surge
Stats
HP
: 95
Atk: 85
Def: 115 (+30)
SpA: 105 (+40)
SpD: 85 (+20)
Spe: 45 (+10)


Always easy-going, Quagsire sets up Misty Terrain to not have to worry about status harshing its mellow, one of the things base Quag struggles with most; Misty Terrain also neuters scary Dragon attacks and annoys opposing bulky Water types by preventing Scald burns. This allows Mega Quagsire to fill a much different role for defense while being more directly useful to offense builds (namely ones with Hawlucha). Fini shows that Scald is still viable on a Misty Terrain user, though Scald + Toxic is obviously suboptimal (Quag didn't think this through); Quagsire can thus sub it out for alternate utility like Haze or Encore, or use Ice Beam to more threaten Dragons (particularly Garchomp) and directly check Zapdos, Terrain blocking Toxic and Hurricane confusions; alternatively, slotting HP Grass/HP Electric lets Quagsire directly threaten opposing Water types after it neuters their own Scald. Burn protection means Earthquake is in less danger of being weakened, though the SpA buff means Earth Power is now a strong alternative as Ground STAB.

:ss/Heatmor:
Heatmor-Mega
Type:
Fire/Dark
Ability:
Flash Fire/Gluttony/White Smoke-> Earth Eater
Stats
HP
: 85
Atk: 127 (+30)
Def: 86 (+20)
SpA
: 105
SpD: 106 (+40)
Spe: 75 (+10)


The combination of Fire Lash, Knock Off and Taunt comprise the perfect set of tools to be a stallbreaker, shutting down recovery while wearing walls down with its new STAB combo, its main STABs also greatly annoying offensive switch-ins. Now, a stallbreaker that can't handle Earthquake would be unideal, but thanks to its focus on digging Heatmor has developed a taste for dirt, allowing it to sit on the likes of Hippowdon and Gliscor. A touch of speed allows Mega Heatmor to outpace Skarmory, preventing hazards from lead while Fire Lash ensures even max Def Body Press doesn't reliably KO Heatmor in return; you can even delay the Mega to take less from Press in certain situations. While these three moves mark the core of what Mega Heatmor can do, it certainly isn't lacking in options. Drain Punch provides additional recovery, Giga Drain circumvents Quagsire, Fire Spin lets it trap specific targets, Thunder Punch lets it keep pressure up on Waters (especially those with weaker Scalds), STAB Sucker Punch means it can handle frailer offensive threats as well and Curse can occasionally be used for sweeping/wallbreaking.

Pangoro coming soon..
 
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Dead by Daylight

was a long and dark December
is a Pre-Contributor
:bw/quagsire:

MEGA QUAGSIRE
The deep blue sea beckons.

Type:


Stats:
HP: 95
Attack: 100 (+15)
Defense: 125 (+40)
Special Attack: 65
Special Defense: 110 (+45)
Speed: 35

Ability:

Damp / Water Absorb / Unaware ----> Comatose

Competitive Justification:

Mega Quagsire is now a great defensive linchpin. It retains its great defensive typing, while also gaining significantly more raw defensive attributes and becoming slightly more threatening. Comatose also forces opponents to take Mega Quagsire out the normal way, which is quite hard to do as 95/125/110 bulk is excellent. However, this set is not without its issues. Firstly, Earthquake, while doing slightly more damage, is still quite weak, meaning that walls can outlast it and potentially beat it 1v1. Secondly, a 4x Grass weakness is still quite bad, and it has to run in fear. Finally, it is no longer a great switch-in to setup sweepers.

Lore / Dex Entry:

Mega Evolution filled Quagsire with a supreme sleep, and now it lies on the nearest shore it can find, usually unmoving. Travelers who find it experience quaint weather and idyllic conditions, along with an odd feeling of relaxation.
 
This Heatmor was made in collaboration with NANI?!, and it is my first collab at that!

Hope you enjoy!
:heatmor:
Mega Heatmor
New Ability
: Stakeout
Type: Fire/Ground

New stats:
HP: 85
Attack: 122 (+25)
Defense: 76 (+10)
Special Attack: 105
Special Defense: 106 (+40)
Speed: 90 (+25)
(584 BST)

New moves: Power Whip, Yawn
Description: This Mega Heatmor aims to be a powerful offensive wallbreaker that uses the unique combo of STAB Fire Lash [or Yawn] + Stakeout to force switches and chunk that switch with a powerful hit. Boasting a massively improved defensive typing and special bulk, it can get on the field relatively easily; its defensive typing gives it a desired Stealth Rock neutrality and Electric immunity and its special bulk lets it come in on the Fairy- and Electric-type mons roaming the meta, such as Zapdos and take a hit if it needs to. And once it's on the field, its great attack stat and decent speed tier ensure it can pull off a Fire Lash with relative ease. The defense drop lets it easily force out many mons, defensive and offensive alike, lest they risk eating a powerful attack, which gives it the perfect conditions for Stakeout to activate and take a foe down with it. Power Whip lets it chunk would-be Water-type switchins to its Fire Lash, such as Quagsire, Alomomola, and Mega Lanturn as well as targets like Hippowdon, while gaining STAB on its Stomping Tantrum lets it chunk mons like Solrock that would otherwise stand in the way of its Fire Lash shenanigans. Meanwhile, Knock Off is useful as general item removal while Yawn is another option to synergize with Stakeout. Sucker Punch is potentially useful to snipe faster targets, though it does not work on the switch.

In terms of flavor, Stakeout also fits perfectly with Heatmor. It tends to wait for Durant to approach and will scout for them avidly before picking them off, one by one.

:pangoro:
Mega Pangoro
New Ability
: Foul Call (If an opponent damages this pokemon or its ally with a super-effective move, force them to switch into a random pokemon.)
Type: Dark/Fighting

New stats:
HP: 95
Attack: 134 (+10)
Defense: 133 (+55)
Special Attack: 69
Special Defense: 91 (+25)
Speed: 68 (+10)
(595 BST)

New moves: no
Description: A more VGC-oriented sub, but one that can more than certainly hold its own in Singles. It is intended to be a Bulk Up user/general attacker that can use its good bulk to tank a super-effective hit and force a switch into a potentially weaker target for it to use its arsenal of moves to hit them with. Meanwhile, in VGC, it could potentially prove an interesting option since Foul Call also applies to its teammates in addition to itself.

[EDIT: Moved 5 points from attack and 20 points from speed and allocated 10 points into special defense and 15 into defense. In Doubles, this makes it potentially interesting on Trick Room thanks to its low speed while still maintaining a potential niche on other team comps in the format thanks to its good bulk and decent enough support movepool. Meanwhile, in Singles it fills its aforementioned niche except better. Keeping Dark/Fighting here highlights how it is fine with its teammates playing foul while it will punish the opponents for doing so. Unless the typing is holding this Mega Pangoro down that badly I'll keep it because it fits that well flavor-wise]
 
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:Heatmor:
Mega Heatmor
Typing:
Fire
Ability: Contrary
Stats:
HP:
85
Atk: 97 ---> 119 (+22)
Def: 66 ---> 105 (+39)
SpA: 105
SpD: 66 ---> 105 (+39)
Spe: 65
New Moves: None
Description: Just like how Mossy tried to make a fun protean user that wasn't broken as fuck, i tried to make a fun contrary user. Heatmor holds two contrary boosting moves in Overheat and Superpower, both which are perfectly usable, even if attack is slightly higher to incentive set variety. Overheat turns you into a stronger Serperior that lacks its high speed and annoyance but with better coverage, while Superpower follows a similar route and combines nicely with heatmor's physical options such as knock off and fire lash. This allows either special, mixed or physical sets to be run effectively on it while being balanced by its low speed. Also Spd for bulk and Superpower synergy.
 
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INTRODUCING THE LORD OF DERP:
MEGA QUAGSIRE
:Quagsire: Mega Quagsire
New Ability
: Acquire the Sire
(Quagsire & ally pokemon ignore all stat stage boosts of opposing pokemon when taking or dealing damage {works like unaware}, however non-speed stat stage raising moves and abilities fail. also resets ally positive stat stages (except speed) when a pokemon with this ability enters the field through mega evolution or switching.
Type: Water/Ground
Mega Stone: Quagsite

New stats:
HP: 95 -> 95
Attack: 85 -> 105 (+20)
Defense: 85 -> 130 (+45)
Special Attack: 65 -> 105 (+40)
Special Defense: 65 -> 75 (+10)
Speed: 35 -> 20 (-15)
(BST) 430 -> 530 (+100)

Weight: 165.3 lbs. / 75 kg -> 661.2 lbs / 300

New moves
: Shore Up, Heavy slam

Description:
As a self proclaimed true disciple of the Quags I have created an objectively perfect version of a mega for one of the two lord and saviours.
But in all seriousness I have gave quagsire a few upgrades mostly to help it in doubles as well as giving it a better way to utilize it special movepool.

Stat Changes:
I have made changes to quagsires stats to better use its inherent strengths while also giving it an option to utilize its poor speed.
To start with the attack and special attack of Quag have both been raised to a base 105, because of this Quags can now use either its attack and/or special attack movepool without hurting its damage. normally the only special move you would see on a quagsire is scald, but with this change it incentivises it to use its other special attacks for coverage if it so wishes. some of these moves it can now utilise include: Sludge bomb, focus blast, surf, ice beam, and blizzard. despite the special favouritism you may see here, quagsire can still use its good physical movepool as well.

Next, for Quag's defenses, I gave a large boost to defense and a small boost to special defence. I left the special defence lowish as to keep Quagsire's main role of physically defensive unaware wall, giving too much of a special defense boost would kinda kill part of what makes Quagsire unique. Overall the defense boosts kinda just turn the big numbers into smaller numbers but it does help keep its physical bulk on a decent enough level in this meta game

Next is Quag's speed, which is now lowered to 20, this gives it a base speed on par with Clodsire, since Quag's speed was already terrible so taking away any of it won't hurt, but it does give it a better time in trick room.

Finally is Quag's Weight??? which has been changed to be 4x its base weight, this change is both a blessing and a curse as it causes low kick & (more importantly) grass knot into 120 bp moves against quagsire, meaning even the slightest hope of living a grass knot from anything with a base special attack of 45 or higher is gone. however it does mean it takes less damage from moves that do more damage the heavier the target is, and also one other benefit, which is.....

New Move Moves:
  • Heavy Slam, this gives Quagsire an anti-fairy option on its physical side and also some more move variety. Considering its future partner Clodsire also gets the move, there isn't really any reason that Quag shouldn't also get this move
Ability:
Quagsires new ability is Acquire the Sire This new ability effectively a sidegrade of unaware. Normally unaware allows for stat stage increases which can turn mons into near unstoppable powerhouses, but with this ability you can't do that. "what's the point of that" I hear you say, well let me explain; This effect is shared between both mons, meaning your ally is now also able to take boosted attacks without immediately crumpling. However the restriction of preventing stat boosts on your side of the field (besides speed) is there to prevent strategies that involve stalling to get stat boosts as a more effective setup sweeper. Attacks that boost stat stages also will fail (e.g. power up punch) so that you cannot circumvent the restriction. the only exception to this is speed, which normally unaware does nothing about, so you can still boost a mons speed if you so wish, however if a multi stat raising move is used (e.g. dragon dance), that will outright fail. Overall this helps prevent outright sweeps while still remaining in the realm of balance. the inspiration for this is from the New Pokemon Snap entry on Quagsire that states Quagsires protect timid Woopers, as such I thought a mega quagsire would help protect other pokemon to a similar extent.

TLDR: Quag becomes a bit bulkier and able to better support its allies while also able to choose between special and physical attack

Edits:
  • Changed name of ability from contagious Derpiness to Acquire the Sire
  • Removed shore up from new moves.
  • Misc Grammar and spelling fixes
  • clarification on ability effect
  • Added Quags Mega stone name
  • Added more Quag :Quagsire:
 
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:heatmor: Mega Heatmor
New Ability
: Triage
Type: Fire/Fighting

New Stats
:
HP: 85
Attack: 97 -> 107 (+10)
Defense: 66 -> 106 (+40)
Special Attack: 105 -> 135 (+30)
Special Defense: 66 -> 81 (+15)
Speed: 65 -> 70 (+5)
(BST 584)

New Moves: None
Description:
Mega Heatmor is a terrifying offensive attacker. It has priority Drain Punch and Giga Drain for revenge killing and it gains a significant boost to defense allowing it to switch into powerful physical attackers such as Weavile, M-Escavalier, and M-Solrock and can then immediately force them to switch out. Mega Heatmor also has a high SpA for more immediately threatening options such as Flamethrower/Fire Blast, Focus Blast, or Giga Drain but can also run physical sets that are more reliant on setup with Curse with moves such as Fire Lash, Drain Punch, and Pursuit. Not to mention you could run mixed sets with Hone Claws to boost the accuracy of Fire Blast and Focus Blast but have the priority and longevity of Drain Punch.



:pangoro: Mega Pangoro
New Ability
: Wushu (This pokemon’s attacks gain a x1.3 boost to power but are no longer boosted by STAB)
Type: Fighting/Dark

New Stats:
HP: 95
Attack: 124 -> 156 (+32)
Defense: 78 -> 108 (+30)
Special Attack: 69
Special Defense: 71 -> 91 (+20)
Speed: 58 -> 76 (+18)
(BST 595)

New Moves: Slack Off
Description:
Upon mega evolving Mega Pangoro finds itself in a very unique situation, unlike most offensive pokemon Mega Pangoro does not need to carry any STABs. Wushu makes all of Pangoro’s attacks deal the same damage as its STABs so it can choose to run non-STAB moves and hit just as hard. This means instead of carrying 1 or 2 STABs and some coverage, Mega Pangoro can run just coverage and mix and match to choose which Pokemon it wants to hit. Because Mega Pangoro can choose to run coverage over its STABs it also frees up moveslots for possible setup moves such as Bulk Up or Swords Dance or recovery with Slack Off.
 
:Heatmor: Mega Heatmor
New Ability
: Bug Eater: User is immune to Bug-type moves and it's Attack stat is boosted by 1 stage when hit by one. (Sap Sipper clone but for Bug-type moves)
Type: Fire/Dark

New stats:
HP: 85 -> 85
Attack: 97 -> 137 (+40)
Defense: 66 -> 76 (+10)
Special Attack: 105
Special Defense: 66 -> 76 (+10)
Speed: 65 -> 105 (+40)
(584 BST)

New moves: Flame Charge
Description: Block and counter U-Turn spammers. Dark-typing allows it to gain STAB on Sucker Punch and the very useful Knock Off. Flame Charge gives it the option to boost Speed while dealing damage if it has the room for it.
 

