Pet Mod Megas for All v7 - please switch to the new thread for v8! (There's a link in the first and last posts!)

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
:bw/torterra:

/


Ability: wip

HP: 95
Atk: 109
Def: 105
SpA: 75
SpD: 85
Spe: 56

New Moves: None!

Reasoning:
:bw/infernape:

/


Ability: Chakra Lock (Upon landing a super-effective attack, the opponent will be burned.)

HP: 76
Atk: 114 (+10)
Def: 101 (+30)
SpA: 114 (+10)
SpD: 91 (+20)
Spe: 138 (+30)

New Moves: None!

Reasoning:

This Infernape sub repurposes an old ability design of mine known as "Target Torch", which was my submission for Talonflame, however this time I repurposed it around the flavor of Buddhism and the manipulation of chakras, given Infernape's origin.

This is what I said in the original post:

For one, it has fairly well rounded stats, with ok defenses and a pretty solid defensive typing, on top of a great speed tier and boost-able offenses. However, the cream of the crop for me has to be its unique way of spreading burns. Not only does it have an amazing pair of dual STABs to take advantage of its ability with, but it also has U-turn as well letting it nail a myriad of targets while pivoting and spreading a very powerful status. With its ability to spread burns with U-turn and an amazing dual STAB combo, its 78/76/99 defenses are not at all bad, and in some cases can make for a great defensive pivot alongside Roost, or it can even be an offensive pivot, or a set up sweeper! Your call.
Obviously, not all of this applies here: in some cases, it manifests much more forcibly, with Infernape's different typing of Fire/Fighting alongside overall better bulk in the form of 76/101/91 defenses. However, this design in a vacuum takes a very similar approach to my Talonflame sub in providing a general purpose offensive pivot that can spread status reliably and take advantage of its phenomenal movepool to force progress. It is full of setup options, priority, and coverage that can allow for it to always provide something for teams in need.
:bw/empoleon:

/


Ability: Siege & Conquer (Embargo will be active on the opponent's side of the field as long as the user is on the field.)

HP: 84
Atk: 146 (+60)
Def: 88
SpA: 121 (+10)
SpD: 86 (-15)
Spe: 105 (+45)

New Moves: Iron Head, Roost, Calm Mind

Reasoning
:

This is yet another attempt from me to try and surge a normally unviable effect into something much more workable, but here's the scoop: Embargo is essentially the item disabling effect, which on paper seems pretty situational, but has the ability to be carved into something incredibly helpful on something like an offensive Stealth Rock setter and setup sweeper.

105 I feel is a very solid speed tier in its own right, and one I felt was reasonably effective but checkable given that its unique ability allows for it to completely disable Choice Scarf users from being able to outspeed it, giving it an incredibly powerful niche as a setup sweeper on both offensive ends of the spectrum. Being able to auto-disable items such as Leftovers, Rocky Helmet, and Heavy-Duty Boots also allows for it to operate well as a Stealth Rock setter, too, also being able to beat common forms of removal such as Landorus-T, Gliscor, Excadrill, and Zapdos utilizing its STAB/Ice-type coverage, at the cost of struggling to switch into them.

I opted to give it Iron Head to give Mega Empoleon the physical Steel-type STAB it deserves, alongside helpful recovery to make it more consistent at setting up Stealth Rock and checking Knock Off spam in the long term. Lastly, I opted to give it Calm Mind as a way to let it perform as a setup sweeper on the special side, too. While these are moves that all greatly benefit the base form, I feel as though the gigantic speed boost in tandem with its perma-Embargo will cement a major niche for it as an offensive Stealth Rock setter/setup sweeper that teams can generally rely on.
 
Mega Torterra
Types: Grass/Ground
Ability: Mimicry
New Moves: Steel Roller, Grav Apple, Ancient Power
Stats:
HP: 95
ATK: 126(+17)
DEF: 119(+14)
SP.ATK: 104(+29)
SP.DEF: 119(+35)
SPEED: 61(+5)
BST: 625(+100)
Imagine if the ground under your feet suddenly lifted slightly, and started moving. Imagine that it carries around the aspects of the place it was before. Be it some weird mist, electric currents, or abundant grass. It just keeps moving along with whatever was there. Sturdy, strong, and majestic in its own way. Maybe it looks too brute and... unmovable, but hey, it actually can adapt pretty well! Be it by abusing Grassy Terrain's healing over time, Misty Terrain's protection against status ailments, or even Psychic Terrain's protection against priority moves, adapting itself to the terrain, set by either you or the opponent makes Mega Torterra somewhat scary. Its bulky build can shake off damage from Tapu Lele, for example, while also being able to stop a Tapu Fini from setting up. But that does not mean it is limited to terrains, and such. In fact, with Steel Roller, it can even remove them if needed, to then proceed to using it's STAB moves normally. Of course, It does have STAB in terrain too, afterall, it learns Nature's Power... convenient, huh?
Well, i surely do hope this Mega Torterra sounds fun to use, because it definetly was fun to design. Mimicry offers new challenges when designing a user for it, and it was a really interesting change of pace. Either way, hope you enjoy!
1615517405019.png


Mega Empoleon
Types: Water/Steel
Ability: Confidence - When this Pokémon's stats are lowered by an opponent, its evasiveness is lowered by one stage instead, and its defense is increased by one stage
New Moves - Dual Wingbeat, Life Dew, Haze
HP: 84
ATK: 102(+16)
DEF: 102(+14)
SP.ATK: 122(+11)
SP.DEF: 132(+31)
SPEED: 88(+28)
BST: 630(+100)
Letting your guard down is a flaw, unless it is a demonstration of strength.
While it resembles Clear Body, White Smoke and Full Metal Body in functionality, in playstyle Confidence is pretty similar to Defiant, or Competitive. Despite it may not seem like it, a drop in evasion may be a big loss in some occasions, considering that Empoleon is weak to both Thunder and Focus Blast, moves that are relatively common, and known for their power, despite the relatively high chance to miss. With the later being reduced by this ability, it may prove to be a problem for Empoleon, despite the boost in its defense. Besides, activating this ability depends mostly of your opponent, promoting more thoughtful reads, or, of course, being confident enought to face dangers without fear. Like trainer like Pokémon i'd say.
1615517110271.png


Mega Infernape
Types: Fire/Fighting
Ability: Fiery Focus - Whenever this Pokémon's stats are lowered at all, it's accuracy is raised by one stage
New Moves: Hammer Arm, Inferno, Dynamic Punch, High Jump Kick
HP: 76
ATK: 124(+20)
DEF: 91(+20)
SP.ATK: 129(+25)
SP.DEF: 101(+30)
SPEED: 113(+5)
Sometimes, using your weaknesses as a way to focus on the task at hand might be some powerful motivation. The concept for this ability came from the large presence of moves that lower the user's own stats on Infernape - Overheat and Close Combat being common, and, as for the precision, well, i thought it'd be an interesting use of those. Of course, the idea of it being able to hit Inferno or Dynamic Punch with ease is pretty scary. However, by the time that's possible, Infernape will have been weakened significantly, be it by its own moves, or by the opponent. For example, if it has used Close Combat a few times, it'll be vulnerable to attacks, while Overheat significantly reduces its damage output, and Hammer Arm reduces its speed. Of course, it may use some spreads to help it resist more - live longer. The ida is that you can choose; if you'd like to go for a more all-out, reckless set, you could always use Close Combat until Dynamic Punch is available... or maybe you can use Hammer Arm, and rely on Inferno's burn. Or, who knows, maybe a mixed set, with Overheat, then High Jump Kick? Even Fire Blast or Focus Blast could be interesting options, huh... Well, it is up to you. Just be sure not to lose focus.
1615550678808.png


Special thanks to Moretto for suggesting Mimicry on Mega Torterra, which ended up being pretty cool and fun to do!
 
Last edited:
Mega Empoleon
Type: Water/Steel
Ability: Emperor of the Icy Seas:
Under Rain or Hail, this Pokemon's speed is doubled (Swift Swim + Slush Rush clone).
HP: 84
Atk: 86 => 116 (+30)
Def: 88 => 118 (+30)
SpA: 111=> 121 (+10)
SpD: 101 => 116 (+15)
Spe: 60 => 75 (+15)
New Moves: Roost, Icicle Crash, Ice Shard, Iron Head
Description: Mega Empoleon serves as a slightly faster (albeit less powerful) Mega Swampert that better handles grass types for rain teams. The penguin can also be a hail sweeper or act as a defensive juggernaut with its plethora of resistances, Roost, Defog, rocks, and scald.

