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

:sv/lapras:
Mega Lapras
Type:
Water / Ice
Ability: Marvel Scale
Stats:
HP: 130​
Att: 85​
Def: 80​
SpA: 165 (+80)
SpD: 115 (+20)
Spe: 60​

Lapras has always been designed to counter other Water-types. It began life in Gen 1 with a Water resistance and Electric coverage, and later generations have given it a Water immunity in Water Absorb and STAB coverage for Water in Freeze Dry. Marvel Scale builds on that, allowing it to boost its Defense by switching into Scald before chasing out the defensive Water that burned it. It also has near-perfect coverage with just its STABs, so it can pretty comfortably run RestTalk to give it a self-sufficient way to activate Marvel Scale.
 
:lapras: Mega Lapras
New Ability
: Refrigerate
Type: Water/Ice
New stats:
HP: 130
Attack: 85 + 50 = 135
Defense: 80
Special Attack: 85 +20 = 105
Special Defense: 95
Speed: 60 + 30 = 90

New moves: None
Description:

Back in DPP UU, Lapras had the good ol' niche of being a bulky Water. But! it had another surprising niche for only one generation: being a Dragon Dancer. It has good Atk, respectable Speed and nice bulk going for it, as well as Water + Ice being dangerous and near perfect coverage (you know, Iron Bundle...) And its only physical Ice move was Avalanche, so kinda bad for DD sets, so it just used Waterfall + Return. Now, it finally has a good physical Ice STAB, but it's Return, so it's basically a nice callack to this surprising niche. As a bonus, it has 105 SpA, so if it wants its perfect coverage, it can run some SpA EVs to run Freeze-Dry, or run Giga Impact or Hyper Beam if you're a madman (I know some of you are).

Lapras @ Laprasite
Ability: Water Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Return
- Substitute / Freeze-Dry / Giga Impact / Hyper Beam


:hoopa: Mega Hoopa
New Ability
: Dark Aura
Type: Psychic/Ghost
New stats:
HP: 80
Attack: 110 + 40 = 150
Defense: 60 + 10 = 70
Special Attack: 150 + 20 = 170
Special Defense: 130 + 10 = 140
Speed: 70 + 20 = 90
(BST)

New moves: None
Description:

Hoopa-U but it has Speed and no item. And it hits way less hard. Dark Aura allows it to have a pseudo Dark STAB without going all out and giving it Dark STAB (as it will always be worse than Hoopa-U in that regard due to no Hyperspace Fury). So yeah, it hits hard, but it'll be better as a physical or mixed attacker as Dark Pulse Dark Aura hits less hard than Shadow Ball STAB. Still, pseudo-STAB Knock Off is nothing to laugh at. I would add Sucker Punch but nobody wanna have to deal with Sucker Punch Hoopa-U... Ironically enough, it takes more from quad weakness but dies anyway so...
 
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Gravity Monkey

Que des barz comme si jtais au hebs
is a Top Artist
:hoopa:Hoopa-Mega Hoopite
New Ability: Mystic Doors (When this Pokémon K.O.s an opposing Pokémon, the next Pokémon to come out on the field is chosen at random.)
Type:

Stats: 80 / 130 (+20) / 90 (+30) / 180 (+30) / 130 / 90 (+20) [BST: 700]
Weight: 20kg
New Moves: -
Description: This mega aims to make Hoopa, a Pokémon thats frankly not too far from viability, into a more powerful presence with a few tweaks. First of all, it gets a better speed tier, getting the jump most notably on Rotom. It's also more physically bulky, which should help it win some more 1v1s. Of course, the centerpiece of this mega is it's new ability, Mystic Doors. This ability allows Hoopa to roll the roulette upon getting a K.O. to maybe keep some precious momentum would the right mon be summoned. It also makes saccing a flimsy answer to Hoopa, making it have a chhance to backfire considerably. This makes its item-less 180 SpA very threatening. Of course it can also backfire for the Hoopa user, as even with a better speed tier, it's still not outstanding, and Hoopa has a lot of pretty cripling weaknesses including a times 4 to ghost and dark type. If you call in a Pursuit user, its a death senctence. Now I know what you'll think: isnt that name a ripoff of Mana Gate? no shut up This ability sounds annoying - because it probably totally is - but I think that aspect sorta works well with Hoopa's mischevious attitude.

:pyroar:Pyroar-Mega Pyroarite
New Ability: Soul-Heart
Type:

Stats: 86 / 88 (+20) / 72 / 149 (+40) / 86 (+20) / 116 (+20) [BST: 607]
New Moves: Scorching Sands
Description: Soul-Heart transforms Pyroar into a dangerous set-up sweeper... with extra steps. It gets access to Flame Charge to boost its speed and Work-Up to boost its SpA, but its pretty cumbersome to try to fit both if you also want STABs and coverage. You need to make choices, it has a pretty big 4MSS. But if it works, it works. Getting the equivalent of a special DD is pretty hella good. It can also use Overheat more liberally the same way Magearna uses Soul Cannon.
 
:sv/hoopa:
:hoopa: Mega Hoopa
New Ability
: Magician -> Recursive Dimension
When a damaging move is blocked by a Pokemon with Recursive Dimension, it is reflected at 1/2 power after two turns using the original user's offensive stat.
Example:
-Charizard uses Fire Blast on a protecting Mega Hoopa, at 110 BP
-In two turns (the same as Future Sight), the Pokemon in the Charizard's place takes Fire-type damage at 55 BP using Charizard's Special Attack stat.
The following moves cannot be reflected:
-Any move that breaks (Phantom/Shadow Force, etc.) or goes through (Unseen Fist moves, Feint, etc.) Protect/Detect.
-Status moves
-Multi-strike moves after the first hit (so a Population Bomb would only be reflected at 5 BP)
Reflected moves have 100% accuracy. If the Pokemon with Recursive Dimension leaves the field, the attack will still go off. Moves that hit all targets will only hit the Pokemon in the user's place when reflected.
Type: Psychic / Ghost

New stats:
HP: 80
Attack: 130 (+20)
Defense: 90 (+30)
Special Attack: 160 (+10)
Special Defense: 145 (+15)
Speed: 95 (+25)
(700)

New moves: Shadow Punch
Description:
I was struck with a bolt of divine inspiration this morning and had to make this. Inspired by the classic trope of characters throwing their attackers' moves back at them through portals, the standout feature of this Mega is obviously the ability. Recursive Dimension is a very interesting ability that opens up a lot of potential ideas and mindgames- very fitting for Hoopa. It's certainly a double-edged sword, though. If you predict a high-power move and Protect on it, it can be very pressuring and rewarding. If they predict you, though, you've basically given your opponent a free turn. Not ideal.

prob will do more
 
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LOrd Fernado

I COULD BE BANNED!
:sv/hoopa::sv/hoopa-unbound:
:hoopa: Mega Hoopa
New Ability
: Fourth Dimension (Whenever this Pokemon uses a Ghost type move, the user's next attack switches it out)
Type: Ghost / Fairy

New stats:
HP: 80
Attack: 170 (+60)
Defense: 80 (+10)
Special Attack: 170 (+20)
Special Defense: 130
Speed: 80 (+10)
(BST:700)

New moves: Dazzling Gleam
Description: It's Hoopa, but with Flutter Mane's typing, and Hoopa-U's stats. It also has a nuts ability. Problem is, it's really slow for Mega Standards and has zero priority and bad Defense. Still, this could hit really hard with it's immediate power.
Hoopa @ Hoopatite
Ability: Magician
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Knock Off
- Shadow Ball
- Dazzling Gleam
- Focus Blast
 
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ItzaDelta

formerly I-Deepblue-I
:xy/pyroar:
Name: Mega-Pyroar
Typing: Fire/Normal
Ability: Combustion
Ability Description: This Pokemon's attacks are critical hits if the target is burnt.
Stats:

HP: 86
ATK: 68 (+0)
DEF: 92 (+20)
SPA: 129 (+20)
SPD: 106 (+40)
SPE: 126 (+20)

New Moves: Burning Jealousy.

I'm bringing this guy back from the previous slate! This sub is heavily inspired by one of my favorite games of all time; Rivals of Aether
Zettaburn.gif

....Yeah, yeah, this makes it pretty unrealistic for a hypothetical mega, but it's my sub, 'kay?
Zetterburn, when he hits his opponents with a special attack, sets them on fire! This deals little chip damage over time, but notably, if he hits them with a Strong move (Smash attacks for you Nintendo nerds), Zetterburn causes a huge explosion, doing double the damage to the opponent.

So yeah, that was my main inspiration for Mega Pyroar...Luckily enough! Pokemon already has a Burn status! So, I adapted the idea into a Merciless clone for Burn.

So...how does Pyroar specifically take advantage of this ability? Well, first off, as many others have mentioned, Fire/Normal is a great STAB combination, hitting most types barring Rock for at least neutral damage. This gives Pyroar plenty of targets it can Will-o-Wisp on and then break through. Combustion gives Pyroar's Hyper Voice the power boost it needs to break through usual Fire resists like Slowbro, Volcanion and Rotom-Wash. Its speed stat also makes it pretty difficult to revenge kill, notably outspeeding the dangerous Weavile by one point.

In VGC, Mega-Pyroar can make use of Burning Jealousy to immediately remove any opponents daring to boost up while having a deadly spread move combo in Heat Wave and Hyper Voice.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
EPIC COLLAB WITH Vipotis (I forgot to credit him i'm so sorry man)
:xy/lapras:
Name: Mega-Lapras
Typing: Water/Ice
Ability: Misty Surge
Stats:

HP: 130
ATK: 95 (+10)
DEF: 90 (+10)
SPA: 135 (+50)
SPD: 125 (+30)
SPE: 60 (+0)

New Moves: Wish.

Misty Surge is an easy fit for Lapras, as the ability already has a connection to the water both in name and in its signature user, Tapu Fini. Lapras also has had a somewhat mysterious feel to it, being a somewhat rare Pokemon in the early generations due to it being endangered.

Anyways, Mega Lapras makes good use of Misty Surge both for itself and for its teammates. Its brand new 125 special attack stat makes it quite threatening with its stupidly good STAB combo in Water + Freeze Dry (you can also go Thunderbolt + Ice Beam if you wish for a stronger Ice move), and being immune to status makes it very difficult to deal with for more defensive teams. Misty Surge also gives it what is essentially a Dragon resistance, making it decent at switching into Draco Meteors and Outrages. Wish is the last part of this submission and it fits perfectly well with this Lapras. Recovery lets it check more offensive Pokemon while making it hard to wear down, its huge HP stat lets it pass big Wishes to its teammates, while still supporting them with Misty Terrain and it is not bothered by being forced to run Wish + Protect, as it really only needs 2 attacks to pose a huge offensive threat.
 
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:hoopa:
Mega Hoopa
New Ability
: Warding Warp (Immune to Dark-type moves. If hit by one, force the opponent to swap out to a random pokemon.)
Type: Psychic/Ghost

New stats:
HP: 80
Attack: 125 (+15)
Defense: 80 (+20)
Special Attack: 165 (+15)
Special Defense: 160 (+30)
Speed: 90 (+20)
(700 BST)

New moves: ...
Description:
"Despite its playful and mischievous nature, Hoopa has a good heart and is capable of protecting its friends when the time is needed."
- Bulbapedia article on Hoopa's anime appearance

Even though Hoopa is indeed mischievous, it is not inherently evil (well, not in its Confined form), as shown in the movie. Much the same could be said about traditional djinn - they may be mischievous but they are also quite capable of doing good, too, be it warding off evil or helping others. Personally speaking, I thought this detail was overlooked and I felt it would be an interesting take on Hoopa's mega evolution.

We don't really have a proper Dark immunity in the Kalos dex meta (what with all the Weaviles, Tyranitars, and Pursuit/Knock/Sucker running around), so what better mon to give it to than Hoopa? Even though you still retain a 4x weakness to Ghost (and a notable lack of resists), you now mitigate that crippling weakness to Pursuit and Sucker Punch thanks to Warding Warp (made even better since your typing naturally baits these moves!). In turn, you can now make Pursuit and Sucker Punch fuck up the opponent's gameplan with a forced switch that hurts their momentum. Combined with the stat boosts of mega evolution giving it better speed, physical bulk, and a slight bump to power, Nasty Plot sets will become a lot harder to stop, especially with Hoopa's very good special bulk (even uninvested) letting it live hits. Though its average speed tier and mediocre physical bulk hold it back, this Hoopa will prove itself an interesting asset for your team.

On the Doubles side, Hoopa's ability also has a variety of benefits, most notably completely stuffing moves like Snarl (and Foul Play) which backs up its immunity to Fake Out. Combined with the omnipresence of Intimidate and Tailwind in the format to lessen the impact of physical moves and boost speed, respectively, Hoopa will prove itself a tough foe to take down.
 
:sv/carbink:
Mega Carbink
Type:
Rock / Fairy
Ability: Dazzling
Stats:
HP: 50​
Att: 160 (+110)
Def: 60 (-90)
SpA: 160 (+110)
SpD: 60 (-90)
Spe: 110 (+60)

Jesus Christ those stat swings.

Diancie swaps its defensive prowess for offensive prowess when it mega evolves, and dons a beautiful gown fit for a queen. Carbink tries to do the same when it mega evolves, but it went maybe a little overboard on the dress, making it less regal and more... tacky.

(yes this is literally just Mega Diancie's spread but with -50 in each Defense, just like how regular Carbink has regular Diancie's spread with -50 in each Attack)

Not only does Dazzling give Mega Carbink protection against Bullet Punch and Aqua Jet (and honestly with that bulk even Quick Attack is probably threatening) but its new role as an anti-offense cleaner also plays into one of the few advantages Carbink has over Diancie, that being its ability to more easily set up in its base form. Even against Pokemon who can OHKO it through its (uninvested and potentially nature-nerfed) 150 defenses, Carbink can tank the hit with Sturdy to set up a Rock Polish or Calm Mind, and then mega evolve and sweep, safe in the knowledge that no priority move will pick off its last remaining hit point.
 