ItzaDelta

formerly I-Deepblue-I
:bw/heatmor:
Name: Mega Heatmor
Typing: Fire/Fighting

Ability: Poison Touch
Stats:


HP: 85
ATK: 137 (+40)
DEF: 96 (+30)
SPA: 105 (+0)
SPD: 96 (+30)
SPE: 65 (+0)

New Moves: Softboiled
Mega Heatmor's flavour mainly comes from one concept in videogames: Bleeding damage; damage over time that occurs whenever someone is struck by a particularly dangerous attack. This, coupled with the anteater's claws, which are very, VERY dangerous, give Mega Heatmor its general concept; a powerful attacker who's claws are so sharp and strong, that they leave lasting injuries.

Soft-boiled is added with the justification that, not only do anteaters eat eggs (and this one is a fire spitting one, so it can probably boil them!) but one of its closest relatives is the echidna, also known as the spiny anteater, one of the very few mammals that actually lay eggs.
Competitively, I think this guy is one of my favorite creations yet!

Mega Heatmor is a Poison Touch user that Steel types want NOTHING to do with it, as it has not one, but two typings which scare them out.
Furthermore, it has access to some very interesting tools which allow it to make the most out of Poison Touch. Knock Off, which can remove longevity in the form of Heavy Duty Boots or Leftovers, a newly added Fighting type which gives it Poison Touch STAB Drain Punch, but more importantly, grants it a Stealth Rock neutrality and Soft-boiled, which lets it actually stick around on the field more than the bulky Pokemon it threatens.

Mega Heatmor can also assist in checking the dangerous Weavile, as it resists both of its STABs, and can absorb Knock Off with no issue.
That said, Heatmor is not that bulky, all things considered, and it struggles investing in both speed and bulk at once, making it either exploitable with faster threats that can EV for it or just broken into by a particularly strong attack.

:xy/pangoro:
Name:
Mega Pangoro

Typing: Fighting/Dark
Ability: Supportive
Ability Description: When this Pokemon switches out, the incoming Pokemon has its status condition cured and heals 12.5% of its health. (Shoutout to Mossy for coming up with the ability!)

Stats:

HP: 95
ATK: 144 (+20)
DEF: 118 (+40)
SPA: 89 (+0)
SPD: 101 (+30)
SPE: 68 (+10)
Behold! Papa Bear!
Pangoro, while quite nasty on their fighting style, are describes as being quite caring towards their companions and won't put up with bullying. As such, I think this is a perfect Pokemon for the Dad ability.
This guy is also pretty cool competitively, taking the role of a bulky, powerful pivot that can either support its allies, or just hit something real hard with its ridiculous STAB combination.

The main appeal of this guy is its access to Parting Shot alongside Dad, allowing it to get its teammates into the field safely, as they will not only be healing, but they will also be staring down a powered down opponent.

Outside of this, Pangoro can still do Pangoro things; remove items with Knock Off, dispatch something with Close Combat and hit its few checks with a coverage move of choice.
Its worth noting that, while Pangoro can heal its allies, it cannot heal itself, so you gotta use it carefully.
 
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LOrd Fernado

I COULD BE BANNED!
pangoro.gif

Name: Mega Pangoro
Typing: Fighting/Dark
New Ability: Bamboo Fist
(Grass type moves have 1.5x power)
New Stats: 95/160(+36)/118(+40)/69/121(+50)/32(-26) [BST:595]
New Moves: +Power Whip, +Trailblaze, +Trop Kick, +Needle Arm, +Grass Whistle
Desciption: Triple STAB is always fun. While not having Pangoro's amazing abilitypool, it has equal if not more offensive prowess.
 
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Gods I'm so glad that I finally noticed/remembered the list of Megas on the front page due to having issues with Dragon Heaven deciding to almost never work for me for at least the past two months. Fun:

:sm/pangoro:
Pangoro-Mega
Ability:
Talkative Fists = This Pokémon's sound moves have 1.3x power. Its punch moves count as non-contact sound moves.
Type: Fighting/Dark [no change]

New Stats:
HP: 095 HP
Attack: 124 → 145 (+21)
Defense: 078 → 095 (+17)
Special Attack: 069 → 080 (+11)
Special Defense: 071 → 095 (+24)
Speed: 058 → 085 (+27)
(BST: 495 → 595)

New Moves: Grass Whistle (...did anyone else notice this move just quietly got murdered back in Gen VIII apparently?), Mach Punch, Shadow Punch
Description: Of the mons in this slate, Pangoro(-Mega) was by far the easiest to think of a new ability for given the whole trope of "Japanese deliquents expressing themselves through 'manly' fistcuffs and other acts of extreme manliness", so I'm glad that no one beat me to it unlike four different versions of Heatmor's stupid self. If anything, then seeing all the other Pangoros' Atk stats made me realize I should probably drop the Attack of this by at least 10 points, especially given the ability's effect, which was also just meant to be a mixture of crappy abilities--Iron Fist, Liquid Voice, and Long Reach--without overshadowing any of them completely despite also being mixed with a bit of Infiltrator by default given the nature of sound moves after Gen VI; that +10 went to SpA given that Pangoro does already get Snarl, which its ability boosts even though its Snarl will likely still have less teeth than its previously exclusive Parting Shot, especially with its new Speed. Its new bulk is actually deceptively higher than it looks given that Drain Punch is also boosted by its ability, which is part of why I initially forewent Mach Punch, but I figured I might as well go for broke with Mach Punch like any banchō would--I will understand if it (or Grass Whistle) gets vetoed though. (And speaking of "going for broke", you can even make an all punches set that basically covers everything with the otherwise pathetic Shadow Punch covering Ghosts and Psychics like your STAB Dark moves would. Just, uh, don't get Throat Chopped unless you want to be forced to Struggle in a totally manly but still game-losing way.)

:sm/quagsire:
Quagsire-Mega
New Ability
: Empty-Headed = This Pokémon draws Psychic moves to itself to raise Sp. Atk by 1 stage; Psychic immunity. {a.k.a. Storm Drain for Psychic moves}
Type: Water/Ground [no change]

New Stats:
HP: 095
Attack: 085 → 095 (+10)
Defense: 085 → 115 (+30)
Special Attack: 065 → 095 (+30)
Special Defense: 065 → 105 (+40)
Speed: 035 → 025 (-10)
(BST: 430 → 530)

New Moves: Zen Headbutt
Description: I figure that if we're going to bother making Quagsire-Mega, then while it will likely still end up being a defensive mon, it should be different enough in its type of defensiveness that using base Quagsire isn't automatically just the right call, making its existence as pointless as something like Garchomp-Mega; all this without also avoiding overshadowing base Quagsire if possible. To that end, Quagsire's status as basically the Unaware mon--until that filthy Dondozo came on scene--instantly came to mind, which brought up related thought: what if I made a Quagsire-Mega that gets around Unaware's "weakness" to Stored Power? Thus the Empty-Headed ability was born, which also gives Quagsire-Mega a flavorful niche as the only non-Dark mon to be immune to Psychic, and thus the only Psychic-immune mon that isn't also weak to Fighting (without being a Ghost who unlives in fear of Scrappy), which also helps fight against Future Sight spam in general. Not much else to say beyond that really except that a) I knew I wanted to give it at least one Psychic move that didn't make base Quagsire suddenly obnoxious & Zen Headbutt is the most on flavor as well as most humorous and b) I intentionally dumped quite a bit into its offenses because I both wanted this to be able to be knocked out & to be able to potentially make use of a passing boost from its ability. While its ability may seem a bit too niche, especially without Tapu Lele around to terrorize everyone, another immunity at no real cost is always nice and its increased defenses and offenses mean it's a better Curse (or Stockpile...or Trick Room) user than base Quagsire against non-boosting opponents. Finally, this also gives Quagsire the small niche of being the only (?) mon at present that can go from absorbing one type to absorbing another completely different type if you want to use Water Absorb before Mega Evolving. Not terribly important, but that can at least dissuade Scalds initially. (Doubles usage is obvious since if nothing else it shuts down both Expanding Force teams even in Psychic Terrain and Trick Room teams until its dealt with.)

:sm/heatmor:
Heatmor-Mega
New Ability
: Volt Absorb {previously Toxic Debris}
Type: Fire/Poison [Poison type added]

New Stats:
HP: 085 HP
Attack: 097 → 100 (+03)
Defense: 066 → 111 (+45)
Special Attack: 105 → 130 (+25)
Special Defense: 066 → 096 (+30)
Speed: 065 → 062 (-03)
(BST: 484 → 584)

New Moves: Poison Jab, Sludge Wave, Toxic Spikes {previously also Rapid Spin and Slack Off}
Description: I'll be brutally honest: I've never particularly liked Heatmor on any level. I don't hate it...at least not beyond its dumb lore with Durant that makes no sense even for this series, but that's more Durant's fault for evolving Steel armor to deal with the Fire mon. Otherwise it's just one of those mons that's just kind of...there with really weird, really disappointing stats that have the audacity to not even be rounded on top of that; it's also supremely irksome that the first four ideas I've had for this mon already got taken. Even after getting a move as powerful and potentially dumb as Fire Lash, which is the key reason I don't feel comfortable boosting its Attack much at all, and having the Attack to actually use it unlike Salazzle, base Heatmor still sucks, to the point that Centiskorch uses Heatmor's previously signature move far better than Heatmor does despite being forced to use Heavy-Duty Boots or die. That comparison to Salazzle is intentional too because the Fire Lash distribution got me thinking: what if the actually super nice--as long as you stay away from Ground attacks--Fire/Poison typing was on a mon that didn't have the defenses of a gasoline-soaked paper bag that was also on fire? And thus the tanky, slightly "ill" due to Mega Energy, would-be spinner Heatmor-Mega that punishes people for touching it through passive poison for all its foes was born. Maybe Heatmor can finally have some kind of niche, especially as a check to the just added Simisear-Mega. Shrug. (All I know is that I've abused bold way too much in this description and that it and Durant have now come full circle in the sense that Mega Evolving makes Heatmor 4x resist Bug but gets it probably blown up by Durant's Stomping Tantrum, especially with Hustle. Oh well. At least it's not also weak to Close Combat like the otherwise even better Fire/Steel typing would make it.)

EDIT: Yeah, I figure that the version of initial Heatmor-Mega might have been a bit obnoxious. As such, Rapid Spin and Slack Off have been removed, and Toxic Debris has been replaced by Volt Absorb. Please let me know if more changes are needed, Hematemesis.
 
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Collab between sticky and me.

:pangoro:
Mega Pangoro

New Ability
: Fluffy

Type
: Fighting | Fairy

New Stats
HP: 95
Attack: 124 → 154 (+30)
Defense: 78 → 93 (+15)
Special Attack: 69
Special Defense: 71 → 111 (+40)
Speed: 58 → 73 (+15)
BST: 495 → 595

New Moves:
- Fake Out, Play Rough

Description:
1) Design concept
Time to leave behind the past.

After years of violence and quarrels, Pangoro grows out of its delinquent phase and becomes someone that fights for others rather than boosting its ego.

2) Competitive
Pangoro still has some aces in its sleeve!

Fluffy + great special bulk allow M Pangoro to distinguish itself from other prominent Fighting Pokémon in Kalos, such as M Mienshao or Heracross; in fact, they encourage a Bulk Up + Drain Punch set to increase its longevity. Moreover, Fluffy helps M Pangoro take less damage from Tough Claws Draining Kiss M Sylveon.

If you don't want a slow set-up set with Bulk Up, no worries, M Pangoro can still apply pressure between its offense and Parting Shot. The addition of Fake Out further underlines its qualities but the move is more for VGC where M Pangoro can really shine with its bulk, offense, and utility options: Snarl, Helping Hand, Coaching, and Entrainment, to name a few.
 
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:pangoro:
Mega Pangoro
Ability: Insurgent (This Pokémon and its allies do 1.3x damage when any Pokémon on the field has stat raises)
Type: Dark/Fighting

Stats:

HP - 95
Atk - 124 (+10) --> 134
Def - 78 (+40) --> 118
SpA - 69 (+20) --> 89
SpD - 71 (+15) --> 86
Spe - 58 (+15) --> 73

New Moves:
+Sucker Punch, Punishment
Description:
Pangoro's Pokedex entries often mention its reckless nature, which is inspired by the Japanese thug leaders known as banchō. It even has thrilling duels with Obstagoon, whose Mega's ability Rebel is now rivalled by Insurgent. You see, the pure Fighting Pancham evolves into Pangoro in the presence of Dark Pokemon, suggesting that it has been led astray. But Pangoro's Pokedex entries also mention that it is still kind towards its companions and cannot tolerate bullying, which implies that some of Pancham's pure heart remains. As a matter of fact, the term banchō has itself evolved, becoming a title to describe leaders who stand against hardship. So, it is only natural for Pangoro's heroic nature to shine through upon Mega Evolution.

That being said, Mega Pangoro is not going to hold back when it is fighting injustice. The newly gained Sucker Punch powers up against setup sweepers, making it an excellent revenge killer. Boosted Darkest Lariat shreds through Bulk Up or Iron Defense wincons such as :skarmory: Skarmory. Furthermore, Circle Throw phazes Pokemon trying to set up on Pangoro in the first place. Finally, Punishment and Foul Play use the opponent's stat stages against them.

Mega Pangoro can also abuse its ability itself, becoming more of a berserker vigilante. It has some very potent Swords Dance and Bulk Up sets, but it is reliant on Sucker Punch to outspeed most things. In VGC, it can use Protect on the 1st turn while its ally sets up, then both of them can gain the boost from Insurgent on the 2nd turn. Additionally, Pangoro naturally gets nice tools for VGC, such as Snarl, Helping Hand, Coaching, and Rock Slide.

:quagsire:
Mega Quagsire
Ability: Adaptability
Type: Water/Ground


Stats:
HP - 95
Atk - 85 (+20) --> 105
Def - 85 (+30) --> 115
SpA - 65 (+10) --> 75
SpD - 65 (+40) --> 105
Spe - 35

New Moves: +Flip Turn
Description:
When you think of Adaptability, you probably think of strong Pokemon that evolved under viscious circumstances. But the ability has already been used in different ways, such as with :porygon-z: Porygon-Z, where it represents flexible software. Therefore, I propose a new form of Adaptability, the ability to take on any challenge with a smile on your face. And what better Pokemon for that than Quagsire?

In battle, Mega Quagsire is quite the opposite of its base. Whereas the base trades its stats for a busted ability like Unaware, the Mega trades away this defensive treasure for some stats and raw power. Its Earthquake hits at around the same level as :landorus_therian: Lando-T, and its Scald is about as strong as :slowbro: Slowbro's (assuming that all 3 are uninvested). This gives it a better offensive presence and makes Bulk Up sets quite potent. Furthermore, the newly gained Flip Turn helps it pivot out of tight spots and preserve momentum, while hitting fairly hard in the process.