Mega Infernape
Type: Fire/Fighting
Ability: Agile Strikes:
This Pokemon's moves hit twice, however each hit is 45% of the original move's power. Moves used by this pokemon don't have their secondary effects. That being said, U-Turn still switches you out, and Knock Off still removes items.
HP: 76
Atk: 104 => 124 (+20)
Def: 71 => 81 (+10)
SpA: 104 => 124 (+20)
SpD: 71 => 81(+10)
Spe: 108 => 148 (+40)
New Moves: Knock Off, Zen Headbutt
Description: Mixed attacker that outspeeds a vast majority of pokemon. It's unique ability can allow it to break substitutes while doing damage to the opponent, and also potentially KO sturdies in one turn.

Mega Torterra
Type: Grass/Ground => Grass/Rock
Ability: Sand Stream

HP: 95
Atk: 109 => 149 (+40)
Def: 105 => 135 (+30)
SpA: 75 => 85 (+10)
SpD: 85 => 105 (+20)
Spe: 56
New Moves: Hone Claws, Shore Up
Description: With a sky high attack, a great offensive STAB combo and Hone Claws, Mega Torterra becomes an insane Physical attacker.
 
Last edited:
:dp/Empoleon:
Type: Water/Steel
Ability:
Torrent/Defiant - Guts
New Moves:
Flip Turn, Meteor Mash, Roost, Dual Wingbeat, Darkest Lariat, Outrage
Stats:
84 / 141 (swaps with SpA and +30) / 98 (+10) / 106 (swaps with Atk and +20) / 101 / 100 (+40)

Defiant pre-mega is a waste if it can't use it's attack stat.
Meteor Mash fits dex entries saying that it's wing things hits as hard as steel and can crush things.
Flip Turn fits it beeing an excelent swimmer.
Roost because it's a bird, why not?
Guts fits it beeing competitive, and can switch on whisp or scalds. It would like to be burned.
So: can't be poisoned, can't be knocked, takes nothing from scald and if burned by hax, gets attack boost. Toxapexes be aware, will be just setup fodder for it.
 
Last edited:
:empoleon: Mega Empoleon

New Ability: Elegance

Type: Water/Steel

New stats:
HP: 84
Attack: 86 -> 111 (+25)
Defense: 88 -> 113 (+25)
Special Attack: 111 -> 136 (+25)
Special Defense: 101 -> 126 (+25)
Speed: 60
(BST) : 630 (+100)

New Moves: (None)

Description: hehe Elegance scald, ice beam, waterfall, air slash.
 
Last edited:
:torterra: Mega Torterra
New Ability: Hard Shell (NVE moves deal 1/3 damage instead of 1/2. Applies to SR.)
Type: Grass, Ground

New stats: 95, 124, 125, 95, 95, 91
HP: 95
Attack: 109 -> 124 (+15)
Defense: 105 -> 125 (+20)
Special Attack: 75 -> 95 (+20)
Special Defense: 85 -> 95 (+10)
Speed: 56 -> 91 (+35)
(625 BST)


New moves: High Horsepower, Grassy Glide
Description: i wanna make smth rn but i really got nothing to say other than it takes 4.17 (rounded up) damage from rocks and that 4x resists are not affected

:infernape: Mega Infernape
New Ability:
Lethal Turn (After hitting an opponent, of the target is at at or below half hp, pivots.)
Type: Fire, Fighting

New stats: 76, 114, 96, 114, 96, 138
HP: 76
Attack: 104 -> 114 (+10)
Defense: 71 -> 96 (+25)
Special Attack: 104 -> 114 (+10)
Special Defense: 71 -> 96 (+25)
Speed: 108 -> 138 (+30)
(634 BST)


New moves: Burning Jealousy, Reversal
Description: man i feel kinda bad for mega bisharp
 
Last edited:
:ss/empoleon:
New Ability: Motor Drive
Type: Water/Steel

New stats:
HP: 84
Attack: 86 ->111 (+25, switched attacks)
Defense: 88 ->130 (+42)
Special Attack: 111->86 (-25, switched attacks)
Special Defense: 101 ->130 (+29)
Speed: 60 ->89 (+29)
(BST) 530 ->630

New moves
: Iron Head, Icicle Crash
Description: Thanks to the power of mega evolution, it learns to absorb the energy of electric-type moves. It uses the energy to become faster.
:ss/infernape:
New Ability: Blazing: This pokemon's fire type moves gain +1 priority, but their base power is multiplied by 3/5.
Type: Fire/Fighting

New stats:
HP: 76
Attack: 104 ->124 (+20)
Defense: 71 ->101 (+30)
Special Attack: 104 ->124 (+20)
Special Defense: 71
Speed: 108 ->138 (+30)
(BST) 534 ->634

New moves
: Aura Sphere, Sacred Fire
Description: According to the pokedex, it is beaten by none in terms of quickness.
:ss/torterra:
New Ability: Rooted: This pokemon uses Ingrain on switch-in.
Type: Grass/Ground

New stats:
HP: 95
Attack: 109 ->129 (+20)
Defense: 105 ->130 (+25)
Special Attack: 75
Special Defense: 85 ->140 (+55)
Speed: 56
(BST) 525 ->625

New moves
: U-Turn
Description: Torterra grows roots, helping the tree on its back grow.
 
Hey again guys- sorry for not subbing this with my Infernape initially, and there's like a 10% chance I sub an Empoleon, but in any case:

Torterra-Mega :torterra:
:sm/torterra:

Grass-type
Ground-type

Overgrow/Shell Armor--->Flower Veil
This is a rather obscure ability that already exists in-game.
The effects are: Grass-type Pokemon on this Pokemon's side cannot have their stat stages lowered by other Pokemon or have a non-volatile status condition inflicted on them by other Pokemon.
New Stats: 95/149/135/75/115/56
HP: 95--->95 (+0)
Attack: 109--->149 (+40)
Defense: 105--->135 (+30)
Special Attack: 75--->75 (+0)
Special Defense: 85--->115 (+30)
Speed: 56--->56 (+0)
Total: 525--->625 (+100)
New Moves: Grassy Glide, Body Press, Terrain Pulse, Petal Blizzard, High Horsepower

1615572120122.png


Description: The tree on Torterra's back is in full bloom!

This Mega Torterra uses the ability "Flower Veil" to excellent effect, being the only Grass type to receive the ability. Flower Veil provides an immunity to Intimidate, and other annoying stat drops from Parting Shot, Shadow Ball, Psychic, etc. It also cancels Scald burns, Sludge Bomb poisoning, and more! This is a very potent ability due to it allowing the user to shake off many of the things that hinder you in combat. Additionally, it pairs extremely well with the unique typing and stat combo which Torterra possesses, allowing it to act as a bulky utility Pokemon and setup sweeper in singles, or a phenomenal support Pokemon in Doubles! Helpful boosts to the defenses and attack make it even better at its job, and the move additions allow Torterra to work well with Grass type teammates such as Rillaboom in Doubles. In Singles, Petal Blizzard is a weaker alternative to Wood Hammer that doesn't make contact or have recoil, while Rapid Spin and Body Press provide useful utility options and coverage.
Overall, a super fun Pokemon in both Singles and Doubles that does its job really well that retains Torterra's unique typing. (Guys, seriously, don't change its type. It's the only one of its kind.)
 
Last edited:
Mega Infernape

Ability: Blazing Fire (lifeorb ability)

Hp: 76

Attack: 129 (+25)

Defense: 86 (+15)

Sp. Attack: 129 (+25)

Sp. Defense: 86 (+15)

Speed: 128 (+20)



Mega Torterra

Ability: Thick Fat

Hp:95

Attack: 150 (+41)

Defense: 150 (+45)

Sp. Attack: 75

Sp. Defense: 99 (+14)

Speed: 56

New Moves: Body Press, Hornleach



Mega Empoleon

Ability: Adabtability

Type: Water/Ice

Hp: 84

Attack: 126 (+40)

Defense: 118 (+30)

Sp. Attack: 131 (+20)

Sp. Defense: 111 (+10)

Speed: 60

New Moves: Ice Shard, Icicle Crash, Trible Axel
 
1615567290556.png

Torterra-Mega
Grass/Ground
Overgrow/Shell Armor-> Retaliation (If the user is successfully targeted by a super-effective attack, the user's last selected move automatically activates, targeting the attacker if applicable. Fails if the user has not used a move since switching in. [Does consume PP]).
Stats
HP: 95
Atk: 109->
139 (+30)
Def: 105-> 155 (+50)
SpA: 75-> 85 (+10)
SpD: 85-> 105 (+20)
Spe: 56-> 46 (-10)
New Moves: +Body Press, High Horsepower

"Some Pokémon are born on a Torterra's back and spend their entire life there."

