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

Yung Dramps

awesome gaming
Aight, changes made! Quick summary for both my subs:
-For Mightyena I chopped the speed way down and and trimmed off some Attack/Defense points to dump into Special Attack, albeit nowhere near as hard as Mega Gatr
-As for Stoutland I changed the ability to impact allies in Doubles, essentially Ally Switching with them the first time they are targeted with a super-effective move while it's on the field
 
hey, thanks. i didn't think if i should do both, but i removed the special attack. the special defense one works well since he has lower special then physical, so it wouldn't really help him. it would help special mons against chancey or blissey
 
Hello, everyone!!
It's now time for the submission phase to close and for voting to begin!!

:sm/Granbull::sm/Mightyena::sm/Stoutland:

As always, I really appreciate everyone who took the time to respond to the feedback I gave!!
It seems like almost everyone once again managed to edit their subs in time, which is always fantastic to see!

I'll still take this opportunity to tag everyone who didn't make it in case you still wanted to make changes, of course!
As is the usual policy, it's not too late to update your sub if you just didn't have time in the last 24 hours! If you need to make any changes to a disqualified sub before the voting phase closes, just let us know by DM or in the Discord, and I'll add it back right away if it's fixed! As long as there are still people voting, you have time to win their votes, haha.
Please make sure to get in touch with the same council member who compiled subs for that Pokémon!
That is, please reach out to me if you have changes to make to Granbull or Mightyena and inkbug if you have changes to make to Stoutland.
We can't edit each other's posts, so it's important to let the right person know about any updates! C:


With that said, subs from the following people are still being excluded at the moment:

:mightyena: ArhamA and :stoutland: The Main Mon - both of these are Abilities I warned would not likely be allowed without serious and well done justification proving they were executed thoughtfully, and neither of you really did that; while you did address the concerns from the veto post partway, I am making the executive decision to disallow them regardless.

If either of you still wants to make changes and get them in, now would be the time!
Every other submission (unless I missed anything but definitely please yell at me if I did) is included! Thank you guys so much for your cooperation and your fantastic ideas! C:

In addition, huge thanks to inkbug for compiling the third Pokémon this slate!

One quick announcement before we go on: the recent poll on balance changes (announced here) has concluded!
According to BlueRay, the results were as follows:

For
Mega Dragonite's Ability to be changed to Pressure:​
With 19 voters out of 24... passes with a 79.2% supermajority
For
Mega Dragonite's stats to be revised as described:​
With 23 voters out of 24... passes with a 95.8% supermajority
For :gumshoos: Gumshoos to gain access to the move Drain Punch:​
With 24 voters out of 24... passes with a 100% supermajority

Without further ado, here is my section of the compilation post!

Slate 37 Voting

Reminder on Voting Rules

For a reminder, Megas for All uses a variation on instant runoff voting, meaning that it uses a systematic process of elimination to find the submission that's supported by the most people. This system takes into account both the total number of people who voted for the submission at all and how those people ranked it in relation to any other submissions that have not been eliminated.

Your votes should consist of however many submissions you like.​
Including a submission in your post at all is "voting for it," but you can vote for as many (or as few) as you want! It doesn't have to be exactly three.​
Your votes should also be ranked from most preferred to least preferred, just like they were in the previous system.​

It's also now acceptable to self-vote in first!​
One of the benefits of the new system is that you get less extreme an advantage from this and there's not as much room for one individual to swing the results dramatically in their own favor, so we can afford to loosen up the rules in that area.​
That said, I would still ask you to include at least two other people in your vote if one of your votes is for yourself (this was already in the rules before).​

Please make sure you tell inkbug if you edit your vote! He generally adds them to his list as soon as they're posted, so edits may go unnoticed. You can contact him on his profile here or on the Discord. C:​

Legal Submissions

:granbull: Mega Granbull
:sm/Granbull:
Granbull-Mega
Fairy/Ground
Ability: Intimidate/Rattled/Quick Feet-> Timorous (The user's Speed is raised by 2 for each stat lowered by a foe).
Stats
HP:
90
Atk: 140 (+20)
Def: 100 (+25)
SpA:
60
SpD: 85 (+25)
Spe: 75 (+30)
+High Horsepower, Moonlight, Swords Dance

Despite its appearance, the Dex repeatedly emphasizes that Granbull is actually a rather timid creature by nature; in Mega form, the adrenaline rush caused by its fear causes it to bolt around far more rapidly to avoid danger, thanks to its new ability. Even at 75 Spe, one +2 allows Granbull to naturally outspeed almost every neutral mon, hitting opposing mons with dual STAB backed by new Swords Dance, which crucially allows Gran to circumvent Intimidate (+2 Spe isn't much good if you're too weak to take advantage of it), as well as coverage like Stone Edge, Wild Charge or Ice Punch for Flying types (ie Defoggers). Horsepower gives it alternate Ground STAB for Doubles, while Moonlight allows it longevity in Singles since there you can also capitalize on opposing Defog. Its bulk is enough to get an SD off against many physical attackers (especially with pre-Mega Intimidate) but it can be overwhelmed by stronger attacks.
:sm/granbull:
Mega Granbull
Type: Fairy/Dark
Ability: Steelbreaker (Mega Drapion's ability; all attacks on Steel-types are critical hits)
Stats:
  • HP: 90 (+0)
  • Attack: 140 (+20)
  • Defense: 85 (+10)
  • Special Attack: 70 (+10)
  • Special Defense: 70 (+10)
  • Speed: 95 (+50)
New Moves: Darkest Lariat

Description: Granbull has gotten tired of people assuming that its ferocious based solely on its looks. Now its become the very thing it once hated: a menacing Dark type! Dun dun dun!!!!1!

Seriously, though, Mega Granbull is now a powerful wallbreaker with a much better Speed tier and a good defensive typing. Steel types still give it a bit of trouble, though, so I decided to reuse Mega Drapion's Steelbreaker ability to ease up that matchup. Darkest Lariat is just a better Dark STAB.
Mega Granbull


Ability - Intimidate, Quick Feet; Rattled ➝ Counterpuncher (Attack power of contact moves increases by 30% if the user moves after the target.)

HP - 90 ➝ 90
Atk
- 120 ➝ 160 (+40)
Def - 75 ➝ 105 (+30)
SpA - 60 ➝ 60 (±0)
SpD - 60 ➝ 90 (+30)
Spe - 45 ➝ 45 (±0)
BST - 450 ➝ 550 (+100)

Movepool Changes - Bullet Punch, Mach Punch
Competitive Corner - Mega Granbull's main weakness is also its strength, it uses its low speed to just hit stuff pretty hard, and it has pretty good bulk alongside pre-Mega Intimidate, which goes a long way!
Flavor Corner - Aside from Cù-Sith, Granbull is based on boxer dogs, and fighting dogs, so the added type makes perfect sense to me! The ability may seem like worse Analytic, and it kind of is, but I thought the flavor distinction would be nice, and as the bonus the user has to move after the target, not necessarily move last, so it plays a difference in Doubles, haha! Not many moves to add because Granbull already has like everything wtf!
:ss/granbull:

:granbull:
Mega Granbull @ Granbullite
Type:
/

New Moves:
Jaw Lock
Dark Pulse & Moonblast
(None)

Ability: Resilience; This Pokemon's Sp. Attack is raised by 1 stage after being hit with a Damaging Attack, so basically Stamina but for Sp. Attack.
Example:
Granbull @ Granbullite
Ability: Intimidate
EVs: 212 HP / 44 Atk / 252 SpA
Quiet Nature
- Heal Bell
- Thunder Wave
- Jaw Lock
- Moonblast​
Granbull's Ability works extremely well with Granbull's great bulk and decently defensive typing. It also works well under Misty Terrain as for it to not be crippled by status such as Toxic or Burn in case you don't run Heal Bell. It works best under Grassy Terrain due to passive recovery which Granbull is missing.

Mega Stats:
HP: 90

Attack: 120
Defense: 115 (+40)
Sp. Attack: 70 (+10)
Sp. Defense: 110 (+50)
Speed: 45
BST: 550 (+100)
:Granbull:
Ability: Reckless
Type: Fairy
HP: 90
Atk: 160 +40
Def: 95 +20
Spatk: 60
Spdef: 60
Spd: 85 +40
Description: A very powerful wallbreaker as Granbull has decided that it will no longer be timid and attack with everything it has, nothing held back. It has pitiful bulk and low speed but it can hit like a truck with a decent stab and has the coverage to beat switch ins but has a hard time getting in, definitely would be more niche.
nb: this was submitted assuming a move that doesn't exist, which has never been allowed and obviously isn't here; I am second-guessing whether it even makes sense to include the sub when it doesn't have the main STAB it was submitted with, but... just have that in mind? its movepool for Reckless is Double-Edge and Wild Charge
:ss/Granbull:
New Ability: Mold Breaker
Type: Fairy/Ground

New stats
:
HP: 90
Attack: 120 ->135 (+25)
Defense: 75 ->115 (+40)
Special Attack: 60
Special Defense: 60 ->80 (+20)
Speed: 45 ->60 (+15)
(BST) 450 ->550

New moves
: Spikes
"Mega Evolution causes Granbull to become aggressive. It attacks any pokemon that provokes it, without caring about its abilities."
Description: Mold Breaker is an ability that has some interesting uses. With its newfound ground type, it can threaten levitaters that are weak to ground, like the Rotom-Heat or Weezing. It can also bypass Magic Bounce and use Toxic or Taunt or set up Spikes. It can also ignore Dragonite's Multiscale and hit it hard with a fairy type move.
Sandbox: *fu135115060080060
Granbull-Mega
Typing:
/

New Ability: Bit and Run - This Pokémon's bite-based attacks have 2x power but have their priority decreased by 1 and force it to switch out immediately upon successful damage.
{pre-Mega abilities were Intimidate / Quick Feet / Rattled (hidden ability)}

NEW STATS
HP:
090
Atk: 120 → 150 (+30)
Def: 075 → 105 (+30)
SpA: 060 → 060 (+00)
SpD: 060 → 100 (+40)
Spe: 045 → 045 (+00)
(BST: 450 → 550)

Movepool Additions: Destiny Bond, Hyper Fang, Misty Terrain, Pain Split, Psychic Fangs, Shadow Bone

Pokédex Entries: Pokémon Sword: "The explosive change of Mega evolution has scared Granbull half to death, trapping it in some kind of astral form. It seems scared of its own shadowy form."
Pokémon Shield: "Even as a ghost-like being, Granbull retains a timidness that is contrary to its even fiercer looks, but if it is attacked, then it retaliates in absolutely vicious fashion before fleeing."

Description: Playing into Granbull's timidity, it scares itself (half) to death, gaining type Ghost in the process and getting to take advantage of a typing that Mimikyu doesn't really use defensively for the most part given that Disguise does all the heavy-lifting unless it too becomes Mega; the same goes for Clefairy-Mega. Originally I was going to have this Granbull-Mega become Fairy/Normal as a nod to its original type and because I think Fairy/Normal is actually underrated as a typing and just stuck on crappy mons. Then I changed its ability to (the second version of) Bit and Run (after taking it from Mightyena-Mega), however, and realized that with that new ability this would become the second coming of Dracovish with Hyper Fang if I let it keep the returned Normal typing due to STAB, which would be...Very Bad. So, yeah, that had to change.

Speaking of Bit and Run, yes, it's a pun and not a typo that allows this somewhat sturdy mon to pivot out in a rather interesting manner even though it likely takes a hit in the first place. Granted, it was probably already doing so given it kept its abysmal Speed unchanged, so it's not really a loss, especially when all its other direct attacks are unaffected. Despite not being as outright bulky as Mimikyu-Mega (and somehow still being slower), it both hits harder, especially with its non-STAB biting moves, and has access to Heal Bell and now Misty Terrain to be more of a team player. This Granbull-Mega also technically doesn't have to use or even invest any Atk stats to use its ability since it "should" trigger on Super Fang even though that won't get the power boost and will still be -1 and force the switch; oh no, a free switch after halving HP, how horrible. Finally, its sluggish Speed does allow it to play mind games with Destiny Bond more than most other mons can, especially in conjunction with its ability making it "safe" until it switches out otherwise even though Destiny Bond thankfully can't be spammed repeatedly anymore. (Still might be enough to make Destiny Bond obnoxious enough to have to be removed though.)