On the defensive side, Quagsire's stats have also been upgraded. With the proper investment, it can now easily eat up Knock Offs from Choice Band :bisharp: Bisharp or Shadow Balls from Choice Specs :chandelure: Chandelure. It goes without saying that everything in between, such as :zapdos: Zapdos' Hurricane and :rotom_wash: Rotom-W's Hydro Pump, are no match for it. With that being said, be sure to watch out for Choice Band :weavile: Weavile's Triple Axel.
 
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Gravity Monkey

Que des barz comme si jtais au hebs
is a Top Artist
Quagsire-Mega Quagsirite
New Ability: Sheer Force
Type:

Stats: 95 / 110 (+25) / 85 / 120 (+55) / 75 (+10) / 35 [BST: 530]
New Moves: Work Up
Description: Quagsire has had enough being the butt of the joke. It now has reached its ultimate form and is here to break some necks. Thanks to its new colossal (?) special attack coupled with the pure jewel at the core of its soul honed through attaining enlightenment, SHEER FORCE, it now works as a decent 3 attack + Recover type wallbreaker with Earth Power, Ice Beam and a water STAB. You can also run a Curse or a Work Up set if you feel particularily crunchy. Some people would say its stats are weak, but they're mistaken; theyre the ones who are weak for not trusting the Sire.
 
Shadow dropping some ideas i wanted to sub, will come back to this later and refine them!


Type: Water/Ground
Ability: Chillax - Resets all stat changes on the field when entering a battle.

-Stats-
Hp: 95
Atk: 85 -> 125 (+40)
Def: 85 -> 140 (+55)
SpA: 65
SpD: 65 -> 90 (+25)
Spe: 35 -> 25 (-10)
Bst: 430 -> 530 (+100)

-New Moves-
Flip Turn, Refresh

"


Built to be an incredible pivot vs setup rather than a hard-wall like it's base form, Mega Quagsire's presence causes everyone to take a chill pill and relax. This side-grade to Quagsire lets it instantly interrupt sweeping attempts from boosting mons and flip turn against them, allowing the user to reposition themselves against dangerous threats while bringing in teammates of it's own. This mon will hopefully fit best on bulkier offensive teams and balance teams that want to handle setup sweepers while maintaining momentum. Flip Turn is required in order for Mega Quag to keep up it's momentum, while Refresh lets it cure it's own status in the face of Toxic thrown it's way.


Type: Fire/Steel
Ability: Long Reach

-Stats-
Hp: 85
Atk: 97 -> 167 (+70)
Def: 66
SpA: 105 -> 115 (+10)
SpD: 66 -> 71 (+5)
Spe: 65 -> 80 (+15)
Bst: 484 -> 584 (+100)

-New Moves-
Meteor Mash, Bullet Punch, Mach Punch, Ice Punch

“Under the effects of Mega Evolution, it’s sturdy tail-pipes intake monstrous amounts of air like a vaccum, fueling it’s body with an immense fiery power. It’s malleable tongue-like flame can extend to nearly a mile long.”

Mega Heatmor goes from being a mediocre, forgetable fire type to being a devastating, physically-oriented all-out attacker and wallbreaker with excellent coverage and a useful defensive typing that gives it opportunities to switch in vs common attacks, passive walls, and burn attempts, as well as dropping that oh-so-annoying Stealth Rock weakness. Chipping Mega Heatmor with defensive mons is a tall order, especially with Long Reach providing safety from contact damage and abilities like Zapdos' Static. It's brutally strong STAB Meteor Mash and Fire Lash makes switching into it a difficult task, made only more difficult with it's wide array of coverage, such as Superpower, Stomping Tantrum, Thunder Punch, Giga Drain, Knock Off, and it's newfound Ice Punch. (I know that's a weird move to give to a Fire type, but the coverage is super nice and Alolan Marowak gets Ice beam. Something something thermal cooling for flavor?) Powerful priority options in Sucker Punch, Mach Punch and STAB Bullet Punch means that it isn't a slouch vs faster offensive mons trying to revenge kill it, either.
 
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Heatmor-Mega

New Ability
: Toxic Debris

Type: Fire/Poison [Poison type added]



New Stats:

HP: 085 HP

Attack: 097 → 100 (+03)

Defense: 066 → 111 (+45)

Special Attack: 105 → 130 (+25)

Special Defense: 066 → 096 (+30)

Speed: 065 → 062 (-03)

(BST: 484 → 584)



New Moves: Poison Jab, Rapid Spin, Slack Off, Sludge Wave, Toxic Spikes

Description: I'll be brutally honest: I've never particularly liked Heatmor on any level. I don't hate it...at least not beyond its dumb lore with Durant that makes no sense even for this series, but that's more Durant's fault for evolving Steel armor to deal with the Fire mon. Otherwise it's just one of those mons that's just kind of...there with really weird, really disappointing stats that have the audacity to not even be rounded on top of that; it's also supremely irksome that the first four ideas I've had for this mon already got taken. Even after getting a move as powerful and potentially dumb as Fire Lash, which is the key reason I don't feel comfortable boosting its Attack much at all, and having the Attack to actually use it unlike Salazzle, base Heatmor still sucks, to the point that Centiskorch uses Heatmor's previously signature move far better than Heatmor does despite being forced to use Heavy-Duty Boots or die. That comparison to Salazzle is intentional too because the Fire Lash distribution got me thinking: what if the actually super nice--as long as you stay away from Ground attacks--Fire/Poison typing was on a mon that didn't have the defenses of a gasoline-soaked paper bag that was also on fire? And thus the tanky, slightly "ill" due to Mega Energy, would-be spinner Heatmor-Mega that punishes people for touching it through passive poison for all its foes was born. Maybe Heatmor can finally have some kind of niche, especially as a check to the just added Simisear-Mega. Shrug. (All I know is that I've abused bold way too much in this description and that it and Durant have now come full circle in the sense that Mega Evolving makes Heatmor 4x resist Bug but gets it probably blown up by Durant's Stomping Tantrum, especially with Hustle. Oh well. At least it's not also weak to Close Combat like the otherwise even better Fire/Steel typing would make it.)


well having fun, i made this:



heatmor-mega

magma heart : fire type moves become rock type, *1.2 power, no fire stab and adabtability for rock types

with the energy of mega-evolution heatmor returned into an older version of himself before the durants had this name and a steel typing
actually durant wanted to protect themselves of this MONSTER, giving them a *1 to rock type that's logical,


+ stone edge,+stealth rock and power-up punch

stats :

85->85 (+0)
97->138 (+41)
66->78 (+12)
105->85 (-20)
66-> 78 (+12)
65->120 (+55)



strong, and actually logical, will having the fire type it can't use it, so it look like it's just a rock type, so Durant protected them with this steel body, also in a strat view it have close combat and p-up punch for steel types and a *2 stab for it’s “fire” and rock coverage
also solar beam but weaker against ground and nothing against fighting.
 
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Mega Heatmor:
:SS/Heatmor:
Ability: Steelbreaker
- This pokemon moves crits on steel types
Stats:
HP: 85
Atk: 97
Defense: 81 (+15)
Special Attack: 149 (+44)
Sp Def: 81 (+15)
Speed: 91 (+26)
New moves: Parting Shot
Description:
Taking a look at Heatmor's dex entries, it melts metal, in this case, Durant's metal shell. Steelbreaker is a perfect ability for this thing . Its 91 base speed was really specific, for this anteater to outspeed every single steel type in the metagame, except for one mon: Durant. Parting shot was added as a way for this thing to support its teammates dealing with steel types.

Mega Pangoro
:SS/Pangoro:
Ability: Insure
- Always crits on switch-in.
Stats:
HP:
95
Atk: 144 (+20)
Def: 98 (+20)
SpA: 89 (+20)
SpD: 91 (+20)
Spe: 78 (+20)
New moves: Sucker Punch, Pursuit
Description: Despite its appearance, it's kindhearted to its friends. This mega evolution would be able to revenge kill thanks to its ability. It's definitely not too OP because of its below-medium speed and its typing. This panda interact with sucker punch and pursuit well, making it a perfect revenge killer.
 
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ausma

token smogon furry
is a Site Content Manageris a Top Social Media Contributoris a Top Artistis a Member of Senior Staffis a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Top Team Rater Alumnusis a Smogon Discord Contributor Alumnus
OU Forum Leader
hi, miss me? no? too bad

:bw/heatmor:
Mega Heatmor
Type
: Fire/Dark
Ability: Analytic
Stats:
HP: 85
Atk: 137 (+40)
Def: 86 (+20)
SpA: 105
SpD: 76 (+10)
Spe: 95 (+30)
New Moves: None!

Inspired by jazzmat's very own Gourmant, this Mega Heatmor angle takes notes from the substantial Dark-type movepool at Heatmor's disposal to become a potent utility attacker and revenge killer. With STAB Sucker Punch and a Fire-type that easily threatens super effective damage on much of the metagame, Mega Heatmor becomes a Pokemon that quite easily forces switches, which is where Analytic comes in. Analytic, functionally, is very interesting in that the boost also applies on switch-out, much like Bolt Beak and Fishious Rend. Alongside Heatmor's natural access to Knock Off and Fire Lash, Analytic has the ability to allow Mega Heatmor's applications as a revenge killer to expand into the realm of easy progress-making thanks to Analytic allowing Mega Heatmor to be threatening in the process. Sucker Punch is the tool that really brings the kit together, allowing Mega Heatmor to force switches more reliably with strong priority, while pairing superbly with Fire Lash in and of itself.

:ss/pangoro:
Mega Pangoro
Type
: Fighting/Dark
Ability: Persecutor - If the opponent is itemless, the user's status moves gain +1 priority. Dark-types will not be immune to Persecutor-boosted moves.
Stats:
HP: 95
Atk: 134 (+10)
Def: 113 (+35)
SpA: 74 (+5)
SpD: 111 (+35)
Spe: 68 (+10)
New Moves: Jungle Healing, Encore

So, stick with me. I know this ability seems a bit weird, but there's a method to my madness. To begin, Pangoro is a very, very powerful Knock Off user, boasting a great secondary STAB and even better coverage to make it even more frustrating to switch in. In regards to wallbreaking, it is a threat that must always be respected, even if its gameplan is pretty straight forward. However, much of this relies on its own item slot and in the process it is really held back by its Speed tier. It's fickle, because Mega Pangoro really wants to be a stat machine to both make up for its lack of an item slot to bolster its damage output as well as offset its really bad Speed. It's a very uncompelling route to play to this, and I think Pangoro has some interesting tools in its arsenal that could help diversify its role in spamming juicy Knock Offs.

STAB Knock Off with a high Attack stat is unavoidable, and no matter what we do, Mega Pangoro is going to want to use this move. However, with Persecutor, Knock Off leans far more into early game progress-making before becoming a greater threat later, a la Weavile. The effect of Persecutor allows Mega Pangoro the ability to play more into its signature move: Parting Shot. Priority Parting Shot is a powerful tool that allows Pangoro to pivot around safely, which pairs great with its Stealth Rock resistance and Knock Off into Mega Pangoro's potential offensive checks that could threaten it with super effective coverage, of which much exist. Aside from Parting Shot, Mega Pangoro will also have access to priority Bulk Up, which allows Pangoro to play much more into the Weavile-style of winning, especially with a priority Defense boost. I also chose to give Mega Pangoro Jungle Healing for this reason; not only does it pair well with Drain Punch, but it also pairs well with Persecutor and the defense boosts. Other options that exist are priority Taunt and Toxic, which are both nifty in being anti-sweep/recovery tools, and the former can be a nice complement to Bulk Up variants. Encore also is added to give depth to this style of Persecutor use.

I wanted to respect Pangoro's primary weaknesses in low Speed and its exploitable weakness profile, however with Persecutor at its disposal, it is able to respond to them in a way that's both balanced and provides some interesting options for offensive structures with its Ghost-type resistance, Stealth Rock resistance, and U-turn neutrality.


:bw/quagsire:
Mega Quagsire
Type
: Water
Ability: Oblivious
Stats:
HP: 95
Atk: 85
Def: 105 (+20)
SpA: 65
SpD: 100 (+45)
Spe: 70 (+35)
New Moves: Bulk Up, Taunt

If I had a nickel for every time I made a bulky setup sweeper in a single slate of M4A I would have two nickels, which isn't a lot but it's weird it happened twice. My idea behind this is simple, however the cool part of it explores the dichotomy of its base form with the resultant Mega, creating a Mega that operates somewhat strangely, but uniquely, and will likely have some interesting teambuilding applications. Unaware setup, simply, is very cool, and it's something that has been explored in dearth by the main series with most Unaware Pokemon being very defensively oriented. It's not exactly compelling to offset Quagsire's primary weakness as an Unaware user (its stats) and hold onto Unaware, as that's really just not worth the Mega slot. The intensely low BST also adds upon this. So, in my Mega, I wanted to explore the relationship that Unaware on switch-in and a type change + a Taunt immunity could have with one another to create a sort of side-grade Mega, somewhat like Mega Slowbro or Mega Garchomp.

Essentially, the idea is: use pre-Mega Unaware as a deterrent to force a set-up opponent out and your Electric-immunity as a tool to find setup opportunities, and then use your Mega Evolution to shed your quad weakness, become immune to Taunt, and get some more Speed to secure KOs into chipped walls that pack recovery. Bulk Up and Wave Crash are mostly QOL changes, making it easier to use the Mega's Speed tier and Wave Crash to require less setup turns. Taunt however does also give us the opportunity to respond to Toxic/recovery from walls and potentially secure a small niche in blocking removal in case Quagsire wants to use its Mega Stone as a contingency option on a potential dual-Mega team (wink wink).

Basically: I don't see a world where a Mega Quagsire is worth the Mega Stone by itself, so I believe building a Mega that can provide Quagsire as a whole more set options and add some layers to its matchups and counterplay is the best course of action for it, hence my design!
 
okispokis + abismal present:

:ss/Pangoro:
Pangoro-Mega
Fighting/Dark
Ability: Mold Breaker/Iron Fist/Scrappy-> Friend Guard
Stats
HP:
95
Atk: 160 (+36)
Def: 95 (+17)
SpA:
69
SpD: 116 (+45)
Spe: 60 (+2)
New Moves: +Vacuum Wave, Wide Guard


Pangoro's tough exterior belies a strong loyalty to its allies, so what better ability for Mega Pangoro then one that directly shields its allies from danger? Pangoro already possesses quite a few handy tools for VGC: Knock Off and Close Combat are always a nice STAB combo to have, Coaching grants its ally a free Bulk Up, plus Helping Hand for an additional one-time boost, Parting Shot allows it to pivot and provide extra offense control, Beat Up can bypass Sashes and proc an ally's Weakness Policy or Justified, Quick Guard to block opposing priority and it can use options such as Bullet Punch for priority, Gunk Shot to not be walled by Fairy types, Rock Slide for spread damage or Swords Dance to boost itself. Access to Scrappy pre-Mega also means it can temporarily shield itself from Intimidate. For extra support, we gave it Wide Guard to more directly protect its teammate and Vacuum Wave as an alternative priority option which can also be used to proc Weakness Policy on Pangoro's ally.