Description: The Mega energy that fills Torterra also energizes the various small Pokemon that live on its back, making them very aggressive towards anyone who would attack their home. So when an opponent tries to tear through it with a super-effective attack, the residents will target that opponent with the move their host last used as retaliation (but since some moves wouldn't target one mon, those moves are just repeated). Getting to potentially move twice in one turn is potentially huge, albeit balanced out since a) you need to take a super-effective attack b) you need to make a move after coming in and c) your opponent knows which move will be repeated. Even being predictable, though, you still get amazing perks like attacking twice, getting additional set-up or healing off damage with Synthesis, all of which can be highly useful; that said, the ability does still consume PP, so one should be careful with options like Synthesis or Stone Edge. Opponents can avoid this by simply not using a SE attack- and instead contend with Mega Torterra's stellar bulk backed up by Synthesis (defenses were partially chosen specifically to tank at least one SE hit, namely an ICE move). Whether used in an offensive or support capacity, Torterra has a variety of useful options alongside this ability, and can also translate to decent speed control in Doubles. As for new moves, I stuck to Press and Horsepower since Tort would probably get both of these anyway while I didn't feel either STAB tutor move really fit it.

"Enveloped by a small grove of trees on Mega Torterra's back, the Pokemon that live on top of Torterra will valiantly fight to protect their home".


1615567316111.png

Infernape-Mega
Fire/Fighting
Blaze/Iron Fist-> Surgical Searing Strike Style (User's contact moves remove all positive stat changes from the target).
Stats
HP: 76
Atk: 104->129 (+25)
Def: 71-> 91 (+20)
SpA: 104-> 129 (+25)
SpD: 71-> 91 (+20)
Spe: 108-> 118 (+10)
New Moves:
+Burning Jealousy, Scorching Sands


It uses a special kind of martial arts involving all its limbs. Its fire never goes out.
"Its crown of fire is indicative of its fiery nature. It is beaten by none in terms of quickness."

Description: Thanks to Mega Evolution, Infernape is able to bring its unique fighting style to a whole new level, its contact moves hitting the target's pressure points with such speed and precision that any stat changes its target has accrued simply melt away (*ba dum*). In practice, this allows Infernape to counter many slower set-up sweepers, being especially great in Doubles since its anti-setup role pairs well with newfound Burning Jealousy (+speed control like Fake Out and Mach Punch). Also, Scorching Sands because that's basically going to every Fire starter. While not the strongest Mega, Infernape's potential to go either physical or special (special sets can still utilize its ability thanks to Grass Knot) allows it a certain air of unpredictability alongside good speed, hence why I diverted so many points to its defenses; plus, that added bulk could come in handy against some resisted hits. Even if you don't need Haze capabilities, Infernape is still an overall solid mon thanks to its great movepool and solid stats.

"Mega Infernape attacks the pressure points of its opponents consecutively with each of its limbs; its movements are so fast, however, that they appear to be a single hit to the naked eye."
"Mega Infernape's speed is unmatched. It purposely only uses the full extent of its speed when attacking to keep the fight interesting."

1615567336355.png

Empoleon-Mega
Water
/Steel
Torrent/Defiant-> Wounded Pride (If the user's attack misses or is blocked (ala Protect), user gains +2 Speed).
Stats
HP: 84
Atk: 86-> 101 (+15)
Def: 88-> 103 (+15)
SpA: 111-> 136 (+25)
SpD: 101-> 126 (+25)
Spe: 60-> 80 (+20)
New Moves:
+Flip Turn, Outrage, Steel Beam

"If anyone were to hurt its pride, it would slash them with wings that can cleave through an ice floe."
"It swims as fast as a jet boat. The edges of its wings are sharp and can slice apart drifting ice."

Description: Should any of its attacks miss, Mega Empoleon will become so furious over this failure to connect that it psychs itself up, boosting its own speed so as to move first next turn. As an ability, Wounded Pride bypasses Blunder Policy's main shortcoming of being a one-time use, meaning Empoleon can potentially do its thing at any point in the battle. This ability is mainly an insurance policy so that Empoleon will still gain something should it miss its powerful Hydro Pump (or Blizzard, if you want). The new addition of Flip Turn furthers its ability to operate throughout the battle, as it can simply pivot out of an unfavorable match-up. In terms of stats, its SpA is strong enough to make up for its lack of set-up, able to dish out sizeable damage after bulky Waters and select mons like Blissey and Ferrothorn have been sufficiently weakened. Its speed was set to 80 specifically so it could still get the jump on some opponents pre-ability. The ability to activate Pride with Protect is meant for the benefit of Doubles, where Empoleon can activate more reliably but has the inherent risk of getting double-targeted. Finally, Steel Beam and Outrage are just for flavor.

"Mega Empoleon takes great pride in each one of its attacks. Should even one attack fail, Empoleon will be so enraged that its speed will sharply increase out of sheer willpower."
 
Last edited:

Ema Skye

Work!
:empoleon: Mega Empoleon
New Ability
: Lightning Rod
Type: Water/Steel

New stats:
HP: 84
Attack: 86 -> 111 (+25)
Defense: 88 -> 113 (+25)
Special Attack: 111 -> 111
Special Defense: 101 -> 141 (+40)
Speed: 60 -> 70 (+10)
(630 BST)

New moves: Steel Beam, Flip Turn, Dual Wingbeat (all as tutor moves), Roost
Description: My dream for what Empoleon could be. It's horns have detached from its head and it now carries a trident (invoking Poseidon). This is a powerful utility Pokemon, with 2 immunities, 10 resists and only 2 weaknesses. Roost, Defog, Knock Off, Stealth Rock, Scald and Flip Turn all support its team. Lightning Rod also gives it a way of boosting its special attack, which it otherwise can't do. Kept in check by its low speed, and it struggles on offence due to a lack of boosting options (Swords Dance or Agility).
 

Rosiario

Banned deucer.
bonsai torterra.jpg


Mega Torterra
Tortenite
Ability: Zen Mode

Mega Torterra Bonsai Mode:
HP: 95 (+0)
ATK: 115 (+6)
DEF: 140 (+35)
SPA: 75 (+0)
SPD: 140 (+55)
SPE: 60 (+4)

Mega Torterra Banzai Mode:
HP: 95 (+0)
ATK: 155 (+40)
DEF: 80 (-60)
SPA: 155 (+80)
SPD: 80 (-60)
SPE: 120 (+60)

New Moves: Zen Headbutt, Power Gem, Calm Mind

Description: Just look at the turtle! That's definitely a bonsai tree on its back. Bonsai trees are usually associated with (especially in japanese culture) peace and serenity, often featured in, you guessed it, zen gardens!

At first I was just gonna do a "Peace of Mind" or "Zen Garden" ability that was just another Clear Body clone, but then I thought of Darmanitan's ability. Taking a look at its movepool, I noticed a lot of fun tools it can use to manipulate this ability. Wood Hammer helps it get low if it wants to force Zen like Belly Drum does, and it has Swords Dance to help it set up while its in its defensive Bonsai form. Synthesis lets it get back up into its defensive form if it wants to, giving it more time to set up and sweep.

The mixed attack its Banzai mode has let it do some interesting things that other mixed attackers can't, due to Torterra's movepool. With moves like Wood Hammer, Swords Dance, and Superpower, physical Mega Torterra is a very high risk, high reward Pokemon. You Swords Dance until you're Banzai and try to sweep, while being frail enough that anything that outspeeds or has priority (Ice Shard is your worst nightmare) can easily revenge kill if you're not careful. Wood Hammer is a highly powerful move to use here but also super risky because the recoil could easily kill you as well since you're already low - making it necessary to have both Earthquake and one other coverage move in order hit Flying/levitate for when you're too low to hit Wood Hammer without suiciding.

