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

:sm/donphan::absolite:
:donphan: Mega Donphan
New Ability
: Rough Skin
Type:
Ground


New stats:
HP: 90
Attack: 145 (+25)
Defense: 150 (+30)
Special Attack: 60 (+0)
Special Defense: 85 (+25)
Speed: 70 (+20)
(600 BST)

New moves: Headlong Rush
Description: Mega Donphan functions as a multipurpose physical wall who can easily set up Stealth Rock and/or remove hazards with Rapid Spin. Rough Skin complements its hefty physical bulk and chips physical attackers for its teammates to pick off later. Headlong Rush is an alternative to Earthquake for Mega Donphan to deal more damage in exchange for lowering its defenses.


Donphan @ Donphanite
Ability: Sturdy
Tera Type: Ground
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Knock Off
 
:sv/phanpy::sv/donphan::sv/phanpy:
Mega Donphan
Type:
Ground / Fairy
Ability: Filter
Stats:
HP: 90​
Att: 130 (+10)
Def: 130 (+10)
SpA: 60​
SpD: 120 (+60)
Spe: 70 (+20)

Phanpy gets my vote as being the cutest Pokemon ever, and Donphan is noted as being usually calm unlike its Paradox counterparts, so I decided to lean into the "gentle giant" side of elephants. Mega Donphan will still throw down when it needs to, but it spends most of its time peacefully playing with the Phanpy in its herd, and it has been observed using its trunk to delicately return young Swablu that have fallen out of their nest.

Filter instead of Solid Rock both because Donphan is more clay or rubber than it is stone, and also to hold up the tradition of only giving Solid Rock to things with 4x weaknesses.

While Great Tusk excels at physical offense and defense, and Iron Treads favors pivoting and utility, Mega Donphan carves a niche for itself with its excellent special bulk.
 
Donphan-Mega
Type: Ground/Flying
Ability: Aerilate
HP: 90
Atk: 140 (+20)
Def: 140 (+20)
Sp. Atk: 60
Sp. Def: 85 (+25)
Spd: 85 (+35)
New Moves: N/A
Many people have been upset with Gholdengo's stranglehold on hazard removal due to it being immune to Rapid and Mortal Spins, as well as blocking Defog with Good as Gold. What's a type that can hit Gholdengo while not being weak to Steel? Flying (Galvanize isn't real). By giving Donphan access to the Flying type and Aerilate, it can spin in front of Ghold and KO with Earthquake (needs 60 Attack EVs or Stealth Rocks to OHKO). Air Balloons won't save this piece of string cheese, as Rapid Spin pops the balloon and removes hazards. Even though it lacks boots, which is fairly concerning for a hazard remover without reliable recovery, the Flying type protects it from all hazards save Stealth Rocks.

That's not all that this Donphan can do: it can also function as a wallbreaker with its great neutral coverage and high Attack and spread paralysis with now Flying type Body Slams. In addition, it can take advantage of its amazing defensive typing and utilize it's impressive utility movepool, with options like Encore, Knock Off, and Stealth Rocks, or even clean up a weakened team with speed boosts from Rapid Spin.

The main draws for using Mega Donphan over Great Tusk and Iron Treads are the Flying type Rapid Spin and the amazing type combo, which will be unique to Mega Donphan until we get Home Pokemon. However, Great Tusk can setup with Bulk Up and Treads is faster and can pivot, as well as both being able to hold items, so one isn't superior to any other Donphan. It also doesn't compete with Mega Arboliva, as Donphan is better for more offensive teams while Arboliva is better for defensive ones.

Flavor: Dumbo!
I'll add Tinkaton later, if I remember.
 
Message from DrPumpkinz:
Get your weapons ready, Armarouge!


Mega Armarouge
Type:
Fire / Psychic
Ability: Trace
Stats:
HP: 85​
Att: 60​
Def: 130 (+30)
SpA: 165 (+40)
SpD: 90 (+10)
Spe: 95 (+20)

Like many people, my initial reaction to seeing Armarouge was "that's not a Pokemon, that's a Mega Man". Mega Armarouge leans into this with Trace, allow it to get equipped with the opponent's ability. It unfortunately can't copy Protosynthesis or Quark Drive, but come Teal Mask, it'll be able to stuff Wellspring Ogerpon by absorbing Ivy Cudgel and naturally resisting Grass attacks. In the meantime, Mega Armarouge can do stuff like counter-trapping Magnezone with Magnet Pull, forcing out Toxapex with Psychic moves and then healing with Regenerator, and standing up to Ting-Lu without having its Special Attack cut due to the Ruin abilities negating themselves.
 
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Mega-Donphan
Donphanite.png

Type : Ground/Water
Ability : No Barrier : All of the Pokemon’s moves remove Reflect, Aurora Veil, Light Screen and Substitutes
Additional moves: Bulk Up


Stats:

HP : 90
Atk: 155 (+35)
Def: 140 (+20)
SpA 60
SpD 105 (+45)
Spe: 50

I took inspiration from Ganesh, a Hindu elephant god, which represents intellect and wisdom, and is reputated to removes obstacles. That’s how I came up with such an ability, trying to adapt that to the competitive scene, without making it too OP. Therefore, Mega Donphan will carve a niche as a wallbreaker without the opponent being able to protect from it while still being bulky on both sides.


Mega Armarouge
Carmadurite.png

Type : Fire/Psychic
Ability : Gunpowder : raise SpA by 1 each time the Pokémon use a Fire-type move. Only works once per fight.
Added moves: none

Stats

HP : 85
Atk: 80 (+20)
Def: 115 (+15)
SpA : 150 (+25)
SpD 105 (+25)
Spe: 90 (+15)


For this one, I took inspiration from… well… gunpowder, that power up artillery and firearms, and I adapted it to the Pokemon Competitive. Since getting a constant boost by using a Fire Type move was a bit too OP, I decided to make it work only once per fight, so you'll have to choose carefull the moment when you'll setup your Mega Armarouge.


Mega Tinkaton
Forgelinite.png

Type : Fairy / Steel
Ability : Alternate boost: Gives a cumulative 20 % boost each time the Pokemon use a different offensive move. Up to 5 boosts and reset if a status move is used as well as the same move twice.
Added moves: none




Stats:

HP: 85 → 85
Atk: 75 → 95 (+20)
Def: 77 → 117 (+40)
SpA: 70 → 75 (+5)
SpD: 105→ 125 (+20)
Spe: 94 → 109 (+15)


For this one, I wanted to make the drawback of Gigaton Hammer an advantage, in order to give the player a pretext to use another move which will get boosted as long as the player change of move every turn.
 
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Paulluxx

[Regional Manager of Big Shifu]
is a Community Contributor
:tinkaton:
Tinkaton-Mega
Ability: Uplifting
While this Pokémon is present all Pokémon are ungrounded.
HP: 85
Attack: 75 -> 105 (+30)
Defense: 77 -> 127 (+50)
Special Attack: 70
Special Defense: 105 -> 115 (+10)
Speed: 94 -> 104 (+10)
New Moves: U-Turn

So typically when I look at a Pokemon I think about it competitively first, with Tinkaton I took a different approach. I'm a huge fan of the "cute girl with a huge hammer" trope. Mostly through characters like Ramona Flowers(not the movie version...) and Nora from RWBY (God I'm such a nerd dude). And I wanted away to make Tinkaton play like that, bouncy and dynamic. Able to hit hard and then get right out, while improving the way it uses its toolkit because its already a Utility pivot. Statwise and movewise its simple, improve its bulk, make it hit harder, Gigaton Hammer will hit hard no matter what. Make it faster. Basically make it an OU level Pokemon and make it worth most of its opportunity cost as a mega. And the ability would give it everything else it needed.