Mega Pangoro fills the role of an offensive support Pokemon, boosting its allies with
Coaching and/or Helping Hand while granting them a passive defense boost and potential direct shielding with Wide Guard or Quick Guard. Obviously Pangoro is not exactly lacking in damage output itself thanks to its buffed Atk and variety of offensive tools, which adds to its versatility as it can mix and match from the aforementioned options depending on the needs of its team. The buff to SpD is crucial for Pangoro's own survivability, letting it better tank common spread moves like Heat Wave and Discharge and stick around long enough so its teammates can make the most of Friend Guard. This benchmark notably allows Pangoro to barely survive double-target Dazzling Gleam from Tapu Koko before investment, allowing more flexibility for your EVs as you don't have to focus so much on SpD. Pangoro's physical bulk gets a lesser buff that still improves Pangoro's ability to tank key moves (even better at taking Rock Slide) and can be easily covered by your own Intimidate user. Pangoro also doesn't mind support from Trick Room, hitting just the right speed tier to function with or without the style.

Obviously Mega Pangoro is not as tailored for Singles as Doubles, but even without a useful ability it still packs naturally strong power and the ability to hit that important 240 benchmark, alongside a 4x Dark resistance and Psychic immunity. Access to
Taunt means it can potentially function as a stallbreaker in combination with Swords Dance and that coveted STAB combo, potentially subbing CC for Drain Punch if you want recovery; it can alternatively use Bullet Punch to pick off faster targets or Gunk Shot to tear through Fairies (notably Clefable in NatDex formats since it can easily speed creep). Mega Pangoro simultaneously pairs nicely with defensive teams itself as they can keep it healthy with Wish and Heal Bell. Alternatively, you can lean into this stallbreaker role to remove obstacles for certain offensive teammates.
 
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PangoroSuperLegendSet2.jpg

Mega Pangoro
Fighting / Dark
Ability: Simplify (Making contact with the user changes the attacker's ability to Simple.)

95 / 154 / 108 / 89 / 101 / 48
+30 Atk, +30 Def, +20 SpA, +30 SpD, -10 Spe
New moves: Wish, Defog

Pangoro plays for Parting Shot, clearly, but I've done my darndest to add a little bit more depth!
First of all, the Speed drop and addition of Wish makes Pangoro a supportive pivot, capable of taking hits and neutering opponents if needed. Defog can additionally aid in this role.
On that note, Defog has a niche of being a good Evasion drop, allowing Pangoro to take advantage of its more inaccurate moves (notably, Stone Edge to nail the pesky Flying-types that dare to approach.)
In Doubles, Pangoro can let allies hit it to give them Simple, then send a Coaching their way— or a Snarl to opponents who get too touchy. Enjoy your speed control with Bulldoze and the stronger STAB of Low Kick.
Hopefully, all this can convince you that Pangoro is right to see the world in black and white— with this sub being the only correct choice, of course.

Collab with Paulluxx!
858px-HeatmorFusionStrike41.jpg

Mega Heatmor
Fire / Ground
Ability: Alluring (Disables the pivoting effects of opponents' moves.)

85 / 117 / 97 / 105 / 85 / 95

+20 Atk, +31 Def, +19 SpD, +30 Spe
New moves: Focus Punch, Pain Split

Concept: Heatmor's done with slithering its tongue through Durant nests. Instead, it now dazzles them with gorgeous displays of fire, dirt, and collected food, burning them to wow its audience before catching the stragglers who'd dare to miss such a show. Though beautiful, Mega Heatmor are well-known among bug catchers as ruthless and vain.

Competitive Design: So the basis for this competitive design was because DarkFairy brought up a bug immunity ability in submission feedback. It could completely prevent opposing pokemon from pivoting on it, and then with the addition of the ground type. Prevent volt switch while also using the ground type offensively with STAB Stomping Tantrum. Eventually we shifted to Alluring which makes sense flavorwise as well and already exists so we can use it to prevent all pivoting moves. Preventing pivoting with Alluring allows it to abuse its originally signature move Fire Lash to a great extent. Sucker Punch allows it to pick off opponents that have lowered defense when they switch in. 105 Special attack also grants it great versatility, running HP Ice to catch Gliscor on a switch.
We added Focus Punch to incentivize good play with Fire Lash and benefit from the many hard switches that Heatmor forces. Pain Split as well allows it to benefit heavily from the switches.
 
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Collab with IsoCon

:bw/quagsire:

Mega Quagsire
Type: Water/Ground
Ability: Marshland Lord (Sets Water Sport and Mud Sport upon switch-ins)

Stats:
HP: 95
Atk: 110 (+25)
Def: 125 (+40)
SpA: 100 (+35)
SpD: 65 (+0)
Spe: 35 (+0)

New moves: Flip Turn

It's hard to pull Mega Quagsire off, few abilities are able to fit the flavor of Quagsire as well as Unaware while allowing it to differentiate itself from its base form, but Marshland Lord does both while putting into work the effect of 2 moves with huge wasted potential.
Quagsire now creates its own swamps to live in AND make a living out of it, after all, Quagsire is a landlord in the Mystery Dungeons series :)

Quagsire has a huge twist in its role as a mega, now it is a defensive pivot meant to support its teammates through its ability, able to reduce the damage of Fire and Electric type moves to 1/3, allowing teammates such as Gliscor, Scizor, Amoonguss to check the likes of Simisear-Mega, Zapdos, Heliolisk-Mega, Volcanion, Rotom-Heat/Wash, and others, much more efficiently, and while the ability might sound broken, it's worth noting that Quagsire itself can't switch safely into most of the mons listed previously, thanks to its low SpD, which allows it to still be threatened by most strong special attackers, forcing you to play very carefully to keep it alive. It's very important pointing that although Marshland Lord brings many benefits to Quagsire and any team that chooses to run it, it also has its disadvantages, Marshland Lordakes your teambuilding process much more restrictive, after all, your team is also affected by it, it discourages you to run the likes of Zapdos and Rotom-Heat, which would make up for great partners for Quagsire-Mega, gives Volcanion a hard time dealing with grass types like Amoonguss, as they can switch in much more safely, and overall makes it harder for any mon that relies on Fire or Electric coverage to deal with Scizor, Slowbro, Ferrothorn, and many others dominant mons of the metagame.
What differentiates Quagsire from other potential users is the fact that Quagsire does not benefit from the ability itself, it already resists those moves naturally and its SpD is way too low for it to sponge any secondary stab or even coverage the mons it helps keep in check through its ability; it's also important noting that although the Flip Turn addition might look like overkill, Marshland Lord's effect will only last 3 turns for its partners, as it takes 1 turn for Quagsire to switch into the field, and 1 to switch out, outside of situations where it comes in as the lead or to replace a previously killed mon, where Marshland Lord only lasts for 4 turns, but that'd also be presuming that you're not using any move other than Flip Turn, any Mon able to force Quagsire to Recover or attack too often can neutralize its ability almost completely, which is a weakness far easier to exploit thanks to its mediocre SpD, which makes both effects of the ability not only needed, but also balanced.
 
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Mega: :sv/Quagsire:
Typing: Water/Ground-->Water/Poison
Ability: Damp / Water Absorb | Unaware -->
Acidic Surge:- Summons acidic terrain on switch-in, previously signature of dragalge-mega.
Stats:
HP/Atk/Def/SpA/SpD/Spe
95/85/85/65/65/35
To
95/135/100/65/100/35
95/(85+50)/(85+15)/65/(65+35)/35


New Moves: Sludge Wave, Acid Armor, Sucker Punch, Poison Jab

Still no terrain setter in this meta. Poison allows it to enforce mindgames against grass types(and steel/poison types as well!)



Mega: :sm/Heatmor:
Typing: Fire-->Fire/Ground
Ability: Gluttony / Flash Fire | White Smoke -->
Soot Guard:- It take 3/4 damage from neutral attacks, previously signature of flareon-mega


Stats:
HP/Atk/Def/SpA/SpD/Spe
85/97/66/105/66/65
To
85/100/80/135/80/104
85/(97+3)/(66+14)/(105+30)/(66+14)/(65+39)


New Moves: Nasty Plot, Burn Up, Earth Power

A defensive ability on an offensive mon which takes advantage of its great typing and great ability to control its matchups



Mega: :ss/Pangoro:
Typing: Dark/Fighting-->Fighting/Dark(primary and secondary type change)
Ability: Iron Fist / Mold Breaker | Scrappy -->
Spirit Breaker:- Whenever it uses an attacking move, it's opponent attacking stat is reduced by 1 stages, the attacking stat depends on what move it uses.(physical for physical drop, special for special drop)


Stats:
HP/Atk/Def/SpA/SpD/Spe
95/124/78/69/71/58
To
95/130/100/130/100/40
95/(124+6)/(78+22)/(69+61)/(71+29)/(58-18)


New Moves: Recover, Vacuum Wave, Nasty Plot, Sludge Bomb

Its a good alternative to parting shot since its an ability which activates on its moves. It gets both type of coverage and priority moves so it can provide good switchins to mons and catch several mons on the switchin, it now has allround coverage and sucker punch
 
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Eeveekid10

Whether to uturn or eq the heatran?
Descriptions coming later please bear with me I am busy for a while


Mega Quagsire
Ability: Residual Drain: Whenever the pokemon of the other side is damaged by indirect damage, then this pokemon is healed by half of the residual damage done
HP: 95
Attack: 85
Defense: 85-->125(+40)
Special Attack: 65-->105(+40)
Special Defense: 65-->85(+20)
Speed: 35
Collab with Lord Pxperto




Mega: Pangoro
Ability: Showdown: When this ability is active, every pokemon on the field is under the effect of heal block
Stats:
HP: 95
Attack: 124-->145 (+21)
Defense: 78-->108 (+30)
Special Attack: 69-->84 (+15)
Special Defense: 71-->108 (+37)
Speed: 58-->55 (-3)
New moves: Mach Punch, Pursuit
Description:



Edit: Edited both of my megas and removed Heatmor because I didnt have enough time
 
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Dear community,

it is now time for reviews. You have 2 days to revise your sub before voting starts on Friday (14.04.2023). If you do change your sub, please notify the person who wrote the feedback on your sub! For Quagsire subs, that's me (BlueRay); for Heatmor subs, it's Hematemesis; and for Pangoro subs, refer to Sticky Fingaaa. You can contact either one of us through Discord or through Smogon.

:xy/quagsire:
awaterbucketonlava—First of all, welcome to our PetMod and thank you very much for participating in this forum! I hope you’re going to have a great time here. Now, on your submission. You did a very good job working with Quagsire’s French name and incorporating it into your design process. That’s a very interesting and unique approach since few have ever done it in the past. So, chapeau! When it comes to competitive, I have to say this Mega Quagsire is too much for Kalos to handle. Outside of Mold Break users, you can’t wear it down with status; of course, there are hazards but Quagsire already takes less damage from Stealth Rock, leaving only Spikes to notably affect it. Moreover, defeating M Quagsire becomes even more of a hurdle when you consider the fact that thanks to its ability, it is immune to Grass moves, the only weakness it could have with its dual typing. Water/Ground is already excellent in itself due to its great resistance profile, such as Fire, Rock, and Electric to name a few. To make Mega Quagsire more balanced, I would strongly recommend nerfing its SpD so that some special attackers in the Kalos dex are actually able to pressure it. I would also suggest reworking the ability, explaining why this Pokémon should deserve these effects and why we should overlook the fact that the ability basically combines three different effects, which can come off as unnatural—not in line with GameFreak’s usual design choice. Of course, there are precedents like Water Bubble on Araquanid but they are rather the exception than the rule and come with their own justifications. [not approved until sub is balanced]

Turtlek—Simple is an excellent flavour choice on Quagsire as it underlines its easy-going nature. When competitive is considered, the ability suddenly turns out to be an amusing choice; it’s going to be very challenging for the opponent to deal with it. I like this idea very much. However, I should note that Simple in combination with pre-Mega Unaware and Power Trip is likely too much to handle in the Kalos dex region. Therefore, I’d suggest removing Power Trip in order to balance it. [approved but Power Trip needs to go]

woo and GhiteOff—Trace is a lot stronger in NatDex than in Kalos due to the higher pool of Pokémon. So, I will evaluate its usefulness there. Water/Poison is well chosen to better tank hits from Pokémon you may want to switch in and copy their abilities, like Toxapex or Blaziken. It’s also good to avoid Toxic and Poison. However, M Quagsire still faces competition from Toxapex itself and M Noivern; the former already comes with Regenerator and is thus more consistent as it’s not dependent on copying an ability. The latter is much faster and has more advantages it can take from copying an ability, such as weather. I should note Magnezone can be Timid, which makes trapping it less useful when M Quagsire is already slower and weak to it. If we consider Kalos, Trace’s usefulness is questionable with that dualtype. M Quagsire is weak to Slowbro, Slowking, and Volcanion and doesn’t benefit much from copying contact punishing abilities when the three main weaknesses—Psychic, Ground, and Electric—are usually non contact and force this Pokémon out. I will accept this sub but would recommend thinking through the competitive value of this ability on a Water/Poison Pokémon and see if it’s enough. [approved]

jazzmat—It’s always cool to see people working with an ability a Pokémon already has and figuring out how they could use it in a different way. I believe you are already in the right direction since Quagsire has good mixed bulk, allowing it to check more Pokémon. This is nice as you do need to justify a Mega Pokémon on a team, especially one that’s very similar to its basic form. Now, the reason why I mentioned you were in the right decision was because I feel the stats emphasize its tanky nature a bit too much. If you were to take some points away from Def and put them into its offense, M Quagsire could be more different than its basic form. For instance, it could be a more bulky offense Pokémon trying to overwhelm opponents much faster. [approved but stats need to be revised]

DrPumpkinz—Using Serene Grace more as a defensive ability to underline Quagsire’s strength is pretty cool in itself. I also like how much attention you paid to the Japanese name of the ability and how well you combined it with Quagsire’s attitude. That said, this Quagsire’s even bulkier than M Toxtricity and already has an excellent dualtype, making it very hard for physical and special attackers of the Kalos region to deal with it. Since you seem to focus on its ability to mainly check physical attackers, I’d suggest lowering its SpD so that special attackers have an easier time with it at the very least. [approved but stats need to be revised]

okispokis—Misty Surge is a very good idea on Quagsire to handle dangerous Ground Pokémon, especially those who try to set up or inflict it with a status condition. The stat distribution looks very neat. I like the emphasis on SpA because Ice Beam can and will pressure Ground Pokémon like Garchomp or Gliscor. It can also function as a very decent Zapdos check whose Hurricane can be very annoying at times but your M Quagsire usually doesn’t have to worry about confusion when Misty Surge already prevents it. If you want to, you could spend a bit more time on the flavour part to make your sub even more appealing to the readers. [approved]