Special Attack Mega Torterra has a much safer, more drawn out playstyle. With moves like Calm Mind, Synthesis, Giga Drain, and Withdraw, it has the perfect set of tools to be an iron wall setup sweeper. Since it can't boost all-out offense without access to Nasty Plot, special's SD, special Tort will already be naturally setting up slower than phys Tort - but thankfully its Bonsai bulk and special Giga Drain can enable that slow buildup. With Calm Mind's SPA and SPD boosts and the ability to take Withdraw's DEF boosts as well if the player wants, spec Tort can become incredibly tanky and hard hitting. Giga Drain also has excellent synergy with the Banzai mode, making use of the SPA steroid to hit a really powerful move that also heals for a lot, getting it back into range to become Bonsai again. Torterra already has Earth Power to replace Earthquake, and I gave it access to Power Gem as well since it was the most thematic special move to fill Torterra's need for rock coverage it gets in its physical moves.

I hope you guys like my sub, I had a lot of fun making it and picturing the tree, as well as talking to you guys in the Discord when I was trying to polish it! Good luck everyone!
 
:empoleon:
Mega Empoleon

HP: 84
Attack: 116 (+30)
Defense: 84 (+20)
Special Attack: 141 (+30)
Special Defense: 111
Speed: 80 (+20)
New Moves: Steel Beam, Life Dew, Flip Turn

Ability: Yield-or-Die ( against foes with type advantage or super-effective moves, damages done by empoleon is multiplied by 1.33(4/3). Otherwise, damages done by the foe is multiplied by 0.75(3/4)

Description: Well, everybody is trying to make Empoleon an Emperor. EMPEROR OR NOT empoleon comes from a royal family.
It expects everybody to kneel before him. But the overly powerful ones just don't kneel. This ability punishes them with a damage boost of 1.33. Again those who kneel, their attacking moves lose power by 0.75.

:infernape:
Mega Infernape

HP: 76
Attack: 134 (+30)
Defense: 81 (+10)
Special Attack: 129 (+25)
Special Defense: 71(+10)
Speed: 114 (+5)
New Moves: NONE

Ability: Furious fighter (user's fighting type move has a 25% chance of critical hits. If it is not a critical hit, then the opponent is burnt.)

:torterra:
Mega Torterra
New type: GRASS / ROCK
HP: 95
Attack: 129 (+20)
Defense: 135 (+30)
Special Attack: 95 (+20)
Special Defense: 105 (+20)
Speed: 56
New Moves: None

Ability: Roots-in-ground (even if the user isn't ground type, it still gets a STAB boost for ground type attacks)

Description: whoa! It always bugs me that a cool pokemon like Torterra has so many weaknesses. This mega version omits most of its weaknesses by making it a Grass/Rock-type.This Torterra has a lot of bulk and attack at the same time. So enjoy.
 
Mega Torterra
Type: Grass/Ground
Ability: Absolute defense (Critical hits do not bypass stat boosts. Super effective move deal 1.5 damage, if this pokemon is hit or its stats are lowered it gets a one stage boost to both of its defenses(when a stat is lowered by 2 Stages there is still only one boost to its defenses this if multiple stats are lowered it gets one boost for each stat lowered))
Hp:95
Attack:120 (+11)
Defense:150 (+45)
Special Attack: 95 (+20)
Special defense:140 (+55)
Speed:26 (-30)
New Moves: Bodypress,Powertrip, Swordsdance, Nastyplot, U-turn, Grav apple

Description: This can be played very defensively but as you can see It also gains massive purely offensive sweeping potential with Swords dance,Nastyplot and U-turn. I gave it Grav apple because the animation of grav apple is an apple falling from a tree.




here is a sample set:

EVs: 252 Def 252 Sp Def 4 Atk

Ivs:0 Speed

Moves:
Curse
Powertrip
Bodypress
Leafstorm

Description: you can take advantage of Curse and Leafstorm stat lowering natures to boost you defenses to the sky Also not walled by Unaware users because of powertrip and the fact most of them are weak to Grass(Leafstorm)so this set is a very bulky sweeper.
 
Last edited:
Mega Empoleon - Water/Steel
Ability: Flaunting Armor: If this Pokemon moves before the target without higher priority, that pokemon’s contact moves do ½ damage
HP: 84
Attack: 86 > 110(+24)
Defense: 88 > 120(+32)
Spatk: 111 > 135(+24)
Spdef: 101 > 121 (+20)
Speed: 60
BST: 530 > 630
New moves: Iron Head, Roost
It's everyone's 1st/2nd/3rd favorite Banana stealing Penguin, Empoleon! With it's sturdy armor, it can effectively copy the effects of Fluffy, but it's got to flaunt that armor first. Competitively, this Empoleon is an extremely bulky blanket check to most mons and a threatening Agility sweeper that may be hard to revenge kill with a standard Conk Mach Punch. However even with an Agility Empoleon is decently slow, allowing a good scarfer to revenge kill it.


Mega Infernape - Fire/Fighting
Ability: Chimpanipulation: Upon mega evolution, if the user has a Pokemon holding a mega stone that isn’t the user’s, the user will use that Mega Stone instead. If this mon doesn’t copy a stone, it’s ability is Blaze
HP: 76
Attack: 104 > 124(+20)
Defense: 71 > 95(+24)
Spatk: 104 > 124(+20)
Spdef: 71 > 95(+24)
Speed: 108 > 120(+12)
BST: 534 > 634
New Moves: High Jump Kick, Hyper Voice
Can’t Mega from: Mawile, Medicham, Lurantis, Beedrill, Gengar, Butterfree, Wishiwashi, Kricketune, Parasect, Falinks
Mix and Mega, the Mega! Infernape decided it was a good idea to steal it's friend's Mega stone for itself, and now this exists. Competitively, this Infernape has the potential for massive mixups with who's gonna mega, and if it doesn't mega it's not like Infernape itself is a bad Pokemon. You'll have to be creative with it's use though, as some megas are completely worthless without said mega, so choose who you steal from cautiously


Mega Torterra - Grass/Ground
Ability: Vast Biomes: When this Pokemon uses a Fire, Water, Ice, Rock, or Ground type move, this Pokemon’s secondary typing changes to the typing of said move before moving
HP: 95
Attack: 109 > 119 (+10)
Defense: 105 > 125 (+20)
Spatk: 75 > 125 (+40)
Spdef: 85 > 115 (+30)
Speed: 56
BST: 525 > 625
New moves: Aurora Beam, Ice Fang, Water Pulse, Incinerate, Fire Fang
And our trio is complete with Detective Pikachu's second to worst nightmare! Torterra hoisters a terrain almost like a globe, so let's change up that globe, shall we? Torterra's new coverage options certainly aren't anything to ride home about, 60 BP coverage is pretty bad. However, gaining STAB on these moves gives them the power boost they need. I specifically made these moves weak to not give base Tort any crazy coverage, and making Tort mixed allows it to use these moves. And with offensive threats slower than you, you can effectively evade SE hits by swapping your typing if your movepool allows it, while still keeping Torterra's signature Grass Ground typing, the second thing it's famous for, the first is being GMax Snorlax before GMax Snorlax
 
Mega Torterra
:SS/torterra:
Ability:A.ll T.errain L.iving A.bnormal S.izeable T.ortoise/Or maybe just climate change
If this pokemon get hit by a move, change its primary typing to that move typing(color change change the type before the calculation)

Stat:95/145(+36)/ 135(+30)/95(+20)/119(+44)/36(-20)
Desc:It grew the jungle on its back, and its body grows half a side of detective pikachu gigantamax torterra. The Jungle start to have spirits and mind of its own, memorising all the visit and mimic it, like a haunted forest.
(i know this is quite complicated but meh, i've lost all my braincell during my last exam)

Mega Infernape
:SS/infernape:
Ability:Apetactical
-Raise the user stat by one stage after KO an opponent(technically beast boost but that stat that gain boost depends on the opponent)

Stats:76/134(+30)/96(+25)/104/96(+25)/128(+20)
New Move:Bounce , darkest lariat,aura sphere

Mega Empoleon

:SS/empoleon:
Ability:Above All
If this pokemon get hit by a priority move, deal the exact same damage to the mon that use that priority move

84/141(swap spatk +30)/128(+40)/96(swap atk+10)/121(+20)/60
New move:Dual wingbeat, flip turn,king shield, anchor shot
Desc:Nobody shall move before the emperor, who is above all you i made an anti prio ability
 
Last edited:

bro torterra

Not even top 5
Hi all, this is my first submission so go easy on me! I just couldn't resist making a mega Torterra, so here it is:

Mega Torterra:
Type: Grass/Ground

Ability: Elementalism- This Pokemon's attacking stat is multiplied by 1.5 while using a Water or Fire-type attack.

