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

WIP for both!
I’ll try to go on the Discord to receive feedback on these submissions, but I may not have time to do so. Feedback is appreciated as always!
Update: done!

:falinks:
Mega Falinks
New Ability
: The Power of Friendship (Whenever this Pokemon enters the field, or an opponent switches in, if one of this Pokemon’s stats are lower than the opponent, that stat gains +1. If one of this Pokemon’s stats are higher than the opponent, that stat gains -1. Ability can activate for all applicable stats.)
Type: Fighting / Bug

New stats:
HP: 65
Attack: 100
Defense: 100
Special Attack: 100 (+30)
Special Defense: 100 (+40)
Speed: 105 (+30)
(BST: 570)

New moves: Bug Buzz, Flash Cannon
Description:
Note: stat modifier calculation is akin to Shell Side Arm, i.e. it takes stat modifiers into account as well!
Competitive: if humanity had an ability, it will be this. When faced with small-ish problems, we bicker and quarrel. But when faced with a real, genuine and dangerous threat, we unite and conquer it (global warming doesn’t count because it hasn’t set-up yet XD). At least, that’s an optimistic view!
At a glance, Falinks is easy to use for beginners: send it in when faced with a stronger Pokemon, set-up with No Retreat if you want, and sweep! Or clean! Falinks is quite flexible.
But this Pokemon has a lot more depth to it when you take a closer look! For example, you have to choose when to send it in for it to be most effective! And it’s flexibility is reactive; sending it in against an attacker will give you an attacker, while using it against a wall will give you a wall! But Power of Friendship can also be used by the enemy! A well-timed Switch can give Falinks a debuff instead. And No Retreat’s self-trapping effect leaves it even more vulnerable now!
Nevertheless, Falinks is first and foremost a very flexible Pokemon, and you can use it for a myriad of possible roles, an advantage that undoubtedly makes up for its weaknesses (like its all around mediocre stats, not excelling in anything). Hope you have fun using them if they get chosen!
Flavor: “Mega Evolution has given it the merciless strength of it’s ancestors. It’s coordinated attacks and formations are a result of a deep understanding of one another.

:wishiwashi-School:
Mega Wishiwashi
New Ability
: The Power of Friendship (Whenever this Pokemon enters the field, or an opponent switches in, if one of this Pokemon’s stats are lower than the opponent, that stat gains +1. If one of this Pokemon’s stats are higher than the opponent, that stat gains -1. Ability can activate for all applicable stats.)
Type: Water

New stats:
HP: 45
Attack: 165 (+25)
Defense: 155 (+25)
Special Attack: 165 (+25)
Special Defense: 160 (+25)
Speed: 30
(BST: 720)

Description:
Note: upon Mega Evolving, Wishiwashi is locked into school form, regardless of what form it was in prior to mega evolution.
Competitive: I won’t say ‘hey these stats may make this Pokemon look broken, but it isn’t broken!’, because everyone is saying that, and it’s stats can make it broken. They are also a very important part of it.
Power of friendship serves a very different role from Falinks: over here, it nerfs the Pokemon. This is actually quite realistic, since having more people in a group usually causes more conflict. Another factor that nerfs it is its coverage: you have to choose whether you want to go physical and lose out on Ice Beam, special and lose out on Earthquake or mixed and lose out on raw power in at least one stat. Of course, no denying that this is otherwise a very powerful Pokemon! (Fun fact: bring this up against a Pokemon with a stat higher than it’s, and see the opponent get shredded!)
Flavor: “Mega Evolution has caused the Wishiwashi that school together to grow enormously in size. It is often for the once-friendly Wishiwashi to suddenly fight and brawl with one another over minor disagreements, resulting in scars and even deaths.
 
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:ss/dugtrio: Mega Dugtrio
New Ability
: Power of Three: The base power of this pokemon's moves is divided by three, rounding up. This pokemon's moves are used three times.
Type: Ground (No Change)

New stats:
HP: 35
Attack: 100 ->120 (+20)
Defense: 50 ->70 (+20)
Special Attack: 50 ->120 (+70)
Special Defense: 70
Speed: 120 -> 110 (-10)
(BST) 425-> 525

New moves
: Charge Beam, Close Combat, Crush Claw
Description: This ability could be cool to use with status moves, or with moves that have a high chance to use their secondary effect.
 
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Ema Skye

Work!
:Dugtrio:
Mega Dugtrio
New Ability
: Tunnelling - In the 'invulnerable turn' of Dig, this Pokemon can switch out instead of attacking. Multiplies the power of Dig by 50%. [Credit to PalpitoadChamp for this ability from DLCmons. I hope you don't mind me taking it but let me know if you are.]
Type: Ground/Dark

New stats:
HP: 35
Attack: 100 -> 130 (+30)
Defense: 50 -> 70 (+20)
Special Attack: 50
Special Defense: 70 -> 90 (+20)
Speed: 120 -> 150 (+30)
(525 BST)

New moves: Parting Shot
Description: This ability turns Mega Dugtrio into great team support, as it now gets an interesting 'fast pivot' move that is somewhat like inverse Teleport. It creates a lot of mind games and removes the 'predictability' of Dig. Unlike other pivoting moves, the choice to pivot is optional. I don't want to overexplain it because it's really simple but incredibly effective because it is just oozing options. Beyond this new tool, Dugtrio still offers support through Stealth Rock, Pursuit (now STAB) and Memento.

:wishiwashi:
Mega Wishiwashi [Shared by Both Formes]
New Ability
: Sardine Sniper - This Pokemon's attacks are boosted by 30%, but it takes 10% of its health as recoil. It transforms into Solo form if it has less than 25% HP.
Type: Water

New stats:
HP: 45
Attack: 140 -> 155 (+15)
Defense: 130 -> 145 (+15)
Special Attack: 140 -> 155 (+15)
Special Defense: 135 -> 150 (+15)
Speed: 30 -> 70 (+40)
(720 BST)

New moves: N/A
Description: 'hey isn't that a life orb for ability?' why yes it is, observant reader! [apparently the last version wasn't feasible to code]

The flavor here is that the Wishiwashi school fires its own members to increase its attack power, but this leaves it eventually without enough fish to keep schooling. Simple effect but it works. Upped speed enough to get some feasible usage off of Scale Shot to boost its speed, but the defense drop makes it easier to fall into solo range.