:sv/Carbink:
Mega-Carbink
Type: Rock/Fairy
Ability:
Crystal Shield
This Pokemon uses its SpDef instead of SpAtk when calculating the damage of its moves

Stats: 50/105/185/60/130/70 (+55 Atk, +35 Def, +10 SpAtk, - 20 SpDef, +20 Spd)

Description: Carbink's main thing is being an IronPress mon with the ability to set up hazards, but held back from being good on the upper tiers cus of its horrible typing defensively, and i decided to go with the IronPress route, fortunately, its typing is very good offensively, so i decided to go with it being able to use its STABs with Crystal Shield, as well as a buff on its defenses, so it can now fire off some big Moonblasts and its new STAB, Paleo Wave, as well as coverage like EP, Psychic and Flash Cannon, with a big 175 SpDef, it also got a slight Spd buff to be able to outspeed slower, bulkier mons, while still having its old weak points, it is still fairly slow and has huge weaknesess to Ground, Water, Grass and an 4x weakness to Steel
Flavor: Some sort of diamond paladin/golem with a huge shield or shields, if it wins im probably drawing it

:sv/Pyroar:
Mega-Pyroar
Type:
Fire
Ability: Ignite Fire-type -ate ability
Stats: 86/68/84/140/94/135 (+12 Def, +31 SpAtk, +28 SpDef, +29 Spd)
New Moves: U-Turn
Description: Pyroar is bad, very bad, its got a mid to low Spd and SpAtk, bad defenses, no good ability to speak of, a mid offensive type but bad and defensive type, and a horrible offensive movepool, so i decided to use one of the only things its good at, spamming Hyper Voice, and build it with it in mind, it now has an amazing ability in Ignite, at the cost of its normal type, and can now throw off some absurdy strong STAB Ignite-boosted Hyper Voice's off a 140 SpAtk stat and 135 Spd, and can boost its speed with Flame Charge, and pivot out with U-Turn, which makes it far more threatening than before, but to compensate, its defenses are kinda weak, has only one STAB type, and it has almost no coverage, all it has is Dark Pulse
Flavor: An old Pyroar with a gigantic mane in form of the sun, will probably draw it if it wins

:sv/Lapras:
Mega-Lapras
Type: Water/Steel
Ability:
Rough Skin
Stats: 130/105/120/95/105/70 (+20 Atk, +40 Def, +10 SpAtk, +20 SpDef, +10 Spd)
New Moves: Recover, Flash Cannon
Description: Lapras is another wall betrayed by its typing, specifically the Ice part of it, cus Water/Ice offensively is very good, but defensively its quite bad, the Ice type eliminates its resistance to Steel and Fire, and keeps its older weaknesess while adding two more, it still has some weaknesess on its own, it has some low defenses for a wall, but kinda compensated by its big hp, but not quite, it has no way to recover hp outside of the slow Life Dew, and Leftovers, as well as having a small defensive movepool, with only stuff like Toxic, Roar, Heal Bell and Body Press, so i decided to help it on some areas, its type has been changed to Water/Steel, which gives it a plethora of resistances, and a lower amount of weaknesess, as well as a valuable inmunity to Toxic, and Poison-type attacks in general, it also gains some beefy defenses, over all on the physical side, so while taking on some strong hits, it can also launch some moderately powerful Body Presses, and it gains good recovery in Recover, it also has Rough Skin now, which makes it even better at taking on physical attackers, but balanced out by its movepool still being very lacking, and its weaknesess to Ground, Fighting and Electric being very common offensive types
Flavor: Inspired by its dex entries and anime apparitions normally mentioning the fact that it lets humans and Pokemon ride it, it becomes a huge cargo/container ship, will probably draw if it wins
 
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:ss/Lapras:
Lapras- Mega
Water/Ice
Ability: Water Absorb/Shell Armor/Hydration-> Friend Guard
Stats
HP: 130
Atk: 95 (+10)
Def: 90 (+10)
SpA: 125 (+40)
SpD: 135 (+40)
Spe: 60
New Moves:
+Wide Guard

If Lapras is anything, it is a friend, and thanks to Friend Guard it can now protect its friends better than ever. Lapras has a few nice options for a Doubles mon, with Life Dew being of special interest to shore up your health while topping off your ally, who can become quite bulky in tandem with Friend Guard. Lapras can use its buffed Special Attack to fire off spread Surfs and Icy Winds, the latter granting valuable speed control, alongside Freeze-Dry to hit opposing Water types or Hydro Pump for stronger burst damage; you can also be an asshole and run Sheer Cold. For support, Lapras can further boost its ally with Helping Hand, force switches with Perish Song or use new Wide Guard to disrupt spread moves, notably the super-effective Discharge and Rock Slide. Lapras packs strong special bulk to pair with Intimidate and tank key spread moves like Heat Wave and Muddy Water, with a speed tier that allows it to fit on either side of the Trick Room dichotomy.

:sv/Pyroar:
Pyroar- Mega
Fire/Normal
Ability: Moxie/Rivalry/Unnerve-> Competitive
Stats
HP: 86
Atk: 68
Def: 102 (+30)
SpA: 129 (+20)
SpD: 112 (+46)
Spe: 110 (+4)
New Moves
: +Morning Sun

Pyroar is a lion, but more specifically the lion symbol often used in coat of arms (part of why it's from Kalos), often used to represent nobility, strength and courage. These traits together seemed a perfect choice for Defi- er, Competitive, allowing Pyroar a way to boost its SpA without needing Work Up. Even without a boost, Pyroar's dual STAB of Hyper Voice and Flamethrower/Fire Blast still hit fairly strong, with Dark Pulse or HP Grass/HP Ice more than making up for any gaps in coverage. With Pyroar naturally seeking to prey on would-be Defoggers, it appreciates being able to come in more often thanks to newfound recovery in Morning Sun and a significant buff to Pyroar's bulk allowing it to make use of said recovery; this pairs well with the sizeable SpD buff, which helps give it more leeway in switching into Zapdos, arguably the best Defogger in the tier.

Competitive is arguably an even better perk in VGC due to the famous popularity of Intimidate, with Pyroar rocking the dual spread STAB combo of Hyper Voice and Heat Wave; on top of your coverage options, you can use the Competitive boost to throw off a strong burst option in Overheat or Hyper Beam. While Mega Pyroar is largely an offensive behemoth, it does pack Snarl to drop SpA while hitting Ghost types super-effectively and can rarely use Helping Hand due to its buffed bulk; you can even use Unnerve pre-Mega to block berries.

:sv/Carbink:
Carbink- Mega
Rock/Fairy
Ability: Clear Body/Sturdy-> Mirror Armor
Stats
HP: 50
Atk: 60 (+10)
Def: 155 (+5)
SpA: 120 (+70)
SpD: 155 (+5)
Spe: 60 (+10)


Carbink gets shiny upon Mega evolution, straight up reflective to the point where it reflects any stat changes back at the opponent; not to mention it makes a funny parallel to Mega Diancie's own Magic Bounce. In Singles, Carbink's immunity to stat drops allows it to serve as a never-crit sweeper with Calm Mind and potential Iron Defense; STAB Moonblast serves as a solid STAB while Meteor Beam grants a greedier option that can boost your power even further, with Earth Power or Body Press giving it options for chunking Steel types. That said, you might also want Rest to give yourself some recovery.

Now, VGC is where this thing gets very interesting, especially with how notable Intimidate is, while also punishing support options like Snarl or Icy Wind. Mirror Armor is even handier thanks to Carbink's access to Trick Room, granting it an interesting niche as a TR setter that punishes Intimidate. Dazzling Gleam is decent as a STAB spread move, with its single-target options like Power Gem, Earth Power, Moonblast or your choice of Hidden Power to smack whatever you want.

:sv/Hoopa:
Hoopa- Mega
Psychic/Ghost
Ability: Magician-> Ringmaster: The user's attacking Psychic moves change the target's ability to Color Change.
Stats
HP: 80
Atk: 130 (+20)
Def: 80 (+20)
SpA: 160 (+10)
SpD: 170 (+40)
Spe: 80 (+10)


In a cheeky mood, Hoopa uses its hoops to do a little brainwashing on its opponent, convincing the target its ability is Color Change. This serves 1) to disrupt the opponent by getting rid of an ability that might be key to their gameplay while 2) allowing Hoopa and its teammates to screw with their type for maximum craziness. For Hoopa, this obviously includes the benefit of letting it chain its STABs, making its Shadow Ball very scary after activating Ringmaster via Psychic or Psyshock, which gets potentially scary fast with a Nasty Plot. That Ringmaster relies on Psychic moves means that it's not too useful on Dark types, but Mega Hoopa isn't necessarily useless against Dark types between the powerful Focus Blast and the weaker but more accurate Signal Beam; if you're feeling risky, you can alternatively use Drain Punch off of Hoopa's boosted Atk for some longevity. That said, Dark types remain Mega Hoopa's biggest weakness, alongside a speed tier that leaves a decent amount of options for revenge killing, preventing Ringmaster from becoming the broken kind of whacky.
 
:sv/carbink:
Pokémon:
Carbink
Typing: Rock / Fairy
Ability: Power Spot
PV: 50
Attack: 75 (+25)
Defense: 170 (+20)
Sp.Attack: 75 (+25)
Sp.Defense: 190 (+40)
Speed: 40 (-10)
Movepool changes: +Helping Hand, Heal Pulse, Heal Bell, Wish, Healing Wish
 
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:xy/carbink:
Mega-Carbink
Type: Rock/Fairy
Ability: Magic Bounce


Stats:
HP: 50
Attack: 50
Defense: 150 -> 170 (+20)
Special Attack: 50 -> 75 (+25)
Special Defense: 150 -> 170 (+20)
Speed: 50 -> 85 (+35)
New Moves: Spikes, Draining Kiss, Healing Wish, Rain Dance

Mega Carbink’s crystals grow large enough to reflect status moves (the cooler Mega-Diancie)
Mega Carbink can act as both a bulky setup sweeper or a fun, multi trick suicide lead that doesn’t even have to mega to be effective.

~ Base Carbink actually was used a lot in past generations for various suicide lead sets, and Mega Carbink only makes it better at that job with Magic Bounce, It has high defenses that make it difficult to one shot to allow it to get up whatever you desire. With access to Stealth Rock, Spikes, Trick Room, both Light Screen and Reflect, Explosion, Healing Wish, Sunny Day, Sandstorm, Rain Dance, and even Hail, this thing has a practically unlimited box of tricks!

~ Carbink isn’t required to mega evolve to be an effective suicide lead. Base Carbink can sacrifice its item slot from something like Mental Herb, a one time protection from things like Taunt, to a Mega Stone which would allow it to completely block any status moves coming its way. Brave souls can even run a double mega team and decide which Pokémon to mega evolve depending on the matchup!

~ Mega Carbink can also take the role of a very potent setup . It has access to both Calm Mind and Iron Defense to boost its Special Attack and both of its defenses, coverage in moves like Earth Power and Body Press, and the ability to bounce back moves like Toxic and Taunt.

~ Why Not Just Use Mega Diancie? Well, for starters, it’s not in the Kalos metagame, so already the answer might be pretty clear. But there are other reasons. Mega Carbink uses Magic Bounce in a much different way than Mega-Diancie. While Mega Diancie is a relatively fast Pokémon with great coverage and immediate offensive presence, Mega Carbink takes its role as a Pokémon that, while it isn’t immediately powerful, it can serve as a bulky and consistent Magic Bounce user that can avoid being annoyed by status moves like Toxic and Stealth Rocks.

~ 170 Defense allows a +2 Mega Carbink with max defense investment to tank an Analytic boosted Iron Head from Mega Escavalier, while 2 hit KOing with Body Press back. 170
Special Defense lets Mega Carbink take a +1
Surf from Mega Clawitzer with Special
Defense investment. 85 Speed is a great tier in the Kalos meta. It speed ties with Mega-Umbreon and Mega-Florges and speed creeps the Rotom forms and Mega Skuntank. With 44 speed EVs, Mega Carbink can outspeed Mega Drifblim, and with 108 speed evs, it can outspeed Mega Seviper.

~ Spikes and Rain Dance were introduced to Carbink’s movepool in Generation 9, and allow it to better fulfill the roll of a suicide lead. Healing Wish, while not given to Carbink in Generation 9, is also a valuable tool for a suicide lead as an alternative to Explosion. Draining Kiss was added as another form of recovery for Carbink (whose only other form of recovery is Rest) and a useful option on sets that aim to set up and win.
 

Paulluxx

[Regional Manager of Big Shifu]
is a Community Contributor
:BW/Lapras:
Mega Lapras
Type
: Water/Ice
Ability: Illusion
Stats:
HP: 130
Atk: 85

Def: 80 -> 115 (+35)
SpA: 85 -> 105 (+20)
SpD: 95
Spe: 60 -> 105 (+45)
New Moves: Teleport

Concept: "As Lapras Mega-Evolved it vanished, the incredibly intelligent Pokemon avoided being caught once again"

Lapras is inspired heavily by the Loch Ness monster a mythical creature thought to hide within the mists. Lapras is known to be an incredibly intelligent and shrewd Pokemon and despite that it was hunted to near extinction. Though now the population is growing, when Lapras mega-evolves it unlocks the abilities that allowed them to survive. The ability to hide within the mists. It gained teleport to allow it to escape quietly, and cross long distances while ferrying.