Honestly, I just wanted one of these mons to focus on biting attacks while also doing something more interesting than just something like Strong Jaw since biting moves, like punch moves, tend to get shortchanged for the most part. So I hope this is interesting enough while still being fair.
:Granbull:

Mega Granbull

New Ability
: Grass Pelt

Type
: Fairy | Ground

New stats
:
HP: 90
Attack: 120 → 140 (+20)
Defense: 75 → 105 (+30)
Special Attack: 60
Special Defense: 60 → 95 (+35)
Speed: 45 → 60 (+15)
BST: 450 → 550 (+100)

New moves:
Moonlight, High Horsepower, Parting Shot

Description:
1) Description
Looks are deceiving.

In fact, while Granbull is quite good at scaring people and Pokémon with its intimidating appearance, it is an ineffective guardian since it's too timid, according to the Pokédex. I wanted to further underline this threatening look but make it more efficient as a protector once it reaches its potential in a Mega form. Thus came the idea of Grass Pelt Mega Granbull.

Although the choice of Grass Pelt may seem unusual, if you were to look through some folklores about fairy dogs, you will soon realize why I went with that direction; after all, fairy dogs are called Cù-Sìth in Scottish folklore. As a green spectral hound with long shaggy fur and the size of a bull, they haunt the Scottish Highlands and were considered the harbringer of death, much like a Grim Reaper! If you were to hear their howls, you had to immediately seek a safe place; otherwise, you could die from terror by the time you heard the third and final warning soundl! In this sense, Grass Pelt alludes to the Cù-Sìth's physiognomy and their associations with death, making Mega Granbull look even more scary than before!

As for the secondary Ground type, this can be explained by the fact that Cù-Sìth were roaming the moors and made their homes in rocky crevices. Moreover, these fairy dogs were known for kidnapping women, forcing them to provide milk for the Daoine Sìth, a supernatural race believed to be gods or spirits of nature; these beings lived underground in fairy mound. It is said that "beneath these mounds were the entrances to a parallel universe where they live that exists alongside the human world". Against this background, Mega Granbull's secondary Ground type can be seen as a reference to a Cù-Sìth's natural habitat and its role as a guardian and helper of the supernatural folk.

If you are looking for an in-game explanation, well, Grass Pelt could prevent Mega Granbull from being severely affected by the water of the moor . What's more, Mega Granbull can assume the role of a guardian--someone who makes sure that fairy babies like Flabébé are protected; even Grass Pokémon, especially Grassy Terrain setters like Rillaboom or Tapu Bulu, appreciate its presence since, thanks to the secondary Ground type, Mega Granbull can take care of Poison, Steel, and Fire Pokémon that would threaten the aforementioned Pokémon, otherwise.

2) Competitive
Mega Granbull makes of use an extremely underutilized ability by working with Grassy Terrain setters; they both form a very synergistic core as a result.

On the offensive side, Mega Granbull threatens Poison, Steel, and Fire Pokémon that generally make life difficult for Grassy Terrain setters, like Rillaboom or Tapu Bulu. On the defensive side, the combination of Grass Pelt, improved bulk, and dualtype ensures that Mega Granbull can well switch into most physical attackers that threaten the aforementioned Grass Pokémon, like Blaziken, Galarian Zapdos, and Cinderace, among others. In turn, Rillaboom and Tapu Bulu take care of Pokémon that force out Mega Granbull, notably Water Pokémon. So, as we have just seen, Mega Granbull and the Grassy Terrain setters form a very dyadic bond.

However, you don't necessarily need to rely on Grassy Terrain setters for Mega Granbull to work as the dual Fairy and Ground type is pretty good offensively and defensively. Between Play Rough and High Horsepower, Mega Granbull can hit almost any available target for neutral damage, at least. Furthermore, Mega Granbull can check most Electric Pokémon, especially staples like Mega Raichu or Tapu Koko.

The addition of High Horsepower makes sure Mega Granbull isn't hindered by Grassy Terrain. Moonlight synergizes well with Grass Pelt as it improves Mega Granbull's bulk even more, allowing it to switch into specific threats several times and pull off Bulk Up sets effectively. Parting Shot is more for VGC where it can generate momentum and bring in something like Rillaboom. This Pokémon can then click U-Turn to bring in Mega Granbull who profits from Grassy Terrain.
Mega :swsh/granbull: Granbull
Type:
Fairy/Ground
Mega Stone: Granbite

Ability: Overcoat

Stats:
HP - 90 (+0)
ATK - 150 (+30)
DEF - 110 (+35)
SPA - 60 (+0)
SPD - 90 (+30)
SPE - 50 (+5)

New Moves: Knock Off, Milk Drink (I can give it, like, Recover instead - but I think it's funny to give it to mammals :^)

Description:
Dex Entry: Granbull's timid and friendly attitude have helped it keep a control on the power and pain brought by Mega Evolution - channeling it into a thick, shaggy coat that gives it a friendlier appearance and help protect its allies. However, its fangs haven't diminished in the slightest, and it is fiercely protective. If you provoke its friends, it will quickly fly into a rage, you will soon regret living, and Mega Granbull will help you rectify that mistake.
So, it's no secret that M4A has come up with some really good beneficiaries of Hail - top of the list being Mega Regice, for starters. In fact, I doubt that we'd ever be able to make a mega that's better in hail than Regice without having to send it to ubers.

And yet, hail is bad. The reason being that the archetype revolves around stacking a single type, which is one of the least versatile types, and with a horrible defensive profile that's weak to two of the most common offensive types in the game and Stealth Rocks. It doesn't matter how good a hail Mega is, because you only get one. It can't carry a team on it's own.

Hail doesn't need beneficiaries, it needs enablers.

Introducing Granbull, the Not A Hail Mega (TM).

Granbull is a solid asset to any team - Fairy/Ground is a wonderful unique typing with great utility both offensively and defensively. Utility with Heal Bell, Thunder Wave, Milk Drink, Toxic, Taunt, Torment, Knock Off, and Bulldoze with its bulk combined with Earthquake, Play Rough, SEdge, Iron Tail, Close Combat, and the Elemental Punches and Bulk Up with its base 150 attack means it can slot into tons of different roles based on what is needed. Overcoat also gets mileage against many teams by letting it ignore Amoongus and Mega Parasect's Spore as well as the much more common Sandstorm damage from Sand Stream users like Hippowdon and Tyranitar, which are often used even outside of Sandstorm teams.

However, it just so happens that Granbull's strengths align perfectly with all of a standard hail team's weaknesses.

The funny thing about Fairy/Ground is that outside of just being a good typing in general, is that it's super effective against all of Ice's weaknesses - Fighting, Fire, Rock, and Steel. Not only that, it also resists all of those weaknesses except Steel (it's neutral), which is also the least common of those types to be used offensively. Ground is also super effective against two of the types that wall Ice - Fire and Steel, while Ice and Water can be handled by Granbull's Fire/Electric coverage via Fire Punch and Thunder Punch (or Wild Charge, if you're feeling spicy). Overcoat, of course, makes sure it doesn't end up getting chipped down by its own team's hail.

You see, Mega Granbull doesn't need to benefit from hail at all because it's a good Pokemon all on its own. It doesn't need to carry a team by itself, because instead it enables all of the other 5 Pokemon on the team to carry themselves.

What a good boyyyy!
:granbull:
Mega Granbull
New Ability: Intimidate/Quick Feet/Rattled --> Iron Barbs
New Typing: Fairy (unchanged)

New Stats:
HP: 90
ATK: 120 --> 130 (+10)
DEF
: 75 --> 145 (+70)
SPA
: 60 (-)
SPD
: 60 --> 80 (+20)
SPE
: 45 (-)

New Moves
: Jaw Lock, Drain Punch, Encore, Wish

Desc: Pure Fairy is a very fun defensive type that resists a lot of really prominent physical/contact moves, namely Close Combat, Knock Off and U-Turn! In combination with pre-mega Intimidate and its access to Bulk Up, it becomes a formidable Physical tank capable of switching in on and forcing out a wide variety of foes.

In addition, Granbull has unique access to an extremely efficient two-move STAB/coverage combination in Play Rough + Earthquake, leaving two whole moveslots free for it to run tons of different kinds of utility and status, including but not limited to Heal Bell, Thunder Wave, Wish, Bulk Up, Taunt, Toxic, Roar and Reflect (or any variety of useful coverage moves including Fire Punch/Fang, Stone Edge, Drain Punch/Superpower/CC... This thing learns a lot of moves).

Iron Barbs would be like a spikey collar in case that wasnt obvious!
:Granbull: Mega Granbull
New Ability
: Friend Guard
Type:
Fairy/Ghost
New stats:
HP: 90
Attack: 145(+25)
Defense: 100(+35)
Special Attack: 60
Special Defense: 100(+40)
Speed: 45

New moves: Moonlight, Shadow Sneak, Shadow Claw, Poltergeist
:ss/granbull:
Granbull-Mega
Ability: Retribution
- If this pokemon has taken any form of damage this turn, it's moves deal 1.5x damage.
Stats:
Hp: 90
Atk: 140 (+20)

Def: 120 (+45)
Spa: 60
Spd:
 70 (+10)
Spe: 70(+25)

New Moves: (Bold = Notable) Thrash, Psychic Fangs, Drain Punch

Desc: For flavor, the ability comes from it's dex entries, stating that it will never attack first. Mechanically, it works as a more conditional but stronger version of analytic. It has excellent coverage, so I couldn't add too much to attack. Therefore, I decided to focus on it's physical bulk the most, which can be boosted further with bulk up to be able to tank most physical moves. I also gave it a form of "recovery" in drain punch, which actually gets pretty strong, as it basically gets a stab boost if it gets hit. I added points into speed mostly to balance it, similar to mega slowking (but obviously not as extreme), but can make use of it to outspeed most variants of heatran and magnezone, plus every celesteela, since granbull has the ability to ohko them likely without needing the boost, and in the case of the latter, so that it potentially doesn't need to tank a heavy slam. Thrash is mostly for flavor, while psychic fangs is more niche, but still usable to hit certain poison types.
THE UGLY

Mega Granbull @ Granbullite
Type: Fighting/Fairy
Ability: Bull Rush
On the first turn a Pokémon with this ability is out, it has 1.2x Attack and 1.5x Speed.
90/140(+20)/85(+10)/60/75(+15)/100(+55)
New Moves: U-Turn
The ability definitely isn't stolen from Radical Red lmao haha lol definitely not at all haha lol,,,



ANYWAYS Bull Rush works much better in singles than doubles (and triples) because of the prevalence of switching, giving U-Turn Granbull lots of opportunities to get good damage off on opposing switch outs. Without U-Turn, Granbull is still scary with faster and stronger STAB Play Rough and Close Combat, and without the effects of the ability Granbull can still do lots of damage with base 140 Attack and Bulk Up.
Granbull-Mega :granbull:
Ability : Sharp jaws (Upon landing a sucessfull Bite-based move , inflict the bleeding volatile effect : inflict 1/8 at the end of each turn)

hp : 90
Atk : 145 (+25)
Def : 85 (+10)
SpA : 77 (+17)
SpD : 85 (+25)
Spe : 68 (+23)

New move : Jaw lock , slack off

Description:
Granbull jaw are sharp and now he can cause bleeding making it a great wallbreaker thank to the cheap damage. Jaw lock act as a pseudo magma storm, by trapping and inflincting cheap damage through the ability. It also make good use of all its coverage fang move in order to beat specific mon like ferro with fire fang. Slack off help it work on the long run and abuse the cheap damage from the bleeding effect accumulate before clicking playrough or CC to inflict huge damage. While the metagame have a lot of defensive fairy type , or special attacker fairy type , we have few viable fairy physical attacker. By taking advantage of Granbull bulk through slack off and this ability , i wanted to add a Fairy wallbreaker to the metagame to differentiate itself from other fairy in the OU meta. Thank to jaw lock it can beat regen core by forcing them to take huge damage before they can switch through momentum (cf teleport for bro/king) , being able to 2HKO the latest. Also Jaw lock work really well with the fairy typing as main jaw lock SI would be afraid of a stabbed playrough.
Mega Granbull :granbull:
Fairy Type
HP: 90
ATK: 150 (+30)
DEF: 85 (+10)
SP.ATK: 60
SP.DEF: 60
SPEED: 100 (+60)
Chase and Chew: When this Pokémon uses a move on the same target or is targeted by the same opponent twice in a row damage is increased by 50%
New moves: Jaw Lock, Fake Out
Granbull Pokémon GIF - Granbull Pokémon - Descubre & Comparte GIFs
:dp/granbull:
Mega-Granbull
Type: Fairy/Fighting
Ability: Emergency Exit