:falinks:
Mega Falinks
New Ability
: Hegemony - Upon entry, imprisons the last move used by all Pokemon on the battlefield for as long as either Pokemon is on the battlefield.
Type: Fighting/Steel

New stats:
HP: 65
Attack: 100 -> 130 (+30)
Defense: 100 -> 130 (+30)
Special Attack: 70 -> 80 (+10)
Special Defense: 60 -> 70 (+10)
Speed: 75 -> 95 (+20)
(570 BST)

New moves: Icicle Spear, Rock Blast, Spikes
Description: So this is based on the Greek political hegemonies, which are political relationships involving military superiority and control. With team support, it can lure the appropriate move for it to be totally shut down. Some applications:
  • Locking a status move creates opportunities to set up No Retreat.
  • With its new Steel-typing, it can lock the opponent out of a coverage move or force it to use a move it resists (which sets up No Retreat).
  • Imprison Defog/Rapid Spin to set up a Spike
  • Imprison a Choice mon to force a switch
Simple effect, but it has a lot of interesting applications.
 
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:Falinks:
Edit (27.02.2021): Outdated version of Falinks
Mega Falinks

New Ability
: Battle Formation
When mega-evolving or switching in, the user will have one of its stats boosted by 1 stage depending on its last placement in the team.
Extra Info: The ability
- boosts Attack if the user was in the 2. slot
- boosts Defense if the user was in the 3. slot
- boosts Special Attack if the user was in the 4. slot
- boosts Special Defense if the user was in the 5. slot
- boosts Speed if the user was in the 6. slot

Type: Fighting

New stats
:
HP: 65
Attack: 100 -> 130 (+30)
Defense: 100 -> 120 (+20)
Special Attack: 70
Special Defense: 60 -> 90 (+30)
Speed: 75 -> 95 (+20)
BST: 470 -> 570 (+100)

New moves:
Stone Edge, U-Turn, Pain Split, Hidden Power

Description:
Since Falinks is all about battle formation and being able to change it during a fight according to the Pokédex, I decided on an ability that would reflect this kind of flexibility and adaptability; in fact, the ability encourages you to switch between setting up or immediately forcing out opposing Pokémon, depending on the player's needs. For instance, a Speed boost could force out slower Pokémon while an Attack boost could break certain defensive targets. A defensive boost means the player can set up more easily with Swords Dance or No Retreat or take a move on switch in much better in order to threaten the opponent.

As for the move addition, Hidden Power is one of the very few viable special moves on Falinks that it could use effectively to some extent (like hitting Gliscor or Landorus-T) and make the Special Attack boost through its ability or No Rereat not useless. It fits the more pivoting style if you just want to use Falinks for its immediate power or speed. Pain Split allows for more defensive plays and synergizes well with its tactical retreat through U-Turn. Stone Edge is a much stronger move than Rock Slide and makes Falinks less reliant on other coverage moves to deal with certain targets. This frees up the space for utility moves like U-Turn, among others.

Edit (27.02.2021): Revised version of Falinks
Mega Falinks

New Ability
: Stamina

Type
: Fighting

New stats
:
HP: 65
Attack: 100 -> 130 (+30)
Defense: 100 -> 120 (+20)
Special Attack: 70
Special Defense: 60 -> 90 (+30)
Speed: 75 -> 95 (+20)
BST: 470 -> 570 (+100)

New moves:
Stone Edge, Pain Split, Power Trip

Description:
Currently, there are three Mega Pokémon (Nidoqueen, Gourgeist-Super, Regirock) who all have Stamina as their ability. What's important to point out is that they all use it defensively. This Falinks, on the other hand, uses this ability offensively because it can run No Retreat and Swords Dance to increase its offensive power, similar to what Zygarde did in OU when it was allowed (Dragon Dance + Coil).

With Stamina and No Retreat, you can accumulate lots of stat boosts, and this is where Power Trip comes into play to take advantage of its stat boosts. If you want, you could run Reversal since Falinks is going to take hits any way and wouldn't want to decrease its power by using Close Combat. After all, this move lowers your defense, thereby making Power Trip weaker. If you're not much a fan of Power Trip, you could always run Stone Edge to hit many targets.

Imo, Falinks is balanced because you have to know when to use Close Combat as it has anti synergy with Stamina. Moreover, since it's not too fast, your opponent should have sufficient ways to check it, like Tapu Lele or Volcarona.

Flavour wise, I imagine that just like any soldier, Falinks has to be pretty resilient to not loose a fight. And if you execute different battle formations, this endurance is pretty important in a group. After all, if one member is too tired and weak, the rest of the group will suffer as they have to cover it in order for the formation to not break.

:Wishiwashi-School:
Mega Wishiwashi-School

New Ability
: Intimidate

Type
: Water

New stats
:
HP: 45
Attack: 140
Defense: 130 -> 150 (+20)
Special Attack: 140 -> 180 (+40)
Special Defense: 135 -> 175 (+40)
Speed: 30
BST: 620 -> 720 (+100)

New moves:
Pain Split, Origin Pulse

Description:
According the Pokédex, Wishiwashi-School form is known as the "Demon of the Sea", even able to scare the fearsome Gyarados. Intimidate mirrors this aspect perfectly.

From a competitive point of view, the ability underlines the defensive quality of a water Pokémon since they tend to switch into physical moves, such as Earthquake or Close Combat. Moreover, it allows this Pokémon to stay longer on the field (especially when it has low HP) and threaten the opponent more often with its huge Special Attack stat.