I realized a Rocket Hammer is the natural progression and also would flavorwise fit with it trying to hunt Corviknights. And then I remembered we had an ability perfect for a Rocket Hammer Pokemon, especially one that seems happy and good-natured. Also the idea of it hitting opposing Pokemon but also its teammates into the air in VGC is so perfectly fitting. And it does that both through its ability and the incredibly strong Gigaton Hammers it throws at its opponents just to follow off with a U-turn to get right out of there.

BLUE FEEDBACK EDIT:
1713150960516.png

This is how you will feel playing with Tinkaton.
 
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:sv/armarouge:
Mega Armarouge

Ability: Aegis

The user is immune to Dark moves and draws them to it. If it gets hit by a Dark move, its SpA is raised by one stage.

Type: Fire | Psychic

New Stats:

HP: 85
Attack: 60
Defense: 100 → 145 (+45)
Special Attack: 125 → 145 (+20)
Special Defense: 80 → 95 (+15)
Speed: 75 → 95 (+20)
BST: 525 → 625 (+100)

New moves:
Recover

Description:
1) Concept

- Armarouge draws some inspiration from Mega Man, a Japanese science fiction video game franchise created by Capcom. As with many other heroes in other fandoms, Mega Man stands for justice and protects people from "evil" enemies. Against this background, I wanted to create an ability that would allow M Armarouge to become such a hero; its armour is now able to better protect it from any attack from its "evil" enemies. This also reflects, to some extent, Mega Man's ability to adapt to any difficult situation the robot finds itself in when facing enemies.
- I choose the name "Aegis" because it refers to a divine shield or breast plate from ancient Greek culture meant for protection and intimidation against evil forces. Usually, it's depicted with a yellow or golden colour. Yellow and gold are sometimes used to represent a hero, reflecting their superiority in terms of power. This makes a hero especially reliable and trustworthy since, no matter what, they will help out others and defend them. According to the Pokédex, Armarouge is an incredibly loyal Pokémon. So, in my eyes, it makes sense for a hero to never waver in the face of injustice and keep going on. (I'm open to changing the name of the ability if there are better ideas.)

2) Competitive

- With gen 9's strong focus on the Dark type (Kingambit, Meowscarada, Roaring Moon, Chien Pao, just to name a few), Psychic Pokémon don't exactly have an easy time thriving in OU or VGC. This is where M Armarouge's new ability comes in, allowing it to wall or check many of the aforementioned Dark Pokémon as well as metagame defining Pokémon, like Iron Valiant.
- In Singles, this means M Armarouge can now have some defensive utility on a team, making it therefore different from its base form, which is primarily used as an offensive sweeper. The addition of Recover further underlines this new niche. What's more, M Armarouge naturally resists Future Sight + Fighting / Dark moves--a combo that's generally hard to cover defensively just with one Pokémon. Offensively, you can create some mindgames because pre-Mega, Armarouge can try to rely on Weak Armor to get a speed boost, not fearing Dark moves at all since the opponent might be too afraid of boosting its SpA with a Dark move. While Weak Armor lowers the user's Def, M Armarouge doesn't fear most priority moves; it's immune to Sucker Punch and naturally resists Bullet Punch / Mach Punch / Grassy Glide / Ice Shard.
- In VGC, the new Dark immunity allows for a lot of flexibility. For one, M Armarouge is immune to Prankster + Taunt. So, it has a much easier time setting up Trick Room or protecting the team with Wide Guard. Furthermore, it cannot be shut down by Snarl or Parting Shot--moves that can often slow down Psychic Terrain teams as the abusers are usually special attackers. Moreover, M Armarouge's resistance profile can even extend to Pokémon like Chi-Yu or Incineroar should the latter return.
- However, this does not mean M Armarouge outclasses its base form; in fact, both forms have their advantages and disadvantages. For instance, base Armarouge is slower and thus more likely to benefit from Trick Room; it can also use an item to cover a team's needs, such as berries, Life Orb, Power Herb or Safety Goggles. M Armarouge, on the other hand, has a much easier time handling counter measures to its base form and can perform better under Tailwind due to higher speed. Strategy wise, you can pull off some fun and interesting combos. Kingambit or other allies can click Sucker Punch either to hurt the opponent (if M Armarouge switches out) or to boost M Armarouge's SpA if you want to punish the opponent for careful plays. There's also an ally's Brutal Swing who benefits from M Armarouge being a Psychic Pokémon since it naturally threatens Fighting Pokémon that resist Dark moves. Opposing Dark Pokémon can be covered with Aura Sphere.
 
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:armarouge:
Mega Armarouge
New Ability
: Competitive
Type: Fire/Psychic

New stats:
HP: 85
Attack: 60
Defense: 135 (+35)
Special Attack: 160 (+35)
Special Defense: 110 (+30)
Speed: 75
(625 BST)

New moves: lmao
Description:
Armarouge is touted as being very loyal. Of course, throughout various (but not all) works of fiction, those most loyal are perhaps the most competitive... to prove themselves to those that they are loyal to.

While this Armarouge is more VGC/Doubles-oriented, it can still hold its own in Singles. To this extent, where it lacks Mega Grumpig's speed and Beads of Ruin, it more than makes up for with a much better dualtype, both offensively and defensively, and significantly better physical bulk that lets it live a hit or two before firing off a powerful attack. Competitive is useful for punishing Intimidate and Strength Sap from Mega Quaquaval and Bramblegast, respectively, as well as the occasional Defog, giving it a potential niche on hazard stack teams (and once the DLC rolls around, Sticky Web teams too). This niche is especially noticeable because it matches up well into most of the hazard removers we have, since Great Tusk and Quaquaval fear Psychic STAB and Energy Ball, while Brambleghast, Arboliva, and Corv fear Fire STAB. Essentially, it's kind of like Gen 6 Bisharp (if it took up your mega slot).

VGC is, obviously, where this mon really shines, as an upgrade to base Armarouge. Moves like Intimidate, Snarl, and Icy Wind are EVERYWHERE, and if mons like Kingambit are any indicator, being able to punish these stat drops is very useful, since it eliminates one way to stop entire threats. It lends itself very useful on Trick Room teams, where it can turn its low speed to its advantage (and where potential Intimidates or Snarls can really fuck up your game plan), especially alongside Psychic Terrain from Indeedee-F, which lets it launch some absolutely nuclear Expanding Forces.
 
:sm/armarouge:

Armarouge-Mega
Type: Fire/Psychic
Ability: Analytic

HP: 85
Attack: 60 + 30 = 90
Defense: 100 + 20 = 120
Sp. Attack: 125 + 30 = 155
Sp. Defense: 80 + 30 = 110
Speed: 75 - 10 = 65
New moves: Morning Sun

Description: Unleash. The. Ammo.

This one takes a slower and bulkier approach, Fire/Psychic being far from the best typing defensively but still being able to tank a hit. And oh boy.

+1 252+ SpA Analytic Armarouge Armor Cannon vs. 4 HP / 252+ SpD Blissey: 279-328 (42.7 - 50.3%) -- 1.2% chance to 2HKO
+1 252+ SpA Armarouge Armor Cannon vs. 252 HP / 96 SpD Assault Vest Slowking-Galar: 207-244 (52.5 - 61.9%) -- guaranteed 2HKO

Its obvious weakness is how bad the typing is, as well as Psychic/Fire/Grass still being able to miss some mons coverage wise like Hydreigon, opposing Armarouge, as well as Roaring Moon, as well as wanting to fit Calm Mind for setup, Morning Sun for longevity, Armor Cannon, Psyshock, Energy Ball and Scorching Sands.

