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

Mega Coalossal


Ability - Overcoat; Filter ➝ Sheer Force

HP - 110 ➝ 110
Atk - 80 ➝ 130 (+50)
Def - 120 ➝ 120
SpA - 80 ➝ 130 (+50)
SpD - 90 ➝ 90
Spe - 30 ➝ 30
BST - 510 ➝ 610 (+100)

Movepool Changes - n/a
Competitive Corner - This is kind of your Mega Camerupt type Pokémon, the design takes a lot of inspiration from it, Sheer Force, of course, but on top of that you have an unusual type combination that could find itself useful against some targets, and this very slow and bulky but incredibly powerful attacker. The difference here is that Mega Coalossal is either a physical or mixed attacker, due to the lack of powerful Special Rock-type moves in its movepool, especially ones with secondary effects that can give a Sheer Force boost, Flare Blitz is a physical Fire option, but players might prefer the more reliable Flamethrower or Fire Blast too to avoid the recoil damage, and go with the stronger Earth Power while they're investing in SpA thanks to the Sheer Force boost. Another key difference is that with Steam Engine Mega Coalossal can suddenly become a sweeper instead of just a breaker. If it can bait a Fire-type attack or even a weaker Water-type one like Alomomola's Scald or Flip Turn, it gets +6 speed which is enough to get past Dragapult with as little as 42 Spe EVs, and as much as Booster Energy Iron Boulder with as much as 188 Spe EVs, all while allowing for a +Atk or +SpA nature. This is extremely unreliable, yes, of course, but I thought it'd be my best chance to make its signature ability somewhat usable (its signature move is a lost cause), but also have a strong wallbreaker that can trade in case the Steam Engine idea falls flat!
Flavor Corner - Sheer Force feels right for a Kaiju-like monster of mountainous size, hopefully I shouldn't have to dwell too much explaining this one.

Mega Revavroom


Ability - Overcoat; Filter ➝ Speed Boost

HP - 80 ➝ 80
Atk - 119 ➝ 145 (+26)
Def - 90 ➝ 106 (+16)
SpA - 54 ➝ 70 (+16)
SpD - 67 ➝ 93 (+26)
Spe - 90 ➝ 106 (+16)
BST - 500 ➝ 600 (+100)

Movepool Changes - Steel Roller, Wild Charge
Competitive Corner - If I had a nickel for every time I submitted a Speed Boosting Mega that is expected to use a move that lowers its own Speed to be balanced out by Speed Boost, I'd have two nickels, which isn't a lot but it's weird it happened twice! Jokes aside, this Mega is fully intended to make use of Spin Out. Shift Gear and Speed Boost would be completely overkill otherwise, but this affords Mega Revavroom the chance to use its own signature move, which I think is very nice! With newfound coverage and a buff to its offense and bulk, this is a very straightforward Mega that aims to take Revavroom's usual business up a gear! Wild Charge gives it coverage to hit the likes of Toxapex and Corviknight all in one slot, whereas Steel Roller could be an interesting nuke on terrain teams? This thing does have some severe 4MSS so hopefully it won't be super broken, for example, Spin Out is the powerful Steel-type move you'll likely want. Poison Jab / Gunk Shot is important for Ogerpon-W whenever that gets added, as well as being its best option against Volcarona and Walking Wake. Wild Charge or Temper Flare is important for Corviknight. Wild Charge or High Horsepower is important for Toxapex. And one of High Horsepower or Temper Flare is necessary for grounded Steel-types, so you'll always be leaving a handful of things behind that you can't quite break past. On top of that, this thing isn't ludicrously strong. Things like 252 HP Raging Bolt and uninvested Kingambit and Gouging Fire have rolls to live Adamant +1 High Horsepower and always living it if Revavroom is Jolly. Whereas more defensive Ground-type Pokémon like Great Tusk, Landorus-T, Gliscor, and Ting-Lu can comfortably take a +1 or even +2 (although Gliscor does need a few Def EVs to tank a +2 hit) Spin Out and comfortably OHKO back with their Ground-type move of choice.
Flavor Corner - Speed Boost makes perfect sense flavorwise, especially considering how the Schedar Starmobile had that as an ability and all. Steel Roller just plain makes sense and was used in the Ruchbah Starmobile. And finally, Wild Charge references electric cars, but in general non-electric cars also have electricity in them, to help you charge your phone or those touchscreens that some newer cars come with, and so on. So it just seems like something fit for a car (on top of being nice coverage). As for the stats I noticed that all of them bar the 90 Def and Spe, for some reason were all 2 + 13n, where n is an integer. This is probably a coincidence, but I thought I'd keep the theme going. I'd have to have one stat that doesn't follow this to that the BST lines up, so that's the 70 SpA, but otherwise all stats are in the form 2 + 13n. Nice!
 