What's special about Intimidate on Wishiwashi-School is that it is the slowest user of the ability. Thus, if you use U-Turn or Flip Turn, there's a high chance it can safely bring in a Pokémon to deal with the opposing Pokémon. Furthermore, due to the lowered Attack, the new Pokémon can likely use this chance to set-up more easily as it likely doesn't have to take damage from the opponent when brought into the battle due to Wishiwashi-School's low speed.
Interestingly enough, most Intimidate user are physically inclined Pokémon who use this ability to set-up. The few specially inclined Pokémon use it either for fast pivoting (Mega Manectric) or for setting up (Masquerain), meaning Wishiwashi-School can fill the spot of an Intimidate user that offers slow pivoting and immediate power on the special side.

Admittedly, I was focusing more on VGC when creating Wishiwashi-School and calculating its stats as I imagine it to thrive well enough in this format. Having Intimidate means, its partner can support it more reliably. With access to a strong spread move in Origin Pulse, it makes up for its supportive partner not attacking the opponent. In Singles, the addition of Pain Split allows Wishiwashi-School to function as an offensive support Pokémon more reliably without making it too broken if it had a more reliable recovery.
If you need a flavour explanation for Origin Pulse, I'm going to quote mutitus's explanation of Tearful Look on Wishiwashi (Source) at first.

While these creatures are notable for being one of the few Pokémon able to learn the Tearful Look technique, this only serves as a further reminder that their only real defense is to make themselves look too cute for others to attack. They can do this by releasing a thin films over their eyes that makes them look like they are watering up and preparing to cry. In reality, this film not only serves as a deterrent against attack but also a signal, as light is concentrated in this film and projected outward like a beacon, making their eyes shine so brightly that they can be seen from almost 25 miles away; this in turn alerts nearby Wishiwashi as an SOS signal, calling them for assistance so the original Wishiwashi can find at least some safety in numbers.

I imagine Wishiwashi can use this light not only to make themselves cute while calling for help but also to unleash their fury onto their enemy once they've formed into a school form. If Origin Pulse is too much, it can always be left out!

:Wishiwashi:
Mega Wishiwashi

New Ability
: Cry for Help
When the user attacks, damage is calculated based on the power of the last unfainted Pokémon in the player's team.
Extra Info: This power includes the offensive base stats, item, ability, boost, EVs/IVs of the chosen Pokémon.

Type: Water

New stats
:
HP: 45
Attack: 20
Defense: 20
Special Attack: 25
Special Defense: 25
Speed: 40 -> 140 (+100)
BST: 175 -> 275 (+100)

New moves:
Pain Split, Origin Pulse

Description:
The ability is a reference to the Totem battle where it would call an ally to help it. It also fits flavour wise, I think. After all, if it is in this weakened state, surely you need help to defend yourself! And what better way than to cry for help?

Since Wishiwashi is so fast and has low HP to abuse Endeavor (especially since you have to activate this form), it will often force out the opposing Pokémon, thereby making it much easier to click a pivoting move to manipulate your team order and take advantage of its ability. This Wishiwashi really only needs to invest into its Speed to threaten an opponent. The rest could go into its bulk or into its offense if you want to use its school form before turning it into its solo form.
 
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AquaticPanic

Intentional Femboy Penguin
is a Community Leaderis a Community Contributor
Community Leader
:falinks: Mega Falinks
New Ability
: Unaware
Type: Fighting

New stats:
HP: 65
Attack: 120 (+20)
Defense: 120 (+20)
Special Attack: 80 (+10)
Special Defense: 100 (+40)
Speed: 85 (+10)
[570]

New moves: Power Trip, Pain Split, Refresh, Sacred Sword, Drain Punch
Description:

- Aiming for a Bulky Offense mon, making use of Unaware so opposing pokémon can't break through the defensive boosts very easily.

- Sacred Sword and Drain Punch were added because with its best STAB otherwise being Close Combat, Falinks has a very weird case of anti-synergy between the moves it wants to run (And the only other fighting option for it that doesn't drop stats was Brick Break, having nearly half the power of close Combat).

- Drain Punch, Refresh and Pain Split are there to give a little bit of longevity and help out on the bulky offense role.

- Power Trip is a very simple coverage move, hitting important types like Ghost and Psychic while also having great synergy with No Retreat (Reaches 120 BP after No Retreat!). Alongside Iron Head and Fighting Stab, it can fit perfect coverage on a set with No Retreat / Power Trip / Sacred Sword / Iron Head.





:dugtrio: Mega Dugtrio
New Ability
: Road Trio - This Pokémon uses Ground moves 3 times, with Attacking Ground moves having their power reduced to 33%. Works with Ground-Type Status Moves as well.
Type: Ground

New stats:
HP: 35
Attack: 145 (+45)
Defense: 70 (+20)
Special Attack: 60 (+10)
Special Defense: 70 (+0)
Speed: 145 (+25)
[525]

New moves: Spikes, Taunt
Description: I realise a lot of other submissions have a simillar idea for Dugtrio hitting 3 times. I also might hear you asking what's the point of making it hit 3 times but have its power cut in 1/3, essentially making no difference in damage. Well, the answer is simple. Road Trio also affects Status moves, meaning Dugtrio can get 3 layers of Spikes in one turn! It fills the role of a lead, being able to shut down opposing leads with Taunt, forcing out foes so it can set hazards more easily and also carrying Stealth Rock itself if you want both hazards (Beware that Dugtrio lacks longevity though). It hits slightly harder than Base Dugtrio with a Life Orb, making sure its attack isn't broken. Its overall high Speed also allows it to further work out its Lead role by outspeeding most foes and Taunting them. Dugtrio's shotcoming is the base 35 HP, giving it frailty that can't really be worked around.

(Also while I know this is a singled Meta, this thing is very cool in doubles with Bulldoze and Rototiller and you can also use the way gimmickier and less good Scorching Sands)
 
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:ss/falinks:
Mega Falinks
Fighting
Ability: Decelerate (At the end of each turn, this Pokemon's Attack raises by 1 stage and its Speed falls by 1 stage.)