Stats:
HP: 90
ATK: 120 -> 135 (+15)
DEF: 75 -> 95 (+20)
SPA: 60 ->
SPD: 60 -> 80 (+20)
SPE: 45 -> 90 (+45)
New Moves: Fake Out, Wish, Reversal
Summary: Because Granbull is "easily spooked and timid", no wonder it wants to get out of a situation where it's under half health after it mega evolves! Fairy/Fighting is a pretty decent defensive typng, resisting Stealth Rocks, but its weak to some of the most common types like Fairy and Flying. It acts as a really good piviot though, providing Wish support with being able to heal itself and its allies, and fun fact: pivot moves do not pivot if they activate Emergency Exit, so you can possibly get a pretty neat play with that. (Edit: added Reversal due to synergy w/ ability)
:swsh/granbull:

Mega Granbull :granbull:
New Ability: Fighters Aura (This Pokemon gets a 30% boost to Fighting type moves, but reduces the power of Psychic type moves by 30%)
Type: Fairy/Fighting

New Stats:
HP: 90
Attack: 135 (+15)
Defense: 105 (+25)
Special Attack: 60
Special Defense: 80 (+20)
Speed: 85 (+40)
(BST: 550)

New moves: None
Description:
nb: my interpretation of the Ability will be that it affects only the user's Fighting-type and Psychic-type moves, which is the most concise interpretation of the wording, but The Main Mon please correct me before voting closes if you want to rewrite it to express anything else
:swsh/Granbull:
Mega Evolution: Mega Granbull
Typing:

Abilities: Intimidate / Quick Feet / Rattled -> Pixilate*

Base Stats: 90 HP / 140* Atk / 110* Def / 60 SpA / 90* SpD / 60* Spe [BST: 550] (+20 Atk / +35 Def / + 30 SpD / +15 Spe)

New Moves: ( +5 )
Skull Bash, Flail, Drain Punch, Parting Shot
...
Milk Drink
Concept
One of my biggest reasonings for giving Mega Granbull Pixilate is that it actually *Pixilated* (changed from Normal-type to Fairy-type) in Gen 6!

With this change, Granbull only gained 2 Fairy-type attacking moves, while retaining its 23 Normal-type attacking moves. The addition of Pixilate on Mega Granbull would allow it to make use of its plethora of Normal-type moves.

Generally, Physical Fairy-type wallbreakers only rely on Play Rough for physical Fairy damage which can be unreliable with 90 BP and 90% Accuracy. Mega Granbull would differ greatly from this as it would have access to very strong Physical Fairy-type moves through Pixilate. This itself would give it a new niche and wouldn't cause overlap with our most recent Physical Fairy-type addition, Mega Sirfetch'd.

In my opinion, Pixilate on a Physical Fairy-type wallbreaker is one of the most interesting implications of the ability.

The addition of Milk Drink is a reference to Granbull’s flavor that is connected to the Cù-Sìth (Fairy Dog) creature from Scottish folk-lore. Cù-Sìth are known to take people that are nursing children and force them to provide milk to the Daoine Sìth - a supernatural fairy race in Scottish folk-lore. (Sources: Timberbush and Folkrealm Studies) - Milk Drink can also just be connected to dogs that are nursing puppies.

Milk Drink Animations Gen 2 - 8 (Please watch this if you have never seen Milk Drink’s animations, they’re so good!!)

Also, here's a very specific note about the addition of Flail:
- "It is actually timid and easily spooked. If attacked, it FLAILS about to fend off its attacker." - Various Dex Entries


Competitive
Stats
: I wanted to give Mega Granbull a high attack stat as this would allow it to take advantage of its new high BP Fairy-type moves. Its boosted defensive stats help it make use of options like Milk Drink, Bulk Up, and Parting Shot since these moves usually require a bulky mon to be optimal. Specifically, its 90 SpD guarantees a 4hko from Moonblast from basic Clefable sets and gives it pretty good mixed bulk. Its 60 Speed, while slow, gives it the opportunity to outspeed Blissey while tying with the rest of the 60 tier.

Notable Moves:
Double Edge, Return/Frustration, Retaliate, Facade, Body Slam, Last Resort, Close Combat, Earthquake, Fire Punch, Ice Punch (smelling salts :eyes:)
...
Bulk Up, Heal Bell, Taunt, Toxic, Substitute (thunder wave :eyes:)

Example Sets:
Bulk Up
- Bulk Up
- Return / Skull Bash
- Drain Punch / Milk Drink
- (Filler Move)


Pivot
- Retaliate
- Milk Drink
- Parting Shot
- (Filler Move)


JosJet Cheese Set (:eyes:)
- Smelling Salts
- Thunder Wave
- (:eyes:)
- (:eyes:)


Sandierbox Code:
*xx140110060090060
If anyone has comments or ideas for the submission, please feel free to message me on here or on discord! :)

Special thanks to BlueRay, pupugugu, Vipotis, jazzmat, KeroseneZanchu, and Gekokeso for help/feedback on the sub!
:ss/granbull:
Mega Granbull
New Ability
: Agitation (Attack is raised 1 stage if hit by a not very effective move)
Type:


New stats:
HP: 90
Attack: 120(+20) --> 140
Defense: 75(+15) --> 90
Special Attack: 60
Special Defense: 60(+30) --> 90
Speed: 45(+35) --> 80
(BST): 450(+100) --> 550

New moves: Knock Off
Description:
Most of Granbull's PokeDex entries speak of it being timid despite its appearance, which explains Rattled on the base form. But what I found interesting was this: "If it becomes enraged, however, it will strike with its huge fangs." From it, I decided to make Agitation, which functions like "Oh no, the attack that I thought would hurt the beast only made it angrier", hence the Attack raise.
I always thought Fairy types would make great Rattled users. They resist Dark and hit it supereffectively and resist Bug and hit it neutrally. But Granbull has definitely been given the shorter end of the stick when it comes to stats. This Mega Evolution intends to fix that, with what is essentially better Rattled due to its Fairy typing and way better base stats.
Granbull is now a great Knock Off or U-turn deterrent. Knock Off deals less damage to it thanks to holding a Mega Stone, and it gains an Attack buff too. U-turn means that something has to switch into this thing at +1, which is definitely not good for the opponent. And sometimes, Fighting moves (such as the especially spammable Close Combat) can be used to trigger the boost too.
Interestingly, since it won't be mega evolved when the battle starts, it can utilise its pre mega Rattled. With this, it can switch in, gain a boost to Speed, and start sweeping. Bulk Up is especially helpful with this, giving Granbull basically physical Quiver Dance.
However, having to constantly switch into these moves will quickly wear it down, especially since it lacks reliable recovery. This means that it is prone to entry hazards and needs teammates that can remove them immediately or heal it through Wish.
:gs/granbull:

mega granbull

fairy/ground
stats
hp- 90
atk- 120(+30)>150
def- 75(+10)>85
spa- 60
spd- 60(+20)>80
spe- 45(+40)>85

ability: underdog- the user's physical moves do more damage depending on the user's hp (%hp lost = %damage boosted)

new moves: head charge, flail

This Dex entry made me want to do something similar to the effect of flail (which it surprisingly didn't learn before?) so originally i gave it a table similar to flail to emulate that as much as possible, however thanks to the advice of Hematite I've changed it to a direct 1 to 1 damage boost, meaning if you've lost 25% of your HP you get a 25% damage boost and if you've lost 99% of your hp you get a 99% damage boost
[/hide]
:granbull:


:granbull: Mega Granbull
New Ability
: Intimidate/Quick Feet/Rattled ---> Seismic Scream
(:exploud: ausma's Mega Exploud ability! When the user successfully executes a sound-based move, it uses a 60 BP earthquake in addition to what it used!)
Type: Fairy/Ground

New Stats:
HP: 90
Attack: 120 -> 130 (+10)
Defense: 75 -> 125 (+50)
SpAtk: 60 -> 70 (+10)
SpDef: 60 -> 90 (+30)
Speed: 45

New Moves: Parting Shot, Wish

Description:
Granbull has always played the role of a defensive cleric, baring Intimidate and the Fairy typing which really helps it wall attacks. It can support its team and itself through Heal Bell, however it is very slow and often lacks the bulk and recovery for it.

This mega reintroduces the Seismic Scream ability and puts it to use for this creatively built cleric. The ground/fairy typing is a suitable fit for Granbull, and it helps this pokemon resist the combination of VoltTurn, involving Volt Switch and U-Turn, being immune to the former, while also resisting Knock Off which can be commonly ran by Choice Banded pokemon such as Weavile and Rillaboom.

Despite being weak to Ice and Grass, Granpull can pivot away easily with Parting Shot and getting damage off in the same turn, providing chip to support the rest of its team. Even without running reliable stab like Earthquake and Play Rough, this makes it a really powerful Wish-passer, with 90 HP and as there is no sure way to block it. It's either chipping the target, or meddling with their offensive stats, neither airborne pokemon or Magic Bounce is really going to stop it, because even then before the target has a chance to switch out they are still taking chip damage.

It can rid itself of Burns from Scald by using Heal Bell, and then attacking immediately after, meaning it has the potential to beat something like Toxapex in a 1v1, just by using a passive set.

Even in the lower tiers such as UU, base Granbull can claim itself a niche because of how defensively capable it is surrounding Parting Shot.

Granbull is based off of the Cu-Sith, a dog in mythology which can let out a terrifying scream. Dog's are known to bark very loudly, enough to have someone shaken up if they hear it.

When Mega Granbull barks, its cries echo throughout the earth and cause miniature earthquakes, causing its enemies to tremble in fear. Despite how loud and scary it can be, it is shy and still has a kind heart, using this method to deter offenders from its territory or from those it wishes to protect.
 
:mightyena: Mega Mightyena
:sm/Mightyena:
Mightyena-Mega
Dark/Fairy
Ability: Intimidate/Quick Feet/Moxie-> Fur Coat
Stats

HP:
70
Atk: 110 (+20)
Def:
70
SpA: 60
SpD: 110 (+50)
Spe: 100 (+30)
New Moves
: +
Helping Hand, Morning Sun

Real life hyenas are big on mutual support (as in not being horrible to each other), so I thought it might be fun to focus on Mightyena as a support mon. On close inspection, Mightyena actually has a number of good support options like Foul Play, Super Fang, Heal Bell, Toxic, Yawn and Taunt, so what would happen if we let it have actual bulk? With Fur Coat, Mightyena gains the ability to take various unboosted attacks (especially post-Intimidate), threatening heavy damage on attackers with Foul Play and possible Sucker Punch or stallbreaking with a combo of Super Fang and Taunt. The Fairy typing and Morning Sun stem from Tabwa mythology, where a hyena brought the sun to the world; competitively, the Fairy typing takes away Yena's U-turn weakness and grants an additional immunity (and STAB on Play Rough, if you want), while Sun crucially provides it some recovery. In Doubles, Mightyena can additionally utilize options like Snarl and new Helping Hand to further support its team.
:mightyena: Mightyena-Mega
New Ability: Stakeout
Type:

Stats: 70 / 140 (+50) / 100 (+30) / 60 / 80 (+20) / 70 (BST: 520)
New Moves: Moonlight, Gunk Shot
Description: Bearer of the funniest combo ever in Yawn + Stakeout, Mega-Mightyena is here to stick its fang into bulkier builds. The only kinda good thing this mon currently has is its movepool, so I had to get it an insane ability and an insane typing to compensate for the absolute ZU-ness of this mon. Hopefully this is enough! If this mon gets in the opponent cries because there's really not many mons who can switch into mister dog over here if his player is good at predicting. Steels are a kinda good switch in because its best option is fire fangs but that means bringing a steel mon thats not ferro in your team so woops. Its still dogshit (lol) against offense (sucker punch does NOT synergize well with this pokemon) and if you get your move wrong you most likely are losing a turn but HOPEFULLY this is enough for it to get a niche in M4A OU. Or even UU idk.
:ss/Mightyena:


Type: Dark/Poison
Ability: Merciless
New Moves: Gunk Shot, Superpower, Pursuit
Status:
HP: 70 > 70
ATK: 90 > 145 (+55)
DEF: 70 > 75 (+5)
SPA: 60 > 60 (-)
SPD: 60 > 65 (+5)
SPE: 70 > 105 (+35)

Dex entry 1:
Mightyena became extremely impatient and cruel with mega evoltion. It might try to attack it's owner if he doesn't like an order, or if he considers it's orders to be foolish.