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Mega :Revavroom: Revavroom
:sv/revavroom:
Type: Steel/Poison
Ability: Luster Swap

Stats:
HP - 80
ATK - 139 (+20)
DEF - 120 (+30)
SPA - 54
SPD - 97 (+30)
SPE - 110 (+20)

New Moves: Spirit Break, Drain Punch, Knock Off, Rapid Spin

Good Morning Starmobile, the Meta says "Hello!"

This one's a pretty straightforward yet effective sub - a strong offensive utility pivot mon. It's a hotrod that rocks many coats of pain - Luster Swap lets it switch in and utilize all of the Starmobile's types and its original Steel (plus, uh, Ground I guess). Most of these moves have a relative low power, which helps to balance its strong offensive, defensive, and speed stats and auto-targeting of opponent weaknesses. The functionality of Luster Swap means that, depending on the exact type matchup, many of its super effective matchups will naturally be resistances as well, letting it switch in on a lot of mons that regular Protean users will have to find a safe angle of entry to deal with, due to not gaining the typing until after using a move. This works well with Revavroom's more balanced stat spread and incredible utility compared to popular Protean users who naturally use their ability primarily offensively, especially after the nerf to them this gen. This also plays into the types Revavroom has access to - almost all of the Starmobile types have potent offensive and defensive profiles, most notably Fairy and Fire, as well as Poison to a lesser extent. This makes Mega Revavroom a certifiable ATV - All Team Vehicle, a balance glue and hole filling putty that can fill a multiple of different roles and types needed to fill whatever slot you're lacking. Hazard setter, hazard cleaner, status spreader, pivot, Haze and Taunt wielder, bulky attacking machine. This bad boy fits so many uses!

Though, while its options can fill almost any niche you choose, it's definitely one you have to choose - it only has four move slots, and the more utility you take, the less types and coverage it has available. Additionally, not all of its types go well for every role - you'd be hard pressed to run Temper Flare on the same set as Rapid Spin, for example, but Drain Punch and its myriad of Steel moves will boost its capability of running Rapid Spin instead. Spirit Break and Drain Punch are also both good on the same set, since their types cover a lot of matchups as well as having synergistic utility, shoring up Revavroom's lower special defense and helping to heal off some of the damage its taken. However, using both of these means these will be the only types you have access to if you want both utility and pivoting - and you're only able to take one of its many utility options at once without either losing Parting Shot or giving up Revavroom's flexibility by only running one attacking move.
 
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Gravity Monkey

Que des barz comme si jtais au hebs
is a Top Artist
:cyclizar:Cyclizar-Mega Cyclizarite
New Ability: Paradox Rift (When this Pokémon uses a Fire-type move, Harsh Sunlight is set for 5 turns. When it uses an Electric-type move, Electric Terrain is set for 5 turns.)
Type:

Stats: 70 / 120 (+25) / 80 (+15) / 130 (+45) / 80 (+15) / 121 [BST: 601]
Weight: 71kg
New Moves: -
Description: Cyclizar discovers in itself the power of its timeless counterparts and can now use a blend of their ability, albeit relatively nerfed. Continuing on its gameplay design of being a kinda-support type of mon, it kinda has to use its ability to enable teammates (preferably other paradox mons) as its hardly an abuser of either of those field effects: Overheat, while great, can't really profit from being used again under sun, and thunderbolt does very little damage even under electric terrain because of the absence of STABs. Its still a menace, 130 SpA Draco Meteors and Hyper Voices are no joke, but its definitely not a Wallbreaker. Against offense, however, a natural speed tier of 121 is pretty handy, really only being threatened by Dragapult and Valiant. It can also go for Shift Gear sets, but with only an okay-ish attack stat, it might be harder to get going. Still, if you want to abuse Paradox Rift with Cyclizar itself, this is probably the best way to do it. Finally, it still keeps the loads of support move it has access as its base form.
 