Competitive Design:
I wanted Mega-Lapras to have a niche that it already has in its base form. And I realized Lapras has a great typing to be used as a Whirlpool trapper, Illusion itself came after as a flavorful ability that expands its role as a trapper, allowing Lapras to whirlpool after mega-ing and creating mindgames on whether or not the Pokemon in front of it is what it seems to be. Lapras notably also has access to Perish Song, a very unique move perhaps allowing it to trap Pokemon it can't naturally with its STABS and Whirlpool. It now has teleport as well to allow it to escape the battle before the perish counters expire. Beneath are a list of Pokemon that Lapras can Trap/Beat 1-on-1. There are some weird situations you can force with an Illusioned Lapras that gives you ways to disrupt the way a team works.

Additionally your team can be built around Lapras as to best facilitate it trapping certain threats, with Lapras's Versatility offensively and defensively creating a lot of opportunities for creative EV usage and move usage. Dream Eater maybe to trap a psychic type you've slept?!?

Notable Trap-ees:

Easy: :Hippowdon:, :Weavile:, :Scizor:, :Wormadam-Sandy:
Medium: :Ferrothorn:, :avalugg:
Difficult: :Zapdos:, :Slowbro:, :amoonguss:

#1 Enemy: :seviper:
 
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Well September's been off to an annoying enough start that I vaguely considered just dumping my old Pyroar-Mega(s) in here, but I resisted that temptation. Let's see if it pays off though. Regardless, congrats to the previous winners:

:sm/lapras:
Lapras-Mega
New Ability:
Safe Passage = Whenever this Pokemon successfully uses Surf or a sound move, it switches out, taking halved hazard effects for its ally that is switching in.
Type: Water/Ice

New Stats:
HP:
130
Attack: 085 → 085 (+00)
Defense: 080 → 115 (+35)
Special Attack: 085 → 130 (+45)
Special Defense: 095 → 115 (+20)
Speed: 060 → 060 (+00)
(BST: 535 → 635)

New Moves:
Eerie Spell, Healing Wish, and Noble Roar.
Description: "Mega Energy brings to mind its species's brush with extinction, heightening both its sense of loneliness and self-sacrifice. It sings a mournful song constantly."

Gods, I had forgotten how utterly depressing most of poor Lapras's dex entries are given no good deed goes unpunished. They were collective downbeat enough that for a while I considered making it Water/Ghost, but I ultimately didn't go with that just like I didn't go with a Snow/Hail (or Rain...or Perish Body) focus. Instead, as I had also considered from the start, I went with a sound focus mixed with a switching focus to get across the emphasis on it ferrying people without just ripping off Blue Ray's idea for Avalugg-Mega from last slate. Now Lapras-Mega becomes a slow pivot that gets its allies in safely no how many hazards are up at self-sacrificing cost to itself whenever it uses either Surf--get bent, Scald--or any Sound move. As such, it will take a beating if you're too lax about keeping hazards off the field or get greedy against strong mons, especially since it still intentionally has no healing beyond Life Dew and Rest, the former of which is basically a Doubles only move. Even with that intended weakness, it's probably the only mon that can make use of Noble Roar (Parting Shot felt off-flavor) or Snore or, given how Galarian Slowking basically never uses it, Eerie Spell, though Heal Bell, Hyper Voice, Perish Song, Sing, and even Growl and Sparkling Aria all work too. (Its ability is simultaneously less impressive and less self-sacrificing in VGC due to hazards pretty much not existing, but a slow pivot that gets something in safely will pretty much always be useful regardless of format, especially when it can use attacking moves to do it. I just didn't want to tie its ability only to Surf while boosting the damage of that since otherwise it would utterly get invalidated by any Water Absorb or Storm Drain mon, which seemed too one-note and unfun.)

:sm/pyroar:
Pyroar-Mega
New Ability:
Grassy Surge
Type: Fire/Normal

New Stats:
HP:
086
Attack: 068 → 068 (+00)
Defense: 072 → 092 (+20)
Special Attack: 109 → 149 (+40)
Special Defense: 066 → 086 (+20)
Speed: 106 → 126 (+20)
(BST: 507 → 607)

New Moves:
Energy Ball, Grassy Terrain, Morning Sun, and Scorching Sands.
Description: "Pyroar-Mega brings both a regal air of arrogance and its grassy hunting grounds with it wherever it stalks as seeks out prey to burn and deafen."

It seems a bit weird to have one of the non-Misty Surge terrain abilities be attached to a mon that isn't even of the type, but Grassy Terrain does fit a real-life lion(ness)'s hunting grounds of the grassy savannahs. Of all the non-Misty Surge terrains, Grassy Terrain also tends to be the most impactful and helpful team player to a (non-HO) team given its healing and its halving of Earthquake's damage. The latter is useful to a Fire mon, mitigating its Ground weakness on the physical side, which having another attacking move that can burn in the form of Scorching Sands helps too. The rest of the new moves play off that as well, and Grass and Ground just so happen to both bully the Rock types would resist its actual STABs even before the pseudo-STAB that Grass now. All this while getting to retain a resistance to U-Turn and thus switch in a bit more aggressively against all the pivoting than an actual Grass mon likely could with Grass's resistance to Volt Switch and Flip Turn. Finally, Grassy Terrain is obviously rather helpful in VGC for most of the same reasons it is in Singles and can be used in conjunction more easily with a Sun setter to power up the Solar Beam that poor, infinitely disappointing Pyroar already has. (I vaguely considered giving it Court Change instead of Morning Sun initially, but it ultimately can't use that better than Cinderace due to shared typing even now with recovery and better speed--4MSS strikes and a lack of item strike again.)


:sm/carbink:
Carbink-Mega
New Ability:
Earth Eater
Type: Rock/Fairy

New Stats:
HP:
050
Attack: 050 → 050 (+00)
Defense: 150 → 160 (+10)
Special Attack: 050 → 100 (+50)
Special Defense: 150 → 160 (+10)
Speed: 050 → 080 (+30)
(BST: 500 → 600)

New Moves:
Draining Kiss and Heal Bell.
Description: "Its appearance has taken on a haphazard bejeweled one due to its newfound, single-minded persistence in absorbing any minerals and gems it can find. An uneven crown of gems wreathes its head."

Upon Mega Evolving, the Carbink peasants revolt and overthrow the rule of the tyrant, Queen Diancie(-Mega). Viva communism!

Ahem. Since trying to make the already oppressed disadvantaged Carbink compete with Diancie-Mega in any way directly feels rather pointless and almost doomed to failure, I decided to instead emphasize the defenses they share that Diance-Mega throws away like the careless aristocrat she is. I didn't want to increase said defenses too much even with the pitiful HP that Carbink and Diancie share, however, given that would make this obnoxious in conjunction with Earth Eater getting rid of a weakness and both of them already having Calm Mind and Iron Defense. I decided to go with Earth Eater in part for the defensive aspect, in part because chemicalmines took Levitate already (grrr), and in part because I've always found it...odd when a mon described as primarily living in the earth or at least spending a lot of time tunneling through it is somehow weak to Earthquake. Given how common Earthquake is in the Pokemon world, there should be a lot more Ghost mons due to that logic, that's all I'm saying.

In VGC, Earth Eater's utility is obvious given that Earthquake is often used there too. Earth Eater also gives this Carbink-Mega a niche of walling Garchomp (as long as it isn't using Iron Head...or Iron Tail) and generally lets it live longer than it should without necessarily having to rely on Draining Kiss backed up by Calm Mind for healing (or, gasp, Rest). While those are doubtless its two strongest options in conjunction with each other (and Earth Power and Power Gem), its other existing moves like Body Press, Iron Defense, Rock Polish, and now Heal Bell mean that it can serve other roles too beyond "Calm Mind cleaner". As it should be for the revolution.

:sm/hoopa:
Hoopa-Mega
New Ability:
Wishtwister = Whenever this Pokemon uses a Psychic move or Wish, if any other Pokemon on the field would use a Dark-type move, that move fails and instead deals 1/4 Max HP damage to its user. (Basically inflicts Dark-type Powder temporarily, which seems appropriate to call the pseudo-status Corrupted Wish or something if it needs a name.)
Type: Psychic/Ghost

New Stats:
HP:
080
Attack: 110 → 135 (+25)
Defense: 060 → 080 (+20)
Special Attack: 150 → 160 (+10)
Special Defense: 130 → 140 (+10)
Speed: 070 → 100 (+30)
(BST: 600 → 700)

Weight:
019.8 lbs → 507.1 lbs

New Moves: Teleport and Wish.
Description: "Its confines strain under the surge of Mega Energy, and it seems much heavier despite looking the same. It still smiles constantly, though its mischievousness now has a sinister tone."

Ugh. Despite knowing I wanted anti-Dark ability from the start since Psychic/Ghost sucks as a typing, I knew there were also going to be issues. Besides Hoopa's already high BST, there was also the catch-22 that giving it an always-on anti-Dark ability would just mean that...people wouldn't use Dark moves against it ever. With this ability, however, it creates the temptation to still try to use Dark type moves against it occasionally since surely it won't use a Psychic move or Wish this turn...right? So much like a wish, it plays a little game with corrupting would-be desires that blow up in your face and have the djinn still coming out on top despite being confined if you don't guess what you need to do correctly (or, you know, just resist temptation entirely, but shhh).

That said, it says a lot that to maximize this ability, I still had to give a 600 BST mon two new moves despite its already good movepool and despite Psychic having the most status moves--which count for this ability and include Calm Mind, Teleport, and Trick Room--after Normal. I just didn't want it to have to link its Ghost STAB to the ability given that's already a much better STAB than its Psychic STAB normally anyway even before Dark types' total immunity; this especially when its signature move Hyperspace Hole is Psychic type, though that will probably still only be used in Doubles. Its new moves don't really need much explanation, so I'll just end this by saying that its ability is arguably even better in VGC since it also protects its allies from Dark attacks...as long as its allies don't try to use Dark moves themselves. I guess they too will just have to resist the temptation.
 
carbink mega :
(steel/fairy)
50/50/165/65/190/80

ability: good as gold
new moves : shell smash

not being statused can use cm iron defence sets and if it dont get critted wall most things althought having less bst then diancie it is almost better because of all the bulk and amazing type it got it also can use shell smash

sets:
252 hp/4 spatk/252 spdef
calm nature
- calm mind
- draining kiss
- iron defense
- body press

visual : carbink but made from diamond and with cristals coming from it's body

i think that carbink now not losing to toxic and thing like that is really good + it is able to set rocks really well as it resist r spin and block defog also it can now effectively use setup sets to be a good slow setup-er...
 
Last edited:
Dear community,

it's time for reviews. You have until Wednesday, 20.09.2023, 12:00, GMT +2, to revise your subs. If you make any changes to them, please, inform the person who commented on them. Paulluxx took care of Hoopa and Pyroar; Sticky looked over Lapras; and I (BlueRay) dealt with Carbink.

DrPumpkinz: I love this one a lot, it seems a bit gimmicky but I think it can find a niche by virtue of being a strong Pokemon and having an interesting way to beat potential checks. Some of the time... That being said, Adding some points from Speed into Attack is I think pretty important in keeping Hoopa balanced. -10 Speed for +10 attack should be good for this Hoopa
Approved as long as the speed is changes.

Blueray: Love the flavor on this one, I might recommend just to be safe because this Hoopa is very strong and now very specially bulky to decrease its speed by a decent amount, there are very few Pokemon that outspeed and attack physically. And that's true outside of Kalos but the real issue is Hoopa has access to nasty plot, and with Nasty Plot in addition to webs, or just other Pokemon that deal with the few faster Pokemon. At 90 speed I just think it will be too volatile, so -10 Speed for +10 Attack at minimum should be good.
Approved as long as the Speed changes.

LordThemberchaud: I like this one, very flavorful and doesn't boost it too much offensively which is a big issue, I think that a sub ghost with prankster sub could be pretty unique as well. 80 Speed is probably too much for a Pokemon with 190 Special attack and an unresisted stab. So probably lower the special attack a bit or lower the speed a bit. Attack is a good dump stat.
Approved as long as the Speed changes.

Lysion: Okay, so. Dark Aura... This does nothing for Hoopa, like I'm sorry but Ghost is better, and this is actually just not good. Even with the emphasized Knock, it wouldn't run it because Nasty Plot Shadow Ball is just better. It also is sort've dubious flavorwise.
Denied unless majorly rethought.

Gravity Monkey: This ability is wholly uncompetitive... The only way I could see this being balanced is if it has zero bulk and can be revenge killed by any completely un-passive Pokemon. This is just broken though.
Denied.

Totally_Odette: I actually quite like this concept, its not too complex even for a supposedly complex ability. Reflection is a neat and unexplored function. And it interacts widely, all I'll say is I think you shouldn't have to add all 3 moves. Probably just pick Shadow Punch, or don't add any. I'll remind you that Mythicals cannot be used in VGC, thus any doubles application is pretty much non-existent. Nevertheless I like this one quite a bit, Megas using protect is something I'm a big fan and it limits it offensively because of the encouragement of protect.
Approved.

LOrd Fernando: Mythical Pokemon aren't allowed in VGC, so I recommend removing Wide Guard from this. I enjoy how this one discourages spamming Shadow Ball which is immediately appealing, and can definitely keep this one within the ranges of OU. I'm unsure of what sort've niche this could find but, it definitely can find one.
Approved.

War Incarnate: Unlike the other switch out to a random Pokemon Hoopa I think this one is much safer, putting it more in the opponents hands, and actually in its alternative use gives momentum to your opponent. It also is well within the range of balance offensively.
Approved.

Okispokis: Color change is really cool using as a debuff, since it hypothetically can be positive but it forces switches in a very unique way, I think this is pretty fantastic. It also lowers Hoopa's offensive capabilities even if it would be fine otherwise. Its very safe and I like it a lot.
Approved.