Hp: 65
Att: 110 (+10)
Def: 105 (+5)
Spec Att: 70
Spec Def: 105 (+45)
Sped: 115 (+40)

New Moves: Pin Missile, Stone Edge, U-Turn

Description: Another Decelerate pokemon! This pokemon is able to take hits well enough and hits hard with moves like Close Combat, Stone Edge, Megahorn, Poison Jab, & other strong moves. It gets No Retreat for boosting and U-Turn allows it to switch out if necessary.

:ss/dugtrio:
Mega Dugtrio
Ground
Ability: Convection Current (Mega Dugtrio's Speed is doubled when gravity is intensified.)

Hp: 35
Att: 145 (+45)
Def: 80 (+30)
Spec Att: 75 (+25)
Spec Def: 90 (+20)
Sped: 100 (-20)

New Moves: Gravity, Zen Headbutt

Description: I may not have a 5 paragraph explanation like Hematite, but I think Convection Current is too good to not use on a mega. This pokemon takes advantage of the gravity by hitting hard with Earthquake, Zen Headbutt, and Stone Edge. This combo is very effective at destroying lots of pokemon. But it only really needs earthquake to kill most pokemon. I did some calcs and
252 Atk Dugtrio Earthquake vs. 252 HP / 252+ Def Blissey: 322-379 (45 - 53%) -- 30.5% chance to 2HKO
252 Atk Dugtrio Earthquake vs. 252 HP / 0 Def Mew: 178-210 (44 - 51.9%) -- 12.5% chance to 2HKO
252 Atk Dugtrio Stone Edge vs. 0 HP / 4 Def Rillaboom: 129-152 (37.8 - 44.5%) -- guaranteed 3HKO after Grassy Terrain recovery
252 Atk Dugtrio Earthquake vs. 0 HP / 0 Def Celesteela: 348-410 (103.8 - 122.3%) -- guaranteed OHKO
252 Atk Dugtrio Earthquake vs. 252 HP / 4 Def Corviknight: 338-402 (84.5 - 100.5%) -- 6.3% chance to OHKO
-1 252 Atk Dugtrio Earthquake vs. 0 HP / 12 Def Landorus-Therian: 127-151 (39.8 - 47.3%) -- guaranteed 3HKO
252 Atk Dugtrio Earthquake vs. 0 HP / 12 Def Landorus-Therian: 192-226 (60.1 - 70.8%) -- guaranteed 2HKO
252 Atk Dugtrio Earthquake vs. 252 HP / 80 Def Ferrothorn: 132-156 (37.5 - 44.3%) -- guaranteed 3HKO after Leftovers recovery

:ss/wishiwashi-school:
Water/Dark
Ability: Chaos Swarm (This pokemon's contact moves lower the target's defense stat.)

Hp: 45
Att: 145 (+5)
Def: 160 (+30)
Spec Att: 160 (+20)
Spec Def: 165 (+30)
Sped: 45 (+15)

New Moves: Crunch

Description: I am CHAOS. We have a unique pivot that weakens the pokemon is pivots out from allowing for upcoming pokemon to deal more damage.
 
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I am big sad that my Zoroark lost, but that's not gonna stop me from making more subs!

:rb/dugtrio:
Dugtrio-Mega
Holey Moley
Type: Ground
Ability: Diggy Diggy Mole - After Dugtrio attacks with Dig, the opposing pokemon is hit again the following turn at half power.

New Stats
HP: 35 (Unchanged)
Atk: 120 (+20)
Def: 90 (+40)
SpA: 50 (Unchanged)
SpD: 90 (+20)
Spe: 140 (+20)

New Moves: None.

"I am a mole and I'm digging a hole! Diggy Diggy Mole!"
Dugtrio's new ability turns Dig into a pseudo Future Sight. Turn one is the charge turn. Turn two is when Dugtrio attacks with Dig. Turn 3, the opponent is hit with a 40 bp Dig, even if they switched out (except flying types of course).

This does not stop Dugtrio from starting another dig up again, as there wouldn't be another Future Sight-like effect until turn 4, and the first one ends at the end of turn 3.

The idea for this came from sinkholes, and the idea of Dugtrio-Mega causing sinkholes underneath the opponent from all the digging it does.

With the extra defense, it has hope in taking weak attacks now, and can afford 76 EV's in a Defense stat as Jolly with 176 EV's in Speed puts him at 396 Speed, making him outspeed KoKo.

I was gonna name it Pitfall or Sinkhole, but then I thought Diggy Diggy Hole would be funny (and it was (and it fits)) and then made it more punny (and more fitting) because it's the Mole pokemon.


SUBMISSIONS ARE UNDER CONSTRUCTION. PLEASE KEEP YOUR HARD HATS ON AND BEWARE OF FALLING LETTERS. THANK YOU!
 
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:ss/dugtrio:
Mega Dugtrio
New Ability
: Triple Threat: On switch in, this pokemon's three highest stats gain a 1.2 boost.
Type:
Sand Tomb - Ground-type

New stats:
HP: 35
Attack: 100 ->130 (+30)
Defense: 50 ->60 (+10)
Special Attack: 50 ->60 (+10)
Special Defense: 70
Speed: 120 -> 170 (+50)
New moves: None
Description: A mon following in the footsteps of MegaDrill, excelling in certain stats while being simply horrible in others.
:ss/falinks:
Mega Falinks
New Ability
: This is Sparta!: When this pokemon knocks out another, it steals the stat changes similar to Spectral Thief
Type:
Rock Smash - Fighting-type

New stats:
HP: 65
Attack: 100 -> 160 (+60)
Defense: 100 -> 90 (-10)
Special Attack: 70 -> 110 (+40)
Special Defense: 60 -> 90 (+30)
Speed: 75 -> 55 (-20)
New moves: Power Trip
Description: A different, bulkier type of mon. Maybe a tiny bit broken, but it has to set up to be effective.


:ss/Wishiwashi:
Mega Wishiwashi-Solo
New Ability
: Rattled
Type:
Brine - Water-type

New stats:
HP: 35
Attack: 20->60 (+40)
Defense: 20->30 (+10)
Special Attack: 25-> 65 (+40)
Special Defense: 25->35 (+10)
Speed:40
New moves: None
Description: This form sucks.