Dex entry 2: Happily, the poison seems to not affect human, but the pain caused by the bite might cause some people to faint. And it lasts for weeks, maybe months.

I wanted it to be purely offensive, with a good defensive typing. Poison made it not weak to fairy and fighting, and in reality Hyena jaws are full of nasty bacteria, and they also communicate by gland that exhale a specifc smell.

It's speed is not impressivel, so I belive high attack stat with an ability that requires a condition to work makes it balanced. Let's be honest, its base form stats are awful for it to even abuse Moxie.

For the new moves, Gunk Shot is stab (and good coverage for base form). Superpower is amazing coverage, and as Hematite said, Merciless makes that it doesn't care for attack drops. Pursuit can make it a great trapper, and with Merciless it will crit against poisoned foes trying to switch. Flavor wise: hyenas are great pursuiters of their preys and are dangerous hunters, and they are also not ashamed of being scavengers (gunk shot).

Personally, I feel that there could be more offensive poison types. They're usually associated with stall and balance style. The only ones I can think that have great success beeing offensive i guess are... Naganadel, Sun Venusaur, Nidoking, Gengar, Mega-Beedrill and maaaaybe Slowking-G. And most of those are more used for their other stab, or amazing coverage/ability.

See.. There is only one Poison type that is OU by usage on NatDex format right now: the infamous Toxapex.
Spr 4d 262.png

Pokemon: Mega Mightyena
Type:

Stats:
70 / 135 (+45) / 95 (+25) / 70 (+10) / 60 / 90 (+20) (520 BST)
Ability: Savage: This Pokémon's biting moves become multi-hit moves that hit three times. Each hit's damage is cut to one third. (Mega Feraligatr's ability)
New Moves: +Assist, Bulk Up, Jaw Lock, Psychic Fangs, Pursuit
Description: I was originally intending to give this some kind of new ability oriented around its dex entries' mention of its pack tactics, probably turning certain regular moves into multi-hits. I then remembered Savage exists, and figured why not, more economic re-use of pre-existing custom abilities can never hurt. From there it was a question of how to differentiate it from Mega Feraligatr, and aside from the slightly better speed tier the main answer came in the underutilized Jaw Lock. It's a very risky but high-reward option that can allow it to set up freely with Bulk Up or add further to Pursuit mindgames. If all else fails, getting in a trapping KO is a wonderful asset for other pack members! Gatr's probably way better overall but there's only so much you can do with 420 BST sans extreme minmaxing lol.
:sm/mightyena:
Mega Mightyena
Type: Dark/Ground
Ability: Sand Rush
Stats:
  • HP: 70 (+0)
  • Attack: 130 (+40)
  • Defense: 85 (+15)
  • Special Attack: 60 (+0)
  • Special Defense: 75 (+15)
  • Speed: 100 (+30)
New Moves: Drill Run, Dig, Bone Club, Bonemerang

Description: Mightyena is based on hyenas, which in the real world live in savannahs and deserts, places which are very arid and filled with dirt and sand. To make it more in line with these origins, I made this Mightyena a Ground type and made it based around sand. The only new move that is actually competitively useful is Drill Run; the others are flavor. Giving it Bone Club and Bonemerang was inspired by Truegreen7's regional variant/regional evolution for Mightyena that he made for his Asone region (which you should check out if you haven't already) which are also based more strongly on hyenas and wield bones.
Mega Mightyena


Ability - Intimidate, Quick Feet; Moxie ➝ Foul Aura (Upon Mega Evolving / switching in / receiving this ability, doubles any negative stat changes on the opposing Pokémon. While the user is on the field, stat drops on opposing Pokémon are doubled.)

HP - 70 ➝ 70
Atk
- 90 ➝ 110 (+20)
Def - 70 ➝ 110 (+40)
SpA - 60 ➝ 60 (±0)
SpD - 60 ➝ 60 (±0)
Spe - 70 ➝ 110 (+40)
BST - 420 ➝ 520 (+100)

Movepool Changes - Charm, Fake Tears, Fake Out, Growl, Noble Roar, Parting Shot, Play Rough
Competitive Corner - We have a Doubles metagame, right? because Mega Mightyena here seems interesting given it's ability, with Intimidate and Parting Shot, as well as it working really well alongside other Intimidate users. Fake Tears also works very interestingly with the new ability, and Fake Out helps it stand out more in Doubles. In singles it probably kinda sucks... Yeah, it kinda does...
Flavor Corner - Mightyena kinda just is... a hyena? shocking I know, so I didn't wanna go too haywire this time. This ability seemed like an interesting way to play around Intimidate and how a lot of stat decreasing moves kinda flavorfully fit with Mightyena, so yeah I think this works. Lot of moves added here, but I think they all are flavorfully sound, and a few of them are redundant too.
:mightyena:
Mega Mightyena
New Ability
: Pack Tactics (This pokemon's physical attacks have their BP boosted by 10% for each surviving ally left on the field.)
Type: Dark

New stats:
HP: 70
Attack: 120 (+30)
Defense: 90 (+20)
Special Attack: 60
Special Defense: 60
Speed: 120 (+50)
(520 BST)

New moves: no
Description: Mightyena (and by extension, real life hyenas) hunt in packs. Knowing this, I wanted to try to replicate such a thing in this metagame. Now, Mightyena becomes stronger the more allies that are left on the field, meaning it shines a lot in the early/mid game.

(description is somewhat WIP, but knowing how much I procrastinate, this description is never actually getting finished lol)
:ss/mightyena:

New Ability: Queenly Majesty
Type: Dark/Fairy

New stats
:
HP: 70
Attack: 90 ->120 (+30)
Defense: 70 ->85 (+15)
Special Attack: 60
Special Defense: 60 ->70 (+10)
Speed: 70 ->115 (+45)
(BST) 420 ->520
New moves
: Beat Up, Parting Shot, Spirit Break, Superpower
"Mega Mightyena are considered royalty within their pack. Every pokemon in its pack follows its orders without question."
Description: This is a reference to the structure of hyena packs, where females are at the top, and the male hyenas are at the bottom. Some notable pokemon its ability lets it check are Mega Flygon, Scizor if it runs Fire Fang, and Mega Lycanroc Midday and Bisharp if it runs Superpower.
Sandbox: *df120070055090115
Mightyena-Mega
Typing:
/

New Ability: Decoy - This Pokémon's attacks are critical hits if the user moves after the target.
{pre-Mega abilities were Intimidate / Quick Feet / Moxie (hidden ability)}

NEW STATS
HP:
070
Atk: 090 → 100 (+10)
Def: 070 → 110 (+40)
SpA: 060 → 070 (+10)
SpD: 060 → 110 (+50)
Spe: 070 → 060 (-10)
(BST: 420 → 520)

Movepool Additions: Beat Up, Bone Rush, Moonlight, Parting Shot, Poison Jab, Sludge Bomb

Pokédex Descriptions: Pokémon Sword: "Its matted fur and slovenly appearance are deceptive. It is smart enough to wipe away its tracks as it walks and can accumulate enough dirt and leaves in its fur to easily blend in with its environment."
Pokémon Shield: "Even after being infused with the energy of Mega evolution, Mightyena remains a pack Pokémon and prefers to use group tactics. If you see one in the wild, then you're likely already surrounded."

Description: [Insert meme from the only good Jurassic Park movie here...that makes me realize what I can change my avatar to for at least the rest of week.]

...So, this began as something completely different before I was rather rudely remained just how lacking Mightyena's stats are. Meme number BST aside, it's not as bad as some other mons, but its stats stil aren't...great--or even good, really. Ironically, its BST not being absolutely trash made it a bit harder since it made it unclear if this was one of the mons that more liberties can be taken with stat-wise just because it would be doomed otherwise, e.g. Beedrill-Mega, Butterfree-Mega, Kricketune-Mega, etc. As such, I tried to "color within the lines" by "only" taking liberties with everything else.

To that end, Dark/Poison seemed the obvious choice even before the fact that hyenas are known for being scavengers, especially given what its original, far lesser ability was for my initial version of this Mega. The ability it has now is an inverse of Mega-Luxray's ability, which annoyingly has the name I would have rather used for this, but "Decoy" is fine here. "Decoy" hitting "everything" but the really tanky mons that this already gets Taunt and now Parting Shot for is part of what (maybe) lets me get away with putting so little of the Mega boost into its attacking stats--a "mere" 100 Atk that "always" crits is basically around 140 Atk. While this can't compete with Drapion-Mega on the physical side as far as bulkiness goes and this hits Steel mons less hard than that, it is at least more specially defensive, has self-healing, and can pivot. I hope that's enough to differentiate it without rending that useless or being rendered useless in turn, especially since it just kind of wrecks fasters set-up mons like nothing if they think it they can rely on defensive boosts. The same go for slower set-up mons since they tend to be weak to at least one of its STABs or at least vulnerable to Taunt--often both.

Just keep it away from mons with Battle Armor, Shell Armor, or Neutralizing Gas though. They'll laugh it out of the room harder than any fellow hyena would.
:ss/mightyena:
Mightyena
Type: Dark -> Dark, Fighting
Ability: Pack Leader - Using a Sound-based move raises the Attack of this Pokémon by 1 stage credit to Exploziff for the current Ability
Mega Stone: Mightyenite

Stats:
HP: 70
Atk: 90 -> 130 (+40)
Def: 70 -> 74 (+4)
SpA: 60 -> 65 (+5)
SpD: 60 -> 70 (+10)
Spe: 70 -> 111 (+41)

New Moves: Close Combat, Fake Out, Noble Roar, U-Turn

"Mightyena gives obvious signals when it is preparing to attack. It starts to growl deeply and then flattens its body..." - Ruby dex entry
"In the wild, Mightyena live in a pack. They never defy their leader's orders. They defeat foes with perfectly coordinated teamwork." - Emerald dex entry

When I first saw the Ruby and Emerald Pokédex entries for Mightyena, I was immediately interested in the aspect of teamwork that is mentioned, partly from my newfound interest in VGC, but also from how in real life hyena clubs work together in a similar way - different pitches of sounds and actions. Because of this, I felt that the only right to base it around sounds and actions.

The addition of Fake Out and Noble Roar (while inferior to Growl) along with Howl, Snarl and Intimidate allow it to function as a helper in the pack, as well as a leader (specifically Howl boosts teammate attack by 1 stage as well as its own by 2), further boosted by U-Turn to support teammates even further commit further into the idea of working as a pack effectively. Close Combat allows Mightyena to have Fighting-type STAB that reflects its combat style, along with its diverse movepool. The ability replicates this idea of being a leader in such a way that whenever it can support its allies via sound it can also benefit as a result.
Mega Mightyena can function as an effective setup sweeper and revenge killer in the UU and OU metagames, as well as being able to work as a threat queller with Intimidate, Growl and Snarl in UU. 111 Speed allows Mightyena to threaten and OHKO the likes of Lycandusk and Azelf, as well as threaten a majority of the UU tier, and 130 Attack further boosts it's offensive potential. However, it's defensive stats are quite lacking, along with its Special Attack, and so without investment can fall victim to many of the tier's bulkier Pokémon like Conkeldurr in one hit. Mega Altaria completely shuts it down, as both Pixilate Return and Moonblast OHKO at -2 with proper investment. Aegislash and Primarina as a triple core for this reason works as an excellent pair for this reason, with Aegislash beating Mega Altaria, Mega Boltund (on a safe switch), Tapu Bulu and Togekiss, as well as being a status soaker, and threatening both Scarf Terrakion and Nihilego, Primarina beats every Dark-type and Fire-type in the tier, and Mightyena beats every other Pokémon in the tier.
In VGC Restricted, Mightyena can act as a support Pokémon for both Zacian and Groudon teams, giving them a +1 boost from Howl, having both Growl and l Intimidate to reduce physically offensive pressure, Snarl for specially offensive pressure, and Fake Out and U-Turn for protecting both the ally on the field and scouting out a possible switch-in for an ally in the back. However, since it faces steep competition from Incineroar as the best support mega in the tier, users must be aware of Burning Jealousy possibly crippling both Mega Mightyena and Groudon/Zacian. Unlike Incineroar, however, Mightyena can threaten an OHKO against all Calyrex-Shadow builds not behind Substitute or with an anti-priority effect up with Sucker Punch without having to remove a vital part of its kit, effectively removing possibly the most dangerous sweeper in the entire metagame. Kyogre is also threatened by this, however it is not a big enough amount of damage to really threaten it without also replacing the weather in the process (which Tornadus can reset with Prankster Rain Dance). Trick Room teams with Pokémon like Calyrex-Ice and Dialga are countered by Mightyena, but its ideal Restricted partners also can.