Dead by Daylight—Your Quagsire is a great status sponge and works well as a Zapdos check, among others. So, I can definitely get behind this idea. Regarding the flavour part, your explanation is pretty neat as it underlines Quagsire’s easy-going nature. That said, I would lower its SpD a bit since only one weakness + status immunity + great mixed bulk is quite a potent combination. [approved but stats need to be revised]

PlazmaDragon—I think this is the first time you participated in this mod. So, in this case, welcome! I hope you’re going to have a great time here! If there are any questions, don’t hesitate to ask. Now, regarding your sub, I have to say it’s a very pleasant presentation seeing how much time and energy you put into your descriptions, making sure each of your decisions are well understood by other people. However, I am not convinced by Shore Up’s competitive explanation. Other Pokémon could theoretically get Shore Up like Hippowdon but considering the unique effect to it, there needs to be better reasons as to why your Quagsire needs this move in particular. Moreover, what makes it so special as a team member on sand teams in the Kalos dex? Regarding the ability, I’m curious to see how Quagsire would fare in VGC, especially once we get to gen 9 which offers a lot of Pokémon with set-up moves. A propos ability, does it really ignore stat boosts or did you mean to say it ignores any stat changes? Because only the latter would be like Unaware. [approved but Shore Up needs to be better justified competitively and there needs to be some clarification on the ability]

The Damned—This is a very entertaining sub; I loved the choice of ability and your thought process; it’s very refreshing and makes your sub even more appealing than it already is. Immunity to Psychic moves is very cool on such a defensive Pokémon. I like how you pointed out both its usefulness to combat Stored Power as well as Future Sight combos, making this Quagsire unique indeed. The fact it also shuts down Armarouge in VGC is pretty much icing on a cake. Well done! Keep up the humour. [approved]

NANI?!—That was a very good introduction; you drew attention to how Adaptability is usually used and then offered your own take on this ability. I’m confident a Pokémon as carefree as Quagsire will have no problems adapting to any situation. Competitive wise, I like the idea of a non passive, defensive Pokémon. Quagsire could run Curse if it wanted to to make it even more threatening. [approved]

Gravity Monkey—A hilarious sub; I like the humour as it makes the sub even more appealing than it already is, even if Quagsire suddenly gaining sheer power is a bit unusual in itself. After all, that’s not what Quagsire’s nature is about. However, I will accept this sub. The humour is really priceless. That said, Quagsire looks like a great mixed attacker, and I’m actually very curious about its application in VGC. The dualtype, its slow speed, and great mixed offense are very appealing. [approved]

XtheGAMEmaster—Chillax is a very flavourful ability considering Quagsire’s easy-going nature. I also see its usefulness from a competitive point of view; after all, it makes it much easier to handle Calm Mind users, specifically those that rely on Stored Power. This makes Quagsire a very unique Pokémon as it doesn’t need to run Haze at all. Flip Turn further enhances its qualities and provides momentum. [approved]

ausma—Oblivious is a very underused ability in Singles. So, I appreciate any attempt to make it more usable in that format. In your case, Oblivious is an excellent choice flavour wise since it references Quagsire’s Unaware and underlines its easy-going nature. Competitive wise, the new resistance profile from a mono Water type is very appreciated as Weavile is challenging to check in the Kalos dex. With Taunt and Bulk Up, M Quagsire can become a cool lategame cleaner, reminiscent of Bulk Up Corviknight. [approved]

Sticky Fingaaa & IsoCon—The flavour behind the ability is pretty neat; Mystery Dungeon isn't often referenced in a sub, after all. Humour is also very appreciated, turning this sub into a very compelling and entertaining presentation. That said, the choice of ability is very unusual since it contains two different and powerful effects that are very easy to set and that don't seem streamlined very elegantly. I can understand the flavour behind these effects but why is it necessary to involve two effects and, flavour aside, why is M Quagsire the Pokémon that should set these effects? What is it that makes it special and different from other potential users? [not approved until more sound arguments are provided to justify the effects of the ability]

Snowdrops—Acidic Surge is a clever and interesting choice on M Quagsire. After all, Grass naturally resists its Water and Ground STAB moves but with boosted Poison moves, M Quagsire could actually pressure this type. Moreover, M Quagsire is also a good enabler of this ability since, as a Water Pokémon, it can threaten Ground Pokémon that naturally resist Poison. And as a Ground Pokémon, it pressures Poison Pokémon that naturally resist Poison. Therefore, M Quagsire can well support Poison Pokémon on your team. Move wise, M Quagsire doesn't benefit from Sludge Wave at all considering its abysmal SpA stat, and it already learns this move from previous generations. I wouldn't mind the addition of Poison Jab, though, to take advantage of its better Atk stat.

Eeveekid10 and Lord Pxperto—Residual Drain is a very bold but clever choice on M Quagsire. One of the most common ways to wear down a Pokémon is through Toxic, which it excels at doing it given its dualtype and pre-Mega ability, making it a very sturdy option on a team. Moreover, as a Ground Pokémon, it can pressure both Steel and Poison Pokémon, which are naturally immune to Poison. With Infestation and Recover, you have a very demonic Pokémon that limits switch-ins and is tough to take down. Burn from Scald also makes M Quagsire an obnoxious Pokémon to deal with. Therefore, I'd suggest halving the healing effect. For instance, if Infestation would deal 1/8 to a target, the user would recover 1/16. I would also lower Def a bit and put the remaining points into either Speed or offense considering the high power level of this ability. [approved but ability and stats need to be more balanced]

Blue and Sticky Pangoro - Approved! (by Hematemesis]
:xy/Heatmor:
Jazzmat - Approved! This pokemon is quite the nuisance, as the ability makes it really strong at inflicting negative stat changes on other pokemon. As a result, I was hesitant to approve it at first, but there are a few good limiting factors Jazzmat employed to make sure it is balanced. The low speed and the fact that it has both no recovery and is weak to stealth rock make it balanced. Therefore, I approve!

DrPumpkinz - Denied! I would love for this pokemon to be legal, but unfortunately, it simply is far too strong. 110 base speed coupled with magnet pull really becomes meta definining, as Mega Heatmor can act as an eliminator of certain types of pokemon a la Dugtrio. Part of the reason Mega Talonflame works is because it does not inherently beat most flying types (Magnezone inherently does not beat all steel types, either). This beats every steel type with the stab fire moves and insane attack stats on both sides. Therefore, I am calling for a complete rework. Please remove magnet pull!

Abismal - Approved! Good callback to one of m4a natdex’s most well-designed megas! I really think you do a good job adapting this to Heatmor on both a flavor and competitive aspect. Snarl and the dark type are good, but not overbearing additions. Simply put, this is a classic 10/10 Abismal submission! Approved!
--Addendum from Sticky Fingaaa: Speed needs to be lowered to make the sub more balanced as Fire Lash coupled with STAB Knock Off is very potent and difficult to handle.

Exploziff - Approved!
Heatmor had enough eating ant, and was wondering what grilled chicken tasted like.
This is my new favorite quote of any pet mods submission ever! Instant classic! That was enough to gain my approval, but this mega is also quite nice. Fire/ground with wind rider is another example of an interesting adaptation of Heatmor’s flavor without inherently making it overtuned! Additionally, Exploziff built this pokemon with the Kalos dex in mind, and was able to theorize how it could be countered as a result. The stat changes were really big, but not overbearing! This is an easy approval from me!

Okispokis - Approved! Adding onto the trend of fire/dark submissions, here we have one that has earth eater. This helps eliminate the otherwise debilitating ground weakness. Further good news: this pokemon was made with a specific archetype in mind: stallbreaking. That was an intelligent design choice, as it led to a pokemon that fits a specific niche very well, rather than just being vaguely strong. Okis “Game Freak developer” Pokis certainly put on his thinking cap for this one, and it shows! Approved!

War Incarnate + Nani - Approved! I love the collab! Stakeout is a great choice for Mega Heatmor, as it makes Fire Lash very strong. Additionally, due to it being below base 100 speed, this pokemon is surprisingly balanced! Power whip and yawn are both unique and great options for MHeatmor as well! I can tell the two of you worked hard to make a strong collaboration, and as a result, it gets approval from me!

Gekokeso - Denied! Yeah, this contrary user is far far too powerful to be allowed. Consider the following: if Serperior were a fire type snake, it would likely be banned from competitive play. In a similar vein, while this Heatmor is slower than Serperior, it is a great deal bulkier, especially with superpower. Due to both attacking stats being powerful, it will also be difficult to ascertain whether this pokemon is physical or special. Due to these factors, I am requesting and ability rework from contrary. Thanks!

Agent 9 - Approved! To be perfectly honest, this pokemon does not seem very strong. Triage is a great ability, and fire/fighting is a cool addition, but this pokemon seems ripe to get mowed down by stronger threats. This pokemon would be the all time swaggiest recipient of bitter blade in history, but alas, this is still gen 8 mechanics. In any event, underpowered is better than overpowered! Approved!

MegaFlareon - Denied! Consider the following: fire lash + knock off STAB combo on a +1/+1 pokemon with 137 attack is unbelievable! Bug eater allows it to very quickly gain +1 in attack, and flame charge gives it the speed it needs. From there, it is primed to do incredible breaking due to it being too powerful and too fast to counter. I think this pokemon needs to be toned down heavily in the stat department and have flame charge removed, as bug eater as a concept is great! Thanks!

Delta - Approved! Fire/fighting with poison touch is heavily unique, but it does not push Heatmor over the edge. In fact, the stat changes are the best part of the mega, as Delta did a fantastic job ensuring that they beefed the defense stats to a significant degree. This pokemon seems like it does really well bulkier builds, but the tradeoff is that struggles against offense. Nonetheless, this is among the best Heatmors for sure! Approved!

The Damned - Denied! Absolutely not! No! This is a ridiculous, ridiculous pokemon. 85/111/96 bulk with removal, recovery, and toxic debris is asking for trouble. For reference, Glimmora has worse stats in all 3 categories, no natural recovery, and a way worse typing. Simply put, this shall not be allowed. We need a complete rework, and toxic debris definitely needs to be removed.

XtheGAMEmaster - Approved! Fire/steel is always a combination that brings music to my ears! Leaning into the wallbreaker aspect was great, and the steel addition goes the extra mile into not only making it unique as a wallbreaker, but neutralizing its hazard weakness. Fortunately, the defensive stats are still extraordinarily mid, and no flash fire like Heatran means it struggles versus opposing fire types. I love how the mach punch addition helps it beat itself. Great mega!

Awaterbucketonlava - The stats are incorrect, as they add up to 99. Pls fix and then it’s good!

SimpyShrimp - Approved! Similar to an aforementioned pokemon, I think this mega is a bit weak! Nonetheless, I really really like it a lot! Steelbreaker is a great addition to really ensure that steel types do not want to stay in on this thing, which helps it become an enabler for other teammates. The addition of parting shot is a great way to help it enable teammates even more! I feel like you could make this stronger if you want, but in the interim, it gets an approval from me!

Ausma - Approved! Classic S-tier Ausma subs make their long awaited return, and this Heatmor is fantatsic! I cannot put it into better words that Ausma does herself. This mega falls perfectly in line with Ausma‘s creative vision of making it a “utility attacker and revenge killer.” This Mega Heatran gets the needed dark type to be a ferocious attacker, but still carries the many weaknesses fire/dark Heatrans mentioned above have as well. I love this! Approved!

DarkFairy + Paulluxx - Approved! If I had a nickel for every Heatran that used a Slate 38 ability, I would have 2 nickels, which isn’t much but it’s weird that it happened twice. Keeping on brand with excellent Heatmor subs all around, this is absolutely getting approved. Alluring is a fantastic ability in the sense that it is always balanced because it is never overcentralizing. I really enjoy the movepool additions as well, focus punch and pain split are both options that are always awesome when they work! Approved!

Snowdrops — Approved! This is a very interesting mega idea, and it gets the approval from me due to what you did with it as well! I like the addition of soot guard and the ground type, as I think both of those flit from a flavor perspective! With that being said, I was curious at first to why you biased this towards a strong special attacker instead of a defensive pokemon. However, I then remembered Dragonite, a physical sweeper but with a defensive ability. I like how you took inspiration from Dragonite for a completely different pokemon! Approved as a result!

Eeveekid10 - Denied! The stats are super optimized, and the ability is super generic. There is no description. It was posted 2 days after the deadline. Please put more effort into the sub for me to approve. Thanks!
:xy/pangoro:
Awate9rbucketonlava–Welcome to our community. Your submission is pretty solid, although I think some more flavor to justify Supreme Overlord could be welcome, but I need to point out that there are some rules you need to follow while making your megas, you're only allowed to lower the Atk or the SpA of a sub in order to spend it in another stat for very rare exception, such as Kricketune and Butterfree, so keep t in mind while revising the stats for your sub. [Not approved until stats are revised]

Turtlek–Solid submission, but I'd dump some Speed into the SpA in order to make it more reliant on Sucker Punch, probably slower than the Rotoms, as there's a lack of Fairy types and non mega Fighting types in the meta, which could make the sub overwhelming. [Approved but stats needs to be revised]

Jazzmat–I actually really love this concept, the flavor of the ability fits Pangoro really well and has really cool synergy with Close Combat, while also gives it a spotlight in VGC by punishing Intimidate spam, hats off to you. [Approved]

DrPumpkinz–Really solid sub, I really like how you use Sheer Force here to abuse coverage rather than to mindless spam high BP stab moves, it gives me some Gen 5 Conkeldurr vibes, except this one is able to accomplish its goals. [Approved]

Exploziff–Although I like this one a lot, it's important pointing out that giving Slack Off to Pangoro might feel off considering the ability "Enraged", I'd suggest replacing it if you think the reliable ecovery is crucial in order for your submission to work, besides that, it's a good sub that also punishes risky plays from your opponent. [Approved but Slack Off needs to be better justified/replaced]

War Incarnate–This one sounds really interesting in doubles, but in singles it's very underwhelming, Pangoro has 3 weaknesses, one of them being a x4 Fairy weakness, and the other two being well known for running high BP moves, which makes Pangoro very unlikely to survive most of the time, I'd recommend reworkingyour sub to be able to use its ability more efficiently in singles, it could be by reworking the stats, the typing, or maybe the movepool. [Approved, but rework is advised]

Agent 9– I actually like Wushu, the sub feels very simple but effective, Wushu allows it to have more set diversity being able to choose moves freely. [Approved]

I-Deepblue-I–Supportive is a really good ability and very flavourful for your concept, it also incentives Pangoro to run Parting Shot and enable it to act more as an utility mon while still being able to act as a breaker, well done! [Approved]