:sm/tinkaton:

Tinkaton-Mega
Type: Fairy/Steel
Ability: Heatproof

HP: 85
Attack: 75 + 20 = 95
Defense: 77 + 30 = 107
Sp. Attack: 70 + 10 = 80
Sp. Defense: 105 + 30 = 135
Speed: 94 + 10 = 104
New moves: None

Description:

Spent so much time in the forge it became pretty resilient to heat. Moreover, it lives in hot regions, hence Heatproof as an ability. Tinkaton is a mon I really like, one of my favs from Gen 9. Fairy/Steel is a crazy good typing, and with added neutrality to Fire it can potentially stomach hits from stuff like Heatran lacking Earth Power, Volcarona, Gouging Fire, as well as the potentially great Armarouge-Mega no matter which sub wins.

:sm/donphan:

Donphan-Mega
Type: Ground
Ability: Gravitas

HP: 90
Atk: 120 + 20 = 140
Def: 120 + 20 = 140
SpA: 60 + 10 = 70
SpD: 60 + 50 = 110
Spe: 50
New moves: None

Description: Gholdengo public execution.

OK so, trying to find a niche to Great Tusk/Iron Treads prototype is hard, as they have tools it doesn't have, like Headlong Rush and Close Combat for Tusk, or Volt Switch for Treads. I wanted to focus on having Hazard removal that can just send Gholdengo to the Shadow Realm, so this ability came to mind. It also can hit Skarmory (for when it'll come back) and Corviknight, and just slay them. So basically, either a Hazard setter that can win against some nice removal like Corviknight, or Hazard removal that can win vs the likes of Gholdengo etc.
 
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:sv/Donphan:
Donphan-Mega
Ground/Fairy
Ability: Sturdy/Sand Veil-> Water Absorb
Stats
HP: 90
Atk: 150 (+30)
Def: 140 (+20)
SpA: 60
SpD: 90 (+30)
Spe: 70 (+20)


Any Mega Donphan is inherently going to compete with Great Tusk and Iron Treads, and wouldn't you know the ParaDerms share exactly one weakness? Water Absorb grants Donphan a unique defensive role in comparison, with the HP recovery also letting it sustain itself in ways Tusk and Treads sometimes struggle with; it also fits wonderfully flavor wise, between the drinking habits of elephants and their surprising swimming ability. Water Absorb allows Donphan to wall defensive staples like Dozo and Palindrome, slow down rain and ensure stuff like Walking Wake, WaterPon and offensive Quaquaval can't spam their strongest attacks. The added Fairy typing further shores up its match-ups versus Wake and Mega Quaq while giving it quite handy resistances to Dark, Fighting and U-turn. This defensive profile allows Mega Donphan to support its team with Rapid Spin and Knock Off and throw off strong STAB Earthquake or High Horsepower. Mega Donphan also deals highdamage with its new STAB Play Rough, Ice Shard for back-up priority, Seed Bomb to directly threaten the Water types it comes in on or other options such as Ice Spinner, Gunk Shot or Stone Edge. You even can even circumvent sturdier threats with Encore or Endeavor.

:sv/Armarouge:
Armarouge-Mega
Fire/Psychic
Ability: Flash Fire/Weak Armor-> Showdown (When the user is on the field, no Pokemon can recover HP. During the effect, healing and draining moves are unusable, and abilities or items that grant healing will not heal the user).
Stats
HP: 85
Atk: 80 (+20)
Def: 120 (+20)
SpA: 155 (+30)
SpD: 90 (+10)
Spe: 95 (+20)


Armarouge's knight-like attitude causes it to challenge other Pokemon to duels, and you don't heal up during a duel. Mega Armarouge uses its ability to perform as a stall-breaker, taking on walls like Clodsire and Toxapex that other special Fire types naturally struggle with between heal blocking and STAB Psychic or Psyshock, using Fire Spin to lock down and 1v1 its intended targets. You can use these opportunities to set up with Calm Mind, spread burns with Wisp or just hit up Fire resists with Energy Ball for Waters or Dragon Pulse for Dragons; really, Mega Armarouge's moveset can be tailored towards any particular removal your team needs. For Fire STAB, Rouge has Flamethrower for reliable STAB, Armor Cannon if you prefer a quicker finishing move or Mystical Fire to shore up its SpD and score cheeky matchups versus stuff like Volcarona. Pre-Mega Weak Armor can even grant you a one-time patch to the only okay Speed, though its use isn't necessary for the intended role. While Armarouge doesn't lose anything of note from Showdown, its vulnerability to hazards and common weaknesses mean wearing it down isn't too difficult.

:sv/Tinkaton:
Tinkaton-Mega
Fairy/Steel
Ability:
Mold Breaker/Own Tempo/Pickpocket-> Steelbreaker (The user's attacking moves are guaranteed to land a critical hit when hitting Steel types).
Stats
HP: 85
Atk: 95 (+20)
Def: 92 (+15)
SpA: 95 (+25)
SpD: 135 (+30)
Spe: 104 (+10)

+Incinerate, Pain Split

Tinkaton's core lore is that it scraps metal with ease and single-handedly ensured Corviknight Taxi couldn't take off in Paldea- and yet both its STABs are resisted by Steel and it has no way to hit Corviknight super-effectively without Tera. Steelbreaker helps compensate for this discrepancy, making resistances more of a joke to Gigaton Hammer while scaring Gholdengo with Knock Off or making anti-Steel Brick Break or Bulldoze hit actually respectable damage. This boost allows support Tinkaton to threaten OU-level damage without investment or become devastating after Swords Dance. Pain Split gives you some limited sustain for either role, with its buffed special bulk letting it use an SD or dip into its support movepool with Stealth Rocks, Thunder Wave or Encore. As for the other new addition, Incinerate, this does give us a funny way to hit Corv super-effectively which may have some use for utility sets- but more importantly, this move gives Mega Tinkaton more offensive utility in Doubles alongside Fake Out and Knock, as it allows Tink to hits Steels and burn berries. Alongside Steelbreaker letting it ignore Intimidate on certain targets, this helps give it a limited but niche role in VGC.
 
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Magmajudis

Title pending
:sv/armarouge:
:armarouge: Mega Armarouge
Ability
: Weak Armor
Type: Fire/Psychic
Stats:
HP: 85
Atk: 60
Def: 150 (+50)
SpA: 145 (+20)
SpD: 90 (+10)
Spe: 95 (+20)
New Moves: None
Description: The goal here is for Mega Armarouge to be able to use its physical bulk to set up Calm Mind before sweeping - this bulk also allows it to proc Weak Armor more reliably / without dying, which also helps with sweeping.
 
Mega Armarouge
Fire/Psychic
stats
HP- 85
ATK- 60
DEF- 125(+25)
SPA- 150(+25)
SPD- 130(+50)
SPE- 75
BST- 625
Mage Armor: After using a psychic type move this pokemon cannot be statused or have its stats drop until the end of the next turn




Mega Donphan
Ground
stats
HP- 90
ATK- 150(+30)
DEF- 150(+30)
SPA- 60
SPD- 75(+15)
SPE- 75(+25)
BST- 600(+100)
Road Rage: Missing an attack raises the users by one stage
 
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Dear community,

it's voting time. Below, you can find all the subs for you to choose. You have until this Sunday, 21.04.2024, GMT+1, 23:59, to vote! If I forgot to include any sub or made some error, please, let me know as soon as possible.