:sv/cyclizar:
Mega Cyclizar
Type:
Dragon / Normal
Ability: Protean
Stats:
HP: 70​
Att: 105 (+10)
Def: 90 (+25)
SpA: 95 (+10)
SpD: 90 (+25)
Spe: 151 (+30)












Look at all the pretty colors...

While Cyclizar is primarily known for its amazing utility movepool, its offensive movepool is also very nice. With its blistering speed and the ability to hit most things with a strong super-effective STAB move, Mega Cyclizar can run over most offensive teams... provided it predicts well. Its only modest offenses and inability to run a power-boosting item means it's relying on that STAB multiplier to hit hard, and Protean only triggers once per switch-in.

It technically also has Ground and Flying attacks in addition to the types listed above but I don't think anyone's gonna be running Aerial Ace or Mud Shot on this thing.



:sv/revavroom:
Mega Revavroom
Type:
Steel / Poison
Ability: Contrary
Stats:
HP: 80​
Att: 159 (+40)
Def: 120 (+30)
SpA: 94 (+30)
SpD: 97 (+30)
Spe: 60 (-30)

Contrary's flavor is pretty nebulous, but I feel like punk fits in there.

Obviously, Contrary Spin Out is the main attraction here. But there are actually a couple different ways Mega Rev can use this powerful tool. It can set up Shift Gear before Mega Evolving to boost its Attack to incredible levels, and then use Contrary to avoid slowing back down, but it's also so strong right out the gate that you could forgo Shift Gear altogether and use that space for utility or extra coverage. Speaking of coverage, it also has Contrary Overheat to play with. It doesn't super play well with pre-mega Shift Gear, but it fits great as a coverage move on the yolo Spin Out sets, and it can potentially be used to focus more on special attacks. Something like Overheat Spin Out Sludge Wave Steel Beam? I dunno, for a mon with such a limited movepool, there are deceptively many ways this thing can be played.
 
Mega Cyclizar
Dragon / Steel
stats
HP- 70
ATK- 105(+10)
DEF- 90(+25)
SPA- 95(+10)
SPD- 90(+25)
SPE- 151(+30)
BST- 601
Road Rage: If this pokemon has a move miss, fail, or be blocked by immunity, its attack is raised by two stages
New Moves: Stomping Tantrum

Even though I made this ability for Donphan, it ended up actually being perfect for Cyclizar! Its most notable moves with low accuracy are STAB Dragon Rush and Iron Tail, along with Power Whip, Aqua Tail, Scale Shot, and even Supercell Slam, and since it also activates from immunities using a move like Outrage has much less of a downside and being spin blocked isn't end of the world.

Mega Revavroom
Steel / Poison
stats
HP- 80
ATK- 149(+30)
DEF- 100(+10)
SPA- 54
SPD- 106(+39)
SPE- 111(+21)
BST- 600
Gas Guzzler: The user draws in poison moves, if this pokemon is hit by a poison move or absorbs toxic spikes its speed is raised by 1 stage

In VGC Mega Revavroom is able to redirect most poison moves away from fairy or grass type allies Revavroom might want like Ogerpon, Rillaboom, Whimsicott, etc as well as any bulky pokemon not wanting to take a toxic. in the rare case you'd want a second poison type attacker, one with sludge wave would be able to boost Revavroom's speed while attacking opponents at the same time


Mega Coalossal
Rock / Fire
stats
hp- 110
atk- 80
def- 135(+15)
spa- 90(+10)
spd- 120(+30)
spe- 75(+45)
Tar Slosh- When this pokemon switches in or mega evolves all other pokemon on the field have their speed dropped and take 2x damage from fire moves


This is a pretty simple one but at 75 speed it's just fast enough to outspeed max speed iron bundle at max speed, so absolutely nothing to scoff at. The fire weakness on top of the speed drop means most things don't want to stay in on this, allowing it to force out mons like Hatterene, Gholdengo, Corviknight, M Bramblegast, etc who might prevent Coalossal from setting up/removing hazards or allowing it to get in a free Meteor Beam
 
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:revavroom:
Mega Revavroom
New Ability
: Exhaust (If this pokemon or their ally inflicts a stat drop on any pokemon (including on themselves), lower the target's speed by 1 stage.)
Type: Poison/Steel

New stats:
HP: 80
Attack: 134 (+15)
Defense: 130 (+40)
Special Attack: 54
Special Defense: 102 (+35)
Speed: 100 (+10)
(600 BST)

New moves: no
Description:
Cars are (or can be) very much known for their exhaust smoke. It's hard to breathe when you're surrounded by it, and to say it's extremely unpleasant to be around would be a major understatement. Now imagine a literal living car furiously spinning around and releasing tons of that exhaust smoke into the surrounding area. You'd probably be exhausted (hey it makes sense in-context), because nothing is more relieving than breathing an entire dose of car exhaust smoke, with lord-knows-what sorts of chemicals are inside!