Unfortunately, I do not know enough about the M4A VGC Regular metagame to comment on Mightyena's role, and so it is excluded.
:Mightyena:

Mega Mightyena

New Ability
: Delight
If an opponent's Pokémon switches out or is forced out, the user's Atk is raised by 1 stage.

Type: Dark | Ghost

New stats
:
HP: 70
Attack: 90 → 125 (+35)
Defense: 70 → 80 (+10)
Special Attack: 60
Special Defense: 60 → 95 (+35)
Speed: 70 → 90 (+20)
BST: 420 → 520 (+100)

New moves:
Poltergeist, Jaw Lock, Pain Split, Curse, Destiny Bond

Description:
1) Description
Imagine it's dark, and you are alone in a forest. If you hear a terrifying howl, you are naturally inclined to run away, aren't you?

Well, I wanted to translate this aspect into the metagame where Mega Mightyena can rely on Roar, Curse, Destiny Bond, and the fear of trapping (read: Jaw Lock) to force out switches and gain Attack boost(s). The most interesting aspect about Jaw Lock is that, normally, this move traps both the user and the target. However, as Mega Mightyena now has a secondary Ghost type, it is thus immune to trapping and can switch out whenever it wants to. So, there are no repercussions for using Jaw Lock.

If you were wondering about the Ghost type or the addition of Poltergeist, we have to look at hyenas' depictions in culture. In some cultures, hyenas were believed to influence people's spirits. In West African culture specifically, hyenas symbolize immortality and are often associated with witches, acting as their familiar. What's more, according to the cultural lore, witches use hyenas like a steed, and it's not uncommon for them to transform into or possess these animals. Thus, the secondary Ghost type alludes to a hyena's supposed immortality and its status as a spiritual creature able to influence people. As for Poltergeist, this move underlines the interchangeability between hyenas and witches; they are one and the same and able of the act of possession.

2) Competitive
Mega Mightyena is meant to capitalize on switches by resorting to different tools and creating mindgames.

- The existence of Sucker Punch means, if Mega Mightyena faces a weakened Pokémon, the opponent might want to switch out their Pokémon to preserve it.
- STAB Poltergeist ensures Mega Mightyena's offensive pressure as the Ghost type is one of the best offensive types.
- The fear of a Pokémon being trapped by Jaw Lock will often force opponents to switch out their Pokémon before they get hit by this move.
- Moves like Roar, Curse, and Destiny Bond reinforce a forced switch. Roar deserves a mention for its ability to get you 2-3 boosts if you predict the switch!

As you can see, Mega Mightyena has many options to force a switch and gain Attack boosts. Since it relies on this tactic, it will naturally synergize well with hazards to wear down opposing Pokémon. Moreover, the Ghost type is very nice to have on Mega Mightyena as it prevents the opponent from removing hazards with Rapid Spin!
:mightyena:


:mightyena: Mega Mightyena
New Ability
: Intimidate/Quick Feet/Moxie ---> Bamboozle
("When Mega Mightyena switches in or Mega Evolves, all stat changes on the field are flipped.")
Type: Dark

New Stats:
HP: 70
Attack: 90 -> 100 (+10)
Defense: 70 -> 82 (+12)
SpAtk: 60
SpDef: 60 -> 82 (+22)
Speed: 70 -> 126 (+56)

New Moves: Moonlight, Parting Shot, Pursuit, Gunk Shot, Spirit Break
Description:
Hyena's are shown to be symbols of trickery in folklore and are often the representation of the negative traits of man. One concept that can be used is the reversal of normal activites, maybe rather than doing a good deed one has done a misdeed, the opposite of what is positive, negative.

Mightyena also has connections to wolves, which at some point were believed to Howl directly towards the moon rather than as a form of communication, and this particular predator looks like something that would hunt at night rather than day.

Competitive:
Mega Mightyena doesn't directly fix Mightyena's problems, but gives it a role to play in both Singles and VGC as the ultimate roadblock to setup sweepers. Due to its very high speed, it can choose to be more flexible with its EV's when it wants to invest in Bulk or in Power. It's ability allows its pre-intimidate to become easily taken advantage of for Foul Play, a combination that wasn't done with Incineroar's Cheap Heat for balancing complications.

Mightyena can force out switches easily by severely hindering a pokemon that may try to snowball, and knock them out with Pursuit, or can OHKO pokemon that threaten it like Mega-Lurantis with an uninvested Gunk Shot, as Lurantis will have been made frailer from its own defense buffs.

In VGC, Mightyena has the potential to shine outstandingly being able to reverse the effects of Intimidate, Icy Wind, Snarl, and its other spread-counterparts while also providing utility for its teammates and not needing much speed investment to do its job. It pairs extremely well with Incineroar if it wants to abuse Intimidate x2 + Parting Shot into Foul Play.

Overall, Mightyena can take advantage of the opponent with this new tool it has to play with, mostly being ran as a utility pokemon due to its high speed, and can be easily countered due to its attack stat being relatively weak for a mega pokemon, and its bulk increasing by a medium amount.
:ss/mightyena:

:mightyena:
Mega Mightyena
New Ability
: (WIP) (This pokemon uses taunt after using a fairy status move.)
Type:
|


New stats:
HP: 70
Attack: 110
Defense: 115
Special Attack: 60
Special Defense: 85
Speed: 80
(520 BST)

New moves: Moonlight, Baby-Doll Eyes, Spirit Break, Bulk Up
Description: i heard you needed more Ghost type checks. this mon is not only a check to Ghost type pokemon such as mega Trevenant, mega Decidueye, Mega dhelmise sorta, and Mega golurk i think. it ofc has a good matchup vs defensive pokemon, having Spirit Break and other moves to prevent set up attempts. its ability (WIP) helps it be a good Stallbreaker, since it can utilize priority move Baby-Doll Eyes or Moonlight to prevent healing from mons such as blissey or Toxapex. or even, Corviknight. it also has Bulk Up for offensive sets, wich are even more threatning.
:mightyena:
Mega Mightyena
New Ability: Intimidate/Quick Feet/Moxie --> Intimidate
New Typing: Dark/Ghost

New Stats:
HP: 70
ATK: 90 (-)
DEF: 70 --> 80 (+10)
SPA
: 60 --> 77 (+17)
SPD
: 60 --> 100 (+40)
SPE
: 70 --> 103 (+33)

New Moves
: Jaw Lock, Pain Split, Leech Life, Shadow Claw

Desc: The combination of trapping and Intimidate is a really interesting way to pressure opponents and potential switch-ins, with the Ghost typing adding both valuable defensive utility and granting it the ability to freely escape from its own Jaw Lock (which traps both the user and its target) at any time. Pain Split and Leech Life give it some options for recovering its HP, the latter also being useful coverage against Dark-type switch-ins, while Shadow Claw gives it a better physical Ghost STAB than Astonish.

I know keeping a Pokemon's base ability is generally not a popular idea, but Intimidate is a very funny special case here: as you are probably aware, Intimidate activates on Mega Evolution, even if the Pokemon's base ability was already Intimidate! So depending on the situation, you could get it to activate again for whatever switch-in you get, or proc it twice on the same Pokemon even.

I don't know enough about VGC to say for sure without talking out of my ass but on paper this sounds pretty cool there as well; the note about double Intimidate is especially relevant here, as well as being immune to both Prankster moves and Fake Out and having access to Snarl.
:Mightyena: Mega Mightyena
New Ability
: Prowler (Before Using a biting move this pokemon uses Howl. But their biting moves have a priotity of -1)
Type:
Dark
New stats:
HP: 70
Attack: 90
Defense: 100(+30)
Special Attack: 60
Special Defense: 100(+40)
Speed: 100(+30)
(525)

New moves: Psychic Fangs
Description:
" Mightyena gives obvious signals when it is preparing to attack. It starts to growl deeply and then flattens its body. This Pokémon will bite savagely with its sharply pointed fangs." -Omega Ruby/Ruby Pokedex
(sidennote I got permission from hema to reuse his ability)
:ss/mightyena:
Mightyena-Mega
Ability: Pounce
- This pokemon is immune to entry hazards. If it lands on any type of entry hazard, it lowers the Defense of adjacent opponents.
Stats:

Hp: 70
Atk: 110 (+20)
Def: 120 (+50)
Spa: 60

Spd: 70 (+10)
Spe: 90 (+20)

New Moves: (Bold =Notable) Parting Shot, Knock Off (sidenote how does this not get knock off, beat up OR pursuit!?), Slack Off, Beat Up, Stomping Tantrum

Description: Flavor? Uh, a lot of animals pounce, including hyenas. Hyenas are pack hunters, and fittingly, it has a wide support move-pool already (which a lot of people have said already), consisting of moves like heal bell, taunt, toxic, super fang, roar and yawn combined with pre-mega intimidate. I chose to lean into that team player theme here, being able to remove items with new stab knock off, pivot with parting shot, plus sue all of it's existing tools, with new reliable recovery (which sets it apart a bit from Incineroar!). It also gets sucker punch, which can help it finish off weakened pokemon. It kinda has 4mss, but that also makes it's set unpredictable. With all it's surprise coverage, It can keep your opponent guessing for long enough to have made it's mark. I haven't mentioned the speed yet, but it allows it to outspeed pokemon such as heatran, kommoo, fini, rillaboom (though this one's a bit iffy since glide), and in our new M4A UU (if it ends up dropping there), the common excadrill and rotom forms, and hit them with stab, super-effective coverage or pivot out with parting shot, softening the blow for it's teammates.
THE BAD

Mega Mightyena @ Mightyenite
Type: Dark
Ability: Pack Hunter
Every ally that has been on the field (without fainting) with the opposing Pokémon adds +.2x damage to Pokémon with this ability's attacks against that Pokémon. The multiplier resets if either the Pokémon with this ability or the opposing Pokémon switches out.
70/125(+35)/85(+15)/60/60/120(+50)
In multiple of Mightyena's Pokédex entries, it is stated that Mightyena likes to hunt in packs. I thought this would be great to turn into an ability. This is again probably not too useful in singles since switching is so prevalent, but in doubles (or triples) Mightyena basically gets a free 1.2x boost in damage. I considered giving it Swords Dance, but since this is probably more useful in Doubles i think Howl is a somewhat viable setup option.
Let's say you have a Croagunk against a Tapu Lele. Fearing Psychic, you switch into your Mightyena. When your Mightyena goes for crunch against the Lele, it will do 1.2x damage. However, if you switch from Croagunk to Slowking who then Teleports out to Mightyena, your attacks against Lele will now do 1.4x damage.
Mega-Mightyena :mightyena:
Ability: Stakeout

Hp:70
Atk :115(+25)
Def :90(+20)
SpA :60
SpD :90(+30)
Spe : 95(+25)

Description:
I was looking through stuff to test in the sandbox a while ago, and i ended up looking on a rather forgotten mon : Mightyena. And looking through its movepool i thought : "hey that could be a fun stakeout user" .
Indeed this mon have relatively low natural stat so giving it the really strong stakout ability isn't that problematic , and it can pair really well with its acces to sucker punch and yawn ( making your opponent want to switch to eitheir not die to sucker or fall asleep from yawn), as well as other move such as taunt making your opponent want to switch to eitheir not die to sucker or fall asleep from yawn . Stakeout also combine prety well with pre mega intimidate or moxie. The first one allowing to threaten more offensive mon , while the other can be used to punish an opponent no switching a weakened mon in fear of stakeout. All in all , this mega is all about mind game , which i think can be a pretty fun take on the dark hyena.