LOrd Fernardo– Bamboo Fist has an pretty straight forward flavor and fits like a glove while also allowing Pangoro to 1HKO Mienshao-Mega and force out specific Ground types such as Hippowdon, I like it, but even though it has its merits it's probably not very strong on its own, since most of Pangoro checks either get hit super effectively by its coverage, or resist Grass type moves. It's important pointing out that it won't be able to run Trailblaze in Kalos since it follows Gen 8 mechanics. [Approved]

The Damned– A well written sub from start to finish; I think the flavor for Talkative Fist speaks for itself is really cool, in my eyes, the greatest benefit Pangoro would get from it is not having to worry about Static and Flame Body making different from any other Fighting type in Kalos, while also being able to hit very hard with Swords Dance, a very solid sub. [Approved]

NANI!?–The concept of Insurgent is neat, and I really love how it references Rebel, but unfortunately, I feel like it removes one of the interesting aspects of Rebel, since most of the time Insurgent will end up as a free Life Orb when you setup, I do like how Insurgent allows Pangoro to stop setup sweepers more easily with its priority moves. Besides that, your submission is great! [Approved]

SimpyShrimp– Very simple sub, it interacts with Pursuit in a peculiar way, it is able to punish the current mon in the field for switching out, but it's also able to punish the one coming switching-in, I like that. I will point out that because of the lack of Fairy types in Kalos to check a mon able to hit that hard the removal or recover is advised. [Approved but the removal of Recover is recommended]

Ausma–A marvelous sub; I absolutely love how Persecutor interacts with Pangoro and all the different kinds of sets you are able to run while putting its ability into work, I also want to point out that it has some nice interactions in VGC, where it can run priority Quash for speed control, without having to worry about Dark types, like Sableye does, Coaching for its allies, and maybe even priority Me First for more gimmicky sets, a very unique sub. [Approved]

Okispokis and Abismal–Really well written submission; I enjoy the VGC oriented subs, seeing a viable Friend Guard other than Clefairy in VGC is really cool, it has a very complete toolkit and uses it to its fullest in VGC, while still being able to hold its own in Kalos by relying on its sheer stats. [Approved]

DarkFairy–Mad respect for making an ability that synergizes directly with Parting Shot, the ability suits Pangoro well and enables it to play very differently from its base form and should also shine in VGC; An appealing sub for sure. Also, the joke in the end made me giggle. [Approved]

Snowdrops–I like the concept of a mixed Pangoro able to switch out of the field more safely by reducing the Atk/SpA of opposing checks by hitting them on switch-ins and thus reducing the damage its allies will receive, resembling Parting Shot in a way, which is really interesting and clever. [Approved]

Eeveekid10–I really llike Showdown Pangoro as the Fighting type allows it to abuse the ability really well, while also justifying running Pursuit as a mega and differentiating it from other Pursuit users. Although the stats for your sub at the moment are a mess, you have +1 point left to invest in the stats and the SpA stat doesn't make sense. [Not approved until stats are fixed]
 
It's time to vote! ✅✅✅

It's really late so let's make this quick!

Pangoro-mega
ability : supreme overlord
95
124->114 (-10)
78->129 (+51)
69->69 +0
71->120 (+49)
58->68 (+10)

less powerful but still very strong, supreme overlord to have easy boosts, but lack of recovery, good revenge killer
not sure it's for now thought
the supreme overlord ability is just a reference to mafia bosses, and by being older he become less powerfull


so "the power of mega evolution made him los its young age now it's the boss of the band of pangoro of the region


quagsire-mega
+25 atk

+35 def

+0 sp atk

+35 sp def

+5 spe



swamp monster : +1 def and 12.5% Pv max healed if hit by a grass move



Good bulk : 95/90/130 with a good ability (defensive sap sipper) already a good mon, with mega it become almost a monster, the explaination of why it is a swamp monster is that in frech the name is “maraiste” ,so un “marais” is a swamp, and this “maraiste” become a swamp monster, made out of moss and grass and dirt and sticks and rocks and things

okay so now here are my propositions in the right place (finally)
Pangoro
Dark
Moxie
95 154 93 89 86 78 +Sucker Punch Pancham's dark nature has taken over I guess? Pretty good cleaner if you win mindgames of Sucker Punch
Y aller
:xy/pangoro:
fighting/dark
stats
hp- 95
atk- 134(+10)
def- 112(+34)
spa- 74(+15)
spd- 101(+30)
spe- 69(+11)

ability: bad influence- when this pokemon gets a start drop (from self or other) all pokemon on the field share the stat drop
:sv/pangoro:
Mega Pangoro
Type:
Fighting / Dark
Ability: Sheer Force
Stats:
HP: 95
Att: 144 (+20)
Def: 98 (+20)
SpA: 79 (+10)
SpD: 101 (+30)
Spe: 78 (+20)

Sheer Force is usually extremely boring, but there are two instances where it's cool: when it doesn't power up a Pokemon's main moves, and when it encourages a Pokemon to mainly use moves it otherwise wouldn't. The latter is perfectly demonstrated with Nidoking being a special attacker, but there hasn't really been a good example of the former since most of them have better abilities to run.

Mega Pangoro is interesting in that its dual STABs cover both of those cases. On the Fighting side, Mega Pangoro's best STAB is still Close Combat, and on the Dark side, the boost from Sheer Force gives it a greater incentive to run Crunch over Knock Off. And of course, Sheer Force still powers up some of Mega Pangoro's coverage moves like Thunder Punch, Ice Punch, and Gunk Shot.
:sv/pangoro:

Mega pangoro (Dark/Fighting)
Ability : Enraged (if this pokemon is hit by a contact move it become enraged making its next contact move always crit)
Hp :95
Atk : 139 (+15)
Def : 108 (+30)
Sp atk : 89 (+20)
Sp def : 91 (+20)
Spe : 73 (+15)
New move : Milk Drink

We have all seen those cut looking panda, running around , often stumbling and falling like idiot without a care in the world, while muching on those delicious bamboo stick (yum). But it would be ill advised to mock Pangoro for that , or he will make sure to give you a good knuckle sandwich (not yum). This Mega was design around the concept of Pangoro being actually a nice guy despite his look , but getting quite pissed at anyone trying to get a piece of him while he is quietly sipping on some bamboo milk (yeah i know i tried hard to justifie the move :3) . With great bulk, Pangoro punish U-Turner pretty hard by pumping his next hit, while Milk Drink can help play with it's ability to deal with faster pokemon by waiting for them to hit you first. It is however limited to physical attacker (for balance sake mainly), so special attacker can still 'safely' land their hit without risking annihilation.
:pangoro:
Mega Pangoro
New Ability
: Foul Call (If an opponent damages this pokemon or its ally with a super-effective move, force them to switch into a random pokemon.)
Type: Dark/Fighting

New stats:
HP: 95
Attack: 134 (+10)
Defense: 133 (+55)
Special Attack: 69
Special Defense: 91 (+25)
Speed: 68 (+10)
(595 BST)

New moves: no
Description: A more VGC-oriented sub, but one that can more than certainly hold its own in Singles. It is intended to be a Bulk Up user/general attacker that can use its good bulk to tank a super-effective hit and force a switch into a potentially weaker target for it to use its arsenal of moves to hit them with. Meanwhile, in VGC, it could potentially prove an interesting option since Foul Call also applies to its teammates in addition to itself.

[EDIT: Moved 5 points from attack and 20 points from speed and allocated 10 points into special defense and 15 into defense. In Doubles, this makes it potentially interesting on Trick Room thanks to its low speed while still maintaining a potential niche on other team comps in the format thanks to its good bulk and decent enough support movepool. Meanwhile, in Singles it fills its aforementioned niche except better. Keeping Dark/Fighting here highlights how it is fine with its teammates playing foul while it will punish the opponents for doing so. Unless the typing is holding this Mega Pangoro down that badly I'll keep it because it fits that well flavor-wise]
:pangoro: Mega Pangoro
New Ability
: Wushu (This pokemon’s attacks gain a x1.3 boost to power but are no longer boosted by STAB)
Type: Fighting/Dark

New Stats:
HP: 95
Attack: 124 -> 156 (+32)
Defense: 78 -> 108 (+30)
Special Attack: 69
Special Defense: 71 -> 91 (+20)
Speed: 58 -> 76 (+18)
(BST 595)

New Moves: Slack Off
Description:
Upon mega evolving Mega Pangoro finds itself in a very unique situation, unlike most offensive pokemon Mega Pangoro does not need to carry any STABs. Wushu makes all of Pangoro’s attacks deal the same damage as its STABs so it can choose to run non-STAB moves and hit just as hard. This means instead of carrying 1 or 2 STABs and some coverage, Mega Pangoro can run just coverage and mix and match to choose which Pokemon it wants to hit. Because Mega Pangoro can choose to run coverage over its STABs it also frees up moveslots for possible setup moves such as Bulk Up or Swords Dance or recovery with Slack Off.
Mar 28, 2023
:bw/heatmor:
Name: Mega Heatmor
Typing:
Fire/Fighting
Ability: Poison Touch
Stats:


HP: 85
ATK: 137 (+40)
DEF: 96 (+30)
SPA: 105 (+0)
SPD: 96 (+30)
SPE: 65 (+0)

New Moves: Softboiled
Flavour
Competitive Description
:xy/pangoro:
Name: Mega Pangoro
Typing: Fighting/Dark
Ability: Supportive
Ability Description:
When this Pokemon switches out, the incoming Pokemon has its status condition cured and heals 12.5% of its health. (Shoutout to Mossy for coming up with the ability!)
Stats:

HP: 95
ATK: 144 (+20)
DEF: 118 (+40)
SPA: 89 (+0)
SPD: 101 (+30)
SPE: 68 (+10)
Flavour
Behold! Papa Bear!
Pangoro, while quite nasty on their fighting style, are describes as being quite caring towards their companions and won't put up with bullying. As such, I think this is a perfect Pokemon for the Dad ability.
Competitive Description
This guy is also pretty cool competitively, taking the role of a bulky, powerful pivot that can either support its allies, or just hit something real hard with its ridiculous STAB combination.

The main appeal of this guy is its access to Parting Shot alongside Dad, allowing it to get its teammates into the field safely, as they will not only be healing, but they will also be staring down a powered down opponent.

Outside of this, Pangoro can still do Pangoro things; remove items with Knock Off, dispatch something with Close Combat and hit its few checks with a coverage move of choice.
Its worth noting that, while Pangoro can heal its allies, it cannot heal itself, so you gotta use it carefully.
pangoro.gif


Name: Mega Pangoro
Typing: Fighting/Dark
New Ability: Bamboo Fist
(Grass type moves have 1.5x power)
New Stats: 95/160(+36)/118(+40)/69/121(+50)/32(-26) [BST:595]
New Moves: +Power Whip, +Trailblaze, +Trop Kick, +Needle Arm, +Grass Whistle
Desciption: Triple STAB is always fun. While not having Pangoro's amazing abilitypool, it has equal if not more offensive prowess.
:sm/pangoro:
Pangoro-Mega
Ability:
Talkative Fists = This Pokémon's sound moves have 1.3x power. Its punch moves count as non-contact sound moves.
Type: Fighting/Dark [no change]

New Stats:
HP: 095 HP
Attack: 124 → 145 (+21)
Defense: 078 → 095 (+17)
Special Attack: 069 → 080 (+11)
Special Defense: 071 → 095 (+24)
Speed: 058 → 085 (+27)
(BST: 495 → 595)

New Moves: Grass Whistle (...did anyone else notice this move just quietly got murdered back in Gen VIII apparently?), Mach Punch, Shadow Punch
Description: Of the mons in this slate, Pangoro(-Mega) was by far the easiest to think of a new ability for given the whole trope of "Japanese deliquents expressing themselves through 'manly' fistcuffs and other acts of extreme manliness", so I'm glad that no one beat me to it unlike four different versions of Heatmor's stupid self. If anything, then seeing all the other Pangoros' Atk stats made me realize I should probably drop the Attack of this by at least 10 points, especially given the ability's effect, which was also just meant to be a mixture of crappy abilities--Iron Fist, Liquid Voice, and Long Reach--without overshadowing any of them completely despite also being mixed with a bit of Infiltrator by default given the nature of sound moves after Gen VI; that +10 went to SpA given that Pangoro does already get Snarl, which its ability boosts even though its Snarl will likely still have less teeth than its previously exclusive Parting Shot, especially with its new Speed. Its new bulk is actually deceptively higher than it looks given that Drain Punch is also boosted by its ability, which is part of why I initially forewent Mach Punch, but I figured I might as well go for broke with Mach Punch like any banchō would--I will understand if it (or Grass Whistle) gets vetoed though. (And speaking of "going for broke", you can even make an all punches set that basically covers everything with the otherwise pathetic Shadow Punch covering Ghosts and Psychics like your STAB Dark moves would. Just, uh, don't get Throat Chopped unless you want to be forced to Struggle in a totally manly but still game-losing way.)
Mega Pangoro

New Ability
: Fluffy

Type
: Fighting | Fairy

New Stats

HP: 95
Attack: 124 → 154 (+30)
Defense: 78 → 93 (+15)
Special Attack: 69
Special Defense: 71 → 111 (+40)
Speed: 58 → 73 (+15)
BST: 495 → 595

New Moves:
- Fake Out, Play Rough

Description:
1) Design concept
Time to leave behind the past.

After years of violence and quarrels, Pangoro grows out of its delinquent phase and becomes someone that fights for others rather than boosting its ego.

2) Competitive
Pangoro still has some aces in its sleeve!

Fluffy + great special bulk allow M Pangoro to distinguish itself from other prominent Fighting Pokémon in Kalos, such as M Mienshao or Heracross; in fact, they encourage a Bulk Up + Drain Punch set to increase its longevity. Moreover, Fluffy helps M Pangoro take less damage from Tough Claws Draining Kiss M Sylveon.

If you don't want a slow set-up set with Bulk Up, no worries, M Pangoro can still apply pressure between its offense and Parting Shot. The addition of Fake Out further underlines its qualities but the move is more for VGC where M Pangoro can really shine with its bulk, offense, and utility options: Snarl, Helping Hand, Coaching, and Entrainment, to name a few.
:pangoro:
Mega Pangoro
Ability:
Insurgent (This Pokémon and its allies do 1.3x damage when any Pokémon on the field has stat raises)
Type: Dark/Fighting

Stats:
HP - 95
Atk - 124 (+10) --> 134
Def - 78 (+40) --> 118
SpA - 69 (+20) --> 89
SpD - 71 (+15) --> 86
Spe - 58 (+15) --> 73

New Moves:
+Sucker Punch, Punishment
Description:
Hide
Pangoro's Pokedex entries often mention its reckless nature, which is inspired by the Japanese thug leaders known as banchō. It even has thrilling duels with Obstagoon, whose Mega's ability Rebel is now rivalled by Insurgent. You see, the pure Fighting Pancham evolves into Pangoro in the presence of Dark Pokemon, suggesting that it has been led astray. But Pangoro's Pokedex entries also mention that it is still kind towards its companions and cannot tolerate bullying, which implies that some of Pancham's pure heart remains. As a matter of fact, the term banchō has itself evolved, becoming a title to describe leaders who stand against hardship. So, it is only natural for Pangoro's heroic nature to shine through upon Mega Evolution.