Anyways, looking at Spin Out - it's...a weird signature move. It's basically physical Overheat with 30 less BP, and one that lowers Speed, not attacking stats. Naturally, Revavroom's not going to use it, because why make yourself slower in exchange for hitting not even that hard when you could just run Iron Head and go ham that way?

This is where the mega evolution comes into play. Exhaust is a unique ability that punishes any stat drops the user inflicts (yes, even the self-inflicted ones) with a pretty nasty speed drop on the opponent. Now, Spin Out goes from being completely useless to now having a potential use case, as the self-inflicted speed drop, while not pretty (as it sadly cancels out whatever Shift Gear speed boosts you might've had), also hurts the opponent in return with a pretty significant -1 speed reduction. In addition, Revavroom's much better bulk on both ends (accentuated by an amazing defensive typing) lets it run a somewhat of a bulky pivot build, and there, Parting Shot can be just as nasty, if not moreso, as in addition to weakening the opponent it also makes them slower as well.

:coalossal:
Mega Coalossal
New Ability
: Stoke the Boiler (Immune to Water-type moves. If this pokemon would be hit by one, use Tar Shot on the opponent.)
Type: Rock/Fire

New stats:
HP: 110
Attack: 80
Defense: 145 (+25)
Special Attack: 120 (+40)
Special Defense: 100 (+10)
Speed: 55 (+25)
(610 BST)

New moves: Recover, Power Gem
Description:
Tar Shot seems like a fairly interesting move (lowering Speed + making the target more vulnerable to Fire attacks? sign me up!), but you never see it in competitive because Coalossal's defensive typing fails its great bulk (and unlike vanilla, you don't have Terastalization to save you) and you would never sacrifice an attacking move/some utility just to make a target more vulnerable to Fire, especially considering Coalossal's... whole bag of other flaws (namely, it's passive and EXTREMELY slow).

So, rather than trying to go full defensive (because you can only do so much to make a bad defensive typing work for a do-nothing wall), this Coalossal is still defensive, to an extent, but instead of "walling", it seeks to take hits and hit somewhat hard with a solid special attack stat. While you still have a... very unpleasant 4x weakness to Ground-types (among being weak to Stealth Rock and Fighting-types), packing a Water immunity makes Fire/Rock much more bearable as a defensive typing, especially when you consider that immunity also comes with removing the Water-type's Fire resistances too. That, combined with a very solid special attack stat (and Coalossal's pre-existing toolset, which consists of goodies like Rapid Spin, Stealth Rock, and Will-O-Wisp), ensures that this mega isn't just a passive blob sitting around not doing much. Meanwhile, the addition of Recover to its learnset ensures that it can survive and stick around a little longer, and the improvements to its bulk ensure that, with the proper investment, it can live even a super-effective hit or two.
 
:sv/coalossal:
Mega Coalossal
Type:
Rock / Fire
Ability: Tar Pit
Upon switch-in, Mega Coalossal summons the Tar Pit field effect for four turns, which lowers the Speed of all grounded Pokemon by one stage at the end of every turn. If a Fire move is used by anybody while Tar Pit is active, the Sea of Fire (Fire + Grass Pledge) effect will be put onto both sides of the field for four turns, damaging all non-Fire-types for 1/8 of their max HP at the end of every turn.​
Stats:
HP: 110​
Att: 110 (+30)
Def: 160 (+40)
SpA: 100 (+20)
SpD: 120 (+30)
Spe: 10 (-20)

The energy from Mega Evolution was too much for Coalossal's body to handle, turning it into an oozing mountain of tar and an ecological nightmare that threatens friend and foe alike.