:ss/wishiwashi-school:
Mega Wishiwashi-School
New Ability
: Saftey in Numbers: This pokemon is immune to status and takes half damage from physical attacks from pokemon with defense more than 100 points higher than attack and special attacks from pokemon with special defense more than 100 points higher than special attack.
Type:
Brine - Water-type

New stats:
HP: 35
Attack: 140 -> 150 (+10)
Defense: 130 ->170 (+40)
Special Attack: 140 -> 160 (+20)
Special Defense: 135 ->155 (+20)
Speed: 30 -> 40 (+10)
New moves: None
Description: A crazy strong wallbreaker that goes down very easily to revenge killers and sweepers.
 
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Mega Wishiwashi
Type: Water=> Water/Psychic
Ability: Temporary Alliance:
On switch-in, this pokemon gains +1 SPA and ATK. However, if it falls to 50% hp or lower, ATK and SPA are lowered by 2 stages (Intrepid Sword clone).
HP: 45
Atk: 140 => 160 (+20)
Def: 130 => 155 (+25)
SpA: 140 => 160 (+20)
SpD: 135 => 155 (+15)
Spe: 30 => 55 (+25)
New Moves: Water Spout, Psychic
Description: Boasting monstrous 160 attacking stats coupled with a free +1 boost to both of these stats on switch-in and powerful attacks like Water Spout, Mega Wishiwashi becomes an offensive menace. It also has incredible defense stats, which allows it to tank hits and not let the hindering part of its ability trigger. Speaking of negatives, Wishiwashi has very low speed, and if it falls to under half health, its attacking stats are decreased by -2. Because of these drawbacks, it's best to pair this mon with a Trick Room setter, a Teleport user, or both so that the fish(es) don't take unnecessary damage.

Mega Dugtrio
Type: Ground
Ability: Excavator:
This pokemon ignores Opponent's Substitutes, Protect, and screens ( Infiltrator + Unseen Fist Clone)
HP: 35
Atk: 100 => 140 (+40)
Def: 50 => 70 (+20)
SpA: 50
SpD: 70 => 85 (+15)
Spe: 120 => 145 (+25)
New Moves: Bulk Up, Superpower, Zen Headbutt, Gunk Shot, Knock Off, Taunt
Description: Mega Dugtrio can take advantage of stall by ignoring Protect and can prevent opponents from using status moves with Taunt. It also does well against offense, as it ignores screens and is faster than most pokemon.

Mega Falinks
Type: Fighting => Fighting/Steel
Ability: Tactical Retreat:
This pokemon cannot be trapped
HP: 65
Atk: 100 => 130 (+30)
Def: 100 => 110 (+10)
SpA: 70
SpD: 60 => 90 (+30)
Spe: 75 => 105 (+30)
New Moves: Horn Leech, Meteor Mash, Bullet Punch, Earthquake, Mach Punch
Description:
 
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:Dugtrio: Mega Mega Dugtrio
New Ability
: Tri Effect - User's attacks all have a 30% chance to either burn, freeze, or paralyze the target (10% chance each).
Type: Ground/Rock

New stats:
HP: 35
Attack: 100 -> 60 (+60)
Defense: 50 -> 70 (+20)
Special Attack: 50
Special Defense: 70
Speed: 120 -> 140 (+20)
BST: 425 -> 525

New moves: U-turn
Description: Mega Dugtrio's stats are straightforward as all it needs are more attack and Speed. It's basically used as a late-game cleaner, using it's base 140 Speed to pick off slower, weakened opponents. It may struggle to KO bulkier opponents and that's where its ability comes in. Tri-Effect, inspired by Tri Attack, helps it where even if Mega Dugtrio misses a KO, it still has a good 30% chance to cripple the surviving opponent. Tri-Effect also synergizes really well with U-turn, as it allows Dugtrio to pivot out from an unfavorable situation and cripple the opponent to turn the tables and gain momentum. Its offensive typing also allows it to hit opponents immune to the Tri Effect status: Ground STAB for Fire- and Electric-types, Rock STAB for Ice-types. I chose to give it a Rock-typing because STAB EdgeQuake is fantastic, and Dugtrio is frail enough anyway that it doen't really mind the negative defensive qualities of the Ground/Rock typing.
 
Wishiwashi's mega evolution form is based off of the form it is in when mega evolving.
:ss/wishiwashi-school: Mega Wishiwashi (School)
New Ability:
Mind Break: This pokemon lowers the attack and special attack of the opposing pokemon on switch in. This pokemon also has the Aura Break modifier.
Type: Water (No Change)

New stats:
HP: 35
Attack: 140 ->160 (+20)
Defense: 130 ->155 (+20)
Special Attack: 140
Special Defense: 135 ->155 (+20)
Speed: 30 ->65 (+35)
(BST) 625 ->725

New moves
: Gyro Ball, Flail
Description: The power from mega evolution makes the already feared wishiwashi even more feared, making opposing pokemon even less willing to fight it, and it makes Dark Aura and Fairy Aura weaker.

:ss/wishiwashi: Mega Wishiwashi (Solo)
New Ability:
Battle Cry: This pokemon's attack and special attack are quadrupled, and its speed is doubled. This effect is activated when at 25% HP or less.
Type: Water

New stats:
HP: 45
Attack: 20 -> 37 (+17)
Defense: 20
Special Attack: 25 -> 37 (+12)
Special Defense: 25 -> 85 (+60)
Speed: 40 -> 66 (+26)
(BST)

New moves: Gyro Ball, Flail
Description: Using the power from mega evolution as a last resort, wishiwashi sends out a battle cry, which powers it up significantly.