That being said, Mega Pangoro is not going to hold back when it is fighting injustice. The newly gained Sucker Punch powers up against setup sweepers, making it an excellent revenge killer. Boosted Darkest Lariat shreds through Bulk Up or Iron Defense wincons such as :skarmory: Skarmory. Furthermore, Circle Throw phazes Pokemon trying to set up on Pangoro in the first place. Finally, Punishment and Foul Play use the opponent's stat stages against them.

Mega Pangoro can also abuse its ability itself, becoming more of a berserker vigilante. It has some very potent Swords Dance and Bulk Up sets, but it is reliant on Sucker Punch to outspeed most things. In VGC, it can use Protect on the 1st turn while its ally sets up, then both of them can gain the boost from Insurgent on the 2nd turn. Additionally, Pangoro naturally gets nice tools for VGC, such as Snarl, Helping Hand, Coaching, and Rock Slide.
:SS/Pangoro:
Ability: Insure
- Always crits on switch-in.
Stats:
HP: 95
Atk: 144 (+20)
Def: 98 (+20)
SpA: 89 (+20)
SpD: 91 (+20)
Spe: 78 (+20)
New moves: Sucker Punch, Pursuit
Description: Despite its appearance, it's kindhearted to its friends. This mega evolution would be able to revenge kill thanks to its ability. It's definitely not too OP because of its below-medium speed and its typing. This panda interact with sucker punch and pursuit well, making it a perfect revenge killer.
:ss/pangoro:
Mega Pangoro
Type
: Fighting/Dark
Ability: Persecutor - If the opponent is itemless, the user's status moves gain +1 priority. Dark-types will not be immune to Persecutor-boosted moves.
Stats:
HP: 95
Atk: 134 (+10)
Def: 113 (+35)
SpA: 74 (+5)
SpD: 111 (+35)
Spe: 68 (+10)
New Moves: Jungle Healing, Encore

So, stick with me. I know this ability seems a bit weird, but there's a method to my madness. To begin, Pangoro is a very, very powerful Knock Off user, boasting a great secondary STAB and even better coverage to make it even more frustrating to switch in. In regards to wallbreaking, it is a threat that must always be respected, even if its gameplan is pretty straight forward. However, much of this relies on its own item slot and in the process it is really held back by its Speed tier. It's fickle, because Mega Pangoro really wants to be a stat machine to both make up for its lack of an item slot to bolster its damage output as well as offset its really bad Speed. It's a very uncompelling route to play to this, and I think Pangoro has some interesting tools in its arsenal that could help diversify its role in spamming juicy Knock Offs.

STAB Knock Off with a high Attack stat is unavoidable, and no matter what we do, Mega Pangoro is going to want to use this move. However, with Persecutor, Knock Off leans far more into early game progress-making before becoming a greater threat later, a la Weavile. The effect of Persecutor allows Mega Pangoro the ability to play more into its signature move: Parting Shot. Priority Parting Shot is a powerful tool that allows Pangoro to pivot around safely, which pairs great with its Stealth Rock resistance and Knock Off into Mega Pangoro's potential offensive checks that could threaten it with super effective coverage, of which much exist. Aside from Parting Shot, Mega Pangoro will also have access to priority Bulk Up, which allows Pangoro to play much more into the Weavile-style of winning, especially with a priority Defense boost. I also chose to give Mega Pangoro Jungle Healing for this reason; not only does it pair well with Drain Punch, but it also pairs well with Persecutor and the defense boosts. Other options that exist are priority Taunt and Toxic, which are both nifty in being anti-sweep/recovery tools, and the former can be a nice complement to Bulk Up variants. Encore also is added to give depth to this style of Persecutor use.

I wanted to respect Pangoro's primary weaknesses in low Speed and its exploitable weakness profile, however with Persecutor at its disposal, it is able to respond to them in a way that's both balanced and provides some interesting options for offensive structures with its Ghost-type resistance, Stealth Rock resistance, and U-turn neutrality.
:ss/Pangoro:
Pangoro-Mega
Fighting/Dark
Ability: Mold Breaker/Iron Fist/Scrappy-> Friend Guard
Stats
HP:
95
Atk: 160 (+36)
Def: 95 (+17)
SpA:
69
SpD: 116 (+45)
Spe: 60 (+2)
New Moves: +Vacuum Wave, Wide Guard


Pangoro's tough exterior belies a strong loyalty to its allies, so what better ability for Mega Pangoro then one that directly shields its allies from danger? Pangoro already possesses quite a few handy tools for VGC: Knock Off and Close Combat are always a nice STAB combo to have, Coaching grants its ally a free Bulk Up, plus Helping Hand for an additional one-time boost, Parting Shot allows it to pivot and provide extra offense control, Beat Up can bypass Sashes and proc an ally's Weakness Policy or Justified, Quick Guard to block opposing priority and it can use options such as Bullet Punch for priority, Gunk Shot to not be walled by Fairy types, Rock Slide for spread damage or Swords Dance to boost itself. Access to Scrappy pre-Mega also means it can temporarily shield itself from Intimidate. For extra support, we gave it Wide Guard to more directly protect its teammate and Vacuum Wave as an alternative priority option which can also be used to proc Weakness Policy on Pangoro's ally.

Mega Pangoro fills the role of an offensive support Pokemon, boosting its allies with Coaching and/or Helping Hand while granting them a passive defense boost and potential direct shielding with Wide Guard or Quick Guard. Obviously Pangoro is not exactly lacking in damage output itself thanks to its buffed Atk and variety of offensive tools, which adds to its versatility as it can mix and match from the aforementioned options depending on the needs of its team. The buff to SpD is crucial for Pangoro's own survivability, letting it better tank common spread moves like Heat Wave and Discharge and stick around long enough so its teammates can make the most of Friend Guard. This benchmark notably allows Pangoro to barely survive double-target Dazzling Gleam from Tapu Koko before investment, allowing more flexibility for your EVs as you don't have to focus so much on SpD. Pangoro's physical bulk gets a lesser buff that still improves Pangoro's ability to tank key moves (even better at taking Rock Slide) and can be easily covered by your own Intimidate user. Pangoro also doesn't mind support from Trick Room, hitting just the right speed tier to function with or without the style.

Obviously Mega Pangoro is not as tailored for Singles as Doubles, but even without a useful ability it still packs naturally strong power and the ability to hit that important 240 benchmark, alongside a 4x Dark resistance and Psychic immunity. Access to Taunt means it can potentially function as a stallbreaker in combination with Swords Dance and that coveted STAB combo, potentially subbing CC for Drain Punch if you want recovery; it can alternatively use Bullet Punch to pick off faster targets or Gunk Shot to tear through Fairies (notably Clefable in NatDex formats since it can easily speed creep). Mega Pangoro simultaneously pairs nicely with defensive teams itself as they can keep it healthy with Wish and Heal Bell. Alternatively, you can lean into this stallbreaker role to remove obstacles for certain offensive teammates.
PangoroSuperLegendSet2.jpg


Mega Pangoro
Fighting / Dark
Ability: Simplify (Making contact with the user changes the attacker's ability to Simple.)

95 / 154 / 108 / 89 / 101 / 48
+30 Atk, +30 Def, +20 SpA, +30 SpD, -10 Spe
New moves: Wish, Defog

Foil
Pangoro plays for Parting Shot, clearly, but I've done my darndest to add a little bit more depth!
First of all, the Speed drop and addition of Wish makes Pangoro a supportive pivot, capable of taking hits and neutering opponents if needed. Defog can additionally aid in this role.
On that note, Defog has a niche of being a good Evasion drop, allowing Pangoro to take advantage of its more inaccurate moves (notably, Stone Edge to nail the pesky Flying-types that dare to approach.)
In Doubles, Pangoro can let allies hit it to give them Simple, then send a Coaching their way— or a Snarl to opponents who get too touchy. Enjoy your speed control with Bulldoze and the stronger STAB of Low Kick.
Hopefully, all this can convince you that Pangoro is right to see the world in black and white— with this sub being the only correct choice, of course.
Mega: :ss/Pangoro:
Typing: Dark/Fighting-->Fighting/Dark(primary and secondary type change)
Ability: Iron Fist / Mold Breaker | Scrappy -->
Spirit Breaker:- Whenever it uses an attacking move, it's opponent attacking stat is reduced by 1 stages, the attacking stat depends on what move it uses.(physical for physical drop, special for special drop)


Stats:
HP/Atk/Def/SpA/SpD/Spe
95/124/78/69/71/58
To
95/130/100/130/100/40
95/(124+6)/(78+22)/(69+61)/(71+29)/(58-18)


New Moves: Recover, Vacuum Wave, Nasty Plot, Sludge Bomb

Its a good alternative to parting shot since its an ability which activates on its moves. It gets both type of coverage and priority moves so it can provide good switchins to mons and catch several mons on the switchin, it now has allround coverage and sucker punch
Mega: Pangoro
Ability: Showdown: When this ability is active, every pokemon on the field is under the effect of heal block
Stats:
HP: 95
Attack: 124-->145 (+21)
Defense: 78-->108 (+30)
Special Attack: 69-->84 (+15)
Special Defense: 71-->108 (+37)
Speed: 58-->55 (-3)
New moves: Mach Punch, Pursuit
Description:



Edit: Edited both of my megas and removed Heatmor because I didnt have enough time

Heatmor: Fire/Ground
Merciless
85
97->137
66->76
105->110
66->76
65->100
+Scorching Sands, High Horsepower, Stomping Tantrum, Toxic Spikes, Thunder Fang
wallbreaker exploiting T-Spikes while denying immunities to Poison
:bw/heatmor:
Gourmand
Fire/Dark
hp- 85
atk- 117(+20)
def- 91(+25)
spa- 135(+30)
spd- 91(+25)
spe- 65
ability: Agitate- When this pokemon inflicts stat changes on another pokemon, the change is increased by +1 for each stat changed

New Moves: Dark Pulse, Power Whip, Breaking Swipe, Snarl, Memento
:bw/heatmor:
Mega Heatmor
New Ability
: Rebel ( This Pokémon and its allies do 1.3x damage when any Pokémon on the field has stat drops. ) (Mega Obstagoon)
Type:





New stats:
HP: 85
Atk: 122 (+25)
Def: 91 (+25)
SpA: 110 (+5)
SpD: 66
Spe: 110 (+45)
(BST: 584)

New moves: Snarl
Description:
Rebel, as a homage to Heatmors retaliation by adapting flame powers to counter Durant in the past.

Can combine mixtures of Fire Lash and Overheat to powerup its other options such as Sucker Punch, Knock Off, Pursuit, Drain Punch or Giga Drain, or really anything it learns. It's high speed and conjunction of stat dropping tactics to empower itself makes it a formidable foe to face.

Some fun ideas for VGC include using Snarl to bolster defense and raise offense, or Brutal Swing to capitalize off of any stat drops either opponent has, dealing good damage to both of them. Using Overheat on its own to really turn up the heat is a great way to keep up the pressure.
:xy/heatmor:
Heatmor Mega (Fire / Ground)
Ability : Wind Rider

New stats:
HP: 85
Atk: 125 (+28)
Def: 81 (+15)
SpA: 105
SpD: 86 (+20)
Spe: 101 (+37)
(BST: 584)

Move : High Horsepower, Morning Sun , Bulk up

Heatmor had enough eating ant, and was wondering what grilled chicken tasted like. Using it tail to absorb wind, Heatmor can now power-up his fire to land powerfull hit and make nuggets of those pesky Zapdos. Zapdos was in fact the main mon this mega was design to beat, gaining immunity to both hurricane and heat wave through it's ability , while being immune to electric move thank to the gained ground type. In the same vein Heatmor prove to be great at checking Moltress that can harly hit it while Fire Lash paired with morning Sun make it trying to stay to wear you down harduous. With a base 101 speed, Heatmor can profit from the pressure it put on it switch in with fire lash to break through slower bulkier threat with its coverage in High Horsepower and Thunder Punch , while also getting help from sucker punch for faster pokemon. It is not without counter, as the newly released Mega Solrock can completely wall this pokemon or garchomp that can easily take any attack and outspeed to kill you abck with EQ.
In VGC, Wind Rider is also an incedible ability in a Tail wind oriented teams, being able to get a free boost from Tailwind being setup, and outspeeding other pokemon to dish out fire lash as both a way to make progress and enabling your other physical attacker. It's speed tier also pair well with this playstyle as it is fast enoug to play around it's spread to fit with many Tail Wind setter, while keeping electric type in check from dealing with your TW setter (as they are often flying type).
Great partner for Mega Heatmor, are grassy terrain setter, to help Heatmor be able to deal with certain ground type, like Hippodown that can't whirlwind you out while you continuously harrass it with Fire lash or set up on it's face with Bulk up. Heatmor also work well with pokemon that have trouble with Zapdos like Kartana or Ferrothorn , by providing a reliable switch in order to keep momentum or dissuading zapdos for trying to remove hazard. Hydreigon also apir very well with Heatmor by being able to cope with it weakness while the mega cover for potential fairy type.
:ss/Heatmor:
Heatmor-Mega
Type:
Fire/Dark
Ability:
Flash Fire/Gluttony/White Smoke-> Earth Eater
Stats
HP
: 85
Atk: 127 (+30)
Def: 86 (+20)
SpA
: 105
SpD: 106 (+40)
Spe: 75 (+10)


The combination of Fire Lash, Knock Off and Taunt comprise the perfect set of tools to be a stallbreaker, shutting down recovery while wearing walls down with its new STAB combo, its main STABs also greatly annoying offensive switch-ins. Now, a stallbreaker that can't handle Earthquake would be unideal, but thanks to its focus on digging Heatmor has developed a taste for dirt, allowing it to sit on the likes of Hippowdon and Gliscor. A touch of speed allows Mega Heatmor to outpace Skarmory, preventing hazards from lead while Fire Lash ensures even max Def Body Press doesn't reliably KO Heatmor in return; you can even delay the Mega to take less from Press in certain situations. While these three moves mark the core of what Mega Heatmor can do, it certainly isn't lacking in options. Drain Punch provides additional recovery, Giga Drain circumvents Quagsire, Fire Spin lets it trap specific targets, Thunder Punch lets it keep pressure up on Waters (especially those with weaker Scalds), STAB Sucker Punch means it can handle frailer offensive threats as well and Curse can occasionally be used for sweeping/wallbreaking.
:heatmor:
Mega Heatmor
New Ability
: Stakeout
Type: Fire/Ground

New stats:
HP: 85
Attack: 122 (+25)
Defense: 76 (+10)
Special Attack: 105
Special Defense: 106 (+40)
Speed: 90 (+25)
(584 BST)

New moves: Power Whip, Yawn
Description: This Mega Heatmor aims to be a powerful offensive wallbreaker that uses the unique combo of STAB Fire Lash [or Yawn] + Stakeout to force switches and chunk that switch with a powerful hit. Boasting a massively improved defensive typing and special bulk, it can get on the field relatively easily; its defensive typing gives it a desired Stealth Rock neutrality and Electric immunity and its special bulk lets it come in on the Fairy- and Electric-type mons roaming the meta, such as Zapdos and take a hit if it needs to. And once it's on the field, its great attack stat and decent speed tier ensure it can pull off a Fire Lash with relative ease. The defense drop lets it easily force out many mons, defensive and offensive alike, lest they risk eating a powerful attack, which gives it the perfect conditions for Stakeout to activate and take a foe down with it. Power Whip lets it chunk would-be Water-type switchins to its Fire Lash, such as Quagsire, Alomomola, and Mega Lanturn as well as targets like Hippowdon, while gaining STAB on its Stomping Tantrum lets it chunk mons like Solrock that would otherwise stand in the way of its Fire Lash shenanigans. Meanwhile, Knock Off is useful as general item removal while Yawn is another option to synergize with Stakeout. Sucker Punch is potentially useful to snipe faster targets, though it does not work on the switch.