HP: 95
ATK: 85 (-24)
DEF: 135 (+30)
SPA: 119 (+34)
SPD: 135 (+50)
SPE: 56

New moves: Eruption, Ice Beam, Muddy Water, Overheat, Scald.

Description: Well, to start, the main premise of this is having a lot more on the shell.
IMG_0159-removebg-preview.png

Here is a quick sketch I made- I'm not the best at drawing but this is how I imagined the shell to look (I know the other parts aren't changed). There's a river, a small lake/pond, still the tree, mountains, and a volcano. Torterra is the only one with its typing (grass/ground), but honestly, it's not the best typing. It has very few non-STAB/normal type moves, so I thought it would be cool to give it more 'elemental' coverage (my non-existent knowledge of competitive battling is probably showing right here). I thought an elemental Torterra made sense to be a special attacker, so I gave it some moves like eruption and scald (fun fact: no pokemon resist a set with a grass, fire, ice, and ground move).

For the stats, I wanted it to be pretty bulky. The original Torterra has 85 special defense, and honestly, it kinda sucks. I changed them to both be equal because I think it should be fair to both special and physical attackers :(. I didn't change the speed because Torterra will always be a big, bulky 'mon, and it shouldn't be fast (unless you get a rock polish off, of course). For the attacking stats, I pretty obviously just switched them (and added 10 to the new spa to make it stronger) to make it a special attacker.

Anyways, thanks for reading! It's not the best, but I just wanted to share my idea. Hope you enjoyed.
 
Last edited:
:ss/empoleon:
mega empoleon.png

Mega Empoleon
Item: empoleonite
Typing: steel/water
Ability: slush rush
New moves: iron head, flip turn, triple axel, ice shard, king´s shield, dual wingbeat, noble roar
New stats:
84
86>136
88>108
111
101>111
80
 

Paulluxx

[Regional Manager of Big Shifu]
is a Community Contributor
Hey guys Paulluxx here with my Empoleon Sub, this is the first one I've ever actually sent in so yeah

Empoleon is mainly based upon 2 things, the French Emperor Napoleon, and The emperor penguin


1615788896329.png

Napoleon Bonaparte This guy^
Is known by most people for a few things, being short, being a very competent military leader, and failing at conquering Russia because it was really cold

1615789757578.png

Emperor Penguin Look how cute the baby is :)
Emperor penguins are sick as hell, they mate for life, and can swim down to a depth of 1800 ft(thats insane)

These 2 combine to create Empoleon
1615790029200.png

Empoleon
Empoleon is one of my most favorite pokemon, it actually was my first favorite Pokemon before Eevee and my first starter. this big metal bird is so cool competitively with its unique typing and super duper cool in lore. Empoleon is also owned by my favorite trainer in the Pokemon Adventures manga
Platinum Berlitz
1615790538623.png

Platinum with her Prinplup at a Pokemon Super contest :)


So without further ado, Here's my Empoleon sub


1615792302187.png

Mega-Empoleon
Typing: Water/Steel
Ability:No Guard
Ability: King of the Ocean
King of the Ocean] Similar to Ausmas(Ausma gave me permission to make it.) Desert Gales, King of the ocean summons a Tempest of water that allows it to control the ocean and rule all that falls into the sea.

Tempest:
Boosts Water, Electric, and Flying moves by 1.2x for all pokemon on the field.
Swift Swim, Rain Dish, and Hydration Are all activated by Tempest
All Normal Type moves are turned into water type by the Tempest
And Weather Ball is water type in Tempest
Thunder and Hurricane still get boosted accuracy in rain
So Hema doesn't want me to make another field effect so the alternate ability for this version of Empoleon
Ink and Hema gave me the idea of No Guard


Stats

HP: 84
Atk: 86(+14) -> 100
Def: 88(+22) ->110
SpA: 111(+45)->156
SpD: 101(+9) ->110
Spe: 60(+0) -> 60


New Moves: Extreme Speed, Flip Turn, Thunder, Hurricane, Dual Wingbeat, Icicle Crash
Flip Turn and Dual Wingbeat are gained through IoA tutors, Flip Turn is used as a pivot move on the physical or defensive set as to provide momentum, Dual Wingbeat is the physical way to eliminate fighting types as Hurricane does on the special
Extreme Speed is a strong priority move for the physical set to use to compensate for low speed, and provide useful neutral hits,
Icicle Crash is the way to kill flying types on the physical set using the No Guard ability
Thunder and Hurricane are the main tools that mega Empoleon has, as it can use its No Guard to always hit, deal consistent damage. and most standard special sets will use them both

"Unprotected by guards and soldiers, Empoleon is their own monarch, Ruler of the Sea, the ocean, the sky, uncontested, even by false kings such as Mega Slowking, the true ruler of the sea, Empoleon takes his place, in the upper echelon of special attackers, with the ability to control lightning and the sky with crushing power."

Empoleon has a strange but interesting defensive typing, It has only 3 weaknesses, no 4x weaknesses, and a 4x resistance to Ice and Steel, the problem is that its weakness's are to the 3 best offensive types, Ground, Electric, and Fighting.

No Guard is an interesting preexisting ability that actually has pretty low distribution, and only one other special attacker fellow bird Mega Pidgeot.
No guard in this case has nothing to do with its fighting style but rather the fact it is a solitary monarch that doesn't need a guard, The benefits to no guard include perfect accuracy on Thunder, Blizzard, Hurricane, and finally its main STAB Hydro Pump. The physical set gains a lot as well, notably Dual Wingbeat, Rock Slide, and Steel wing. And surprisingly the defensive variant gains as well in Whirlpool and if you want swagger. Additionally it also lets you hit pokemon during semi immune turns such as Fly, Dig, and Shadow force, so Empoleon can literally hit Pokemon out of the sky

Empoleon is a potent special attacker with 100% accuracy on all of its moves but they can be hit by any move, This gives them super powerful Hydro Pumps, Thunders, Hurricanes, and Blizzards, allowing them to control the ocean uncontested. The speed tier hasn't changed as to beat Mega Slowking in trick room. And it can now run a potent physical set with Extreme speed, Dual wingbeat and Icicle crash, backed up with tools it already has such as Earthquake, and Liquidation.

Base Empoleon, also gets great utility with the access to flip turn to gain momentum, and fits a similar but different role to stealth rocks swampert.

Even if I didn't end up with the specific Empoleon I wanted, I understand Hemas opinion on field effects, and I love this Empoleon, its one of my favorite pokemon already and this is exactly what I want from Empoleon.

I also did some calcs with my mega empoleon to show some of its power
252+ SpA Empoleon Blizzard vs. 248 HP / 0 SpD Zapdos: 330-390 (86.1 - 101.8%) -- guaranteed OHKO after Stealth Rock
After taking rocks Blizzard cleanly ohkos zapdos
252+ SpA Empoleon Flash Cannon vs. 252 HP / 4 SpD Clefable: 356-422 (90.3 - 107.1%) -- 43.8% chance to OHKO
Flash Cannon does 90% min to Clef, and with the prevalence of unaware, this very well might be a clean ohko
And the most important calc is this one
252+ SpA Empoleon Thunder vs. 252 HP / 88 SpD Corviknight: 314-370 (78.5 - 92.5%) -- 37.5% chance to OHKO after Stealth Rock
Thats basic corv ohkoed after stealth rock with thunder
And this one is massive
252+ SpA Empoleon Thunder vs. 252 HP / 252+ SpD Corviknight: 212-250 (53 - 62.5%) -- guaranteed 2HKO after Stealth Rock
Thats max spdef max hp corv(which nobody is running but its just a proof of concept] 2HKO'd by Empoleons thunder.

Now to the physical side
This is standard rilla v icicle crash from defiant boosted Empoleon
+1 252+ Atk Empoleon Icicle Crash vs. 0 HP / 4 Def Rillaboom: 276-326 (80.9 - 95.6%) -- 50% chance to OHKO after Stealth Rock
This is standard Corv v liquidation from defiant boosted empoleon
+1 252+ Atk Empoleon Liquidation vs. 252 HP / 168+ Def Corviknight: 144-169 (36 - 42.2%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
This is swords dance empoleon vs ferrothorn
+2 252+ Atk Empoleon Icicle Crash vs. 252 HP / 80 Def Ferrothorn: 126-149 (35.7 - 42.3%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

And now to the bulky support side

With Equal amazing bulk on both sides Empoleon can survive a variety of important hits if it picks the right ones to survive

Max physdef Empoleon can survive a hit from unboosted Landorus, just enough to defog or setup rocks to get out
252 Atk Landorus-Therian Earthquake vs. 252 HP / 252+ Def Empoleon: 240-284 (64.5 - 76.3%) -- guaranteed 2HKO after Stealth Rock
It can also survive a modest Aura Sphere from mega falinks using its max special set
252+ SpA Life Orb Falinks Aura Sphere vs. 252 HP / 252+ SpD Empoleon: 252-299 (67.7 - 80.3%) -- guaranteed 2HKO after Stealth Rock
But defensive empoleon shines really in its ability to build a set to fit the team.
 