:sv/armarouge:
Mega Armarouge




Ability - Flash Fire; Weak Armor ➝ Mega Launcher

HP
- 85 ➝ 85
Atk
- 60 ➝ 76 (+16)
Def - 100 ➝ 138 (+38)
SpA - 125 ➝ 159 (+34)
SpD - 80 ➝ 112 (+32)
Spe - 75 ➝ 55 (-20)
BST - 525 ➝ 625 (+100)

Movepool Changes - Heal Pulse, Terrain Pulse
Competitive Corner - This thing is a very powerful attacker, although its signature move doesn't get boosted it does get a bunch of coverage that now acts as if it had STAB, plus it's got a new toy in Terrain Pulse in Psychic Terrain, which does a fuckload, but does require a lot of support, as Psychic Terrain is a notoriously gimmicky at best strategy in singles (Although this thing does kick major ass in Doubles, hopefully it's fine there too).
Flavor Corner - I've always thought Armarouge should have Mega Launcher and Ceruledge should have Sharpness, so this is my attempt to fix that. The added moves are just Mega Launcher synergy and things you would normally expect an Armarouge to get anyway. The stats are like this because I'm too tired of multiples of 5, sue me
Mega Armarouge
Type:
Fire / Psychic
Ability: Trace
Stats:
HP: 85
Att: 60
Def: 130 (+30)
SpA: 165 (+40)
SpD: 90 (+10)
Spe: 95 (+20)

Like many people, my initial reaction to seeing Armarouge was "that's not a Pokemon, that's a Mega Man". Mega Armarouge leans into this with Trace, allow it to get equipped with the opponent's ability. It unfortunately can't copy Protosynthesis or Quark Drive, but come Teal Mask, it'll be able to stuff Wellspring Ogerpon by absorbing Ivy Cudgel and naturally resisting Grass attacks. In the meantime, Mega Armarouge can do stuff like counter-trapping Magnezone with Magnet Pull, forcing out Toxapex with Psychic moves and then healing with Regenerator, and standing up to Ting-Lu without having its Special Attack cut due to the Ruin abilities negating themselves.
Mega Armarouge

Carmadurite.png


Type : Fire/Psychic
Ability : Gunpowder : raise SpA by 1 each time the Pokémon use a Fire-type move. Only works once per fight.
Added moves: none

Stats

HP : 85
Atk: 80 (+20)
Def: 115 (+15)
SpA : 150 (+25)
SpD 105 (+25)
Spe: 90 (+15)


For this one, I took inspiration from… well… gunpowder, that power up artillery and firearms, and I adapted it to the Pokemon Competitive. Since getting a constant boost by using a Fire Type move was a bit too OP, I decided to make it work only once per fight, so you'll have to choose carefull the moment when you'll setup your Mega Armarouge.
Mega Armarouge

Ability: Aegis

The user is immune to Dark moves and draws them to it. If it gets hit by a Dark move, its SpA is raised by one stage.

Type: Fire | Psychic

New Stats:

HP: 85
Attack: 60
Defense: 100 → 145 (+45)
Special Attack: 125 → 145 (+20)
Special Defense: 80 → 95 (+15)
Speed: 75 → 95 (+20)
BST: 525 → 625 (+100)

New moves:
Recover

Description:
1) Concept

- Armarouge draws some inspiration from Mega Man, a Japanese science fiction video game franchise created by Capcom. As with many other heroes in other fandoms, Mega Man stands for justice and protects people from "evil" enemies. Against this background, I wanted to create an ability that would allow M Armarouge to become such a hero; its armour is now able to better protect it from any attack from its "evil" enemies. This also reflects, to some extent, Mega Man's ability to adapt to any difficult situation the robot finds itself in when facing enemies.
- I choose the name "Aegis" because it refers to a divine shield or breast plate from ancient Greek culture meant for protection and intimidation against evil forces. Usually, it's depicted with a yellow or golden colour. Yellow and gold are sometimes used to represent a hero, reflecting their superiority in terms of power. This makes a hero especially reliable and trustworthy since, no matter what, they will help out others and defend them. According to the Pokédex, Armarouge is an incredibly loyal Pokémon. So, in my eyes, it makes sense for a hero to never waver in the face of injustice and keep going on. (I'm open to changing the name of the ability if there are better ideas.)

2) Competitive

- With gen 9's strong focus on the Dark type (Kingambit, Meowscarada, Roaring Moon, Chien Pao, just to name a few), Psychic Pokémon don't exactly have an easy time thriving in OU or VGC. This is where M Armarouge's new ability comes in, allowing it to wall or check many of the aforementioned Dark Pokémon as well as metagame defining Pokémon, like Iron Valiant.
- In Singles, this means M Armarouge can now have some defensive utility on a team, making it therefore different from its base form, which is primarily used as an offensive sweeper. The addition of Recover further underlines this new niche. What's more, M Armarouge naturally resists Future Sight + Fighting / Dark moves--a combo that's generally hard to cover defensively just with one Pokémon. Offensively, you can create some mindgames because pre-Mega, Armarouge can try to rely on Weak Armor to get a speed boost, not fearing Dark moves at all since the opponent might be too afraid of boosting its SpA with a Dark move. While Weak Armor lowers the user's Def, M Armarouge doesn't fear most priority moves; it's immune to Sucker Punch and naturally resists Bullet Punch / Mach Punch / Grassy Glide / Ice Shard.
- In VGC, the new Dark immunity allows for a lot of flexibility. For one, M Armarouge is immune to Prankster + Taunt. So, it has a much easier time setting up Trick Room or protecting the team with Wide Guard. Furthermore, it cannot be shut down by Snarl or Parting Shot--moves that can often slow down Psychic Terrain teams as the abusers are usually special attackers. Moreover, M Armarouge's resistance profile can even extend to Pokémon like Chi-Yu or Incineroar should the latter return.
- However, this does not mean M Armarouge outclasses its base form; in fact, both forms have their advantages and disadvantages. For instance, base Armarouge is slower and thus more likely to benefit from Trick Room; it can also use an item to cover a team's needs, such as berries, Life Orb, Power Herb or Safety Goggles. M Armarouge, on the other hand, has a much easier time handling counter measures to its base form and can perform better under Tailwind due to higher speed. Strategy wise, you can pull off some fun and interesting combos. Kingambit or other allies can click Sucker Punch either to hurt the opponent (if M Armarouge switches out) or to boost M Armarouge's SpA if you want to punish the opponent for careful plays. There's also an ally's Brutal Swing who benefits from M Armarouge being a Psychic Pokémon since it naturally threatens Fighting Pokémon that resist Dark moves. Opposing Dark Pokémon can be covered with Aura Sphere.
:armarouge:
Mega Armarouge
New Ability
: Competitive
Type: Fire/Psychic

New stats:
HP: 85
Attack: 60
Defense: 135 (+35)
Special Attack: 160 (+35)
Special Defense: 110 (+30)
Speed: 75
(625 BST)

New moves: lmao
Description:
Armarouge is touted as being very loyal. Of course, throughout various (but not all) works of fiction, those most loyal are perhaps the most competitive... to prove themselves to those that they are loyal to.

While this Armarouge is more VGC/Doubles-oriented, it can still hold its own in Singles. To this extent, where it lacks Mega Grumpig's speed and Beads of Ruin, it more than makes up for with a much better dualtype, both offensively and defensively, and significantly better physical bulk that lets it live a hit or two before firing off a powerful attack. Competitive is useful for punishing Intimidate and Strength Sap from Mega Quaquaval and Bramblegast, respectively, as well as the occasional Defog, giving it a potential niche on hazard stack teams (and once the DLC rolls around, Sticky Web teams too). This niche is especially noticeable because it matches up well into most of the hazard removers we have, since Great Tusk and Quaquaval fear Psychic STAB and Energy Ball, while Brambleghast, Arboliva, and Corv fear Fire STAB. Essentially, it's kind of like Gen 6 Bisharp (if it took up your mega slot).