Mega Coalossal's Tar Pit combines aspects of Coalossal's terrible signature move Tar Shot with aspects of its amazing VGC-defining signature move Gmax Volcalith. The innitial Tar Pit effect is an odd form of speed control due to it also affecting Mega Coalossal and its team, but this can be circumvented by pairing Mega Coalossal with Flying-types, Pokemon with abilities like Levitate, Clear Body, or Contrary, or Pokemon holding a Clear Amulet. Flying-types being immune to the tar is especially interesting on a few levels. Not only does Mega Coalossal naturally like being paired with Flying-types that can switch into the Ground moves it fears, but it can also hit opposing Flying-types with Smack Down to get them caught in the muck or just deal big damage with a super effective Stone Edge. Tar Pit also has a double-edged interaction with hazards. On the one hand, it pressures the opponent to switch to clear their multiple Speed drops, and Meg Coalossal has the option to set the hazards itself. On the other hand, giving Mega Coalossal's allies Clear Amulets means they won't be wearing Heavy-Duty Boots, meaning the opponent's own hazards will be more effective.

And then a match is struck...

Sea of Fire can be a bit trickier to abuse than the tar, since protecting your allies requires doubling up on Fire-types or using one of the few Pokemon with Magic Guard (which will only become available once the DLC slates roll around). Nonetheless, Mega Coalossal itself will absorb one turn of the damage if it's the one to set the tar ablaze, and it can potentially compound the passive damage with Fire Spin. The damage over time effect of Tar Pit utilizing Sea of Fire from the starter pledges also calls back to Gmax Volcalith sharing its effect with the Kanto starter Gmax moves.
 
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:sv/Coalossal:
Coalossal- Mega
Rock/Fire
Ability: Flash Fire/Steam Engine/Flame Body-> Earth Eater
110
80

160 (+40)
125 (+45)
100 (+10)

35 (+5)

Mega Coalossal takes to eating dirt to maintain its mine habitat. Let's face it: a Pokemon with two 4x weaknesses will never work defensively. Cut that down to one, however, and Coalossal's defensive perks can finally shine. The Ground immunity, combined with a hefty Def boost, gives Coalossal a great match-up against the three elephants (even Tusk if the past pachyderm lacks Fighting STAB), threatening all three with super-effective Scald. Past that you can leverage your elephant match-up for the hazard game with any of Rapid Spin, Spikes or Stealth Rocks. Coal's resistances to Flying, Fairy, Fire and U-turn also let it take hits from the likes of Roaring Moon, Gouging Fire and Mega Tinkaton, firing back with STABs Flamethrower and Power Gem, or solid coverage in Scald, Earth Power and Body Press. Mega Coalossal does not have the best longevity, so it mainly fits on fast-paced offense teams that need a Ground switch-in who can take certain hits in a pinch; on bulkier structures, Mega Coalossal appreciates Wish support from Alomomola, which can sponge Water moves and benefits from Coal's hazard support.

In VGC, Earth Eater allows Mega Coalossal to be a great partner to Earthquake users like Tusk, healing as its partner is free to only damage their foes. It pulls this role off better than Orthworm due to its greater ability to threaten Pokemon that can blank these Earthquakes as its STAB combo smacks Flying and Grass types, including its own spread move in Heat Wave (also Incinerate if you want to take berries out of play).


:sv/Cyclizar:
Cyclizar- Mega
Dragon/Normal
Ability:
Shed Skin/Regenerator-> Two-Minded (When this Pokemon's Atk is modified, its SpA is modified in the opposite way, and vice versa. The same is true for its Def and SpD.)
70
110 (+15)
95 (+30)
110 (+25)

95 (+30)
121

+Superpower

"Mega Evolution has had a peculiar effect on Cyclizar. Its behavior has become erratic, as if reacting to things it alone can sense, things that don't seem to even exist. It will instinctively lash out at certain species of Pokemon, or will blankly stare in the direction of Area Zero regardless of where in Paldea it is. There appears to be some physical fluctuation as well; sometimes Cyclizar will be unusually hot to the touch, other times touching it will deliver a sudden shock. It's as if Mega energy has connected Cyclizar to something unknown, something hidden in the darkest recesses of this region."

While the relationship has not been explicitly confirmed, it doesn't take a genius to notice Cyclizar bares some visual similarities to two other Paldean Pokemon, Pokemon whose arrival has destabilized time and space, with poor Mega Cyclizar feeling itself pulled between past and future. Two-Minded pairs Cyclizar's STAB Draco Meteor (or occasional Overheat for Corv and Gholdengo) with new Superpower to make Mega Cyclizar a fierce mixed attacker, letting it fire off its respectable offensive movepool, or packing plentiful offensive pressure to back up its old utility options like Knock Off and Rapid Spin. Iron Head is obviously useful for smacking Fairy types, Thunderbolt gives an option for hitting Corv, Dozo and Azumarill, Power Whip or Aqua Tail let it actually threaten Tusk and U-turn lets it pivot out of any match-ups your particular set doesn't cover. Mega Cyclizar probably won't be a VGC superstar, but Two-Minded does allow it some funny shenanigans versus stuff like Intimidate and Snarl.