In terms of flavor, Stakeout also fits perfectly with Heatmor. It tends to wait for Durant to approach and will scout for them avidly before picking them off, one by one.
:Heatmor:
Mega Heatmor
Typing:
Fire
Ability: Contrary
Stats:
HP:
85
Atk: 97 ---> 119 (+22)
Def: 66 ---> 105 (+39)
SpA: 105
SpD: 66 ---> 105 (+39)
Spe: 65
New Moves: None
Description: Just like how Mossy tried to make a fun protean user that wasn't broken as fuck, i tried to make a fun contrary user. Heatmor holds two contrary boosting moves in Overheat and Superpower, both which are perfectly usable, even if attack is slightly higher to incentive set variety. Overheat turns you into a stronger Serperior that lacks its high speed and annoyance but with better coverage, while Superpower follows a similar route and combines nicely with heatmor's physical options such as knock off and fire lash. This allows either special, mixed or physical sets to be run effectively on it while being balanced by its low speed. Also Spd for bulk and Superpower synergy.
:heatmor: Mega Heatmor
New Ability
: Triage
Type: Fire/Fighting

New Stats
:
HP: 85
Attack: 97 -> 107 (+10)
Defense: 66 -> 106 (+40)
Special Attack: 105 -> 135 (+30)
Special Defense: 66 -> 81 (+15)
Speed: 65 -> 70 (+5)
(BST 584)

New Moves: None
Description:
Mega Heatmor is a terrifying offensive attacker. It has priority Drain Punch and Giga Drain for revenge killing and it gains a significant boost to defense allowing it to switch into powerful physical attackers such as Weavile, M-Escavalier, and M-Solrock and can then immediately force them to switch out. Mega Heatmor also has a high SpA for more immediately threatening options such as Flamethrower/Fire Blast, Focus Blast, or Giga Drain but can also run physical sets that are more reliant on setup with Curse with moves such as Fire Lash, Drain Punch, and Pursuit. Not to mention you could run mixed sets with Hone Claws to boost the accuracy of Fire Blast and Focus Blast but have the priority and longevity of Drain Punch.
:Heatmor: Mega Heatmor
New Ability
: Bug Eater: User is immune to Bug-type moves and it's Attack stat is boosted by 1 stage when hit by one. (Sap Sipper clone but for Bug-type moves)
Type: Fire/Dark

New stats:
HP: 85 -> 85
Attack: 97 -> 137 (+40)
Defense: 66 -> 76 (+10)
Special Attack: 105
Special Defense: 66 -> 76 (+10)
Speed: 65 -> 105 (+40)
(584 BST)

New moves: Flame Charge
Description: Block and counter U-Turn spammers. Dark-typing allows it to gain STAB on Sucker Punch and the very useful Knock Off. Flame Charge gives it the option to boost Speed while dealing damage if it has the room for it.
:bw/heatmor:
Name: Mega Heatmor
Typing:
Fire/Fighting
Ability: Poison Touch
Stats:

HP: 85
ATK: 137 (+40)
DEF: 96 (+30)
SPA: 105 (+0)
SPD: 96 (+30)
SPE: 65 (+0)

New Moves: Softboiled
Flavour
Mega Heatmor's flavour mainly comes from one concept in videogames: Bleeding damage; damage over time that occurs whenever someone is struck by a particularly dangerous attack. This, coupled with the anteater's claws, which are very, VERY dangerous, give Mega Heatmor its general concept; a powerful attacker who's claws are so sharp and strong, that they leave lasting injuries.

Soft-boiled is added with the justification that, not only do anteaters eat eggs (and this one is a fire spitting one, so it can probably boil them!) but one of its closest relatives is the echidna, also known as the spiny anteater, one of the very few mammals that actually lay eggs.


Competitive Description
Competitively, I think this guy is one of my favorite creations yet!

Mega Heatmor is a Poison Touch user that Steel types want NOTHING to do with it, as it has not one, but two typings which scare them out.
Furthermore, it has access to some very interesting tools which allow it to make the most out of Poison Touch. Knock Off, which can remove longevity in the form of Heavy Duty Boots or Leftovers, a newly added Fighting type which gives it Poison Touch STAB Drain Punch, but more importantly, grants it a Stealth Rock neutrality and Soft-boiled, which lets it actually stick around on the field more than the bulky Pokemon it threatens.

Mega Heatmor can also assist in checking the dangerous Weavile, as it resists both of its STABs, and can absorb Knock Off with no issue.
That said, Heatmor is not that bulky, all things considered, and it struggles investing in both speed and bulk at once, making it either exploitable with faster threats that can EV for it or just broken into by a particularly strong attack.
:sm/heatmor:
Heatmor-Mega
New Ability
: Volt Absorb {previously Toxic Debris}
Type: Fire/Poison [Poison type added]

New Stats:
HP: 085 HP
Attack: 097 → 100 (+03)
Defense: 066 → 111 (+45)
Special Attack: 105 → 130 (+25)
Special Defense: 066 → 096 (+30)
Speed: 065 → 062 (-03)
(BST: 484 → 584)

New Moves: Poison Jab, Sludge Wave, Toxic Spikes {previously also Rapid Spin and Slack Off}
Description: I'll be brutally honest: I've never particularly liked Heatmor on any level. I don't hate it...at least not beyond its dumb lore with Durant that makes no sense even for this series, but that's more Durant's fault for evolving Steel armor to deal with the Fire mon. Otherwise it's just one of those mons that's just kind of...there with really weird, really disappointing stats that have the audacity to not even be rounded on top of that; it's also supremely irksome that the first four ideas I've had for this mon already got taken. Even after getting a move as powerful and potentially dumb as Fire Lash, which is the key reason I don't feel comfortable boosting its Attack much at all, and having the Attack to actually use it unlike Salazzle, base Heatmor still sucks, to the point that Centiskorch uses Heatmor's previously signature move far better than Heatmor does despite being forced to use Heavy-Duty Boots or die. That comparison to Salazzle is intentional too because the Fire Lash distribution got me thinking: what if the actually super nice--as long as you stay away from Ground attacks--Fire/Poison typing was on a mon that didn't have the defenses of a gasoline-soaked paper bag that was also on fire? And thus the tanky, slightly "ill" due to Mega Energy, would-be spinner Heatmor-Mega that punishes people for touching it through passive poison for all its foes was born. Maybe Heatmor can finally have some kind of niche, especially as a check to the just added Simisear-Mega. Shrug. (All I know is that I've abused bold way too much in this description and that it and Durant have now come full circle in the sense that Mega Evolving makes Heatmor 4x resist Bug but gets it probably blown up by Durant's Stomping Tantrum, especially with Hustle. Oh well. At least it's not also weak to Close Combat like the otherwise even better Fire/Steel typing would make it.)

EDIT: Yeah, I figure that the version of initial Heatmor-Mega might have been a bit obnoxious. As such, Rapid Spin and Slack Off have been removed, and Toxic Debris has been replaced by Volt Absorb. Please let me know if more changes are needed, Hematemesis.
^ excellent work!
Mega Heatmor
Type: Fire/Steel
Ability: Long Reach

-Stats-
Hp: 85
Atk: 97 -> 167 (+70)
Def: 66
SpA: 105 -> 115 (+10)
SpD: 66 -> 71 (+5)
Spe: 65 -> 80 (+15)
Bst: 484 -> 584 (+100)

-New Moves-
Meteor Mash, Bullet Punch, Mach Punch, Ice Punch

“Under the effects of Mega Evolution, it’s sturdy tail-pipes intake monstrous amounts of air like a vaccum, fueling it’s body with an immense fiery power. It’s malleable tongue-like flame can extend to nearly a mile long.”

Mega Heatmor goes from being a mediocre, forgetable fire type to being a devastating, physically-oriented all-out attacker and wallbreaker with excellent coverage and a useful defensive typing that gives it opportunities to switch in vs common attacks, passive walls, and burn attempts, as well as dropping that oh-so-annoying Stealth Rock weakness. Chipping Mega Heatmor with defensive mons is a tall order, especially with Long Reach providing safety from contact damage and abilities like Zapdos' Static. It's brutally strong STAB Meteor Mash and Fire Lash makes switching into it a difficult task, made only more difficult with it's wide array of coverage, such as Superpower, Stomping Tantrum, Thunder Punch, Giga Drain, Knock Off, and it's newfound Ice Punch. (I know that's a weird move to give to a Fire type, but the coverage is super nice and Alolan Marowak gets Ice beam. Something something thermal cooling for flavor?) Powerful priority options in Sucker Punch, Mach Punch and STAB Bullet Punch means that it isn't a slouch vs faster offensive mons trying to revenge kill it, either.
well having fun, i made this:



heatmor-mega

magma heart : fire type moves become rock type, *1.2 power, no fire stab and adabtability for rock types

with the energy of mega-evolution heatmor returned into an older version of himself before the durants had this name and a steel typing
actually durant wanted to protect themselves of this MONSTER, giving them a *1 to rock type that's logical,


+ stone edge,+stealth rock and power-up punch

stats :

85->85 (+0)
97->138 (+41)
66->78 (+12)
105->85 (-20)
66-> 78 (+12)
65->120 (+55)



strong, and actually logical, will having the fire type it can't use it, so it look like it's just a rock type, so Durant protected them with this steel body, also in a strat view it have close combat and p-up punch for steel types and a *2 stab for it’s “fire” and rock coverage
also solar beam but weaker against ground and nothing against fighting.
:SS/Heatmor:
Ability: Steelbreaker
- This pokemon moves crits on steel types
Stats:
HP:
85
Atk: 97
Defense: 81 (+15)
Special Attack: 149 (+44)
Sp Def: 81 (+15)
Speed: 91 (+26)
New moves: Parting Shot
Description:
Taking a look at Heatmor's dex entries, it melts metal, in this case, Durant's metal shell. Steelbreaker is a perfect ability for this thing . Its 91 base speed was really specific, for this anteater to outspeed every single steel type in the metagame, except for one mon: Durant. Parting shot was added as a way for this thing to support its teammates dealing with steel types.
:bw/heatmor:
Mega Heatmor
Type
: Fire/Dark
Ability: Analytic
Stats:
HP: 85
Atk: 137 (+40)
Def: 86 (+20)
SpA: 105
SpD: 76 (+10)
Spe: 95 (+30)
New Moves: None!

Inspired by jazzmat's very own Gourmant, this Mega Heatmor angle takes notes from the substantial Dark-type movepool at Heatmor's disposal to become a potent utility attacker and revenge killer. With STAB Sucker Punch and a Fire-type that easily threatens super effective damage on much of the metagame, Mega Heatmor becomes a Pokemon that quite easily forces switches, which is where Analytic comes in. Analytic, functionally, is very interesting in that the boost also applies on switch-out, much like Bolt Beak and Fishious Rend. Alongside Heatmor's natural access to Knock Off and Fire Lash, Analytic has the ability to allow Mega Heatmor's applications as a revenge killer to expand into the realm of easy progress-making thanks to Analytic allowing Mega Heatmor to be threatening in the process. Sucker Punch is the tool that really brings the kit together, allowing Mega Heatmor to force switches more reliably with strong priority, while pairing superbly with Fire Lash in and of itself.
858px-HeatmorFusionStrike41.jpg


Mega Heatmor
Fire / Ground
Ability: Alluring (Disables the pivoting effects of opponents' moves.)

85 / 117 / 97 / 105 / 85 / 95
+20 Atk, +31 Def, +19 SpD, +30 Spe
New moves: Focus Punch, Pain Split

Eat It
Concept: Heatmor's done with slithering its tongue through Durant nests. Instead, it now dazzles them with gorgeous displays of fire, dirt, and collected food, burning them to wow its audience before catching the stragglers who'd dare to miss such a show. Though beautiful, Mega Heatmor are well-known among bug catchers as ruthless and vain.

Competitive Design: So the basis for this competitive design was because DarkFairy brought up a bug immunity ability in submission feedback. It could completely prevent opposing pokemon from pivoting on it, and then with the addition of the ground type. Prevent volt switch while also using the ground type offensively with STAB Stomping Tantrum. Eventually we shifted to Alluring which makes sense flavorwise as well and already exists so we can use it to prevent all pivoting moves. Preventing pivoting with Alluring allows it to abuse its originally signature move Fire Lash to a great extent. Sucker Punch allows it to pick off opponents that have lowered defense when they switch in. 105 Special attack also grants it great versatility, running HP Ice to catch Gliscor on a switch.
We added Focus Punch to incentivize good play with Fire Lash and benefit from the many hard switches that Heatmor forces. Pain Split as well allows it to benefit heavily from the switches.
Mega: :sm/Heatmor:
Typing: Fire-->Fire/Ground
Ability: Gluttony / Flash Fire | White Smoke -->
Soot Guard:- It take 3/4 damage from neutral attacks, previously signature of flareon-mega


Stats:
HP/Atk/Def/SpA/SpD/Spe
85/97/66/105/66/65
To
85/100/80/135/80/104
85/(97+3)/(66+14)/(105+30)/(66+14)/(65+39)


New Moves: Nasty Plot, Burn Up, Earth Power

A defensive ability on an offensive mon which takes advantage of its great typing and great ability to control its matchups
 
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