TheDamned: This is probably broken but not for any reason related to Wishtwister, 100 Speed is just almost certainly too much for a Pokemon with Nasty Plot STAB Shadow Ball and 160 Special Attack. The ability is super cool and is clearly designed to prevent you from spamming Shadow Ball, and break up the gameplay but it'll definitely be too broken with 100 speed. I think if you lower it to like 80 or 90 and pump those points into attack it should be fine, especially since the ability naturally discourages the spam of +2 Shadow Balls and the special attack isn't at the egregious level.
DrPumpkinz: This one is probably the best execution we could ask for without changing Pyroar extensively.
Approved.

Chemicalmines: This one says WIP, so I don't quite get the niche intended but its pretty unique, a Special non-priority using Supreme Overlord user, that relies on it to boost its stabs from its relatively mediocre Special Attack but high powered stabs vs the very different Kingambit. Its definitely not broken, I don't think it needs Focus Blast which is presumably for Rocks, I think it could be much more interesting if it focused on dealing with rocks by its teammates or by its teammates dying...
Approved.

LordThemberchaud: Huh, this one is interesting, I like the application of HP in this way, it could find a niche in the metagame. I think you have to go all in if you want to make it decent though. Remove the Special Defense addition and split it between attack and defense so that its raw moves hit a lot harder. The special defense addition doesn't really do enough for it, I think potentially you could also make it faster than Weavile just so it has that offensive niche over most Pokemon. The rocks weakness is super bad for a Pokemon that kills itself. Its definitely approved though.
Approved.

Gravity Monkey: Man this one is super weird. I feel like it could work though, in VGC as well actually. Since it has 2 great STAB moves and probably the most broken doubles ability. Very well thought out. And I love the addition of scorching sands to beat rocks with a lower BP move.
Approved.

ItzaDelta: Not much to say, simple concept, good execution. I don't think its necessary to add as many points in bulk as you had, this Pokemon would benefit heavily from crossing into the 120s range, being faster than Weavile would give it an immediate boost, but fast wisp is just a great tool especially since it boosts its offense. Very lovely lion.
Approved.

Gaboswampert: I see the idea but I question whether this uses Ignite to its full potential, though it has a lot of promise. Especially with Sub-Wisp-Echoed Voice-Work Up.
But then I see the answer to the question when Pyroar doesn't have any physical movepool that it could potentially use mixed. God Pyroar sucks such incredible ass.
Approved.

Okispokis: Very little to say, abuses defoggers pretty well, doesn't switch into them especially well but its cool cause its rocks weak so that is a nice interaction. Looks very good in VGC, in a later natdex VGC I especially like its comparison to Incineroar.

awaterbucketonlava: Drought works very well with this concept of Solgaleo and you chose the right stats, I enjoy how it outspeeds Weavile. In non Kalos-Metagames it competes with Mega Charizard but no 4x rocks weakness is pretty interesting and it also has boosting.
Approved.

TheDamned: Man this one is cool, King of the Savannah, non Grass type grassy terrain user. Don't think you need to give it Grassy Terrain, most other Terrain setters, even when not of the type don't need the move, and its definitely in m4a precedent to not add it. Other than that its pretty great.
Approved.

chemicalmines-Your sub looks very appealing to my eyes and is clearly structured. Moreover, as you've already pointed out, Levitate is a very fitting ability on Carbink. That being said, it would help to convince people of your sub if you could be more precise. How does Carbink benefit from Levitate in particular? Especially compared to other Levitate users or even Flying Pokémon? And if you intend to use Mega Carbink as a bulky pivot, it seems necessary to include a recovery move to make sure it can do its job properly. Perhaps, Pain Split could work. [approved]

LordThemberchaud-Serene Grace is a unique option for Carbink since you can proc Diamond Storm or Moonblast more reliably. Moreover, Serene Grace users usually rely on flinching; clearly, this Carbink offers more. I believe it has more potential in VGC than in Singles. After setting up Trick Room, you can try to stay longer on the field with Diamond Storm or Moonblast or you could flinch their Pokémon as there aren't many Pokémon as slow as this Carbink. The support potential you can get with Serene Grace is pretty huge. [approved]

DrPumpkinz-Going the Mega Diancie route makes this sub pretty unique among the Carbink subs. I like Dazzling on Carbink as the ability synergizes extremely well with the Rock type, which is weak to many types of priority moves: Water (Aqua Jet), Grass (Grassy Glide), Steel (Bullet Punch), etc. This makes it easier to exert pressure on the opponent once their team is weakened. Moreover, set-up options like Calm Mind and Rock Polish look very appealing. [approved]

Gaboswampert-If Mega Araquanid pre-nerf taught us anything, it's that abilities like yours on a tanky Pokémon with set-up options (like Calm Mind) can quickly go out of control. After all, they're difficult to take down and exert tremendous offensive pressure. Your Carbink even has a sufficiently good movepool: Moonblast, Power Gem, and Earth Power. So, that can make it fairly difficult for the opponent to take it down. Therefore, I'd suggest revising Carbink's stats. Perhaps, base 130 SpD can work while the rest of the points could go into offensive stats, such as Atk, to potentially make it a mixed attacker if you so desire. Paleo Wave will not be allowed since it's not a canon move. [not approved until balanced]

okispokis-I like how you drew a parallel between M Diancie and M Carbink by pointing out the similarities beween Magic Bounce and Mirror Armor. Moreover, you also did a great job explaining how Carbink benefits from Mirror Armor. To that, I would add that pre-Mega Clear Body is pretty huge for Carbink because unlike many other potential Mega Pokémon, this M Carbink is fairly flexible. What do I mean by that? Let's take Gallade as an example. Base Gallade is affected by Intimidate, so, even if it Mega-evolves, so long as your opponent manages to lower its Atk before Gallade becomes Mega Gallade, Inner Focus wouldn't do much for this Pokémon. You would be sometimes forced to find the right opportunity to avoid stuff like Intimidate in order to Mega-evolve. Now, Carbink doesn't have that problem at all. It can evolve at any point of the game without fearing any stat drops. [approved]

Turtlek-This is a very cool sub that makes good use of Carbink's support options: screens, Trick Room, etc. I like this sub a lot and appreciate what it does for VGC. However, the new movepool additions are excessive. I would recommend to only focus on what Carbink really needs in order to perform its role effectively. Some of the moves need some good flavour explanation, such as Rage Powder which is usually exclusive to Grass and some Bug Pokémon. [approved but movepool needs to be less excessive unless you provide compelling reasons as to why we should allow them]

EeveeGirl1380-I like the way you presented your sub; it looks very presentable and clearly structured. Magic Bounce is an interesting choice since, although M Diancie also shares this ability, Carbink can use it more for supportive purposes, especially in VGC where it could set-up Trick Room without any problems, for instance. Moves like Taunt or Spore won't affect it at all. [approved]

The Damned-I like the use of humour in your sub as it makes it a very enjoyable reading experience! Earth Eater is a pretty cool ability on this Carbink, especially in VGC where it can stay longer on the field while also synergizing with Earthquake users. After all, as a Rock Pokémon, it can hit Flying Pokémon which are immune to Ground moves. Carbink's ability to check or outright wall Dragon Pokémon, especially the physical ones who usually rely on Ground and / or Fighting moves, is pretty cool and emphasizes its defensive capabilities. You further underline this with Draining Kiss and Heal Bell. [approved]

awaterbucketonlava-The stat spread looks very balanced on Carbink, and I like what you are generally going for with its ability. However, stacking multiple effects on an ability has to be well justified, especially when it concerns two good pre-existing abilities. After all, it's unusual. Therefore, if you want to convince the readers, I'd recommend coming up with good arguments as to why we should allow this. What makes Carbink a unique and important case? [not approved until ability is justified]

Blueray - I can see Perish Trap sets being interesting along with Resstalk or Protect, the latter which seems like such an interesting option in many different sets thanks to the Torment effect, being able to hit mons like Mienshao on switch-ins with Sparkling Aria and Protect on their attempt to hit you with moves such as Close Combat, forcing them to switch in fear of being hit by a strong move and giving you a free hit on something else or even a free turn of setup. I like this sub a lot because of how many different sets Resonance allows you to run. [Approved]

ChemicalMines - Polar Chorus seems like an interesting option for something with access to Freeze Dry and perfect coverage just like Metronome Kyurem fr, but I would like to see you give it at least a short description competitively wise, and I think that Lapras' low speed might provide a hard time to it to keep spamming moves, which might be something for you to take into consideration, but other than that I like the sub a lot. [Approved but further explanation for the competitive aspects is necessary]

LordThemberChaud - Water Compaction Lapras paired with Calm Mind seems like a neat combination, it checks Weavile decently with Wish, and as you mentioned it functions well as an Azumarill check, I'd say it probably shines more in VGC where you can abuse Water Compaction far more easily, even if it's gimmicky, nonetheless I like how it stays faithful to the base design. [Approved]

DrPumpkinz - Marvel Scale Lapras is clever and simple, it also remains faithful to the original design as a certified bulky Waters bully being able to switch into Scald with worries but also hitting hard now. [Approved]

Lysion - DD Lapras is funny, Ice Body Slam also sounds evil as a way to spread paralysis although Lapras doesn't have the recovery to keep spamming it, the sub is pretty simple but I like it, especially the callback. [Approved]

ItzaDelta - Misty Surge Lapras is so interesting and I love it, it synergizes well with Lapras' toolkit and allows it to switch into bulky Water-types like Slowbro or Ground types like Hippo without worrying about Scald burns or Toxic while also forcing them out with Freeze Dry, it also checks some interesting mons in Kalos like Volcanion, Specs Kingdra in rain, Hydreigon, and Weavile thanks to its natural bulk. [Approved]

Gaboswampert - Although I like Water/Steel as a typing for a Rough Skin mon a lot, as it punishes many common contact moves, the stats for Lapras need to be reworked, for comparison, Mega Lapras, with no HP investment, has more HP than fully invested Corviknight while having a much bigger Defenses which would make it insanely hard to take out, (Offensive Zapdos needs Thunder to be able to 2HKO max SpDef Mega Lapras), other than that the sub should be fine. [Not Approved until stats are reworked]

Okispokis - Friend Guard Lapras is fire, its toolkit fits in VGC perfectly while being much different from Clefairy, by giving its teammates support while also providing speed control and applying offensive pressure by a certain extension, I like this very much. [Approved]

The Damned - The effect of Safe Passage seems a bit complicated but it's definitely a fun way of designing Mega Lapras, turning it into a slow pivot able to bring mons like Chandelure, Rotom-Heat, or Zapdos, (Flyinium Z would go crazy along with this in natdex) is pretty interesting, and making Noble Roar a viable option on it is funny. [Approved]

Paulluxx - Illusion is a very fitting ability for Lapras, although it's kinda hard for me to say how it'd play in practice its speed alone is already enough to make it a solid mon, and paired with its versatility, it should be able to find its place in Kalos, between offensive and PerishTrap sets (Also PerishTrap Sing is evil), it should also be viable in VGC where illusion would allow it to get free opportunities to put opponents to sleep. [Approved]
 
Dear community,

it is now time to vote! You have until Sunday, 24.09.2023, 18:00, GMT +2, to vote!
Below, you can find all the subs you can vote for. If I forgot anything, let me know. Since The Damned nd Gravity Monkey haven't done any changes to one of their subs yet, their Hoopa will be excluded.

:pyroar:
:ss/pyroar-f::ss/pyroar:
Mega Pyroar
Type:
Fire / Normal
Ability: Adaptability
Stats:
HP: 86
Att: 83 (+15)
Def: 118 (+30)
SpA: 149 (+40)
SpD: 76 (+10)
Spe: 111 (+5)

Pyroar's movepool is unspeakably plain. However, it has a glimmer of potential in its typing. Fire / Normal is a STAB combination unique to Pyroar, and it's actually a pretty decent combo. Normal is good at being spammed for neutral damage, and any Steels that try to resist it better be prepared to take a Fire attack. Both STABs are resisted by Rock-types, but Rock is a pretty bad defensive type so it's fine (at one point I considered Drought so that Rocks could be hit with Solar Beam, but I felt that the 50% boost to Fire moves took too much focus away from the Normal typing). Adaptability is usually as boring as Pyroar's movepool, but when literally the only interesting thing about a Pokemon is its STAB combo I feel like the ability that boosts STAB moves is the best choice.