Last edited:
Empoleon Pokemon Rpg, Pokemon Pokedex, Pokemon Fan - ドダイトス かっこいい, HD Png  Download - 980x1090(#5102419) - PngFind

Mega Empoleon @Empoleonite
Type: Water/Steel

Ability: Queenly Majesty

HP: 84
ATK: 86 ->125 (+39)
DEF: 88 -> 100 (+12)
SPA: 111 ->130 (+19)
SPD: 101 -> 131 (+30)
SPE: 60
New Moves: Roost, Icicle Crash, Iron Head, Dual Wingbeat

Summary: Well, a royal penguin! At first, I waned to base this one more off of Poseidon and his trident, but then changed to more of the royal aspect. Queenly Majesty has a very unique niche in being able to stop priority moves, including Fake Out, Prankster shenanigans, and Grassy Glide (which is huge for stopping Rillaboom). I boosted its attack and special attack and made them just about equal so it can run a physical set and take advantage of Defiant/Swords Dance and its wide array of special moves. It also has high special defense which allows it to take a wide verity of special moves.
252 SpA Zapdos Thunder vs. 252 HP / 180 SpD Empoleon: 290-344 (77.9 - 92.4%) -- guaranteed 2HKO
The base 100 defense also allows it to take physical hits (with investment), too.
252 Atk Landorus-Therian Earthquake vs. 252 HP / 224 Def Empoleon: 312-368 (83.8 - 98.9%) -- guaranteed 2HKO
252 Atk Choice Band Kartana Sacred Sword vs. 252 HP / 252+ Def Empoleon: 294-348 (79 - 93.5%) -- guaranteed 2HKO
One Pokemon Empoleon matches with well is Gliscor. Both of them resist/are immune to each others weaknesses and support each other. With Mega Empoleon, the duo works even better together, with Empoleon gaining higher special defense and recovery in Roost to match with Gliscor's high defense and Poison Heal. However, this Pokemon is very slow and needs defense investment to survive a lot of powerful physical hits. It does get access to Agility, though, to speed it up if needed and can run the almost never seen Iron Defense to raise its defense.
I really enjoyed making this sub, because Empoleon is my favorite Sinnoh starter and Infernape is overrated it has a lot of cool possibilities.
 
Last edited:
Mega-Empoleon
1615934929664.png

Type: Water/Steel
Stats:
HP: 84
Atk: 86
---> 125 (+39)
Def: 88
---> 109 (+21)
Sp.Atk: 111
---> 125 (+14)
Sp.Def: 101
---> 109 (+8)
Speed: 60
---> 78 (+18)

New Ability: King's Gamble:
While this ability is active on the field, all offensive moves target the lowest defensive stat in damage calculation.


New moves: Iron Head, Steel Beam, Dual Wingbeat, Superpower, Terrain Pulse.

Description: Empoleon goes all out!
Ready to strike, Empoleon is eager to use its amazing movepool by becoming a "mixed" attacker after mega-evolving, note that I quoted mixed, that's because of its new ability, being special or physical doesn't really matter anymore because they use the lowest defensive stat while doing damage. King's Gamble provides a threatening offensive presence that allows Empoleon to surprise opponents with an infinite amount of possible sets.

Thanks for reading! : )
 
Last edited:
Hi again, everyone!
First thing is a small update: it has become increasingly clear that our usual schedule just does not work, particularly during PMOTS when there's so much more to cover with every update, so I am provisionally increasing the standard length of the submission phase again from five days to six days in addition to this particular one, um, obviously being more than six days. In addition, as per usual, this post will be an end-of-submission-phase feedback post and a 24-hour warning for the current submission phase, in order to give time to respond to the feedback in question. C:

:buizel:

The next update is something of a sadder note, but Mossy Sandwich has asked me to announce that he will be stepping down from the competitive council; this happened some time ago (on the 8th), but this is my first opportunity to bring it up in the thread.
He does still plan to be present as part of the mod, so this isn't a goodbye or anything! but he feels he can't be as active in the mod as he was before. This obviously shouldn't be an obligation for anyone, so we should all respect that decision and be grateful for everything he's done for us so far!
Thank you for helping us with this for so long, Mossy!! It's been awesome having you on the team!

:araquanid::toxtricity-low-key::drapion:

We've recently had some tournaments as well, and I would like to extend huge congratulations to the winners: BlueRay for his much-deserved wins in our first ever VGC tournament back on the 6th and our second New Recruits tournament this past Saturday, and newcomer Exploziff for their incredible win in the first M4A Monthly tournament this past Sunday!
The level of participation in the three tours was amazing, and there were some very cool matches in all of them!! If you're interested, you can check them out here:


I would also like to expend massive thanks to inkbug for running both of these tours so smoothly and compiling the replays on his awesome wiki as always! ;u;

:starmie::feraligatr::mismagius::samurott::araquanid:

Following that!
In the previous update to the thread, we talked about some balance changes that were being considered and shared a poll to decide whether they should go through. I think it's well known on the Discord by now that all of the changes passed, but I would like to take this opportunity to share the results in the thread as well!

For :starmie: Starmie to lose access to the move Photon Geyser:​
20 in favor vs 3 against - passes with an 87.0% supermajority

For moves affected by :feraligatr: Mega Feraligatr's Ability Savage to hit exactly three times:​
21 in favor vs 2 against - passes with a 91.3% supermajority

For :mismagius: Mismagius to lose access to the move Fling:​
17 in favor vs 6 against - passes with a 73.9% supermajority

For :samurott: Mega Samurott's Ability Heavenly Techniques to boost the move X-Scissor, but not the move Smart Strike:​
23 in favor vs 0 against - passes (obviously) with a 100% supermajority
in hindsight, I should really have offered these as separate options, but I trust everyone is okay with this - I'm sure it wouldn't have been a fully unanimous vote if people had reservations about just one of the two changes

For moves affected by :araquanid: Mega Araquanid's Ability Body of Water not to account for modifiers to the user's Defense and Special Defense:​
21 in favor vs 2 against - passes with a 91.3% supermajority

There were also a handful of bugfixes made alongside these changes!

:exploud: Mega Exploud's Ability, Seismic Scream, now activates once for each successful use of a sound-based move, not once for each target successfully hit. This doesn't change anything in singles, but it was previously an issue in doubles, when it could activate as many as three times from a move like Boomburst.

Moves boosted by :bastiodon: Mega Bastiodon's Ability, Settle, now behave properly like special moves for all intents and purposes, except that they account for the user's Attack in place of its Special Attack. Previously, they behaved as physical moves but targeted the Special Defense stat (like the opposite of Psyshock), which was inaccurate both to the submission and to the Ability's most current description. This change does not affect their damage in ordinary situations, but many effects (examples include burn, Counter and Mirror Coat, Weak Armor, and some Berries) respond differently depending on whether a move is physical or special, and this has Settle-boosted moves respond more consistently to those situations.

:zoroark: Mega Zoroark's Ability, Forgery, can no longer copy the item of a Pokémon holding a Z-Crystal or a Pokémon with no item, instead passing them by to the next valid Pokémon. Previously, Forgery was carefully implemented with Z-Crystals in mind, but it has since come to light that the official games make special exceptions to prevent Mega Evolved Pokémon from using Z-Moves even with the appropriate item, so it was agreed that this interaction was inaccurate and should be removed.​

These changes, as well as slate 30's winning Mega Evolutions (:floatzel::simisear::krookodile::cinccino:), have been live on Dragon Heaven for a few days now, though the update is still not live on Showdown and I'm not sure why (I submitted this patch to both servers on the same evening the poll closed, but I have not heard back).
Since the submissions went live, a few minor changes and fixes have been discussed for the custom Abilities, but I have not had the opportunity to address these so far.

:torterra::infernape::empoleon:

If I don't mention your sub in this post, it's probably fine balance-wise and you're not required to make any changes! It doesn't mean I forgot!​


Hi! I'm afraid I cannot allow your Torterra or Infernape.