VGC is, obviously, where this mon really shines, as an upgrade to base Armarouge. Moves like Intimidate, Snarl, and Icy Wind are EVERYWHERE, and if mons like Kingambit are any indicator, being able to punish these stat drops is very useful, since it eliminates one way to stop entire threats. It lends itself very useful on Trick Room teams, where it can turn its low speed to its advantage (and where potential Intimidates or Snarls can really fuck up your game plan), especially alongside Psychic Terrain from Indeedee-F, which lets it launch some absolutely nuclear Expanding Forces.
:sm/armarouge:

Armarouge-Mega
Type: Fire/Psychic
Ability: Analytic

HP: 85
Attack: 60 + 30 = 90
Defense: 100 + 20 = 120
Sp. Attack: 125 + 30 = 155
Sp. Defense: 80 + 30 = 110
Speed: 75 - 10 = 65
New moves: Morning Sun

Description: Unleash. The. Ammo.

This one takes a slower and bulkier approach, Fire/Psychic being far from the best typing defensively but still being able to tank a hit. And oh boy.

+1 252+ SpA Analytic Armarouge Armor Cannon vs. 4 HP / 252+ SpD Blissey: 279-328 (42.7 - 50.3%) -- 1.2% chance to 2HKO
+1 252+ SpA Armarouge Armor Cannon vs. 252 HP / 96 SpD Assault Vest Slowking-Galar: 207-244 (52.5 - 61.9%) -- guaranteed 2HKO

Its obvious weakness is how bad the typing is, as well as Psychic/Fire/Grass still being able to miss some mons coverage wise like Hydreigon, opposing Armarouge, as well as Roaring Moon, as well as wanting to fit Calm Mind for setup, Morning Sun for longevity, Armor Cannon, Psyshock, Energy Ball and Scorching Sands.
:sv/Armarouge:
Armarouge-Mega
Fire/Psychic
Ability: Flash Fire/Weak Armor-> Showdown (When the user is on the field, no Pokemon can recover HP. During the effect, healing and draining moves are unusable, and abilities or items that grant healing will not heal the user).
Stats
HP: 85
Atk: 80 (+20)
Def: 120 (+20)
SpA: 155 (+30)
SpD: 90 (+10)
Spe: 95 (+20)


Armarouge's knight-like attitude causes it to challenge other Pokemon to duels, and you don't heal up during a duel. Mega Armarouge uses its ability to perform as a stall-breaker, taking on walls like Clodsire and Toxapex that other special Fire types naturally struggle with between heal blocking and STAB Psychic or Psyshock, using Fire Spin to lock down and 1v1 its intended targets. You can use these opportunities to set up with Calm Mind, spread burns with Wisp or just hit up Fire resists with Energy Ball for Waters or Dragon Pulse for Dragons; really, Mega Armarouge's moveset can be tailored towards any particular removal your team needs. For Fire STAB, Rouge has Flamethrower for reliable STAB, Armor Cannon if you prefer a quicker finishing move or Mystical Fire to shore up its SpD and score cheeky matchups versus stuff like Volcarona. Pre-Mega Weak Armor can even grant you a one-time patch to the only okay Speed, though its use isn't necessary for the intended role. While Armarouge doesn't lose anything of note from Showdown, its vulnerability to hazards and common weaknesses mean wearing it down isn't too difficult.
:armarouge: Mega Armarouge
Ability
: Weak Armor
Type: Fire/Psychic
Stats:
HP: 85
Atk: 60
Def: 150 (+50)
SpA: 145 (+20)
SpD: 90 (+10)
Spe: 95 (+20)
New Moves: None
Description: The goal here is for Mega Armarouge to be able to use its physical bulk to set up Calm Mind before sweeping - this bulk also allows it to proc Weak Armor more reliably / without dying, which also helps with sweeping.
Mega Armarouge
Fire/Psychic
stats
HP- 85
ATK- 60
DEF- 125(+25)
SPA- 150(+25)
SPD- 130(+50)
SPE- 75
BST- 625
Mage Armor: After using a psychic type move this pokemon cannot be statused or have its stats drop until the end of the next turn

:sv/tinkaton:
:sv/Tinkaton:
Mega Tinkaton
Type
: Steel / Fairy
Ability
: Truant
HP: 85
Attack: 75 --> 175 (+100)
Defense: 77
Sp. Atk: 70
Sp. Def: 110
Speed: 94
New moves: Thunder Punch
Description: Big Hammer. 175 base attack Gigaton Hammers are sure to put the fear of the lord on any unfrotunate soul on its path, while its coverage ensures potential switch-ins to its attacks are not safe either. Still Truant mitigates the otherwise extreme power that comes with Tinkaton's attacks, making it a hit and run mon that poses a significant threat to many teams. Your momentum can be sinked if not used correctly, but it can also break holes for your teammates to abuse.
Mega Tinkaton




Ability - Mold Breaker, Own Tempo; Pickpocket ➝ Steelworker

HP
- 85 ➝ 85
Atk
- 75 ➝ 85 (+10)
Def - 77 ➝ 126 (+49)
SpA - 70 ➝ 85 (+15)
SpD - 105 ➝ 126 (+21)
Spe - 94 ➝ 99 (+5)
BST - 506 ➝ 606 (+100)

Movepool Changes - n/a
Competitive Corner - I know Steelworker is super strong on this thing, but the drawback of Gigaton Hammer does keep it from being too ridiculous. For comparison, this is only about 15% stronger than a Mega Mawile Play Rough, except that can be used anytime you want (90% of the time). So with that, Pokémon like Corviknight, Toxapex and Dondozo can somewhat comfortably take it on. Balance and Bulky Offense teams can predict the Encore (or U-turn with Corviknight as their first move, although you can only do this so much) to then force the Tinkaton out. Meanwhile Dondozo can continuously Waterfall this thing to avoid getting Encored into Rest, but it can Rest at some point and switch out after, as even if Mega Tinkaton sets up on your switch out, you can just go right back into Dondozo. Although Mega Tinkaton can guarantee a Knock Off on Dondozo's boots, so it could be an effective Stallbreaker with Spikes support. Even outside of those, more offensive Steel-resists can also eat a +2 hit and damage it in return into revenge KO range, like Kingambit, Gholdengo, Raging Bolt, Gouging Fire, and Iron Treads, to name a few.
Flavor Corner - Steelworker makes sense as this thing is a tinkerer and blacksmith. 126 can be goroawase for いじる (tinker). I know this is a bit silly, but I cannot help go with this idea given how perfectly it fits Tinkaton, not just in terms of flavor, but its whole THING is "haha stupid hammer move goes brr" and the "we're so back, it's so over" cycle of Gigaton Hammer. So an ability that boosts only Gigaton Hammer even further, but not, say its Play Rough, is just perfect to expand it's competitive identity further.
Mega Tinkaton

Forgelinite.png


Type : Fairy / Steel
Ability : Alternate boost: Gives a cumulative 20 % boost each time the Pokemon use a different offensive move. Up to 5 boosts and reset if a status move is used as well as the same move twice.
Added moves: none




Stats:

HP: 85 → 85
Atk: 75 → 95 (+20)
Def: 77 → 117 (+40)
SpA: 70 → 75 (+5)
SpD: 105→ 125 (+20)
Spe: 94 → 109 (+15)


For this one, I wanted to make the drawback of Gigaton Hammer an advantage, in order to give the player a pretext to use another move which will get boosted as long as the player change of move every turn.
:tinkaton:
Tinkaton-Mega
Ability: Uplifting
While this Pokémon is present all Pokémon are ungrounded.
HP: 85
Attack: 75 -> 105 (+30)
Defense: 77 -> 127 (+50)
Special Attack: 70
Special Defense: 105 -> 115 (+10)
Speed: 94 -> 104 (+10)
New Moves: U-Turn
So typically when I look at a Pokemon I think about it competitively first, with Tinkaton I took a different approach. I'm a huge fan of the "cute girl with a huge hammer" trope. Mostly through characters like Ramona Flowers(not the movie version...) and Nora from RWBY (God I'm such a nerd dude). And I wanted away to make Tinkaton play like that, bouncy and dynamic. Able to hit hard and then get right out, while improving the way it uses its toolkit because its already a Utility pivot. Statwise and movewise its simple, improve its bulk, make it hit harder, Gigaton Hammer will hit hard no matter what. Make it faster. Basically make it an OU level Pokemon and make it worth most of its opportunity cost as a mega. And the ability would give it everything else it needed.