:charizardite-y:
Mega Pyroar
New Ability
: Supreme Overlord (The user's moves gain 1.1x power for each fainted ally, maxing out at 5.)
Type:
Fire
Normal


New stats:
HP: 86
Attack: 83 (+15)
Defense: 97 (+25)
Special Attack: 139 (+30)
Special Defense: 86 (+20)
Speed: 116 (+10)
Base Stat Total: 607

New moves: Focus Blast
:pyroar: Upon Mega-Evolving, Pyroar receives Supreme Overlord as its ability to become a very effective cleaner. However, unlike Kingambit, who has the same ability, Pyroar is much faster and has utility moves such as Will-O-Wisp and Taunt to cripple foes in the early-game. Pyroar also gains Focus Blast to hit Rock-types super effectively, since Rock is the only type that perfectly resists both of Pyroar's STABs. Unfortunately, because Mega Pyroar is forced to run its Mega Stone, it is extremely susceptible to hazard damage, especially Stealth Rock. Mega Pyroar also lacks any form of setup outside of Supreme Overlord, so it ends up being a bit weak if none of its allies have fainted.
:pyroar: Pokemon X and Omega Ruby: "The male with the largest mane of fire is the leader of the pride." Also, lions are known for being the "king of the junjle jungle," and giving Mega Pyroar Supreme Overlord would be a good way to represent that.
Pyroar-Mega
Type: Fire/Normal
Ability: Moxie
HP: 86
Attack: 138 (+70)
Defense: 72
Special Attack: 119 (+10)
Special Defense: 66
Speed: 126 (+20)
New Moves: N/A
Description: Pyroar getting Moxie has confused many for years, as it is primarily a special attacker with a horrible physical attack. This Mega seeks to keep Moxie, turning Pyroar-Mega into a frightening sweeper and wallbreaker with Flare Blitz + Return. It even outspeeds base 125s like Weavile! Unfortunately, Pyroar lacks Trailblaze in this meta, so for now, it is walled by the likes of Quagsire-Mega and Rhyperior-Mega.
Or is it?
Since Pyroar keeps it's great Special Attack after Mega Evolving, it is free to run a Hidden Power that can let it beat it's supposed counters, such as HP Grass for bulky Waters and HP Water for Rhyperior-Mega. Fortunately, there is still counterplay, as Pyroar can only run one Hidden Power. This means that it'll be hard-walled by many Pokemon, such as Rock-types like the aforementioned Rhyperior and Solrock-Mega if it runs HP Grass, while being sat on by Water types like Slowbro and Quagsire-Mega if it has HP Water.
Flavor: This Mega is largely based off of how Pyroar gets the useless ability (for it at least) Moxie.
:pyroar:Pyroar-Mega Pyroarite
New Ability: Soul-Heart
Type:


Stats: 86 / 88 (+20) / 72 / 149 (+40) / 86 (+20) / 116 (+20) [BST: 607]
New Moves: Scorching Sands
Description: Soul-Heart transforms Pyroar into a dangerous set-up sweeper... with extra steps. It gets access to Flame Charge to boost its speed and Work-Up to boost its SpA, but its pretty cumbersome to try to fit both if you also want STABs and coverage. You need to make choices, it has a pretty big 4MSS. But if it works, it works. Getting the equivalent of a special DD is pretty hella good. It can also use Overheat more liberally the same way Magearna uses Soul Cannon.
:xy/pyroar:
Name: Mega-Pyroar
Typing: Fire/Normal
Ability: Combustion
Ability Description: This Pokemon's attacks are critical hits if the target is burnt.
Stats:

HP: 86
ATK: 68 (+0)
DEF: 92 (+20)
SPA: 129 (+20)
SPD: 106 (+40)
SPE: 126 (+20)

New Moves: Burning Jealousy.
I'm bringing this guy back from the previous slate! This sub is heavily inspired by one of my favorite games of all time; Rivals of Aether

Zettaburn.gif


....Yeah, yeah, this makes it pretty unrealistic for a hypothetical mega, but it's my sub, 'kay?
Zetterburn, when he hits his opponents with a special attack, sets them on fire! This deals little chip damage over time, but notably, if he hits them with a Strong move (Smash attacks for you Nintendo nerds), Zetterburn causes a huge explosion, doing double the damage to the opponent.

So yeah, that was my main inspiration for Mega Pyroar...Luckily enough! Pokemon already has a Burn status! So, I adapted the idea into a Merciless clone for Burn.

So...how does Pyroar specifically take advantage of this ability? Well, first off, as many others have mentioned, Fire/Normal is a great STAB combination, hitting most types barring Rock for at least neutral damage. This gives Pyroar plenty of targets it can Will-o-Wisp on and then break through. Combustion gives Pyroar's Hyper Voice the power boost it needs to break through usual Fire resists like Slowbro, Volcanion and Rotom-Wash. Its speed stat also makes it pretty difficult to revenge kill, notably outspeeding the dangerous Weavile by one point.

In VGC, Mega-Pyroar can make use of Burning Jealousy to immediately remove any opponents daring to boost up while having a deadly spread move combo in Heat Wave and Hyper Voice.
:sv/Pyroar:
Mega-Pyroar
Type:
Fire
Ability:
Ignite Fire-type -ate ability
Stats: 86/68/84/140/94/135 (+12 Def, +31 SpAtk, +28 SpDef, +29 Spd)
New Moves: U-Turn
Description: Pyroar is bad, very bad, its got a mid to low Spd and SpAtk, bad defenses, no good ability to speak of, a mid offensive type but bad and defensive type, and a horrible offensive movepool, so i decided to use one of the only things its good at, spamming Hyper Voice, and build it with it in mind, it now has an amazing ability in Ignite, at the cost of its normal type, and can now throw off some absurdy strong STAB Ignite-boosted Hyper Voice's off a 140 SpAtk stat and 135 Spd, and can boost its speed with Flame Charge, and pivot out with U-Turn, which makes it far more threatening than before, but to compensate, its defenses are kinda weak, has only one STAB type, and it has almost no coverage, all it has is Dark Pulse
Flavor: An old Pyroar with a gigantic mane in form of the sun, will probably draw it if it wins
:sv/Pyroar:
Pyroar- Mega
Fire/Normal
Ability: Moxie/Rivalry/Unnerve-> Competitive
Stats
HP: 86
Atk: 68
Def: 102 (+30)
SpA: 129 (+20)
SpD: 112 (+46)
Spe: 110 (+4)
New Moves
: +Morning Sun

Pyroar is a lion, but more specifically the lion symbol often used in coat of arms (part of why it's from Kalos), often used to represent nobility, strength and courage. These traits together seemed a perfect choice for Defi- er, Competitive, allowing Pyroar a way to boost its SpA without needing Work Up. Even without a boost, Pyroar's dual STAB of Hyper Voice and Flamethrower/Fire Blast still hit fairly strong, with Dark Pulse or HP Grass/HP Ice more than making up for any gaps in coverage. With Pyroar naturally seeking to prey on would-be Defoggers, it appreciates being able to come in more often thanks to newfound recovery in Morning Sun and a significant buff to Pyroar's bulk allowing it to make use of said recovery; this pairs well with the sizeable SpD buff, which helps give it more leeway in switching into Zapdos, arguably the best Defogger in the tier.

Competitive is arguably an even better perk in VGC due to the famous popularity of Intimidate, with Pyroar rocking the dual spread STAB combo of Hyper Voice and Heat Wave; on top of your coverage options, you can use the Competitive boost to throw off a strong burst option in Overheat or Hyper Beam. While Mega Pyroar is largely an offensive behemoth, it does pack Snarl to drop SpA while hitting Ghost types super-effectively and can rarely use Helping Hand due to its buffed bulk; you can even use Unnerve pre-Mega to block berries.

:charizardite-y:
Mega Pyroar-M
New Ability
: Drought
Type:
Fire
Normal


New stats:
HP: 86
Attack: 68 (+0)
Defense: 97 (+25)
Special Attack: 139 (+30)
Special Defense: 91 (+25)
Speed: 126 (+20)
Base Stat Total: 607

New moves
:
:sm/pyroar:
Pyroar-Mega
New Ability:
Grassy Surge
Type: Fire/Normal

New Stats:
HP:
086
Attack: 068 → 068 (+00)
Defense: 072 → 092 (+20)
Special Attack: 109 → 149 (+40)
Special Defense: 066 → 086 (+20)
Speed: 106 → 126 (+20)
(BST: 507 → 607)

New Moves:
Energy Ball, Grassy Terrain, Morning Sun, and Scorching Sands.
Description: "Pyroar-Mega brings both a regal air of arrogance and its grassy hunting grounds with it wherever it stalks as seeks out prey to burn and deafen."

It seems a bit weird to have one of the non-Misty Surge terrain abilities be attached to a mon that isn't even of the type, but Grassy Terrain does fit a real-life lion(ness)'s hunting grounds of the grassy savannahs. Of all the non-Misty Surge terrains, Grassy Terrain also tends to be the most impactful and helpful team player to a (non-HO) team given its healing and its halving of Earthquake's damage. The latter is useful to a Fire mon, mitigating its Ground weakness on the physical side, which having another attacking move that can burn in the form of Scorching Sands helps too. The rest of the new moves play off that as well, and Grass and Ground just so happen to both bully the Rock types would resist its actual STABs even before the pseudo-STAB that Grass now. All this while getting to retain a resistance to U-Turn and thus switch in a bit more aggressively against all the pivoting than an actual Grass mon likely could with Grass's resistance to Volt Switch and Flip Turn. Finally, Grassy Terrain is obviously rather helpful in VGC for most of the same reasons it is in Singles and can be used in conjunction more easily with a Sun setter to power up the Solar Beam that poor, infinitely disappointing Pyroar already has. (I vaguely considered giving it Court Change instead of Morning Sun initially, but it ultimately can't use that better than Cinderace due to shared typing even now with recovery and better speed--4MSS strikes and a lack of item strike again.)

:Hoopa:
:sv/hoopa:
Mega Hoopa
Type:
Psychic / Ghost
Ability: Hyperspace Mayhem (Hyperspace Hole now summons a random restricted legendary Pokemon to attack in Mega Hoopa's place)
All Pokemon summoned have no EVs, random IVs (three of them are guaranteed to be 31), a random nature, and a regular chance to be shiny. Pokemon with multiple non-hidden abilities will randomly select one, though that doesn't apply to any of the summonable Pokemon as of now. In any case, most of the abilities don't actually do much, since the Pokemon only sticks around long enough to fire off their one attack.

:mewtwo:Psystrike
:ho-oh:Sacred Fire
:lugia:Aeroblast
:groudon:Precipice Blades (Drought sets up sun)
:kyogre:Origin Pulse (Drizzle sets up rain)
:rayquaza:Dragon Ascent (if Mega Hoopa should be brought back in a format using gen 9 mechanics, Ice-types under snow won't have boosted Defense due to Air Lock; I don't think disabling weather for just one attack accomplishes anything else but I could be wrong)
:dialga:Roar of Time
:palkia:Spacial Rend
:giratina-origin:Shadow Force (charge-up period is skipped)
:reshiram:Blue Flare (Turboblaze ignores abilities)
:zekrom:Bolt Strike (Teravolt ignores abilities)
:kyurem:Glaciate
:xerneas:Geomancy (charge-up period is skipped, Hoopa recieves the stat boosts)
:yveltal:Oblivion Wing (Hoopa recieves the healing)
:zygarde-complete:Core Enforcer
:cosmog:Teleport (Cosmog flees the battle before it has the chance to be put back in the bag Hoopa Ring; Hoopa does not teleport away with it, the attack just does nothing)
:solgaleo:Sunsteel Strike
:lunala:Moongeist Beam
:necrozma-ultra:Light That Burns the Sky (Neuroforce powers up a super effective hit)
:zacian-crowned:Behemoth Blade (Intrepid Sword boosts Zacian's Attack)
:zamazenta-crowned:Behemoth Bash
:eternatus:Eternabeam
:calyrex-ice:Glacial Lance (Unnerve prevents Yache Berry)
:calyrex-shadow:Astral Barrage (Unnerve prevents Kasib Berry)

That's all for this format, but if Mega Hoopa worms its way back in future formats, legendaries past gen 8 can also be summoned.
:koraidon:Collision Course (also sets sun)
:miraidon:Electro Drift (also sets electric terrain)
and maybe Ogrepon or Terapagos too, we'll see how they turn out.
Stats:
HP: 80
Att: 150 (+40)
Def: 70 (+10)
SpA: 160 (+10)
SpD: 160 (+30)
Spe: 80 (+10)

Mythical who's responsible for a generation's legendary catching mechanic? Hoopa may be confined, but I am unbound. It's time to get weird.
Mega Hoopa

New Ability
: Vessel of Ruin
It decreases the Special Attack stat of all Pokémon on the field other than the Pokémon with this Ability by 25%. Effect does not stack.

Type: Psychic | Ghost

New Stats

HP: 80
Attack: 110 → 140 (+30)
Defense: 60
Special Attack: 150 → 180 (+30)
Special Defense: 130 → 160 (+30)
Speed: 70 → 80 (+10)
BST: 535 → 635

New Moves:
- Psychic Terrain, Expanding Force

Description:
1) Design concept
Some djinns dwell in objects and like to cause disruption.

Djinns are often bound to objects, and Hoopa is no exception; in fact, there's a Prison Bottle which limits its power and form. Now, with Mega Evolution, M Hoopa may still not be able to fully access its power but some of it is still leaking and affects the environment. While Vessel of Ruin gives off some destructive vibes, the German translation of this ability is a bit different, focusing more on the aspects of mischief and doom; it's more about the feeling and impression you get from these two words.

2) Competitive
Rely on Vessel of Ruin for a pseudo special resistance despite Hoopa's aweful defensive typing!

Psychic / Ghost is an aweful defensive typing as it comes with two 4x weaknesses to Ghost and Dark. Moreover, this dualtype takes neutral damage from most types. Therefore, it mostly doesn't offer anything useful defensively to a team. Enter Vessel of Ruin which, coupled with M Hoopa's high SpD, lets this Mega Pokémon tank special hits very well as if it resisted it or as if held Assault Vest. This allows M Hoopa to comfortably set up Substitute and Calm Mind in front of special attackers. Although Hoopa does know Nasty Plot, it can still be very good to go for Calm Mind because, when combined with Vessel of Ruin, M Hoopa can even tank special Ghost or Dark moves from the likes of Hydreigon, Chandelure or Greninja (in NatDex). Since M Hoopa's Atk is decently high, there's the potential to run a mixed offensive set consisting of Calm Mind, Shadow Ball, Substitute, and Drain Punch. The latter lets it recover HP, therefore easing set-up, and pressures Dark Pokémon, which resist Ghost.

In VGC, M Hoopa can run Trick Room or any other supportive move like Psychic Terrain, Skill Swap, Ally Switch, Taunt, Scary Face or Reflect even in the face of powerful special spread attackers, like M Meowstic-F, G-Moltres or Kommo-o. Being able to resort to these kind of support moves is what makes M Hoopa different from Ting-Lu. Moreover, as a mostly special attacker, M Hoopa encourages the ally to be a physical attacker whereas with Ting-Lu, which is a physical attacker, it can be a little bit tricky to rely on a special attacking ally since Vessel of Ruin lowers the SpA stat of all Pokémon on the field, except for the user itself. Having attackers from different spectrum makes it easier for a player to overcome any defensive hurdles from the opponent.