:torterra: This one is a problem for a few reasons.
The first and probably most important issue is that automatically applying Sand Tomb to grounded Pokémon is, like, super broken. The Ability Arena Trap is already uncompetitive (and banned!) on its own, because it prevents the opponent from switching out if Torterra counters one of their Pokémon. Moreover, by tying the effect to a terrain instead of giving Torterra Arena Trap by itself, this also enables trap passing (Torterra leaving battle doesn't free its opponent, so doing so, even just by being KOed, means its replacement can be whatever is necessary to counter or set up on the trapped Pokémon and can put the battle in an unwinnable slate for the opponent far too easily).
The second thing is that, without that, the effect of grounding all Pokémon is largely redundant to Gravity - if you were to submit any field effect that grounded Pokémon and wasn't unhealthy, I would absolutely tell you to replace it with Gravitas, the Ability that already exists to set Gravity on entry, instead of unnecessarily creating a new one. However, there's already another submission that uses Gravitas and there is no reason to allow both.
That aside, it seems the aim of this is to introduce a new field effect, which is something we're trying to avoid doing unnecessarily and judging by very high standards, so it requires a very strong justification on your part. If you rework this at all to be more balanced, I still would not recommend making it a field effect, as there's a high chance that it would not be allowed.

:infernape: On the other hand, this one is just too strong statwise. Sheer Force boosts its damage far beyond acceptable levels, accounting for its high mixed attacking stats, setup options and insane Speed. It's almost impossible for you to get this to be allowed without changing the Ability - I would have you severely limit its stats to... probably just almost completely unboosted offenses (104/104? 109/109?) and no more than about +7 Speed (115 - you have 158), and even that is with great hesitation and there's a high chance it could still need to be nerfed (and there's not that much room to nerf it), so it would probably be far better not to allow it. No promises whatsoever that I will allow this with Sheer Force no matter how much you lower its stats.

CrLmao:​

:torterra: Sorry, but yeah, this really doesn't constitute a rename of (or really any use of) Parental Bond.


:infernape: Mm... much as I love your other two, I will take my usual stance and say that - when two people have submissions that are this close together - it is really much better for you to collaborate and agree on a route that satisfies both of you. While the 30-point Speed difference probably counts for something, the movepool changes have very limited practical differences and a majority of sets either of these runs would be the same, and I doubt that could be a deciding factor in someone's vote; for most intents and purposes, this is either a better or worse version of the same sub more than it is a different sub, and I think it would really be better to change it to another Ability (and/or share feedback with Dramps on why you'd rather his was slower). Sorry to disappoint, but I'm not sold on the differences being enough;;

Aurum4:​

:infernape: First disclaimer: I will allow this if you still want and there is no mandatory change here at all, so uh, feel free to ignore this if you're really set on this route! I just feel like it would be worth making a general statement here, since this kind of thing has come up before.
But uh, there are a lot of Abilities in this mod that I would say have had a positive impact but would, with the benefit of hindsight, probably discourage repeating?
As much as I personally love Heavenly Techniques, it's widely regarded as one of the most complex Abilities in the mod, and newcomers have repeatedly singled it out as confusing or hard to understand. It's an effect that's definitely cool as a one-off, and I wouldn't mind seeing the Heavenly Techniques that already exists used again to integrate it better, but it would be a bad idea in my eyes to make a habit of adding more Abilities in that vein. I'm vaguely worried that adding a "clone" of it with a different set of effects increases the barrier to entry more than just having one or the other does, and especially when their effects don't align (so that's now two separate sets of HP benchmarks one has to learn - and has to remember which Ability each of them is for) and this one's effects are individually more unique and less straightforward (two separate checks for the higher attacking stat, which is very rarely used in Abilities at all, and one of them is Foul Play in Ability form, which has never been seen before and could be a cool gimmick all on its own - compare the max HP effect of Heavenly Techniques being clearly derived from Gale Wings, another Ability that requires max HP, and its mid-HP effect committing to one specific stat unconditionally). If it can be said that Heavenly Techniques is simple enough (and admittedly, many would disagree that that can be said), this is still tangibly less so in a way that I would discourage.
If there is any chance I could convince you to focus on just one of the effects here - whichever you consider the most important or the most unique or the most appealing - I would really encourage that. But again, I'm not going to stop you officially or anything, and you can leave it as-is and won't be vetoed; this is just a request, not a requirement. .w.

qways:​

:torterra: You're gonna have to pick one - Immunity is an entire Ability of its own, halving an unrelated move type's damage is "Immunity but strictly better" which we avoid (if you want the Poison resistance, why not make, like, a Heatproof clone? reducing damage taken from the poison status as well as Poison-type moves, but not strictly preventing it), and boosting two more arbitrary move types by 30% is definitely a completely different Ability in itself.

:empoleon: I'm pretty sure this is an Ability I can't allow on anything. You could always just make it immune to pivoting moves, though, if that's your main goal.

:infernape: Same problem as ChoiceScarfed's Infernape - Adaptability is probably just a stronger offensive Ability than Infernape should be allowed to have, period. Your stats are at least on the tame side, but I'm pretty sure there would be major problems with allowing this at all, sorry.


:infernape: I am terribly uncomfortable with how hard this hits and how little it has to give up to that end. It's extremely fast and will realistically have a nature increasing both its Speed and Attack, and it can even pull off an extremely strong mixed set since it can use physical Fighting moves at maximum power with minimum Attack and still run special Fire moves at no cost. I think I have to veto this for power level.


:empoleon: Not... technically... a veto...? probably? but a reeeally strong personal preference - I am begging you not to introduce special Intimidate. We do not need special Intimidate. No one needs special Intimidate. Intimidate being physical is such a fundamental part of the game design of the series (especially VGC, which is a format that we do have now and does need to be taken into account) that I have an instinctive negative response to people cloning it for no reason. Intimidate is fine as it is - could you please consider just giving it that?;; Or you could give it "Assault Vest in Ability form," which is the official games' closest special equivalent to Intimidate and should remain that way.
It's probably pretty much harmless if it's locked to a single Mega and it's not like special Intimidate will become a universal fact of life the way physical Intimidate is, so I feel like I can't reasonably veto this, but I still strongly dislike it and would seriously discourage ever doing this if you're okay with that.

:infernape: This is both probably too strong (the 1.3 to Fire moves coming right away, I mean) and doubtless way more elaborate than it needs to be, so I'm just gonna give it a no. Go with your choice of Flash Fire or any Water immunity Ability that exists or any Flying immunity Ability you want.


:torterra: No obligation to do this, but as I noted when I responded to you on the Discord, I think you would be better off just using Stamina for this Ability instead? Functionally, this doesn't really lead Torterra to be used any differently than Stamina would, so making a new Ability for it is kind of extraneous. I'll leave it up to you, though!


:infernape: Thiiis scares me a bit, actually - Infernape already runs a Life Orb, so this is effectively giving it +100 BST for "free" rather than at the cost of an item slot, and it's already more or less at the top of UU to my knowledge. If nothing else, I would advise you to lower its Speed a bit for a relatively smaller advantage over its base form - I'm not sure vanilla Infernape upgraded to 128/128/132 offenses is the safest addition.
Also, while I'm sure you didn't mean it this way, could I ask you to rename its Ability? The word "triggered" has been appropriated very widely in a way that's mocking and demeaning towards people living with mental illnesses; it has connotations that I don't want to be a part of the mod.


:torterra: Can I ask... like... why? ;-; This is total RNG and there's not any way at all for either side to plan around it, especially with it happening at the start of the turn so you don't know what type your Weather Ball/Terrain Pulse would even be. It's just a completely pointless and not skill-based effect that has little to do with Torterra and less to do with how it's used. It's even detrimental to its own moves, making Growth and Synthesis less reliable for some reason, and the attempt to reduce RNG by introducing HP dependence just makes it needlessly complicated. I'm not sure why you would want this or why we should allow it? OTL
if you do really want to keep this, if nothing else, could I suggest making the odds either 1/4 uniformly or 1/3 for rain/sun/Grassy/Misty and 1/6 for sand/hail/Electric/Psychic, for consistency with other chance-related effects? 28% and 22% are pretty arbitrary and kinda weird
but like I'm not gonna promise that this will be allowed tomorrow anyway
I will at least confer with the Discord for second opinions



:empoleon: There is a higher chance that this will break Pokémon other than Empoleon than that Empoleon itself will be broken, and accordingly, there is no way to balance Empoleon around an effect like this. This is not allowed.