:sv/Revavroom:
Revavroom- Mega
Steel/Fire
Ability:
Overcoat/Filter-> Ride the Fire (The user receives +1 Atk if any Pokemon on the field uses a Fire move.)
80
134 (+15)
135 (+45)

54
97 (+30)
100 (+10)


READY ORRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR (not?)

Much like the Starmobiles, Mega Revavroom fuels itself with the firepower of Charcadets. Its "totally willing" passengers convert any nearby heat source into fuel, boosting Revavroom's Atk as flames engulf the makeshift body of this berserker Pokemon. This buffs the newly STAB Temper Flare and lets Revavroom power itself up with the no longer super-effective Fire moves of its opponents, making it potentially devastating after a Shift Gear boost; immunity to burn is also nice for a sweeper. You have Iron Head as your main Steel STAB (though Spin Out is a stronger but riskier alternative), with High Horsepower to take on opposing Fire types or Zen Headbutt to ensure you have a way to hit Tusk and Mega Quaquaval. Alternatively, the ability to reliably boost your attack and resistance-laden typing can allow Mega Rev to serve as a powerful pivot with Parting Shot and potential Toxic Spikes.

Ride the Fire also packs some fun implications for VGC, as having three other mons on the field means there's more opportunities to proc the Atk boost. Mega Rev mainly plays like it does in Singles otherwise, though the Doubles setting does let it dip into Assurance and Lash Out, especially since the fire car can get around Intimidate with its ability; Spin Out is also potentially more useful than in Singles to pair Mega Rev with Trick Room.
 
:sv/coalossal-gmax:
Mega Coalossal
Type:
Rock / Fire
Ability: Terra Shift ( If targeted by a super-effective attack, it terastalizes into a Ground tera type until the end of the turn.)
Stats:
HP: 110
Att: 80
Def: 120 --> 150 (+30)
SpA: 80 --> 130 (+50)
SpD: 90 --> 110 (+110)
Spe: 30
New Moves: Shore Up, Trick Room
Coalossal is a slow bulky pokémon cursed with a horrific defensive typing. Two double weaknesses + 2 regular weaknesses to some of the most common types is quite dire for a mon whose bulk of 110/120/90 would have been terrific on any other type, while its offensive typing is great as seen by harcanine. Terra shift more than just a pun takes inspiration in the terastalizing antics of fellow rock type Garganacl in SV OU to be able to mitigate the damage its taking. By terastalizing into a ground type, Coalossal is able to turn its fighting, ground and rock weakness into neutralities (or resists, in rock's case) while retaining its excellent offensive typing to deal damage to opposing teams. Should be balanced on the account that it still takes a lot of damage from neutralities, it has a rock weakness and its very slow.
 
:sv/revavroom:
Revavroom-Mega
Steel/Poison
Star Force
: This Pokemon gets a special effect upon using an offensive Fire, Poison, Dark, Fairy or Fighting move. Once per switch-in.

Fire: This Pokemon's Speed is raised by 1 stage.
Poison: Sets a Toxic Spikes on the opposing side.
Dark: Lowers the Attack of opponents by 1 stage.
Fairy: Heals this Pokemon's non-volatile status condition.
Fighting: This Pokemon's Defense is raised by 1 stage.

Stats:
HP:
80
Atk: 119 + 25 = 144
Def: 90 + 20 = 110
SpA: 54 + 10 = 64
SpD: 67 + 30 = 97
Spe: 90 + 15 = 105

New moves: Heat Crash, Spirit Break, Body Press

Description: Y'know what I kinda enjoyed Team Star.

So well, this Pokemon is here to mimic the Starmobiles, because it's almost impossible to dissociate Revavroom from them. Moreover, it allows Revavroom-Mega to actually be able to pull out a lot out of its hat. It can be a great support mon using a Poison move or a Dark move, and Lash Out + Parting Shot makes it actually be a bulky pivot easily. Oh, and it also has Body Press with a free +1 Def. Did I mention how it can use Spirit Break to heal its status, making it harder to stop in its track (stopping a motor in its track gotit haha...)