I realized a Rocket Hammer is the natural progression and also would flavorwise fit with it trying to hunt Corviknights. And then I remembered we had an ability perfect for a Rocket Hammer Pokemon, especially one that seems happy and good-natured. Also the idea of it hitting opposing Pokemon but also its teammates into the air in VGC is so perfectly fitting. And it does that both through its ability and the incredibly strong Gigaton Hammers it throws at its opponents just to follow off with a U-turn to get right out of there.
So typically when I look at a Pokemon I think about it competitively first, with Tinkaton I took a different approach. I'm a huge fan of the "cute girl with a huge hammer" trope. Mostly through characters like Ramona Flowers(not the movie version...) and Nora from RWBY (God I'm such a nerd dude). And I wanted away to make Tinkaton play like that, bouncy and dynamic. Able to hit hard and then get right out, while improving the way it uses its toolkit because its already a Utility pivot. Statwise and movewise its simple, improve its bulk, make it hit harder, Gigaton Hammer will hit hard no matter what. Make it faster. Basically make it an OU level Pokemon and make it worth most of its opportunity cost as a mega. And the ability would give it everything else it needed.

I realized a Rocket Hammer is the natural progression and also would flavorwise fit with it trying to hunt Corviknights. And then I remembered we had an ability perfect for a Rocket Hammer Pokemon, especially one that seems happy and good-natured. Also the idea of it hitting opposing Pokemon but also its teammates into the air in VGC is so perfectly fitting. And it does that both through its ability and the incredibly strong Gigaton Hammers it throws at its opponents just to follow off with a U-turn to get right out of there.


1713150960516.png


This is how you will feel playing with Tinkaton.
:sm/tinkaton:

Tinkaton-Mega
Type: Fairy/Steel
Ability: Heatproof

HP: 85
Attack: 75 + 20 = 95
Defense: 77 + 30 = 107
Sp. Attack: 70 + 10 = 80
Sp. Defense: 105 + 30 = 135
Speed: 94 + 10 = 104
New moves: None

Description:

Spent so much time in the forge it became pretty resilient to heat. Moreover, it lives in hot regions, hence Heatproof as an ability. Tinkaton is a mon I really like, one of my favs from Gen 9. Fairy/Steel is a crazy good typing, and with added neutrality to Fire it can potentially stomach hits from stuff like Heatran lacking Earth Power, Volcarona, Gouging Fire, as well as the potentially great Armarouge-Mega no matter which sub wins.
:sv/Tinkaton:
Tinkaton-Mega
Fairy/Steel
Ability:
Mold Breaker/Own Tempo/Pickpocket-> Steelbreaker (The user's attacking moves are guaranteed to land a critical hit when hitting Steel types).
Stats
HP: 85
Atk: 95 (+20)
Def: 92 (+15)
SpA: 95 (+25)
SpD: 135 (+30)
Spe: 104 (+10)

+Incinerate, Pain Split

Tinkaton's core lore is that it scraps metal with ease and single-handedly ensured Corviknight Taxi couldn't take off in Paldea- and yet both its STABs are resisted by Steel and it has no way to hit Corviknight super-effectively without Tera. Steelbreaker helps compensate for this discrepancy, making resistances more of a joke to Gigaton Hammer while scaring Gholdengo with Knock Off or making anti-Steel Brick Break or Bulldoze hit actually respectable damage. This boost allows support Tinkaton to threaten OU-level damage without investment or become devastating after Swords Dance. Pain Split gives you some limited sustain for either role, with its buffed special bulk letting it use an SD or dip into its support movepool with Stealth Rocks, Thunder Wave or Encore. As for the other new addition, Incinerate, this does give us a funny way to hit Corv super-effectively which may have some use for utility sets- but more importantly, this move gives Mega Tinkaton more offensive utility in Doubles alongside Fake Out and Knock, as it allows Tink to hits Steels and burn berries. Alongside Steelbreaker letting it ignore Intimidate on certain targets, this helps give it a limited but niche role in VGC.

:sv/donphan:
Mega Donphan




Ability - Sturdy; Sand Veil ➝ Speed Boost

HP
- 90 ➝ 90
Atk
- 120 ➝ 120
Def
- 120 ➝ 150 (+30)
SpA - 60 ➝ 60
SpD
- 60 ➝ 90 (+30)
Spe - 50 ➝ 90 (+40)
BST - 500 ➝ 600 (+100)

Movepool Changes - Steel Roller
Competitive Corner - Mega Donphan is a bulkier and slower take on the Speed Boosing Mega. We've had Blaziken and Sharpedo before, both very frail but the former able to boost itself with Swords Dance and the latter naturally very strong. Mega Donphan is neither, it's very much on the bulky side, which can afford it a few Curses to get going, and it does likely need two to three Speed boosts to fully outspeed a team, which is hard to do when your boosting move negates Speed Boost for the turn. That said, it does have great coverage to work with, and does hit somewhat hard with 120 Atk. I'm curious how you'd EV this thing. Invest into Attack to make it stronger and able to sweep with less Bulk Ups? Invest into HP and Special Defense to afford it more setup opportunities? Invest into Speed to make sure it gets the jump on Booster Energy users at +2 and rain Barraskewda at +3, and other relevant target in other speed boost levels? There's a lot to consider here!
Flavor Corner - Speed Boost comes from the fact that Donphan is constantly depicted spinning around, and this ability felt like a reasonable representation of that. Bulk Up is explained by the fact that the strongest animal in the world is the African Bush Elephant. Headlong Rush is justified by "Great Tusk gets it, so why can't Donphan?", but generally, slamming your head up against an opponent very fast seems like something Donphan would be able to do. Finally, Spin Out and Steel Roller are totally moves this thing should have gotten this generation already.
:sm/donphan::absolite:
:donphan: Mega Donphan
New Ability
: Rough Skin
Type:
Ground


New stats:
HP: 90
Attack: 145 (+25)
Defense: 150 (+30)
Special Attack: 60 (+0)
Special Defense: 85 (+25)
Speed: 70 (+20)
(600 BST)

New moves: Headlong Rush
Description: Mega Donphan functions as a multipurpose physical wall who can easily set up Stealth Rock and/or remove hazards with Rapid Spin. Rough Skin complements its hefty physical bulk and chips physical attackers for its teammates to pick off later. Headlong Rush is an alternative to Earthquake for Mega Donphan to deal more damage in exchange for lowering its defenses.
Donphan @ Donphanite
Ability: Sturdy
Tera Type: Ground
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Knock Off
:sv/phanpy::sv/donphan::sv/phanpy:
Mega Donphan
Type:
Ground / Fairy
Ability: Filter
Stats:
HP: 90
Att: 130 (+10)
Def: 130 (+10)
SpA: 60
SpD: 120 (+60)
Spe: 70 (+20)

Phanpy gets my vote as being the cutest Pokemon ever, and Donphan is noted as being usually calm unlike its Paradox counterparts, so I decided to lean into the "gentle giant" side of elephants. Mega Donphan will still throw down when it needs to, but it spends most of its time peacefully playing with the Phanpy in its herd, and it has been observed using its trunk to delicately return young Swablu that have fallen out of their nest.