How can that mon be good in the metagame ? Thank to stakeout and good movepool it is able to 2HKO some of its check like buzzwole with play rough or some bulky fairy with iron tail. It also inflict heavy damage on SI corvi makig it pretty weak to prior cheap damage. Its a really good mon mid-game to profit from your opponent having weakned mon and forcing sack (just like a hyena would go after injured mon). Its acces to sucker punch give ita tool to revenge kill faster mon and giving it utility in the end game as a finisher.
:dp/mightyena:
Mega-Mightyena
Type: Dark
Ability: Pack Hunt - When the opposing team has less Pokemon then the ally team, this Pokemon has +1 attack

Stats:
HP: 70
ATK: 90 -> 130 (+40)
DEF: 70 -> 95 (+25)
SPA: 60
SPD: 60
SPE: 70 -> 105 (+35)
New Moves: Pursuit, Knock Off
Summary: The hunt is on with Mega-Mightyena! A lot of Mightyena's dex entries state that it hunts in packs, so I decided to show the strength in numbers that packs give. Pack Hunt punishes suicide leads and sacking mons off, because otherwise you might have just gave this a +1 attack boost! Pursuit allow it to finish off weakened Pokemon that the opponent tries to save to not activate your ability, and Knock Off is a staple of any dark type. It has ok physical bulk and a pretty good speed tier, but not a lot of coverage.
:swsh/mightyena:

Mega Mightyena :mightyena:
New Ability: Strong Jaw
Type: Dark

New Stats:
HP: 70
Attack: 110 (+20)
Defense: 90 (+20)
Special Attack: 60
Special Defense: 90 (+30)
Speed: 100 (+30)
(BST: 520)

New moves: Psychic Fang
Description: This Pokemon is named the Bite Pokemon, so it would make sense for it to have strong jaw. The move i gave him was Psychic Fangs, because it gives him so coverage to fighting types and another move to be boosted by strong jaw
:ss/mightyena:
Mega Mightyena
New Ability
: Venturous (This Pokemon's Speed is raised by 1 stage if it attacks and KOes another Pokemon)
Type:


New stats:
HP: 70
Attack: 90(+50) --> 140
Defense: 70(+10) --> 80
Special Attack: 60
Special Defense: 60(+20) --> 80
Speed: 70(+30) --> 100
(BST): 420(+100) --> 520

New moves: Bulk Up, Pursuit, Knock Off
Description:
Mightyena is based on the brown hyena, an animal which moves in packs and mostly scavenges carcasses killed by other predators. So for this Mega Evolution, I wanted to aim for a theme of Mightyena growing braver and becoming the biggest hunter itself. With Venturous, it gains courage with every KO and ventures into the unknown.
In battle, Venturous is basically its pre mega Moxie but with Speed instead. The worst part of these sorts of abilities is when the opponent switches out their weakened Pokemon and you end up with a resisted unboosted hit that they just recover away in the next turn. Therefore, I wanted Mightyena to be able to punish switching out. Knock Off makes the Pokemon switching in lose their item, Bulk Up allows it to set up in their face, and of course, Pursuit lets it gain the Venturous buff anyways.
Moxie on the base form is also an interesting way to gain a boost in Attack. This is much easier said than done though, as it can't outpace much with its 70 Speed (with the exception of Sucker Punch), and may not even be able to finish things off with its 90 Attack. However, predicting a switch and using Pursuit without mega evolving can lead to getting a +1 in Attack rather than Speed.
Mightyena's biggest downfall though is that its movepool is rather bad. It lacks high base power moves that help in wallbreaking or sweeping. This helps keep it in check as things can snowball quite easily with Bulk Up.
:rs/mightyena:

mega mightyena

dark/fairy
stats
hp- 70
atk- 90(+50)>140
def- 70(+15)>85
spa- 60
spd- 60
spe- 70(+35)>105

ability: comedian- when the user is hit by a fairy move it howls with laughter, raising it and its ally's attack by 1; fairy immunity

new moves: moonlight, pursuit, stomping tantrum

instead of making a sub about it being a ferocious pack animal, i wanted to do something inspired by laughing hyenas, and what better than laughing of fairy moves! howl is a move that i feel is pretty heavily associated with mightyena and i thought it was the closest thing to a laughing move there is (besides maybe disarming voice)
(please yell at me if I messed anything up or missed anything!)

Anddd... that should be all I have for you this evening! Tagging inkbug for Stoutland subs! C:
 

inkbug

Maybe the real mega pokemon were the friends we ma
is a Community Contributor
Hi folks, :stoutland: Stoutland compilation here!

If you are not The Main Mon (whose sub is still vetoed) and your sub is not in this post then I missed it and please let me know!
:ss/Stoutland:
Stoutland-Mega
Normal/Steel
Ability: Intimidate/Scrappy/Sand Rush-> Pacifying Pelt: The user restores 1/4 max HP when hit by a Fighting move; immune to Fighting.
Stats

HP: 85
Atk: 135 (+25)
Def: 125 (+35)
SpA: 45
SpD: 100 (+10)
Spe: 110 (+30)
New Moves:
+Body Slam, Earthquake, U-turn, Wish

Given how much its saving people from snowy mountains, it seemed only natural for Stoutland to resist Ice and Rock, thus giving me the idea for Steel type and an offensive support playstyle; flavorwise, it plays on Stoutland's steely determination to help people as well as "soft metals", absorbing and retaining warmth to basically act as a portable heater. But what of the 4x Fighting weakness? Well, the energy of Mega evolution turns Stoutland's fur so fluffy that Fighting attacks end up stopped before they can connect, the attacker's prompted to pet them instead, restoring HP (which also helps shore up its bulk). The Fighting immunity alongside natural resistances allows it to check many scary physical attackers like Rillaboom, Kartana, Mega Sifretch'd, Mega Medicham and Mega Lycanroc-Dusk. Body Slam allows it to spread paralysis for offensive teammates (with the potential option of Scrappy pre-Mega to hit Ghosts), EQ allows a strong attack against Steels that doesn't weaken itself, Wish crucially grants it recovery while also granting some extra utility if paired with possible U-turn to help top off frailer teammates. Beyond that, you can spread more status with Toxic or Yawn, or pack an attack like newly STAB Iron Head, Crunch, Psychic Fangs (anti-screen) or Wild Charge.
:bw/stoutland:
Mega Stoutland (a collab between me and Sticky Fingaaa)
Typing:

Ability: Intimidate / Sand Rush / Scrappy -> Pixilate
Stats: 85 / 130 (+20) / 105 (+15) / 60 (+15) / 100 (+10) /120 (+40)
New Moves: Bulk Up, Earthquake, Rock Slide.

Description: Stoutland is a mon that has a lot of connections to Sand. It has Sand Rush, an ability that makes Stoutland usable on lower tier Sand teams. But here we want it to shine more! To put it simply, we put the "Land" in Stoutland.
About Pixilate, many entries show that Stoutland has a docile and friendly behavior, one of the things that's common in Fairy Types.
Some of the entries are:
- Being wrapped in its long fur is so comfortable that a person would be fine even overnight on a wintry mountain.
- It rescues people stranded by blizzards in the mountains. Its shaggy fur shields it from the cold.
- With this wise Pokémon, there could be no concern that it would ever attack people. Some parents even trust it to babysit.
Also, being Torracat's helper in the SM anime makes Pixilate having even more sense.
:stoutland: Stoutland-Mega
New Ability: Heredity (This pokemon's STAB moves lose their STAB boost. This pokemon's non-STAB moves deal 1.5x damage. (Jack of All Trades from Sylvemons))
Type:

Stats: 85 / 145 (+35) / 100 (+10) / 55 (+10) / 100 (+10) / 115 (+35) (BST: 600)
New Moves: Rock Slide
Description: Woof woof bitches. Mon effectively has Protean while keeping the somewhat advantageous Normal-type. This way, Stoutland can utilize its colorful movepool to a greater use. Its high attack and high speed makes it a statstick that hits you with 4 mystery types (tho most of em are 80 BP options or less). Also has some funny utility options like Sub or Thunder Wave. The flavor for the abil is that there's like 1000 breeds of dog and you could say they're all dormant genes inside of every dog, and here stoutland decides to actually use em.
Type: Normal/Ground
Ability: Snow Patrol
This pokemon draws in Ice-type attacks. Instead of receiving damage from Ice-type attacks, increases it's allies defense and special defense by 1 stage. Immune to Hail damage and can't be frozen.
New Moves: Milk Drink, Defog, Ally Switch, Follow Me, Earthquake
Status:
HP: 85 > 85
ATK: 110 > 130 (+20)
DEF: 90 > 115 (+25)
SPA: 45 > 45 (-)
SPD: 90 > 115 (+25)
SPE: 80 > 110 (+30)

Dex entry 1:
"It roams through snowy mountains carrying a bottle of hot milk, seeking for troubled people. Stoutland is happily proud of giving a hot, heartwarming drink for anyone that is almost freezing."

Dex entry 2: "With a thick fur that isolates himself, and anybody he protects, from extreme cold, Stoutland will hug and protect pokemon that are endangered by the cold without thinking twice."

With all those dex entries talking about it rescuing people out in the snow and beeing extremely loyal, I thought of a type of anti-ice ability that is also viable for doubles. Then I came out with this "lightning rod" clone that buffs allies.

The added ground-type helps it to function better: another immunity (there are 3 already: Ghost, Ice and now Electric); stealth rock resistance, increasing it's durability; stab earthquakes; and overall fits the "mountain" theme and beeing used to sand also.

Milk Drink is because my idea is that it has a bottle of hot miltank milk on its neck, ready to rescue people that are freezing outside (and it is also a mamal). Defog is for it to clear away fog on rescue missions. Follow Me and Ally Switch are two great (and kinda annoying) doubles moves, specially for a rescuer. Earthquake is stab for mega and great coverage for base form, specially for sand teams.

Competitive uses? Well, it's an anti-ice pokemon.
You can combine it, in doubles, with pokemon like Garchomp, Lando-T and Zapdos. Lando-T even provides double intimidate bonus with base form. With Zapdos you can use the dis-quake combo while zapdos has technically only one weakenss with M-Stout redirecting Ice moves (also, that weakness is resisted by M-Stout).

Use it for teams that are really weak to ice coverage also. Again: it has 3 immunities, has nice 85/115/115 bulk, great stats overall and resists rocks.

PS: Snow Patrol makes reference to the band with same name, and for Paw Patrol that my nephew can't stop watching.

Pokemon:
Stoutland
Type:

Stats:
85 / 120 (+10) / 120 (+30) / 60 (+15) / 120 (+30) / 95 (+15) (600 BST)
Ability: Lifesaver: The first time an ally in Doubles is about to be hit by a super-effective move, this Pokemon switches places with them.
New Moves: +Body Slam, Cotton Guard, Wish
Description: Stoutland's dex entries talk about its loyalty and helpfulness so much I feel a mildly offensive support role is more its style. If you need an emergency safeguard against a revenge killer or a sweeper in Doubles you're EV'd for, this is the dog for the job.
:ss/stoutland:
Mega Stoutland
Type: Normal/Ghost
Ability: Intimidate
Stats:
  • HP: 85 (+0)
  • Attack: 45 (switched with Special Attack, +0)
  • Defense: 120 (+30)
  • Special Attack: 130 (switched with Attack, +20)
  • Special Defense: 120 (+30)
  • Speed: 100 (+20)
New Moves: Parting Shot, Fake Out

Description: Y'all remember how in the SM anime, Ash's Litten was friends with an old Stoutland? Y'all remembered how that Stoutland canonically fucking died?!?! (offscreen, but still!) Well, this Mega is that old Stoutland come back from the dead! And since that Stoutland was friends with a Litten, which eventually evolved into an Incineroar, and Incineroar is the best VGC mon, I thought that this Mega should be VGC based as well! Stoutland already gets the quintessential VGC ability in Intimidate and one of the best VGC moves in Snarl. All it needs is Fake Out and Parting Shot and now it can copy its dear apprentice Incineroar!
Mega Stoutland


Ability - Intimidate, Sand Rush; Scrappy ➝ Slush Rush

HP
- 85 ➝ 85
Atk
- 110 ➝ 140 (+30)
Def - 90 ➝ 110 (+20)
SpA - 45 ➝ 55 (+10)
SpD - 90 ➝ 110 (+20)
Spe - 80 ➝ 100 (+20)
BST - 500 ➝ 600 (+100)

Movepool Changes - Body Slam
Competitive Corner - This isn't all that strong, but yeah, snow doggo go fast :3 that's all you need. I guess with Hail at an all-time high in OU maybe this might actually have a shot, who knows?
Flavor Corner - I honestly think Stoutland probably should have had Sand Rush changed to Slush Rush when that ability was introduced, it just makes so much more sense, but since that wasn't done, i'm here to rectify that! Nothing too flashy it's just good boi rescue doggo doing it's job super heckin' fast in snow :3
Stoutland.png

Mega Stoutland @ Stoutlanite
Type:
Normal.gif
/
Fighting.gif

New Moves:
Physical.png
Close Combat & Double Edge
Special.png
(None)
Status.png
(None)
Ability: Parallelism; This ability can be good if used the right way,
If the Opposing Pokemon's Stats are changed, Stoutland copies those stats but "contracts" them, Example: Opposing Pokemon uses Close Combat, Stoutland's Defense and Sp. Defense are raised by 1 stage, but if the opposing Pokemon uses Dragon Dance, Stoutland's Speed and Attack are lowered by 1 stage. This Ability sort of hinders it as setting up immediately ruins it. Note: If Stoutland uses Superpower, his Attack and Defense will still be lowered by 1 stage.
Example:
Stoutland @ Stoutlanite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return
- Facade
- Close Combat
- Play Rough​
Works well under Misty Terrain so that it can't be crippled by Burn if you're not running Facade. It enjoys Grassy Terrain for its passive recovery. Psychic Terrain so it can't be revenge killed.