:empoleon: This... could be so much simpler (consider Slush Rush?), but we also really don't need a new hail Mega and introducing one would be largely detrimental - I don't think it would be a good idea to accept this either way.


:infernape: I am positive you were already told as much on the Discord, but there's already another Justified Infernape - the one by Mossy Sandwich - and I don't think there is any sense in allowing a second one that doesn't bring anything especially new to the table.


Okay, I do want to say first that I love the choice to revisit some of our old customs instead of making new ones and I really respect the execution for the most part!!
That said, I know I said so on the Discord already, but I am very concerned by giving Volcanic Singe to :infernape: Infernape specifically, because it really steps on the toes of a Pokémon whose... toes... should not be stepped on okay pretend I said something that makes sense and that Magcargo says toes. Magcargo was specifically designed around not having moves that could be spammed to prolong the effect, while Volcanic Singe synergizes really well with Close Combat - and while it would be awesome to have such excellent move-Ability synergy, that becomes a problem when Magcargo isn't doing all too well itself and has been considered for a buff, and this would wildly outclass it at its one selling point.
This is an extremely perfect Ability choice for Infernape, and like I said on the Discord, I even asked Ausma if she would be okay with me doing it myself well before you posted this; however, I think it's important to respect her answer and there are valid reasons not to introduce competition to Magcargo when Magcargo already barely works and sorely needs help itself, and I cannot allow this. I am very sorry :c
the singe pun is so good though hgfhjgk I respect you


:empoleon: We don't allow combining Abilities like that here - please pick one!

:infernape: It would be far simpler just to give this Infiltrator or something - it's incredibly rare for a move hitting more than once to be a good thing without any direct benefit from their secondary effects, and in past submissions, it's been criticized as awkward and inconsistent with canon to restrict their secondary effects to the final hit as well. (Obviously, in Infernape's case, allowing it both secondary effects would be broken anyway - it has far too many ways to abuse that.)

:torterra: We will literally never allow this Ability on absolutely anything, as it is unquestionably broken as a form of team support. This would be vetoed on Unown. It will definitely be vetoed here.
That aside: the closest equivalent, Mega Slowking's Ability, sets Trick Room only while it is on the field (i.e. it cannot be shared with its team). Mega Slowking started out spending 55 points of Speed, both to avoid spending its 100 points optimally and as an active hindrance to operating under Trick Room. Mega Slowking was later nerfed to have +90 Speed and is still questionably balanced and one of the scariest Pokémon in the mod. Auto-Trick Room with this low Speed is a hard no even with the limiting factors of Counter-Clockwise Spiral (Slowking's Ability).


There are already other submissions with :infernape: "Life Orb in Ability form" Infernape (the one by fratelli bc) and :torterra: Thick Fat Torterra (the one by TheUltraFinder) - both with rather similar stats, too - so if you disagree on how the others handled them, you should consider giving that as feedback instead of posting a competing submission that's almost the same. Thanks!


Similarly, there's another similar :empoleon: Lightning Rod Empoleon by BlueRay, so it would be best to discuss it with him rather than posting a competing submission with the same idea. Thank you!


Quick clarifying question (you can just edit your post or DM me! no need to make a new one) on :empoleon: Empoleon: you say "against foes with type advantage or super-effective moves," but these should be the same thing, right? If you can, I would suggest changing it to "against foes with super-effective moves" alone, since type matchups don't mean anything if the Pokémon doesn't have a move of those types.

:infernape: This one sounds rather terribly broken - there are other burn-oriented Infernape submissions, but these submissions have steeper requirements than a 75% chance to burn (and a 1.5x power boost the remaining 25% of the time!), and I do not think it's at all safe to allow this one. Sorry;;


:torterra: Whoa there. This is, uh, at least four Abilities in one, and two of them are better versions of Abilities that already exist. I will say this: pick one out of Shell Armor, Neuroforce, Stamina or Defiant-but-for-defenses.


:infernape: Sssorry, but I really can't allow this or anything like it. There is no way to execute this that is realistic or optically sound, and having a banlist of stones, while consistent with Mix and Mega as a format, is incredibly arbitrary from an in-game standpoint. It also bears reminding that Mix and M4A is an Ubers-based mod - not an OU-based one - and plenty of the combinations that are legal there would be major problems here, while some that aren't could just as well be issues for competing unduly with our other Megas and stepping on their niches (see the Volcanic Singe Infernape's problem earlier). The idea is almost cool, but I think it would be better left to Mix and M4A itself;;


:torterra: Can I ask why this needs to be, uh, this? as opposed to just Rough Skin or Iron Barbs? or Innards Out if you want to be fancy? It's not just that it's complicated but that that excess complication doesn't actually serve any clear purpose or do something a simpler Ability can't. This one I don't think I'm going to allow without a change.

:xerneas:

Aaand we're done!
Submissions will close and voting should begin in 24 hours, and I'll make a compilation of all of the legal entries then! If you've gotten feedback here, it would be best to implement it as soon as possible with that in mind.
(As usual, though: no worries if you can't quite make it by then! If you need to make changes, then as long as you can do that before voting closes just leave enough time for people to vote for you!, I'll be happy to make the amendments you need!)
 
Glad to see you back, Hematite. Also, the two tours over the weekend were fun outside of that game where I got full paralyzed for seven turns. Game Freak, please get rid of full paralysis next gen, I beg of you.

The Damned:

:infernape: Mm... much as I love your other two, I will take my usual stance and say that - when two people have submissions that are this close together - it is really much better for you to collaborate and agree on a route that satisfies both of you. While the 30-point Speed difference probably counts for something, the movepool changes have very limited practical differences and a majority of sets either of these runs would be the same, and I doubt that could be a deciding factor in someone's vote; for most intents and purposes, this is either a better or worse version of the same sub more than it is a different sub, and I think it would really be better to change it to another Ability (and/or share feedback with Dramps on why you'd rather his was slower). Sorry to disappoint, but I'm not sold on the differences being enough.
That's disappointing...but fair, and I somewhat expected it. I ultimately don't mind, to the point that I think for now I'll just be content with having my Infernape-Mega disqualified so that Young Dramps's stays given I currently can't think of anything to replace Levitate with that I like as much or that would be as helpful without having to shift around stats a fair bit anyway--closed equivalent would be giving it Magic Guard, which is...no. In fact, the only thing that comes to mind is either Cloud Nine or White Smoke without totally changing flavor or stats, but that's on the exact opposite side of being too underwhelming.

Given that I plan to be busy for the rest of today, I would rather just write it off than try to scratch my brain over it for the rest of the day, especially since there are already a bunch of other Infernape-Megas in here I like better anyway.

I'm mostly just glad (and slightly surprised) that my Torterra-Mega is legal, especially after the edits I made to it on Saturday that slightly shifted its stats around and added two moves over High Horsepower. So thanks.
 
CrLmao:​

:torterra: Sorry, but yeah, this really doesn't constitute a rename of (or really any use of) Parental Bond.
Well that sucks, anyways​
Torterra-Mega
Infinite regression- This Pokémon becomes progressively tougher over the course of the match by absorbing the smaller and infinite versions of it self (When buffing any stat you get a random +1 to defense or spdef. Maxes at +3 def/spdef )

Grass/Ground

Hp- 95
Attack- 130 (+31)
Defense- 125 (+20)
Sp. Atk- 84 (+9)
Sp. Def- 115 (+30)
Speed- 66 (+10)

Flavor: This is based on a famous lecture given by Bertrand Russell where he talks about the earth orbiting the sun and one of the people listening says "blaspheme, the earth is in the back of a turtle. then someone else says so what is the turtle standing on, so she says another larger turtle of course" The other thinking is that it gets healed by smaller versions of itself when the sense danger
 
Last edited:
:ss/infernape:
Mega Infernape
Type:
Fire / Fighting
Ability: Flame Body
Moves: Coaching, Scorching Sands
Stats:
HP: 76​
Att: 114 (+10)
Def: 111 (+40)
SpA: 119 (+15)
SpD: 101 (+30)
Spe: 113 (+5)

Despite its stats being suited for that of a frail mixed attacker, Infernape actually has some really nice defensive tools: Slack Off, Stealth Rock, Taunt, Wisp, Roar, Encore, U-turn, and now Scorching Sands. This Mega Infernape is designed to use these moves to take on a more defensive role, but it's still capable of dealing some serious damage.
 

Users Who Are Viewing This Thread (Users: 1, Guests: 6)

Top