Filter instead of Solid Rock both because Donphan is more clay or rubber than it is stone, and also to hold up the tradition of only giving Solid Rock to things with 4x weaknesses.

While Great Tusk excels at physical offense and defense, and Iron Treads favors pivoting and utility, Mega Donphan carves a niche for itself with its excellent special bulk.
Donphan-Mega
Type: Ground/Flying
Ability: Aerilate
HP: 90
Atk: 140 (+20)
Def: 140 (+20)
Sp. Atk: 60
Sp. Def: 85 (+25)
Spd: 85 (+35)
New Moves: N/A
Many people have been upset with Gholdengo's stranglehold on hazard removal due to it being immune to Rapid and Mortal Spins, as well as blocking Defog with Good as Gold. What's a type that can hit Gholdengo while not being weak to Steel? Flying (Galvanize isn't real). By giving Donphan access to the Flying type and Aerilate, it can spin in front of Ghold and KO with Earthquake (needs 60 Attack EVs or Stealth Rocks to OHKO). Air Balloons won't save this piece of string cheese, as Rapid Spin pops the balloon and removes hazards. Even though it lacks boots, which is fairly concerning for a hazard remover without reliable recovery, the Flying type protects it from all hazards save Stealth Rocks.

That's not all that this Donphan can do: it can also function as a wallbreaker with its great neutral coverage and high Attack and spread paralysis with now Flying type Body Slams. In addition, it can take advantage of its amazing defensive typing and utilize it's impressive utility movepool, with options like Encore, Knock Off, and Stealth Rocks, or even clean up a weakened team with speed boosts from Rapid Spin.

The main draws for using Mega Donphan over Great Tusk and Iron Treads are the Flying type Rapid Spin and the amazing type combo, which will be unique to Mega Donphan until we get Home Pokemon. However, Great Tusk can setup with Bulk Up and Treads is faster and can pivot, as well as both being able to hold items, so one isn't superior to any other Donphan. It also doesn't compete with Mega Arboliva, as Donphan is better for more offensive teams while Arboliva is better for defensive ones.

Flavor: Dumbo!
Mega-Donphan

Donphanite.png


Type : Ground/Water
Ability : No Barrier : All of the Pokemon’s moves remove Reflect, Aurora Veil, Light Screen and Substitutes
Additional moves: Bulk Up


Stats:

HP : 90
Atk: 155 (+35)
Def: 140 (+20)
SpA 60
SpD 105 (+45)
Spe: 50

I took inspiration from Ganesh, a Hindu elephant god, which represents intellect and wisdom, and is reputated to removes obstacles. That’s how I came up with such an ability, trying to adapt that to the competitive scene, without making it too OP. Therefore, Mega Donphan will carve a niche as a wallbreaker without the opponent being able to protect from it while still being bulky on both sides.
:sm/donphan:

Donphan-Mega
Type: Ground
Ability: Gravitas

HP: 90
Atk: 120 + 20 = 140
Def: 120 + 20 = 140
SpA: 60 + 10 = 70
SpD: 60 + 50 = 110
Spe: 50
New moves: None

Description: Gholdengo public execution.

OK so, trying to find a niche to Great Tusk/Iron Treads prototype is hard, as they have tools it doesn't have, like Headlong Rush and Close Combat for Tusk, or Volt Switch for Treads. I wanted to focus on having Hazard removal that can just send Gholdengo to the Shadow Realm, so this ability came to mind. It also can hit Skarmory (for when it'll come back) and Corviknight, and just slay them. So basically, either a Hazard setter that can win against some nice removal like Corviknight, or Hazard removal that can win vs the likes of Gholdengo etc.
Donphan-Mega
Ground/Fairy
Ability: Sturdy/Sand Veil-> Water Absorb
Stats
HP: 90
Atk: 150 (+30)
Def: 140 (+20)
SpA: 60
SpD: 90 (+30)
Spe: 70 (+20)


Any Mega Donphan is inherently going to compete with Great Tusk and Iron Treads, and wouldn't you know the ParaDerms share exactly one weakness? Water Absorb grants Donphan a unique defensive role in comparison, with the HP recovery also letting it sustain itself in ways Tusk and Treads sometimes struggle with; it also fits wonderfully flavor wise, between the drinking habits of elephants and their surprising swimming ability. Water Absorb allows Donphan to wall defensive staples like Dozo and Palindrome, slow down rain and ensure stuff like Walking Wake, WaterPon and offensive Quaquaval can't spam their strongest attacks. The added Fairy typing further shores up its match-ups versus Wake and Mega Quaq while giving it quite handy resistances to Dark, Fighting and U-turn. This defensive profile allows Mega Donphan to support its team with Rapid Spin and Knock Off and throw off strong STAB Earthquake or High Horsepower. Mega Donphan also deals highdamage with its new STAB Play Rough, Ice Shard for back-up priority, Seed Bomb to directly threaten the Water types it comes in on or other options such as Ice Spinner, Gunk Shot or Stone Edge. You even can even circumvent sturdier threats with Encore or Endeavor.
Mega Donphan
Ground
stats
HP- 90
ATK- 150(+30)
DEF- 150(+30)
SPA- 60
SPD- 75(+15)
SPE- 75(+25)
BST- 600(+100)
Road Rage: Missing an attack raises the users by one stage
 
:donphan:
  1. lydian
  2. chemicalmines
  3. spiritguy
:armarouge:
  1. lydian
  2. lysion
  3. spiritguy
  4. magmajudis
  5. warincarnate
  6. okispokis
  7. blueray
  8. drpumpkinz
:tinkaton:
  1. lydian
  2. gekokeso
  3. lysion
  4. okispokis
my bias is showing, huh? but i did really like my subs a lot this slate so i'll vote for them if y'all don't mind :>
 
Below, my votes.

:Armarouge:
1) BlueRay (me)
2) WarIncarnate
3) lydian

4) okispokis
5) Lysion
6) jazzmat

7) Magmajudis
8) DrPumpkinz
9) SpiritGuy

:Tinkaton:
1) Paulluxx
2) lydian
3) okispokis

4) Lysion
5) SpiritGuy
6) Gekokeso

:Donphan:
1) LordThemberchaud
2) Lysion
3) okispokis
4) lydian

5) DrPumpkinz
6) chemicalmines
7) SpiritGuy
8) jazzmat
 

inkbug

Maybe the real mega pokemon were the friends we ma
is a Community Contributor
Hi all hope youre chillin etc etc I am so sleepy. Heres the voting rules reminder:
  • Each vote contributes one point to its first-place choice
  • The candidates are ordered based on both the number of first-place votes and the number of total votes, and eliminated from the bottom
  • Any vote whose first choice has been eliminated instead gives its point to its second choice, or whatever its next ranking is. (On the sheet, points that have moved in this manner are highlighted in yellow.)
  • The elimination and re-ranking process continues until there are two remaining, upon which the one with more points is the winner.
  • You can view the whole thing on this spreadsheet.
So without further ado...