This post has my mega-wishiwashi before editing it with the feedback from Hematite. This is the link to my edited version of mega-wishiwashi: https://www.smogon.com/forums/threa...st-pet-mod-of-the-season.3671140/post-8766072
 
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Mega Dugtrio
:ss/dugtrio:
New Ability : Holey-Moley : When Dugtrio reaches half or less HP, It comes out of its hole and shows its true self...A three headed dangerous threat who looks like he looks like he trained with G-Max Grimmsnarl. Its attack increases and becomes a bit bulkier, only for a little bit of speed loss.
Type : Ground
Holey-Moley Type : Dark/Ground

Stats

HP: 35
ATTACK: 100 ---> 120 (+20)
DEFENSE: 50 ---> 90 (+40)
SP.ATTACK: 50 ---> 55 (+5)
SP.DEFENSE: 70 ---> 90 (+20)
SPEED: 120 ---> 135 (+15)

Holey-Moley Stats

HP: 35
ATTACK: 120 ---> 135 (+15)
DEFENSE: 90 ---> 105 (+15)
SP.ATTACK: 55
SP.DEFENSE: 90 ---> 105 (+15)
SPEED: 135 ---> 105 (-30)

New Moves : U-turn, Shore Up, Knock Off, Dragon Dance! (Just kidding about that last one, Dugtrio would be OP with DD)

Description : Dugtrio goes from being a fast, frail not that hard hitting little dude to a decent speed, bulky nuke with its Holey-Moley ability.
Sample Set : Earthquake (STAB), U-turn (Good for escaping tough situations, momentum and helps keep Dugtrio alive), Shore Up (Good for getting back in your speedy form) Knock Off (Good Holey-Moley Stab and great for knocking off lefties)

Let me know if you think this is too broken, as I can make some changes.









:ss/drampa:
 
:ss/dugtrio: Mega Dugtrio @ Dugtrite

New Ability : Triple Crusher
(This pokemon Physical moves become multi-hit moves and hit three times with 1/5 of the Base Power move for the first hit, 2/5 for the second and 3/5 for the third hit. Accuracy check only for the first hit.)
[Two turn moves works like : charges => hit (2/5) => hit (3/5) instead of hit (1/5) => hit (2/5) => hit (3/5).]

Type : Ground/Rock

New stats :
HP: 35
Attack: 100 -> 140 (+40)
Defense: 50 -> 70 (+20)
Special Attack: 50
Special Defense: 70
Speed: 120 -> 160 (+40)
(BST) : 525 (+100)

New moves : (None)

Description : What if every moves of this pokemon become a better version of Triple Axel ? Like every head uses its own power to attack the foe instead of using the three heads together, the power of the move increase each time because the three heads don't have the same strength, to me, the small one is the weakest and the height one is the strongest.
I have a prototype design of the mega :
sketch-1613151731642.png

:ss/Falinks: Mega Falinks @ Falite

New Ability: Armored
(When Def lowers by one, raises by one. When SpD lowers by one, raises by one.)

Type: Fight/Steel

New stats:
HP: 65
Attack: 100 -> 120 (+20)
Defense: 100 -> 120 (+20)
Special Attack: 70
Special Defense: 60 -> 120 (+60)
Speed: 75
(BST) : 570 (+100)

New moves: (None)

Description: I've decided to put an Armor on Falinks, giving it a lot of bulk, and an ability that allow it to not be afraid of using Close Combat, like Serperior with Leafstorm without the boost after.

:ss/wishiwashi: Mega Wishiwashi @ Wishiwite

New Ability: Sea Guardians
(Only Wishiwashi-Mega, When HP<1/4, become Solo form and active "Afraid Fish" effect. Else, become School form and active "Feared Fish" effect.)
[Increase speed by one when HP<1/4]

Type: Water

New stats:
HP: 45
Attack: 20 -> 25 (+5)
Defense: 20 -> 35 (+15)
Special Attack: 25
Special Defense: 25 -> 35 (+10)
Speed: 40 -> 110 (+70)
(BST) : 275 (+100)

:ss/wishiwashi-School: Mega Wishiwashi-School @ Wishiwite

New Ability: Sea Guardians
(Only Wishiwashi-Mega, When HP<1/4, become Solo form and active "Afraid Fish" effect. Else, become School form and active "Feared Fish" effect.)
[Lower the highest attacking stat of the foe by one when HP>1/4.]

Type: Water

New stats:
HP: 45
Attack: 140 -> 150 (+10)
Defense: 130 -> 150 (+20)
Special Attack: 140 -> 150 (+10)
Special Defense: 135 -> 150 (+15)
Speed: 30 -> 75 (+45)
(BST) : 720 (+100)

New moves: Life Dew

Description: To me, wishiwashi is a pokemon with a really cool concept behind but GF didn't make it work like it should do. Concretely, having 25% of your HP in base version is like a KO but even worse, because you just give at least one turn to your opponent to set up, here it's totally different, having 25% of your HP or less mean you would have +1 Speed, so its speed reaches 525, this is faster than every pokemon (exept Regieleki), and so you can use maybe Rest to recover or Life Dew, and lower the best attacking stats of the foe.
I also have a prototype design of this one :
20210217_022315.png
 
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1613993676946.png

Mega-Falinks
Type:
Fighting/Steel
Ability: Siege
If this pokemon is trapped, the opponent it is looking at can't use any status moves. Fainting a pokemon while trapped freeds it.

HP: 65
Atk: 100 (-)
Def: 140 (+40)
Spa: 100 (+30)
Spd: 100 (+40)
Spe: 65 (-10)

New moves: False Surrender, Flash Cannon, Aura Sphere, Shadow Ball, Gyro Ball

Appearance: Upon mega-evolving, Falinks position itself as a Helepolis tower, an ancient greek siege weapon, and grows hard steel shells on it's sides. The moves it gains reflect on the Helepolis formation: False Surrender as a war tactic, Cannon and Ballistic moves as attacking moves. This also makes Falinks heavier, and so, slower.
Fun fact: Falinks egg groups are Fairy and Mineral. The last one is mostly composed by steel, rock and ground pokemon; and the first one by small/cute blobs.

Falinks is based on a ancient greek war formation, the phalanx. Uppon mega-evolving, it can traps itself to siege a victim, incapacitating it of gaining resources (status moves). The victim only options are to fight back and try to defeat the siege, or fled in panic.