Mega Stats:
HP: 85
Attack: 121 (+11)
Defense: 114 (+24)
Sp. Attack: 45
Sp. Defense: 114 (+24)
Speed: 121 (+41)
BST: 600 (+100)
:Stoutland:
Mega Stoutland
Ability: Adaptability
Type: Normal
HP: 85
Atk: 130 +20:0
Def: 100 +10
Spatk: 65 +20
Spdef: 100 +10
Spd: 110 +30
New Moves: None
Description: Return is a very powerful STAB with adaptability however ghost types and steel types can switch into it reliably and while it does get superpower and crunch it can't setup well only having howl and 85/100/100 defenses with an ehhh defensive typing allows it to be revenge killed reliably. I think this can be a good cleaner with decent speed and enough bulk to sponge a hit or 2 at full HP. I gave stoutland as it can make sense lore wise as Stoutland will learn to be in a family after a few days making it adaptable to all people and trainers and has now learned how to use this skill in battle.
Stoutland-Mega
Typing:
/

New Ability: High-Altitude Hiker - This Pokemon is healed 1/4 by Ice, 1/8 by Hail; is hurt 1.25x by Fire, 1/8 by Sun.
{pre-Mega abilities were Intimidate / Sand Rush / Scrappy (hidden ability)}

NEW STATS
HP:
085
Atk: 110 → 130 (+20)
Def: 090 → 120 (+30)
SpA: 045 → 045 (+00)
SpD: 090 → 120 (+30)
Spe: 080 → 100 (+20)
(BST: 500 → 600)

Movepool Additions: Bonemerang, Double-Edge, Heal Bell, Mega Kick, Rock Slide, Stomping Tantrum

Pokédex Entries: Pokémon Sword: "Its claws and the hair of its mustache have lengthened and hardened enough to rend rock, causing it some distress even though it still resolves to rescue people and Pokémon."
Pokémon Shield: "The changes to its body, including its heavier fur and weight, have made it far worse for water rescues, so it strives to do its best helping people and Pokémon in mountainous areas."

Description: And now we come to the last but definitely not least of the dangerous doggies, the one that is objectively the best in terms of at least its base form's usability. In fact, Stoutland is so decent compared to the other two that it's the only one I feel like I actually have to ensure its Mega form doesn't outright obviate the base form of it and is instead a (substantial) sidegrade. This especially since its main problem in its base form was its lack of coverage and not having the strongest STAB it could (especially after Frustration and Return got Dexit'd), which the additional moves it got more than solve for it. (It helps it that it too got six just because the other two did and because Marowak is apparently the best "doggo" of them all.)

As such, this Stoutland-Mega is designed to play better in Hail than in Sandstorm by getting what's essentially "Dry Skin but for Ice and Hail" given how much being good in icy conditions pops up in its official Pokédex entries for whatever reason. Even so, it's still adept at playing in Sand given its added type of Ground, especially since a Sandstorm team would definitely appreciate a mon that can take Ice attacks for free while still also being immune to Electric attacks. Basically any team can appreciate a mon that's outright immune to Boltbeam and even outright healed by the icy part of that combination though.

Sure, this Stoutland-Mega loses out on the Speed of its base of form when Sand is up and gains unfortunate additional weaknesses to Water and Grass (and technically Fire and Sun), but it overall gains longevity between that the immunity and added bulk while also bringing more support in the addition of Heal Bell. Also, as Diggersby has proven, Normal/Ground is an extremely good offensive typing to have STAB for even without Huge Power. While this doesn't hit as hard as Diggersby (and shouldn't given its better base bulk and speed), it's still hard to switch in on, even for Ghosts. This already has Crunch in addition to also being somewhat incentivized to use Stomping Tantrum if it doesn't want to potentially miss its new Ground STAB and/or if it wasnts to use Mega Kick over Double-Edge, which takes further advantage of any grounded Ghost trying to switch into its Normal STABs. Additionally, if can still just use Facade if it wants, meaning it can still even be used to absorb status without having to use Heal Bell, especially if Hail is up.

Speaking of the seemingly weird choices of its two Ground attacks, I mostly wanted to give it a powerful option (Bonemerang) and an always accurate option (Stomping Tantrum). I could have just given it Earthquake and been done with arguably both of those options, but that seems like it would go against the flavor of a rescue mon as a whole as potentially backfire in Doubles and with all of the Grassy Terrain everywhere; as it is, I already decided to get rid of High Horsepower as a middle-of-the-road option given I wanted to cap myself to six moves, which already feels like a lot even with the new types added for all the Megas in this slate. Besides, Bonemerang is strictly funnier than Earthquake anyway, if sadly not 100% accurate, and both breaks Substitutes and finishes off giving all three of these Megas a Bone-based attack stolen borrowed from Marowak's family. Yay for communism sharing.

(Also, since weight has never come up, despite the additional fluff both figuratively and literally, I guess this still will be treated as if it takes 80 BP from Low Kick and Grass Knot and the like. Please don't make me think about weight even though I just brought it up. Have mercy.)
:Stoutland: Mega Stoutland
New Ability
: Thick Fat
Type:
Normal/Ground
New stats:
HP: 85
Attack: 135(+25)
Defense: 115(+25)
Special Attack: 65
Special Defense: 115(+25)
Speed: 105(+25)

New moves: Earthquake, Slack Off
THE GOOD

Mega Stoutland @ Stoutlandite
Type: Normal
Ability: Winter Coat
Under all forms of hail, Pokémon with this ability and its allies are immune to the effects of hail and take .75x damage from all attacks.
85/140(+30)/130(+40)/65(+20)/95(+5)/85(+5)
New moves: Body Press, Bulk Up
In multiple of Stoutland's Pokédex entries, it is stated that Stoutland will rescue people from mountains and shelter them from the cold with its long fur. I thought this would be great to turn into an ability, while also providing utility for hail teams. While any form of hail is up, you basically get half of an Aurora Veil on your side for free. I can't imagine this having much usage in singles, but in doubles (or triples) this could be very good support on a hail team. I gave it Body Press and Bulk Up so that it could potentially set up while its middling speed and limited access to recovery prevents it from becoming too powerful.
Mega Stoutland :stoutland:

Type: Normal/Rock
Ability: Vengeful Hero.
(If an ally has fainted before this pokemon was sent in, its moves do 1.3x damage for 5 turns. Also ignores ghost's immunity to normal while this 5 turn duration is active)
Stats:
HP: 85-90
ATK: 110-135

DEF: 90-110
SPDEF: 90-120
SPD: 80-100
DEX ENTRY: "This Pokemon has existed for so long that le only part of its body that has not turned into stone is its heart."

NEW MOVES: ACCELEROCK, STONE EDGE.

Advantages: Good mon to turn the tides with. can do amazing damage without having to use super effective moves. Pairs really well with retaliate.

Disadvantages: Meh typing. Only good in some circumstances.
Stoutland-Mega :stoutland:
Ability : Secourism (Upon switchin in , cure the pokemon it replaced from its non-volatile status condition)

Hp : 85
Atk : 135 (+35)
Def : 110 (+20)
Spa: 45
SpD : 110 (+20)
Spe : 105 (+25)

New move : U-turn (It can now come back when it fetch the ball :P)

Description :
The good doggo is here to the rescue ! Mega stoutland was designed as a fast offensive support, healing its team mate from their status. It can act as a really good rillaboom support by making it less scared of switching into scald from mon such as tapu fini , and also work really well in balance by lessening toxic weaknesses on some mon. U-turn help it in this support role by giving it momentum that work wonder with this ability. It therefore an excellent pivoting cleric that can help the team recover from their statu while not lossing momentum , helping maintain the offensive pressure , which it can also help in thanks to its high attack and good offensive movepool. Its speed tier allow to outspeed most defensive threath that are spamming status move so it can itself dodge them as it don't have a way to heal itself. He is a good boi at the service of the team.
:bw/stoutland:
Mega-Stoutland
Type: Normal/Ground
Ability: Slush Rush

Stats:
HP: 85
ATK: 110 -> 140 (+30)
DEF: 90 -> 100 (+10)
SPA: 45 -> 65 (+20)
SPD: 90 -> 100 (+10)
SPE: 80 -> 100 (+20)
New Moves: Hail, Icicle Crash, High Horsepower, Stealth Rock, Swords Dance
Summary: Stoutland's dex entries are... oddly focused on ice and coldness. "rescues people stranded by blizzards on mountains", "fur shields it from the cold", "fine even overnight on a wintery mountain", "pays no mind to the cold", "in cold regions". So to me, it made so much sense to give it Slush Rush! Mega-Stoutland having the ground type helps cover almost all of ice's weaknesses, which lets it be a huge asset on hail teams, and hail teams support it too! What's ice type's only resistance? Ice, which Mega-Stoutland is weak to! Arctozolt, part of one of the recent new cores in hail, can take care of Corviknight, which causes a lot of trouble for this doggo, and Mega-Stoutland breaks past everything Arctozolt cannot after that. It enjoys having a higher speed tier to outspeed threats like Scarf Kartana under hail, which can otherwise be very problematic for the traditional setter of hail, Alolan Ninetails, and beats Arctozolt if it gets chipped down. It having access to Stealth Rock gives it a unique niche on hail, and resisting Stealth Rocks is really important too. It also takes advantage of Aoura Veil to setup using Swords Dance to increase its attack power. However, it doesn't appreciate taking a Grassy Glide from Rillaboom, nor does the rest of the hail core.
:bw/stoutland:
Mega-Stoutland
Type: Normal / Dark
Ability: Intimidate

Stats:
HP: 85
ATK: 110 -> 147 (+37)
DEF: 90 -> 115 (+25)
SPA: 45 -> 45
SPD: 90 -> 115 (+25)
SPE: 80 -> 93 (+13)
New Moves: Knock Off, Earthquake, Recover
Summary: Stoutland is one of those Pokemon that will likely never succeed in an OU tier, normal typing, outclassed by most of its contemporaries, and most Pokémon as a whole. Sadly though the dog was put into an even worse scenario come Gen 8, it lost not only its main STAB move, but also one of its best moves in the as well dexited Pursuit.

When I approached Stoutland I saw everybody trying to change up what it did, make it a hail sweeper, other forms of hail abusers, generally make it different. But when I saw this dog I saw potential, maybe not in the big leagues, but perhaps the newfound UU tier. One of the best Pokémon historically in UU has been Krookodile, Intimidate, a solid speedtier, decent attack, STAB pursuit, I wanted to capitalize on what Krook does, make Stoutland better at using some of the tools, as well as diversifying it a bit, and despite it being typically frowned upon. I kept Intimidate.

It has a couple of new tools comparably, 85/115/115 bulk, and recovery allow it to switch in throughout the game, and resisting knock off in the UU tier has shown to be an incredibly valuable tool. It’s attack is quite hefty even uninvested, allowing bulky sets to still pursuit trap things like Slowking, and the addition of STAB Knock Off provides much utility but now sizeable damage.