:donphan: Mega Donphan: LordThemberchaud !!
Donphan-Mega
Type: Ground/Flying
Ability: Aerilate
HP: 90
Atk: 140 (+20)
Def: 140 (+20)
Sp. Atk: 60
Sp. Def: 85 (+25)
Spd: 85 (+35)
New Moves: N/A
Many people have been upset with Gholdengo's stranglehold on hazard removal due to it being immune to Rapid and Mortal Spins, as well as blocking Defog with Good as Gold. What's a type that can hit Gholdengo while not being weak to Steel? Flying (Galvanize isn't real). By giving Donphan access to the Flying type and Aerilate, it can spin in front of Ghold and KO with Earthquake (needs 60 Attack EVs or Stealth Rocks to OHKO). Air Balloons won't save this piece of string cheese, as Rapid Spin pops the balloon and removes hazards. Even though it lacks boots, which is fairly concerning for a hazard remover without reliable recovery, the Flying type protects it from all hazards save Stealth Rocks.

That's not all that this Donphan can do: it can also function as a wallbreaker with its great neutral coverage and high Attack and spread paralysis with now Flying type Body Slams. In addition, it can take advantage of its amazing defensive typing and utilize it's impressive utility movepool, with options like Encore, Knock Off, and Stealth Rocks, or even clean up a weakened team with speed boosts from Rapid Spin.

The main draws for using Mega Donphan over Great Tusk and Iron Treads are the Flying type Rapid Spin and the amazing type combo, which will be unique to Mega Donphan until we get Home Pokemon. However, Great Tusk can setup with Bulk Up and Treads is faster and can pivot, as well as both being able to hold items, so one isn't superior to any other Donphan. It also doesn't compete with Mega Arboliva, as Donphan is better for more offensive teams while Arboliva is better for defensive ones.

Flavor: Dumbo!
:armarouge: Mega Armarouge: BlueRay !!
Mega Armarouge

Ability: Aegis

The user is immune to Dark moves and draws them to it. If it gets hit by a Dark move, its SpA is raised by one stage.

Type: Fire | Psychic

New Stats:

HP: 85
Attack: 60
Defense: 100 → 145 (+45)
Special Attack: 125 → 145 (+20)
Special Defense: 80 → 95 (+15)
Speed: 75 → 95 (+20)
BST: 525 → 625 (+100)

New moves:
Recover

Description:
1) Concept

- Armarouge draws some inspiration from Mega Man, a Japanese science fiction video game franchise created by Capcom. As with many other heroes in other fandoms, Mega Man stands for justice and protects people from "evil" enemies. Against this background, I wanted to create an ability that would allow M Armarouge to become such a hero; its armour is now able to better protect it from any attack from its "evil" enemies. This also reflects, to some extent, Mega Man's ability to adapt to any difficult situation the robot finds itself in when facing enemies.
- I choose the name "Aegis" because it refers to a divine shield or breast plate from ancient Greek culture meant for protection and intimidation against evil forces. Usually, it's depicted with a yellow or golden colour. Yellow and gold are sometimes used to represent a hero, reflecting their superiority in terms of power. This makes a hero especially reliable and trustworthy since, no matter what, they will help out others and defend them. According to the Pokédex, Armarouge is an incredibly loyal Pokémon. So, in my eyes, it makes sense for a hero to never waver in the face of injustice and keep going on. (I'm open to changing the name of the ability if there are better ideas.)

2) Competitive

- With gen 9's strong focus on the Dark type (Kingambit, Meowscarada, Roaring Moon, Chien Pao, just to name a few), Psychic Pokémon don't exactly have an easy time thriving in OU or VGC. This is where M Armarouge's new ability comes in, allowing it to wall or check many of the aforementioned Dark Pokémon as well as metagame defining Pokémon, like Iron Valiant.
- In Singles, this means M Armarouge can now have some defensive utility on a team, making it therefore different from its base form, which is primarily used as an offensive sweeper. The addition of Recover further underlines this new niche. What's more, M Armarouge naturally resists Future Sight + Fighting / Dark moves--a combo that's generally hard to cover defensively just with one Pokémon. Offensively, you can create some mindgames because pre-Mega, Armarouge can try to rely on Weak Armor to get a speed boost, not fearing Dark moves at all since the opponent might be too afraid of boosting its SpA with a Dark move. While Weak Armor lowers the user's Def, M Armarouge doesn't fear most priority moves; it's immune to Sucker Punch and naturally resists Bullet Punch / Mach Punch / Grassy Glide / Ice Shard.
- In VGC, the new Dark immunity allows for a lot of flexibility. For one, M Armarouge is immune to Prankster + Taunt. So, it has a much easier time setting up Trick Room or protecting the team with Wide Guard. Furthermore, it cannot be shut down by Snarl or Parting Shot--moves that can often slow down Psychic Terrain teams as the abusers are usually special attackers. Moreover, M Armarouge's resistance profile can even extend to Pokémon like Chi-Yu or Incineroar should the latter return.
- However, this does not mean M Armarouge outclasses its base form; in fact, both forms have their advantages and disadvantages. For instance, base Armarouge is slower and thus more likely to benefit from Trick Room; it can also use an item to cover a team's needs, such as berries, Life Orb, Power Herb or Safety Goggles. M Armarouge, on the other hand, has a much easier time handling counter measures to its base form and can perform better under Tailwind due to higher speed. Strategy wise, you can pull off some fun and interesting combos. Kingambit or other allies can click Sucker Punch either to hurt the opponent (if M Armarouge switches out) or to boost M Armarouge's SpA if you want to punish the opponent for careful plays. There's also an ally's Brutal Swing who benefits from M Armarouge being a Psychic Pokémon since it naturally threatens Fighting Pokémon that resist Dark moves. Opposing Dark Pokémon can be covered with Aura Sphere.
:tinkaton: Mega Tinkaton: Paulluxx !!
Tinkaton-Mega
Ability: Uplifting
While this Pokémon is present all Pokémon are ungrounded.
HP: 85
Attack: 75 -> 105 (+30)
Defense: 77 -> 127 (+50)
Special Attack: 70
Special Defense: 105 -> 115 (+10)
Speed: 94 -> 104 (+10)
New Moves: U-Turn

So typically when I look at a Pokemon I think about it competitively first, with Tinkaton I took a different approach. I'm a huge fan of the "cute girl with a huge hammer" trope. Mostly through characters like Ramona Flowers(not the movie version...) and Nora from RWBY (God I'm such a nerd dude). And I wanted away to make Tinkaton play like that, bouncy and dynamic. Able to hit hard and then get right out, while improving the way it uses its toolkit because its already a Utility pivot. Statwise and movewise its simple, improve its bulk, make it hit harder, Gigaton Hammer will hit hard no matter what. Make it faster. Basically make it an OU level Pokemon and make it worth most of its opportunity cost as a mega. And the ability would give it everything else it needed.

I realized a Rocket Hammer is the natural progression and also would flavorwise fit with it trying to hunt Corviknights. And then I remembered we had an ability perfect for a Rocket Hammer Pokemon, especially one that seems happy and good-natured. Also the idea of it hitting opposing Pokemon but also its teammates into the air in VGC is so perfectly fitting. And it does that both through its ability and the incredibly strong Gigaton Hammers it throws at its opponents just to follow off with a U-turn to get right out of there.
giraspin.gif

As usual, I have a message to pass on from BlueRay about what's up next:

BlueRay said:
Next slate will feature :revavroom: Revavroom, :cyclizar: Cyclizar, and :coalossal: Coalossal, representing Diesel vs Steam. You have until Sunday, 28.04.2024, 23:59, GMT +1, to sub!
:sv/coalossal: :sv/cyclizar: :sv/revavroom:
So there you have it! I hope yall are having a good one, and I'll see you next time! :emolga::latios:
 

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