An attentive reader might have noticed that, technically, Hoopa can't be used in VGC since it's one of those Mythical Pokémon. However, M4A VGC likes to run special tournaments which come with different sets of rules and Pokémon. There's even talk about M4A VGC Kalos in a team tournament format where Hoopa could be thus allowed. It wouldn't be that surprising considering Mythical Pokémon have been allowed in one of the last seasons during the Dynamax era just so players could have some fun and experiment with them at the cost of having no official tournament.

Psychic Terrain and Expanding Force are more for VGC. Hoopa already learns the former in gen 9; the latter, on the other hand, is generally distributed to Psychic Pokémon in gen 8. But since Hoopa wasn't featured in gen 8, it never had the chance to potentially learn it.

M Hoopa's offensive capabilities and excellent special bulk might look quite scary. However, its rather mediocre Speed and very low Defense make it susceptible to physical moves, Pursuit in particular. This should keep M Hoopa well in check.
Hoopa-Mega
Type: Psychic/Ghost
Ability: Prankster
HP: 80
Attack: 130 (+20)
Defense: 60
Special Attack: 190 (+40)
Special Defense: 170 (+40)
Speed: 70
New Moves: N/A
Description: Prankster is a fun ability that Hoopa can take advantage of. They get a variety of useful support moves like Thunder Wave, Taunt, Toxic and Dual Screens. It also gets access to Destiny Bond, which allows for many shenanigans, such as taking an opponent's wincon down immediately. The duration can also be increased by using an attacking move afterwards, which will have lower priority, creating mind games with faster Pokemon like Weavile and Skuntank-Mega.
Hoopa can also be used as a wincon and special tank thanks to priority Calm Mind letting it live neutral Special moves thanks to a high Special Defense. It hits very hard even without the boost, letting it tear apart slower walls such as Ferrothorn. It's main weaknesses are priority moves such as Sucker Punch and Aqua Jet, as well as Dark and Ghost type moves in general.
Flavor: Hoopa in the movie was very mischievous in it's confined form, being seen taking doughnuts and other items.
:hoopa: Mega Hoopa
New Ability
: Dark Aura
Type: Psychic/Ghost
New stats:
HP: 80
Attack: 110 + 40 = 150
Defense: 60 + 10 = 70
Special Attack: 150 + 20 = 170
Special Defense: 130 + 10 = 140
Speed: 70 + 20 = 90
(BST)

New moves: None
Description:

Hoopa-U but it has Speed and no item. And it hits way less hard. Dark Aura allows it to have a pseudo Dark STAB without going all out and giving it Dark STAB (as it will always be worse than Hoopa-U in that regard due to no Hyperspace Fury). So yeah, it hits hard, but it'll be better as a physical or mixed attacker as Dark Pulse Dark Aura hits less hard than Shadow Ball STAB. Still, pseudo-STAB Knock Off is nothing to laugh at. I would add Sucker Punch but nobody wanna have to deal with Sucker Punch Hoopa-U... Ironically enough, it takes more from quad weakness but dies anyway so...
:sv/hoopa:
:hoopa: Mega Hoopa
New Ability
: Magician -> Recursive Dimension
When a damaging move is blocked by a Pokemon with Recursive Dimension, it is reflected at 1/2 power after two turns using the original user's offensive stat.
Example:
-Charizard uses Fire Blast on a protecting Mega Hoopa, at 110 BP
-In two turns (the same as Future Sight), the Pokemon in the Charizard's place takes Fire-type damage at 55 BP using Charizard's Special Attack stat.
The following moves cannot be reflected:
-Any move that breaks (Phantom/Shadow Force, etc.) or goes through (Unseen Fist moves, Feint, etc.) Protect/Detect.
-Status moves
-Multi-strike moves after the first hit (so a Population Bomb would only be reflected at 5 BP)
Reflected moves have 100% accuracy. If the Pokemon with Recursive Dimension leaves the field, the attack will still go off. Moves that hit all targets will only hit the Pokemon in the user's place when reflected.
Type: Psychic / Ghost

New stats:
HP: 80
Attack: 130 (+20)
Defense: 90 (+30)
Special Attack: 160 (+10)
Special Defense: 145 (+15)
Speed: 95 (+25)
(700)

New moves: Shadow Punch
Description:
I was struck with a bolt of divine inspiration this morning and had to make this. Inspired by the classic trope of characters throwing their attackers' moves back at them through portals, the standout feature of this Mega is obviously the ability. Recursive Dimension is a very interesting ability that opens up a lot of potential ideas and mindgames- very fitting for Hoopa. It's certainly a double-edged sword, though. If you predict a high-power move and Protect on it, it can be very pressuring and rewarding. If they predict you, though, you've basically given your opponent a free turn. Not ideal.

prob will do more
:sv/hoopa::sv/hoopa-unbound:
:hoopa: Mega Hoopa
New Ability
: Fourth Dimension (Whenever this Pokemon uses a Ghost type move, the user's next attack switches it out)
Type: Ghost / Fairy

New stats:
HP: 80
Attack: 170 (+60)
Defense: 80 (+10)
Special Attack: 170 (+20)
Special Defense: 130
Speed: 80 (+10)
(BST:700)

New moves: Dazzling Gleam
Description: It's Hoopa, but with Flutter Mane's typing, and Hoopa-U's stats. It also has a nuts ability. Problem is, it's really slow for Mega Standards and has zero priority and bad Defense. Still, this could hit really hard with it's immediate power.
:hoopa:
Mega Hoopa
New Ability
: Warding Warp (Immune to Dark-type moves. If hit by one, force the opponent to swap out to a random pokemon.)
Type: Psychic/Ghost

New stats:
HP: 80
Attack: 125 (+15)
Defense: 80 (+20)
Special Attack: 165 (+15)
Special Defense: 160 (+30)
Speed: 90 (+20)
(700 BST)

New moves: ...
Description:
"Despite its playful and mischievous nature, Hoopa has a good heart and is capable of protecting its friends when the time is needed."
- Bulbapedia article on Hoopa's anime appearance

Even though Hoopa is indeed mischievous, it is not inherently evil (well, not in its Confined form), as shown in the movie. Much the same could be said about traditional djinn - they may be mischievous but they are also quite capable of doing good, too, be it warding off evil or helping others. Personally speaking, I thought this detail was overlooked and I felt it would be an interesting take on Hoopa's mega evolution.
We don't really have a proper Dark immunity in the Kalos dex meta (what with all the Weaviles, Tyranitars, and Pursuit/Knock/Sucker running around), so what better mon to give it to than Hoopa? Even though you still retain a 4x weakness to Ghost (and a notable lack of resists), you now mitigate that crippling weakness to Pursuit and Sucker Punch thanks to Warding Warp (made even better since your typing naturally baits these moves!). In turn, you can now make Pursuit and Sucker Punch fuck up the opponent's gameplan with a forced switch that hurts their momentum. Combined with the stat boosts of mega evolution giving it better speed, physical bulk, and a slight bump to power, Nasty Plot sets will become a lot harder to stop, especially with Hoopa's very good special bulk (even uninvested) letting it live hits. Though its average speed tier and mediocre physical bulk hold it back, this Hoopa will prove itself an interesting asset for your team.

On the Doubles side, Hoopa's ability also has a variety of benefits, most notably completely stuffing moves like Snarl (and Foul Play) which backs up its immunity to Fake Out. Combined with the omnipresence of Intimidate and Tailwind in the format to lessen the impact of physical moves and boost speed, respectively, Hoopa will prove itself a tough foe to take down.
:sv/Hoopa:
Hoopa- Mega
Psychic/Ghost
Ability: Magician-> Ringmaster: The user's attacking Psychic moves change the target's ability to Color Change.
Stats
HP: 80
Atk: 130 (+20)
Def: 80 (+20)
SpA: 160 (+10)
SpD: 170 (+40)
Spe: 80 (+10)


In a cheeky mood, Hoopa uses its hoops to do a little brainwashing on its opponent, convincing the target its ability is Color Change. This serves 1) to disrupt the opponent by getting rid of an ability that might be key to their gameplay while 2) allowing Hoopa and its teammates to screw with their type for maximum craziness. For Hoopa, this obviously includes the benefit of letting it chain its STABs, making its Shadow Ball very scary after activating Ringmaster via Psychic or Psyshock, which gets potentially scary fast with a Nasty Plot. That Ringmaster relies on Psychic moves means that it's not too useful on Dark types, but Mega Hoopa isn't necessarily useless against Dark types between the powerful Focus Blast and the weaker but more accurate Signal Beam; if you're feeling risky, you can alternatively use Drain Punch off of Hoopa's boosted Atk for some longevity. That said, Dark types remain Mega Hoopa's biggest weakness, alongside a speed tier that leaves a decent amount of options for revenge killing, preventing Ringmaster from becoming the broken kind of whacky.

:Lapras:
Mega Lapras

New Ability
: Resonance
After using a sound move, the user applies a Torment effect to all Pokémon affected by its sound move.

Type: Water | Ice

New Stats

HP: 130
Attack: 85
Defense: 80 → 100 (+20)
Special Attack: 85 → 135 (+50)
Special Defense: 95 → 115 (+20)
Speed: 60 → 70 (+10)
BST: 535 → 635

New Moves:
- Calm Mind

Description:
1) Design concept
A smart and kindhearted Pokémon, it glides across the surface of the sea while its beautiful song echoes around it.

This is just one of many Pokédex entries illustrating Lapras's love for singing; the Gigantamax form further elaborates on it. To stay true to Lapras's theme, I decided to develop an ability that would mirror its singing aspect while also underlining the defensive capabilities from G-Max Resonance.

2) Competitive
When you are in danger, sing to your heart's content!

Lapras is usually run as a bulky attacker or Perish Song trapper. The new ability expands on its roles. While it may not look like it, Lapras actually learns a decent amount of sound moves: Perish Song, Sparkling Aria, Growl, Sing, and Roar, to name a few. With Perish Song, M Lapras makes sure the opposing Pokémon can't repeatedly click a move super effective against it. So, it will be more difficult to take down M Lapras. If you prefer a more offensive approach, there's Sparkling Aria which can help M Lapras set up much easier with Calm Mind.

M Lapras's true potential lies in VGC where the strategic value of its new ability can affect more Pokémon. For instance, you could use Growl to lower the Atk of two opposing Pokémon. With the Torment effect, you can signifcantly slow down your opponent. This could give M Lapras the chance to either set up with Calm Mind or support the team with stuff like Life Dew.

While the ability is pretty powerful, it is balanced by Lapras's mediocre speed and defensive typing. It can be argued Resonance is an interesting way to situationally get around this defensive flaw while also rewarding skillful plays.
:sm/lapras::absolite:
Mega Lapras
New Ability
: Polar Chorus (Damage of moves used on consecutive turns is increased. Max 2x after 5 turns. (:metronome: effect))
Type:
Water
Ice


New stats:
HP: 130
Attack: 100 (+15)
Defense: 95 (+15)
Special Attack: 120 (+35)
Special Defense: 115 (+20)
Speed: 75 (+15)
Base Stat Total: 635
New moves: None
:lapras: Mega Lapras is a bulky wallbreaker that uses Polar Chorus to snowball through its foes. One of its best moves, Freeze-Dry, is particularly notable for being able to hit Water-types super effectively; this, along with its Water STAB, gives Mega Lapras an unresisted STAB combination. Mega Lapras also has decent bulk, particularly on the special side, yet its lackluster typing circumvents this slightly. Its typing also leaves it weak to Stealth Rock and common attacking types such as Grass, Fighting, and Electric, and leaves Mega Lapras with only two resistances to Water and Ice.
:lapras: Pokemon Emerald: "People have driven Lapras almost to the point of extinction. In the evenings, it is said to sing plaintively as it seeks what few others of its kind still remain." Other Pokedex entries, such as Sun and Soul Silver, remark on Lapras singing if it's in a good mood.
Lapras-Mega
Type: Water/Ice
Ability: Water Compaction
HP: 130
Attack: 85
Defense: 120 (+40)
Special Attack: 110 (+25)
Special Defense: 110 (+15)
Speed: 80 (+20)
New Moves: Calm Mind, Wish
Description: Water Compaction is a cool ability given to a Pokemon that can't take advantage of it well. Lapras can utilize the ability well, being able to switch in onto physical Water Types like Azumarill, Gyarados, and even Mienshao-Mega (252 Atk Mienshao-Mega High Jump Kick vs. +2 252 HP / 252+ Def Lapras-Mega: 144-170 (31 - 36.6%) -- 66.6% chance to 3HKO) and scare them out with Freeze-Dry or set up on them with Calm Mind. Wish gives Lapras much-needed recovery and lets it heal other Pokemon thanks to it's high HP stat, although this is fairly risky due to a weakness to Stealth Rocks. In Doubles, you could bring a Pokemon with Water Shuriken or Triple Dive to get Lapras to +6 defense immediately (this is probably very niche, but it's funny).
Flavor: Just because Lapras isn't made out of sand doesn't mean that it can't be protected by water! It's base form also gets two abilities that give it benefits when in water, being Water Absorb and Hydration, so why not have another?
:sv/lapras:
Mega Lapras
Type:
Water / Ice
Ability: Marvel Scale
Stats:
HP: 130
Att: 85
Def: 80
SpA: 165 (+80)
SpD: 115 (+20)
Spe: 60
Lapras has always been designed to counter other Water-types. It began life in Gen 1 with a Water resistance and Electric coverage, and later generations have given it a Water immunity in Water Absorb and STAB coverage for Water in Freeze Dry. Marvel Scale builds on that, allowing it to boost its Defense by switching into Scald before chasing out the defensive Water that burned it. It also has near-perfect coverage with just its STABs, so it can pretty comfortably run RestTalk to give it a self-sufficient way to activate Marvel Scale.