Uses: Falinks can use the opportunity to set up on slow pokemon that generaly could wall it like toxapex, corviknight, slowgang, etc., to set up.

It also prevents the use of haze or leech seed, that can wear it down and makes it's gameplay harder.

With it's status and movepool, Falinks can run physical, special or mixed sets, with No Retreat synergizing with it's ability.
It can even go for bulky Substitute sets since it's new steel typing provides it with great resistances and toxic immunity, besides a 4x resistance to stealth rock.
 
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:ss/dugtrio:
Mega Dugtrio
New Ability
: Drilling Sandstorm (deals 1/12 extra of all non ground pokemons HP after using a ground move. Factors in weakness like stealth rock.)
Type: Ground/Rock
New stats:
HP: 35
Attack: 130(+30)
Defense: 85(+35)
Special Attack: 50
Special Defense: 95(+25)
Speed: 130(+10)
(525) New moves: Diamond Storm
Description: In its dex entry it states that it could go down 60 miles! I imagined that when it drills down it causes a bunch of sand to fly out from the sides. So its ability is all the debris and sand that flies out when it drills. When it drills, the debris that flies out caused the damage and the debris is like stealth rocks flying around. Ground rock for STAB diamond storms and because it digs up rock? Let me know if I should remove the rock typing.This pokemon's stealth rock chip will still does 25% to flying types guaranteed. Overall, I think this Pokémon's niche would be to chip down opponents for teamates and punish flying types who want to come in for free. One thing to note is that dig activates the ability on first use AND second.

:ss/Wishiwashi: :ss/wishiwashi-school:
Mega Wishiwashi
New Ability
: Schooling Reunion(if the user is Wishiwashi- School, changes to Solo if it has > 1/4 max HP, else School Form. Gains 1/4 HP after transforming to school form.)
Type: Water

:ss/Wishiwashi:
New stats for Solo-Mega Wishiwashi:
HP: 45
Attack: 20
Defense:20
Special Attack:25
Special Defense:25
Speed:140(+100)
(275)

:ss/Wishiwashi-School:
New stats for School-Mega Wishiwashi
HP:45
Attack: 170(+25)
Defense:160(+30)
Special Attack:170(+30)
Special Defense:160(+25)
Speed:20(-10)
(720)
New moves: Soak, Splash
Description: The ability is similar to mega archeops' ability as it swaps the way the ability works. This would be very useful for it so it never has to be in its weak form and can be strong all the time. It is a very powerful pokemone with strong Defense and a lot of power but is limited by its very low speed and hp making its defenses less impressive than it seems. And just when u think u have disabled the wishiwashi, it comes back stronger than before. Things like Rillaboom and Magnezone can easily revenge kill it but nonetheless, it would probably prove to be a fearsome role in bulky offense and balance alike.

:ss/Falinks:
Mega Falinks
New Ability :
Stance Change* just changed ability to this to clear up confusion and so it easier on the eyes.
Type: Fighting
New stats: Offensive Formation:
HP: 65
Attack: 150(+50)
Defense: 60(-40)
Special Attack: 146(+76)
Special Defense: 60
Speed: 89(+14)


New Stats: Defensive Formation:
HP:65
Attack:100
Defense:140(+40)
Special Attack:70
Special Defense:130(+70)
Speed:65(-10)
(570)

New moves: Secret Sword, Dark Pulse, Nasty Plot, Kings Sheild

Description: It is known as the "formation pokemon" so I decided to integrate it more into the pokemon. Upon mega evolution,it goes into defense formation by switching to position of the "minions", as I like to call them, into a more defensive stance.(And vice versa)Its niche would be to be a bulky offense mon that can come in easily and hit very hard. To put in perspective, Garchomp has 130 attack with a 100 base stab move while falinks has 150 atk with a 120 stab move. Would make for a very strong breaker using Swords dance or Nasty plot . Pokemon can outplay kingshiled using substitute but is still a very hard pokemon to counter. Maybe a little too strong? Edit: I did some more balancing I think its balanced now.
 
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ayy I'm back

:ss/dugtrio:

Mega Dugtrio
Typing: Ground
Ability: Hustle
Stats:
  • HP: 35 (+0)
  • Attack: 130 (+30)
  • Defense: 70 (+20)
  • Special Attack: 50 (+0)
  • Special Defense: 90 (+20)
  • Speed: 150 (+30)
New Moves: Superpower

Mega Dugtrio is an incredibly high risk/reward mon. If you land a hit, you're almost certain to get a kill, but if you miss, you're almost certain to go down. Dugtrio already gets Hone Claws to offset Hustle, but it's incredibly risky to set up due to its piss-poor bulk. Superpower is here for some much-needed Fighting coverage, while still being balanced due to it lowering Attack.
 
Mega Dugtrio

Type: Ground+ICE
Ability: (took a bit ngl)(the name is subpar) Rotation dance: all three heads cooperate so as a result its ability cycles through 3 abilities: Sand force, Sand veil and tangling hair as well as their stats:

Diglett 1:
HP: 35
ATTK: 145 (+45)
DEF: 85 (+30)
SPA: 50
SPDEF: 70
SPEED: 145 (+25)

Diglett 2:

HP: 35
ATTK: 50 (SWITCHED WITH SPA)
DEF: 50
SPA: 145 (+45)
SPDEF: 100 (+30)
SPEED:145 (+25)

Diglett 3:

HP: 35
ATTK: 100
DEF: 100 (+50)
SPA: 50
SPDEF: 100 (+30)
SPEED: 145 (+25)

MOVES
: ice beam, icicle crash body press

DESCRIPTION: so since ninetails and sandslash got an ice alolah form, i gave it an ice mega, and the fact that moles always look like they have a cold just added to it. to sum it up they are frail and have the strength to back it up (vice versa)
 
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:ss/Falinks:
Mega Falinks
Falinknite
Ability-Feigned Retreat- This Pokemon pretends to be weak, then ambushes the enemy when they get close. (When this Pokemon is hit by a contact move, all stats increase by 1. Only works once. Non-skill swappable, if the pokemon in question has used no retreat the ability becomes useless)

Fighting/Electric
Hp- 65
Attack: 105 (+5)
Defense: 130 (+30)
Sp Atk: 70 Sp
Def: 120 (+60)
Speed: 80 (+5)
BST: 570

New Moves: Wild Charge

Description: My entire idea for this is to deal with the water and flying types that normal fighting types can't deal with in the meta. It does 70-90% to the Corvikight OU Defogger set and about 60% to the normal Mega Corviknght Set, 84-100% of a standard physical toxapex, and 95-113% of a fini. The other benefit of the ability is that you can still hard switch with the ability.
 