This Mega Stoutland is the first Pokémon intentionally aimed for UU and I think it can be very useful there.
(not a Paullab)
:ss/stoutland:
Mega Stoutland
New Ability
: Tangling Hair
Type:


New stats:
HP: 85
Attack: 110(+40) --> 150
Defense: 90(+20) --> 110
Special Attack: 45(+10) --> 55
Special Defense: 90(+20) --> 110
Speed: 80(+10) --> 90
(BST): 500(+100) --> 600

New moves: Bulk Up, Slack Off
Description:
Just read Stoutland's Shield PokeDex entry: "Stoutland is immensely proud of its impressive moustache. It's said that moustache length is what determines social standing among this species." Looks like the 'stache is a pretty essential part of this doggo. Let's reflect that through the Mega Evolution with Tangling Hair.
Currently the signature ability of :dugtrio_alola: Alolan Dugtrio, Tangling Hair is pretty unexplored as a whole, thanks to Dugtrio's abysmal 60 Defense. There is an equivalent of this ability with a different name, which is Gooey, the signature ability of the Goodra line. Therefore, I will explain how this Mega Stoutland differs from :goodra: Mega Goodra.
First of all, Stoutland is much more offensively oriented, with its 150 Attack and access to strong moves such as Return. It can also set up with Bulk Up. Secondly, it has better reliable recovery in Slack Off. On the defensive side of things, Stoutland only has one weakness whereas Goodra has two, and its pre mega Intimidate helps soften the physical hits which trigger Tangling Hair. However, Goodra has much better bulk with more resistances and I think both of them can coexist with their own niches.
This last bit is kind of irrevelant but I found it interesting that the one type Stoutland is weak to, Fighting, has mostly contact moves (excluding Special things like Aura Sphere, Focus Blast, Vacuum Wave, etc). This means that when it perishes to a supereffective move, this doge paves the way for a revenge killer.
:bw/stoutland:
mega stoutland

normal/fairy
stats
hp- 85
atk- 110(+15)>125
def- 90(+30)>120
spa- 45
spd- 90(+20)>110
spe- 80(+35)>115

ability: protector- when the user switches in, if the pokemon it's switched in for had 25% hp or less (including if it fainted), the user has its defense raised by 1 stage

new moves: body press
he protecc, he attacc, he want a scooby snacc... yeah that's it


Before I close this post, here are some words from Hematite about the next slate:​
Hematite said:
Slate 38 is a bit of a special occasion, so this isn't the result of a poll or anything - we have something else in mind:

It's been an entire year since we started version 7 of Megas for All together, and what an amazing year it's been!!! This community has come so unbelievably far and we've done so much together, so it's been amazing to be a part of this as one of your leaders! ;u;
To celebrate this unbelievable landmark, slate 38 will feature Pokémon that represent the newest members of our amazing competitive council - people who've been right there with us for a long time and helped foster a community we can all be proud of since well before any of them were officially added to the staff!
Like the last council-themed slate, we have four people to cover - and a super fun and diverse array of Pokémon to represent them!

With that in mind, the Pokémon we'll be doing for slate 38 are :dodrio: Mega Dodrio in honor of @pupugugu, :victreebel: Mega Victreebel in honor of @ViZar, :lanturn: Mega Lanturn in honor of @Exploziff and :obstagoon: Mega Obstagoon in honor of @Paulluxx!

To keep the thread organized, I ask that you refrain from posting your submissions here until the submission phase begins, but remember that the Discord is always a fantastic place to discuss ideas and get feedback on your submissions even before the slate opens!
And with that, voting is now open until this time on Monday, October 11th! See yall then!
 
Voting Time!
Bulldog: :bw/granbull:
1. KeroseneZanchu
2. ARandomPerson
3. BlueRay
4. NANI!?
5. Exploziff
6. JosJet
7. FierceHawk192

Terrier: :bw/stoutland:
1. NANI!?
2. Ry42
3. Exploziff
4. Paulluxx
5. Lydian
6. Bekama
7. Moretto

Hyena: :bw/mightyena:
1. EeveeGirl1380
2. Clasmia
3. ARandomPerson
4. Okispokis
5. BlueRay
6.FierceHawk192
7. Exploziff and SimpyShrimp
8. NANI!?
 
:Granbull:
1. Exploziff
2. JosJet
3. BlueRay
4. EeeveeGirl1380
5. jazzmat

6. abismal
7. FierceHawk192
8. ARandomPerson
9. okispokis

:Mightyena:
1. abismal
2. BlueRay
3. ARandomPerson
4. NANI?!

:Stoutland:
1. okispokis
2. EeveeGirl1380 (Your subs these weeks are quite notable. Keep up the good work! :])
3. Paulluxx

4. Exploziff
5. jazzmat
6. bekama
 
:Granbull:
1. JosJet
2. BlueRay
3. KeroseneZanchu
4. Bekama
5. Abismal
6. NANI?!
7. FierceHawk192
8. lydian

:Mightyena:
1. Jazzmat
2. EeveeGirl1380
3. NANI?!
4. inkbug
5. Gravity Monkey
6. Clasmia
7. ARandomPerson
8. okispokis

:Stoutland:
1. Paulluxx
2. okispokis
3. jazzmat
4. StarFalcon555
5. The Damned
6. Bekama
7. ry4242
8. bekama

cool subs
 
:Granbull:
1. Josjet
2. Blueray
3. KeroseneZanchu
4. Eeveegirl
5. Abismal
6. Inkbug

:mightyena:
1. EeveeGirl
2. ARandomPerson
3. Gravity Monkey
4. Exploziff
5. Blueray
6. Regic Boat

:Stoutland:
1. Gravity Monkey
2. Exploziff
3. Okispokis
4. Starfalcon
5. Eeveegirl
 

FiniteInfinity

Banned deucer.
The Bull Dog

There is a unique set of design standards that go into making a Pokemon to fit a specific archetype that are entirely different than making one normally. With most Pokemon, you have to be concerned about the Pokemon being good on its own - can it compete with every other Pokemon out there and be the best? It doesn't even have to be the best at everything, it just needs one handhold to make itself worthwhile over all of the others attempting to grab that same ledge. When it comes to something like a weather Mega, that's gone. The question is how do you make using that weather worth the Pokemon's time, and is that Mega actually going to reciprocate and be worth the slot for the weather team? The answer of weather abilities, especially those of matching typing, is an easy one - it almost entirely answers the question of why it would want to be run in the weather by itself, but too many stop there. There are other Pokemon out there with that ability, why should someone use a team slot, and above that their only mega slot, on this one in particular? KeroseneZanchu's first place Granbull submission is designed to be the perfect Mega for Hail teams by completely circumventing the usual pitfalls by designing it like a Mega. Fairy/Ground is an excellent typing with both great offensive and defensive potential brought out by its hefty attack and bulk, good STABs, large repertoire of support moves, even larger variety of attacking coverage, and an ability that's useful even outside of ally weather teams by blocking Spore strategies as well as enemy Hail and Sandstorm (the latter of which is seen frequently even outside of dedicated weather teams). However, these strengths, all individually effective and quality tools on their own, were carefully designed to culminate in the ideal support for a Hail team that can take down all of its natural threats, provide unique support uncommon to Ice Pokemon, and utilize its ability to not be hindered by its own team in the process. It's a beautiful work of art for an ugly piece of work.

Fairy/Ground is a great and unique typing that doesn't get many opportunities to be submitted, so I feel compelled to make one my second place as well in the hopes one of the two will win. That being said, FierceHawk192 is a strong second and very deserving of the spot, Fairy/Ground or not. I would be hesitant to vote for a Mold Breaker Mega so soon after receiving a Neutralising Gas one in the form of Magmortar, but the type difference, physical/special divide, doubles difference, and otherwise completely different set of non-offensive tools in their kits makes it comfortably standalone and a welcome addition.

The Hyena Dog

The cackle jackal mighty Yena is pretty slick, you should look, yeah -
This howlin', growlin', prowlin' menace won't be caught fetchin' tennis
Balls to the walls and back and then you'll find you'll be catchin' them paws
Instead and I've read that when he sees red you'll be red and dead.
This first place space belongs to the submission all my lame lyrical lines put into the position.
Jazzy's jazzy grim fairy tail came straight from some Grimm's fairy tales.

Ahem. Well, after that, abismal's Bamboozle Mightyena is a great second place sub and I'm always happy to see an opportunity for stat flips, especially when it's not Contrary, and brings in new Pokemon to the concept to add to the existing ones! Topsy-Turvy is a fun effect that deserves more play.

The Dog Dog

Clearly first goes to the Dog named Dog as the ultimate Dog Dog, but there are genuine non-funny reasons for it to! In fact, you could say they're quite intimidating! Paulluxx's Normal/Dark Mega Stoutland seems like it would overlap with the next slate's Normal/Dark Mega Obstagoon, but there's a lot to set it apart! Being a Pokemon whose primary weaknesses are U-Turn and a type that almost exclusively has physical moves means it actually gets a lot of mileage from high Defense and enemy attack drops and those help it out against its ridiculous double weakness to one of the best offensive types in the game. It still has little ways to deal with Fairy, but having such a strong counter helps towards keeping the balance on a Mega that's otherwise very strong and potent in its strengths, and as an Intimidate user it will naturally wish to pivot out often, so running away from fairies isn't the worst thing in the world, either! It's extra neat in a world where (hopefully) it's being added alongside two other Fairy types, both of which are physical attackers, and at least one if not both will be joining it in the UU tier. Overall there isn't a lot that's unique or special about this sub to discuss, but I think it's a really solid submission with good design, and should join the ranks.

Bekama's Stoutland is a great opportunity to add another Normal/Ground other than Diggersby, and Thick Fat is such a neat and flavorful addition to the concept, so I give it my second place vote!
 

Paulluxx

[Regional Manager of Big Shifu]
is a Community Contributor
:Granbull:
1. ABISMAL!!!!!!!!!..... AFTERSHOCK!!!!
2. Vipotis
3. My dear Princess Blueray
4. Kero
5. Exploziff
6. Jazzmat

:mightyena:
1. Jazzmat
2. Abismal
3. Blueray


:Stoutland:
1. Myself(Paulluxx)
2. The Damned
3. Eeveegirl
4. Okispokis
5. Monkey of Gravity
 

KakkarrotCake

Banned deucer.
Vote for these or else you have bad opinions, as dictated by Twitter (yes this can and will be legally enforced):

Inkbug's Granbull is really nice and deserves first but
KeroseneZanchu's is a cool second place (ba dum tss).
Coming up third is BlueRay's neat idea.

Jazzmat's Joker here in first (no joke) and
The Damned's ironically isn't too far behind.
Third for abismal, I say

Gravity Monkey's got #1 in his genes
Bekama's got a #2 in his jeans
and Rcook's #3 is good too.
 
:granbull:
Mega Granbull Votes
1)
abismal
2) EeveeGirl1380
3) Exploziff

:mightyena:
Mega Mightyena Votes
1)
Gravity Monkey
2) BlueRay
3) War Incarnate

:stoutland:
Mega Stoutland Votes
1)
lydian
2) bekama
3) The Damned
 
:granbull:
1. jazzmat
2. ARandomPerson
3. ry4242
4. JosJet
5. NANI?!
6. inkbug
7. abismal
8. Eeveegirl1380
9. okispokis


:mightyena:
1. jazzmat
2. Exploziff & SimpyShrimp
3. War Incarnate
4. ARandomPerson
5. okispokis
6. NANI?!


:stoutland:
1. jazzmat
2. Eeveegirl1380
3. ry4242
4. StarFalcon555
5. stinky potato
6. NANI?!
7. Paulluxx
8. bekama
9. lydian
 
:mightyena: - Dark Hunter (no pun) and Brotherhood's best friend (and anyone else's worst enemy)
1. War Incarnate
2. ARandomPerson
3. abismal
4. EeveeGirl1380
5. lydian
6. jazzmat
7. Regic/Deepblue
8. BlueRay
9. Clasmia

:granbull: -Who knew something so cute could be so dangerous?
1. jazzmat
2. The Damned
3. Exploziff
4. inkbug
5. EeveeGirl1380
6. KeroseneZanchu

:stoutland:- Man's best friend, and no one's worst enemy. (ok, except for Dark Hunters)
1. okispokis
2. Gravity Monkey
3. Yung Dramps
4. lydian
5. The Damned
6. jazzmat
7. stinky potato
 

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