I walk the street this hallowed night
:lapras: Mega Lapras
New Ability
: Refrigerate
Type: Water/Ice
New stats:
HP: 130
Attack: 85 + 50 = 135
Defense: 80
Special Attack: 85 +20 = 105
Special Defense: 95
Speed: 60 + 30 = 90

New moves: None
Description:

Back in DPP UU, Lapras had the good ol' niche of being a bulky Water. But! it had another surprising niche for only one generation: being a Dragon Dancer. It has good Atk, respectable Speed and nice bulk going for it, as well as Water + Ice being dangerous and near perfect coverage (you know, Iron Bundle...) And its only physical Ice move was Avalanche, so kinda bad for DD sets, so it just used Waterfall + Return. Now, it finally has a good physical Ice STAB, but it's Return, so it's basically a nice callack to this surprising niche. As a bonus, it has 105 SpA, so if it wants its perfect coverage, it can run some SpA EVs to run Freeze-Dry, or run Giga Impact or Hyper Beam if you're a madman (I know some of you are).

Lapras @ Laprasite
Ability: Water Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Return
- Substitute / Freeze-Dry / Giga Impact / Hyper Beam
:xy/lapras:
Name: Mega-Lapras
Typing: Water/Ice
Ability: Misty Surge
Stats:

HP: 130
ATK: 95 (+10)
DEF: 90 (+10)
SPA: 135 (+50)
SPD: 125 (+30)
SPE: 60 (+0)

New Moves: Wish.
Misty Surge is an easy fit for Lapras, as the ability already has a connection to the water both in name and in its signature user, Tapu Fini. Lapras also has had a somewhat mysterious feel to it, being a somewhat rare Pokemon in the early generations due to it being endangered.

Anyways, Mega Lapras makes good use of Misty Surge both for itself and for its teammates. Its brand new 125 special attack stat makes it quite threatening with its stupidly good STAB combo in Water + Freeze Dry (you can also go Thunderbolt + Ice Beam if you wish for a stronger Ice move), and being immune to status makes it very difficult to deal with for more defensive teams. Misty Surge also gives it what is essentially a Dragon resistance, making it decent at switching into Draco Meteors and Outrages. Wish is the last part of this submission and it fits perfectly well with this Lapras. Recovery lets it check more offensive Pokemon while making it hard to wear down, its huge HP stat lets it pass big Wishes to its teammates, while still supporting them with Misty Terrain and it is not bothered by being forced to run Wish + Protect, as it really only needs 2 attacks to pose a huge offensive threat.
:sv/Lapras:
Mega-Lapras
Type: Water/Steel
Ability:
Rough Skin
Stats: 130/105/120/95/105/70 (+20 Atk, +40 Def, +10 SpAtk, +20 SpDef, +10 Spd)
New Moves: Recover, Flash Cannon
Description: Lapras is another wall betrayed by its typing, specifically the Ice part of it, cus Water/Ice offensively is very good, but defensively its quite bad, the Ice type eliminates its resistance to Steel and Fire, and keeps its older weaknesess while adding two more, it still has some weaknesess on its own, it has some low defenses for a wall, but kinda compensated by its big hp, but not quite, it has no way to recover hp outside of the slow Life Dew, and Leftovers, as well as having a small defensive movepool, with only stuff like Toxic, Roar, Heal Bell and Body Press, so i decided to help it on some areas, its type has been changed to Water/Steel, which gives it a plethora of resistances, and a lower amount of weaknesess, as well as a valuable inmunity to Toxic, and Poison-type attacks in general, it also gains some beefy defenses, over all on the physical side, so while taking on some strong hits, it can also launch some moderately powerful Body Presses, and it gains good recovery in Recover, it also has Rough Skin now, which makes it even better at taking on physical attackers, but balanced out by its movepool still being very lacking, and its weaknesess to Ground, Fighting and Electric being very common offensive types
Flavor: Inspired by its dex entries and anime apparitions normally mentioning the fact that it lets humans and Pokemon ride it, it becomes a huge cargo/container ship, will probably draw if it wins
:ss/Lapras:
Lapras- Mega
Water/Ice
Ability: Water Absorb/Shell Armor/Hydration-> Friend Guard
Stats
HP: 130
Atk: 95 (+10)
Def: 90 (+10)
SpA: 125 (+40)
SpD: 135 (+40)
Spe: 60
New Moves:
+Wide Guard

If Lapras is anything, it is a friend, and thanks to Friend Guard it can now protect its friends better than ever. Lapras has a few nice options for a Doubles mon, with Life Dew being of special interest to shore up your health while topping off your ally, who can become quite bulky in tandem with Friend Guard. Lapras can use its buffed Special Attack to fire off spread Surfs and Icy Winds, the latter granting valuable speed control, alongside Freeze-Dry to hit opposing Water types or Hydro Pump for stronger burst damage; you can also be an asshole and run Sheer Cold. For support, Lapras can further boost its ally with Helping Hand, force switches with Perish Song or use new Wide Guard to disrupt spread moves, notably the super-effective Discharge and Rock Slide. Lapras packs strong special bulk to pair with Intimidate and tank key spread moves like Heat Wave and Muddy Water, with a speed tier that allows it to fit on either side of the Trick Room dichotomy.
:BW/Lapras:
Mega Lapras
Type
: Water/Ice
Ability: Illusion
Stats:

HP: 130
Atk: 85
Def: 80 -> 115 (+35)
SpA: 85 -> 105 (+20)
SpD: 95
Spe: 60 -> 105 (+45)
New Moves: Teleport

Concept: "As Lapras Mega-Evolved it vanished, the incredibly intelligent Pokemon avoided being caught once again"

Lapras is inspired heavily by the Loch Ness monster a mythical creature thought to hide within the mists. Lapras is known to be an incredibly intelligent and shrewd Pokemon and despite that it was hunted to near extinction. Though now the population is growing, when Lapras mega-evolves it unlocks the abilities that allowed them to survive. The ability to hide within the mists. It gained teleport to allow it to escape quietly, and cross long distances while ferrying.

Competitive Design:
I wanted Mega-Lapras to have a niche that it already has in its base form. And I realized Lapras has a great typing to be used as a Whirlpool trapper, Illusion itself came after as a flavorful ability that expands its role as a trapper, allowing Lapras to whirlpool after mega-ing and creating mindgames on whether or not the Pokemon in front of it is what it seems to be. Lapras notably also has access to Perish Song, a very unique move perhaps allowing it to trap Pokemon it can't naturally with its STABS and Whirlpool. It now has teleport as well to allow it to escape the battle before the perish counters expire. Beneath are a list of Pokemon that Lapras can Trap/Beat 1-on-1. There are some weird situations you can force with an Illusioned Lapras that gives you ways to disrupt the way a team works.

Additionally your team can be built around Lapras as to best facilitate it trapping certain threats, with Lapras's Versatility offensively and defensively creating a lot of opportunities for creative EV usage and move usage. Dream Eater maybe to trap a psychic type you've slept?!?

Notable Trap-ees:

Easy: :Hippowdon:, :Weavile:, :Scizor:, :Wormadam-Sandy:
Medium: :Ferrothorn:, :avalugg:
Difficult: :Zapdos:, :Slowbro:, :amoonguss:

#1 Enemy: :seviper:
:sm/lapras:
Lapras-Mega
New Ability:
Safe Passage = Whenever this Pokemon successfully uses Surf or a sound move, it switches out, taking halved hazard effects for its ally that is switching in.
Type: Water/Ice

New Stats:
HP:
130
Attack: 085 → 085 (+00)
Defense: 080 → 115 (+35)
Special Attack: 085 → 130 (+45)
Special Defense: 095 → 115 (+20)
Speed: 060 → 060 (+00)
(BST: 535 → 635)

New Moves:
Eerie Spell, Healing Wish, and Noble Roar.
Description: "Mega Energy brings to mind its species's brush with extinction, heightening both its sense of loneliness and self-sacrifice. It sings a mournful song constantly."

Gods, I had forgotten how utterly depressing most of poor Lapras's dex entries are given no good deed goes unpunished. They were collective downbeat enough that for a while I considered making it Water/Ghost, but I ultimately didn't go with that just like I didn't go with a Snow/Hail (or Rain...or Perish Body) focus. Instead, as I had also considered from the start, I went with a sound focus mixed with a switching focus to get across the emphasis on it ferrying people without just ripping off Blue Ray's idea for Avalugg-Mega from last slate. Now Lapras-Mega becomes a slow pivot that gets its allies in safely no how many hazards are up at self-sacrificing cost to itself whenever it uses either Surf--get bent, Scald--or any Sound move. As such, it will take a beating if you're too lax about keeping hazards off the field or get greedy against strong mons, especially since it still intentionally has no healing beyond Life Dew and Rest, the former of which is basically a Doubles only move. Even with that intended weakness, it's probably the only mon that can make use of Noble Roar (Parting Shot felt off-flavor) or Snore or, given how Galarian Slowking basically never uses it, Eerie Spell, though Heal Bell, Hyper Voice, Perish Song, Sing, and even Growl and Sparkling Aria all work too. (Its ability is simultaneously less impressive and less self-sacrificing in VGC due to hazards pretty much not existing, but a slow pivot that gets something in safely will pretty much always be useful regardless of format, especially when it can use attacking moves to do it. I just didn't want to tie its ability only to Surf while boosting the damage of that since otherwise it would utterly get invalidated by any Water Absorb or Storm Drain mon, which seemed too one-note and unfun.)

:Carbink:

:steelixite:
Mega Carbink
New Ability
: Levitate (This Pokemon is immune to Ground; Gravity/Ingrain/Smack Down/Iron Ball nullify it.)
Type:
Rock
Fairy


New stats:
HP: 50
Attack: 50
Defense: 175 (+25)
Special Attack: 100 (+50)
Special Defense: 175 (+25)
Speed: 50
Base Stat Total: 600

New moves: Mystical Fire
:carbink:I knew going into making a Mega Evolution for Carbink that it would have strong competititon with Mega Diancie because of their similarities. As such, Mega Carbink functions as a bulky pivot with a good defensive profile that can switch onto resisted typings such as Fire and Dark, contrasting Mega Diancie's more offensive profile. Carbink gains Mystical Fire due to Diancie already having it, and gains Levitate as its new ability, giving Mega Carbink a crucial Ground immunity instead of being weak to it.
:carbink:Carbink is perpetually levitating in both its in-game sprite and in the anime.
Carbink-Mega
Type: Rock/Fairy
Ability: Serene Grace
HP: 50
Attack: 85 (+35)
Defense: 200 (+50)
Special Attack: 85 (+35)
Special Defense: 160 (+10)
Speed: 30 (-20)
New Moves: Diamond Storm, Shadow Ball
Description: With Serene Grace, Diamond Storm gets a guaranteed +2 Defense when used, letting Carbink become a really intimidating physical tank and Body Press user. RestTalk can be used to get HP back, or you could run Moonblast as a secondary STAB and consistent Special Attack drops. Shadow Ball allows for perfect coverage with Body Press, with likely Special Defense drops for synergy with Moonblast. Hitting Pokemon like Espeon-Mega and Slowbro super effectively is a nice bonus too.
If you aren't a fan of IronPress, you can also run Rock Polish + Iron Head and Rock Slide to flinch you're way to victory. With max Speed EVs, Carbink can still outspeed base 108 Speed Pokemon (even though this distinction doesn't matter to much in Kalos, it does let it outspeed Pokemon like Blacephalon if Kalos Megas are allowed into the NatDex format). While I do hope that this isn't just an unfortunate side effect, and that it'll add more depth to Carbink than just being an IronPress mon, I don't want it to be too overbearing.
Flavor: Carbink is made of diamonds and is related to Diancie, meaning Diamond Storm should be OK to add, despite it being a signature move. The Carbinks that protect their queen Diancie could become more defensive in order to protect them when they Mega Evolve.
:sv/carbink:
Mega Carbink
Type:
Rock / Fairy
Ability: Dazzling
Stats:
HP: 50
Att: 160 (+110)
Def: 60 (-90)
SpA: 160 (+110)
SpD: 60 (-90)
Spe: 110 (+60)

Jesus Christ those stat swings.

Diancie swaps its defensive prowess for offensive prowess when it mega evolves, and dons a beautiful gown fit for a queen. Carbink tries to do the same when it mega evolves, but it went maybe a little overboard on the dress, making it less regal and more... tacky.

(yes this is literally just Mega Diancie's spread but with -50 in each Defense, just like how regular Carbink has regular Diancie's spread with -50 in each Attack)

Not only does Dazzling give Mega Carbink protection against Bullet Punch and Aqua Jet (and honestly with that bulk even Quick Attack is probably threatening) but its new role as an anti-offense cleaner also plays into one of the few advantages Carbink has over Diancie, that being its ability to more easily set up in its base form. Even against Pokemon who can OHKO it through its (uninvested and potentially nature-nerfed) 150 defenses, Carbink can tank the hit with Sturdy to set up a Rock Polish or Calm Mind, and then mega evolve and sweep, safe in the knowledge that no priority move will pick off its last remaining hit point.
:sv/Carbink:
Mega-Carbink
Type: Rock/Fairy
Ability:
Crystal Shield
This Pokemon uses its SpDef instead of SpAtk when calculating the damage of its moves
Stats: 50/105/185/60/130/70 (+55 Atk, +35 Def, +10 SpAtk, - 20 SpDef, +20 Spd)
Description: Carbink's main thing is being an IronPress mon with the ability to set up hazards, but held back from being good on the upper tiers cus of its horrible typing defensively, and i decided to go with the IronPress route, fortunately, its typing is very good offensively, so i decided to go with it being able to use its STABs with Crystal Shield, as well as a buff on its defenses, so it can now fire off some big Moonblasts and its new STAB, Paleo Wave, as well as coverage like EP, Psychic and Flash Cannon, with a big 175 SpDef, it also got a slight Spd buff to be able to outspeed slower, bulkier mons, while still having its old weak points, it is still fairly slow and has huge weaknesess to Ground, Water, Grass and an 4x weakness to Steel
Flavor: Some sort of diamond paladin/golem with a huge shield or shields, if it wins im probably drawing it
:sv/Carbink:
Carbink- Mega
Rock/Fairy
Ability: Clear Body/Sturdy-> Mirror Armor
Stats
HP: 50
Atk: 60 (+10)
Def: 155 (+5)
SpA: 120 (+70)
SpD: 155 (+5)
Spe: 60 (+10)


Carbink gets shiny upon Mega evolution, straight up reflective to the point where it reflects any stat changes back at the opponent; not to mention it makes a funny parallel to Mega Diancie's own Magic Bounce. In Singles, Carbink's immunity to stat drops allows it to serve as a never-crit sweeper with Calm Mind and potential Iron Defense; STAB Moonblast serves as a solid STAB while Meteor Beam grants a greedier option that can boost your power even further, with Earth Power or Body Press giving it options for chunking Steel types. That said, you might also want Rest to give yourself some recovery.