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:ss/dugtrio: Mega Dugtrio
Type:
Ground
Ability: Flat-earther

Dugtrio will claim that the Earth is flat and nothing can convince it's heads they're wrong, even science.

It will proudly shouts it fallacies all over the place, annoying anyone that has a functional brain.

Volatile status conditions will not fade while this pokemon is active, for every pokemon active on the field, including itself.

HP: 35
ATK: 120 (+20)
DEF: 90 (+50)
SPA: 51 (+1)
SPD: 89 (+19)
SPE: 130 (+10)

New moves: Flatter, Torment, Taunt.

Don't vote this or else Dugtrio will try to convince you they are right. And they won't stop.
 
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:ss/falinks: Mega Falinks
New Ability
: Iron Barbs
Type: Fighting/Steel

New stats
:
HP: 65
Attack: 100 ->120 (+20)
Defense: 100 ->110 (+10)
Special Attack: 70
Special Defense: 60 ->110 (+50)
Speed: 75 ->95 (+20)
(BST)

New moves: Spiky Shield, Sacred Sword, Smart Strike
Description: Falinks takes on a defencive stance, attacking pokemon that try to attack it.

EDIT: Changed the ability to Iron Barbs, and replaced Behemoth Blade with Smart Strike.
 
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:ss/falinks: Mega Falinks
New Ability
: Steely Spirit
Type: Fighting/Steel

New stats
:
HP: 65
Attack: 100 ->120 (+20)
Defense: 100 ->110 (+10)
Special Attack: 70
Special Defense: 60 ->110 (+50)
Speed: 75 ->95 (+20)
(BST)

New moves: Spiky Shield, Sacred Sword, Behemoth Blade
Description: The power of mega evolution powers up falinks' steel moves.
Yeah, no. Behemoth Blade + Steely Spirit + Steel STAB off of 120 base attack will not fly, especially with No Retreat. I suggest you remove Behemoth Blade, or change the ability, or do both, to make it balanced. Thanks you for reading this message! Just trying to help you :)
 
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wishiwashi-school.gif
Wishiwashi-Mega
(This Pokemon cannot Mega Evolve in Solo Form)
Type: Water/Steel
Ability: Gulp Missile

Stats:
HP: 45 -> 45 (+0)
Atk: 140 -> 160 (+20)
Def: 130 -> 160 (+30)
SpA: 140 -> 160 (+20)
SpD: 135 -> 160 (+25)
Spe: 30 -> 35 (+5)

New Moves:
Flash Cannon, Thunderbolt, Recover

Description: Wishiwashi now becomes a military nuclear submarine. Shoots Solo Wishiwashi and Tynamo.
 
Mega Falinks:


Typing: Figthing
Ability: Cornered - If Falinks is unable to switch out, its moves do 30% more damage.

HP: 65
Attack: 140 (+40)
Defense: 100 (+20)
Special Attack: 70 (+0)
Special Defense: 80 (+20)
Speed: 95 (+20)

New moves: Roll out; Thrash

Description:
The ability takes advantage of Falinks signature move "no retreat". Its also helpful if Falinks is the last non fainted Pokemon on your team and cant use no retreat for some reason or if the opponent used a trapping move. The ability should also activite when Falinks uses a multi-turn attack and i added 2 such moves so Falinks can take advantage of them.


Mega Wishiwashi:


Typing: Water
Ability: Strength in numbers - If there are more non-fainted Pokemon on your side of the field, this mons moves do 30% more damage.

HP: 45
Attack: 150 (+10)
Defense: 170 (+40)
Special Attack: 170 (+30)
Special Defense: 155 (+20)
Speed: 30 (+0)

New moves: Origin Pulse; Earth Power

Description:
Base Wishiwashi gets stronger by forming a swarm. I wanted to continue this principle and came up with an ability that makes wishiwashi stronger if its team has an advantage in numbers. I also gave it origin pulse and earth power tó improve its wall breaking power so its ability has a chance to be activated.
 
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Yung Dramps

awesome gaming
:ss/Wishiwashi:
Pokemon: Mega Wishiwashi-Solo
Type:
/

Stats: 45 / 25 (+5) / 55 (+35) / 25 / 55 (+30) / 70 (+30) (275 BST)
Ability: Forbidden Seas: Whenever this Pokemon attacks or takes damage, it is calculated using the stat boosts of Wishiwashi-Schooling (+120 for Attack, +115 for Special Attack and +110 for both Defenses). 1.5x to both defenses if the user is at or below 25% HP.

:ss/wishiwashi-school:
Pokemon: Mega Wishiwashi-Schooling
Type:

Stats: 45 / 165 (+25) / 135 (+5) / 165 (+25) / 140 (+5) / 70 (+40) (720 BST)
Ability: Barbarous Coasts: 1.5x damage if the user is above 25% HP.
New Moves: +Shadow Ball, Shadow Sneak, Wild Charge, Work Up
Description: “As for me, I am tormented with an everlasting itch for things remote. I love to sail forbidden seas, and land on barbarous coasts.” -Moby Dick
In its schooling form, Mega Wishiwashi becomes a longer, snow-white sperm whale, assembled by so many stronger fishes including some Goldeen and Tynamo that it adopts that color. If it gets reduced to its Solo form before it can Mega and it does so, it'll call upon its now deceased allies to give it a similar power as if those components were still alive. The boosts for both forms tie back into the 25% health threshold of Schooling
 

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