Now, VGC is where this thing gets very interesting, especially with how notable Intimidate is, while also punishing support options like Snarl or Icy Wind. Mirror Armor is even handier thanks to Carbink's access to Trick Room, granting it an interesting niche as a TR setter that punishes Intimidate. Dazzling Gleam is decent as a STAB spread move, with its single-target options like Power Gem, Earth Power, Moonblast or your choice of Hidden Power to smack whatever you want.
:sv/carbink:
Pokémon:
Carbink
Typing: Rock / Fairy
Ability: Power Spot
PV: 50
Attack: 75 (+25)
Defense: 170 (+20)
Sp.Attack: 75 (+25)
Sp.Defense: 190 (+40)
Speed: 40 (-10)
Movepool changes: +Helping Hand, Heal Pulse, Heal Bell, Wish, Healing Wish
:xy/carbink:
Mega-Carbink
Type: Rock/Fairy
Ability: Magic Bounce


Stats:
HP: 50
Attack: 50
Defense: 150 -> 170 (+20)
Special Attack: 50 -> 75 (+25)
Special Defense: 150 -> 170 (+20)
Speed: 50 -> 85 (+35)
New Moves: Spikes, Draining Kiss, Healing Wish, Rain Dance
Mega Carbink’s crystals grow large enough to reflect status moves (the cooler Mega-Diancie)
Mega Carbink can act as both a bulky setup sweeper or a fun, multi trick suicide lead that doesn’t even have to mega to be effective.

~ Base Carbink actually was used a lot in past generations for various suicide lead sets, and Mega Carbink only makes it better at that job with Magic Bounce, It has high defenses that make it difficult to one shot to allow it to get up whatever you desire. With access to Stealth Rock, Spikes, Trick Room, both Light Screen and Reflect, Explosion, Healing Wish, Sunny Day, Sandstorm, Rain Dance, and even Hail, this thing has a practically unlimited box of tricks!

~ Carbink isn’t required to mega evolve to be an effective suicide lead. Base Carbink can sacrifice its item slot from something like Mental Herb, a one time protection from things like Taunt, to a Mega Stone which would allow it to completely block any status moves coming its way. Brave souls can even run a double mega team and decide which Pokémon to mega evolve depending on the matchup!

~ Mega Carbink can also take the role of a very potent setup . It has access to both Calm Mind and Iron Defense to boost its Special Attack and both of its defenses, coverage in moves like Earth Power and Body Press, and the ability to bounce back moves like Toxic and Taunt.

~ Why Not Just Use Mega Diancie? Well, for starters, it’s not in the Kalos metagame, so already the answer might be pretty clear. But there are other reasons. Mega Carbink uses Magic Bounce in a much different way than Mega-Diancie. While Mega Diancie is a relatively fast Pokémon with great coverage and immediate offensive presence, Mega Carbink takes its role as a Pokémon that, while it isn’t immediately powerful, it can serve as a bulky and consistent Magic Bounce user that can avoid being annoyed by status moves like Toxic and Stealth Rocks.

~ 170 Defense allows a +2 Mega Carbink with max defense investment to tank an Analytic boosted Iron Head from Mega Escavalier, while 2 hit KOing with Body Press back. 170
Special Defense lets Mega Carbink take a +1
Surf from Mega Clawitzer with Special
Defense investment. 85 Speed is a great tier in the Kalos meta. It speed ties with Mega-Umbreon and Mega-Florges and speed creeps the Rotom forms and Mega Skuntank. With 44 speed EVs, Mega Carbink can outspeed Mega Drifblim, and with 108 speed evs, it can outspeed Mega Seviper.

~ Spikes and Rain Dance were introduced to Carbink’s movepool in Generation 9, and allow it to better fulfill the roll of a suicide lead. Healing Wish, while not given to Carbink in Generation 9, is also a valuable tool for a suicide lead as an alternative to Explosion. Draining Kiss was added as another form of recovery for Carbink (whose only other form of recovery is Rest) and a useful option on sets that aim to set up and win.
Sep 5, 2023
Well September's been off to an annoying enough start that I vaguely considered just dumping my old Pyroar-Mega(s) in here, but I resisted that temptation. Let's see if it pays off though. Regardless, congrats to the previous winners:

:sm/lapras:
Lapras-Mega
New Ability:
Safe Passage = Whenever this Pokemon successfully uses Surf or a sound move, it switches out, taking halved hazard effects for its ally that is switching in.
Type: Water/Ice

New Stats:
HP:
130
Attack: 085 → 085 (+00)
Defense: 080 → 115 (+35)
Special Attack: 085 → 130 (+45)
Special Defense: 095 → 115 (+20)
Speed: 060 → 060 (+00)
(BST: 535 → 635)

New Moves:
Eerie Spell, Healing Wish, and Noble Roar.
Description: "Mega Energy brings to mind its species's brush with extinction, heightening both its sense of loneliness and self-sacrifice. It sings a mournful song constantly."

Gods, I had forgotten how utterly depressing most of poor Lapras's dex entries are given no good deed goes unpunished. They were collective downbeat enough that for a while I considered making it Water/Ghost, but I ultimately didn't go with that just like I didn't go with a Snow/Hail (or Rain...or Perish Body) focus. Instead, as I had also considered from the start, I went with a sound focus mixed with a switching focus to get across the emphasis on it ferrying people without just ripping off Blue Ray's idea for Avalugg-Mega from last slate. Now Lapras-Mega becomes a slow pivot that gets its allies in safely no how many hazards are up at self-sacrificing cost to itself whenever it uses either Surf--get bent, Scald--or any Sound move. As such, it will take a beating if you're too lax about keeping hazards off the field or get greedy against strong mons, especially since it still intentionally has no healing beyond Life Dew and Rest, the former of which is basically a Doubles only move. Even with that intended weakness, it's probably the only mon that can make use of Noble Roar (Parting Shot felt off-flavor) or Snore or, given how Galarian Slowking basically never uses it, Eerie Spell, though Heal Bell, Hyper Voice, Perish Song, Sing, and even Growl and Sparkling Aria all work too. (Its ability is simultaneously less impressive and less self-sacrificing in VGC due to hazards pretty much not existing, but a slow pivot that gets something in safely will pretty much always be useful regardless of format, especially when it can use attacking moves to do it. I just didn't want to tie its ability only to Surf while boosting the damage of that since otherwise it would utterly get invalidated by any Water Absorb or Storm Drain mon, which seemed too one-note and unfun.)

:sm/pyroar:
Pyroar-Mega
New Ability:
Grassy Surge
Type: Fire/Normal

New Stats:
HP:
086
Attack: 068 → 068 (+00)
Defense: 072 → 092 (+20)
Special Attack: 109 → 149 (+40)
Special Defense: 066 → 086 (+20)
Speed: 106 → 126 (+20)
(BST: 507 → 607)

New Moves:
Energy Ball, Grassy Terrain, Morning Sun, and Scorching Sands.
Description: "Pyroar-Mega brings both a regal air of arrogance and its grassy hunting grounds with it wherever it stalks as seeks out prey to burn and deafen."

It seems a bit weird to have one of the non-Misty Surge terrain abilities be attached to a mon that isn't even of the type, but Grassy Terrain does fit a real-life lion(ness)'s hunting grounds of the grassy savannahs. Of all the non-Misty Surge terrains, Grassy Terrain also tends to be the most impactful and helpful team player to a (non-HO) team given its healing and its halving of Earthquake's damage. The latter is useful to a Fire mon, mitigating its Ground weakness on the physical side, which having another attacking move that can burn in the form of Scorching Sands helps too. The rest of the new moves play off that as well, and Grass and Ground just so happen to both bully the Rock types would resist its actual STABs even before the pseudo-STAB that Grass now. All this while getting to retain a resistance to U-Turn and thus switch in a bit more aggressively against all the pivoting than an actual Grass mon likely could with Grass's resistance to Volt Switch and Flip Turn. Finally, Grassy Terrain is obviously rather helpful in VGC for most of the same reasons it is in Singles and can be used in conjunction more easily with a Sun setter to power up the Solar Beam that poor, infinitely disappointing Pyroar already has. (I vaguely considered giving it Court Change instead of Morning Sun initially, but it ultimately can't use that better than Cinderace due to shared typing even now with recovery and better speed--4MSS strikes and a lack of item strike again.)


:sm/carbink:
Carbink-Mega
New Ability:
Earth Eater
Type: Rock/Fairy

New Stats:
HP:
050
Attack: 050 → 050 (+00)
Defense: 150 → 160 (+10)
Special Attack: 050 → 100 (+50)
Special Defense: 150 → 160 (+10)
Speed: 050 → 080 (+30)
(BST: 500 → 600)

New Moves:
Draining Kiss and Heal Bell.
Description: "Its appearance has taken on a haphazard bejeweled one due to its newfound, single-minded persistence in absorbing any minerals and gems it can find. An uneven crown of gems wreathes its head."

Upon Mega Evolving, the Carbink peasants revolt and overthrow the rule of the tyrant, Queen Diancie(-Mega). Viva communism!

Ahem. Since trying to make the already oppressed disadvantaged Carbink compete with Diancie-Mega in any way directly feels rather pointless and almost doomed to failure, I decided to instead emphasize the defenses they share that Diance-Mega throws away like the careless aristocrat she is. I didn't want to increase said defenses too much even with the pitiful HP that Carbink and Diancie share, however, given that would make this obnoxious in conjunction with Earth Eater getting rid of a weakness and both of them already having Calm Mind and Iron Defense. I decided to go with Earth Eater in part for the defensive aspect, in part because chemicalmines took Levitate already (grrr), and in part because I've always found it...odd when a mon described as primarily living in the earth or at least spending a lot of time tunneling through it is somehow weak to Earthquake. Given how common Earthquake is in the Pokemon world, there should be a lot more Ghost mons due to that logic, that's all I'm saying.

In VGC, Earth Eater's utility is obvious given that Earthquake is often used there too. Earth Eater also gives this Carbink-Mega a niche of walling Garchomp (as long as it isn't using Iron Head...or Iron Tail) and generally lets it live longer than it should without necessarily having to rely on Draining Kiss backed up by Calm Mind for healing (or, gasp, Rest). While those are doubtless its two strongest options in conjunction with each other (and Earth Power and Power Gem), its other existing moves like Body Press, Iron Defense, Rock Polish, and now Heal Bell mean that it can serve other roles too beyond "Calm Mind cleaner". As it should be for the revolution.
carbink mega :
(steel/fairy)
50/50/165/65/190/80

ability: good as gold
new moves : shell smash

not being statused can use cm iron defence sets and if it dont get critted wall most things althought having less bst then diancie it is almost better because of all the bulk and amazing type it got it also can use shell smash

sets:
252 hp/4 spatk/252 spdef
calm nature
- calm mind
- draining kiss
- iron defense
- body press

visual : carbink but made from diamond and with cristals coming from it's body

i think that carbink now not losing to toxic and thing like that is really good + it is able to set rocks really well as it resist r spin and block defog also it can now effectively use setup sets to be a good slow setup-er...
 
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:pyroar:
  1. itzadelta
  2. chemicalmines
  3. drpumpkinz
  4. okispokis
:hoopa:
  1. lordthemberchaud
  2. war incarnate
:lapras:
  1. blueray (i like this conceptually a lot, but i fear perish song torment in one move alongside protect could be kinda wild, i trust the m4a council to handle this if it does turn out to be a problem though)
  2. drpumpkinz
:carbink:
  1. okispokis
  2. chemicalmines
  3. the damned
 

LOrd Fernado

I COULD BE BANNED!
:pyroar:
1) The Damned
2) awaterbucketonlava
3) DrPumpkinz

:hoopa:
1) LOrd Fernado
2) Toatally_Odette
3) LordThemberChaud

:lapras:
1) chemicalmines
2) Gaboswampert
3) The Damned

:carbink:
1) okispokis
2) chemicalmines
3) The Damned
 
:hoopa:
A magician never tells his secrets. This one certainly doesn't need to, because his magic actually works!
1. War Incarnate
2. BlueRay
3. Totally_Odette
4. Lysion
5. okispokis
6. DrPumpkinz

:lapras:
Man will never know her secrets!... or her, for that matter.
1. BlueRay
2. Paulluxx
3. DrPumpkinz
4. The Damned
5. ItzaDelta & Vipotis
6. chemicalmines
7. okispokis

:carbink:
A diamond in the rough, except I AM the diamond AND the rough.
1. DrPumpkinz
2. EeveeGirl1380
3. okispokis
4. chemicalmines
5. TheDamned
6. LordThemberchaud

:pyroar:
The Return of The King?
1. chemicalmines
2. ItzaDelta
3. DrPumpkinz
4. okispokis
5. Gravity Monkey
 

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