So yup, I think the new moves are pretty self-explanatory, I think it can pull out a lot of sets like a bulky support with something like Body Press/Poison Jab/Parting Shot/Lash Out, or an offensive set with Shift Gear/Heat Crash or Temper Flare/Gunk Shot/Iron Head or Spirit Break. Its sheer variety of sets is also really cool when you put it in the context of the Starmobiles aka well... they were all kinda different lol.


:SV/Coalossal:
Coalossal-Mega
Rock/Fire
Evaporate:
Any Water move used by any Pokémon fails, and instead uses Haze.

Stats:
HP:
110
Atk: 80 + 10 = 90
Def: 120 + 30 = 150
SpA: 80 + 50 = 130
SpD: 90 + 10 = 100
Spe: 30

New moves: Morning Sun

Description: So hot water cannot cool it.

Well, what happens when you throw water at something like Coalossal? Well, haze and stuff. Rock/Fire with a Water immunity is actually cool vs some stuff like Rain teams, and is cool as a whole. Auto Haze is neat because it has access to Scald so it can trigger it itself, as well as just stopping in its track any setup based Water mon. And yup, Overheat into Scald. Yup.
 
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ItzaDelta

formerly I-Deepblue-I
:sv/cyclizar:
Name: Mega-Cyclizar
Typing: Dragon/Normal
Ability: Counter-Clockwise Spiral (On switch-in, the field becomes Trick Room. This room remains in effect until this Ability is no longer active for any Pokémon. Mega-Slowking's ability!)
Stats:

HP: 70
ATK: 95 (+0)
DEF: 95 (+30)
SPA: 125 (+40)
SPD: 95 (+30)
SPE: 121 (+0)

New Moves
:plusle: Light Screen, Feint.
Description: Upon Mega-Evolving, Cyclizar begins to distort the time around itself, making it move faster when Cyclizar is standing still, and slower when it is moving.

Okay so! Mega Cyclizar! This Pokemon is the anti-offense mon, abusing its Trick Room to get the jump on fast Pokemon, regardless of whether they're scarfed or not, and shutting them down with its strong coverage and nuclear STAB Draco Meteor! It will struggle a lot more against slower teams, though, and its lack of setup moves outside of Shift Gear (lol) means it will usually stick to dealing with potential Scarfers and clicking U-Turn and Knock Off.

This motorcycle lizard also has some tricks up its sleeve for Doubles! Aside from the obvious game-changing auto-Trick Room, this Pokemon has access to strong support in Feint, Light Screen, Breaking Swipe and its signature Shed Tail! It pairs particularly well with Torkoal, as, unlike Mega-Slowking, it doesn't mind being under the Sun, and Cyclizar sets the stage for Torkoal's Eruption, even granting it free entrance with Shed Tail, as well as Torkoal's Sun-boosted paradox teammates such as Great Tusk!
:cyclizar:
name: megacyclizar
typing: dragon/normal
ability: counter-clockwise spiral
stats:

hp: 70
atk: 95 (+0)
def: 65 (+0)
spa: 75 (-10)
spd: 65 (+0)
spe: 131 (+110)
description: after 2 shift gears you outrun trick room lol


:sv/revavroom:
Name: Mega-Revavroom
Typing: Steel/Poison
Ability: Decelerate (This Pokemon's Attack is raised by 1 stage and its Speed is lowered by 1 stage at the end of each full turn it has been on the field.)
Stats:

HP: 80
ATK: 139 (+30)
DEF: 100 (+10)
SPA: 54 (+0)
SPD: 97 (+30)
SPE: 120 (+30)

Description: This is like, my third decelerate submission already lol, but I think I like this one more than the others! This Pokemon has very fun interactions with Gyro Ball, Shift Gear and Spin Out, offering a fun playstyle where you constantly have to Shift Gear to counteract both the Spin Out and the Decelerate speed drops. Very fun, very fitting for the car Pokemon. You can also use this as more of a defensive piece in the early game, outspeeding dangerous threats and wearing down its checks with hazards by coming in and out with Parting Shot, setting up its own sweep!

This could be a cool VGC Trick Room mon with Spin Out. It's essentially getting an attack boost every turn while outspeeding everything.

:sv/coalossal:
Name: Mega-Coalossal
Typing: Rock/Fire
Ability: Evaporization (This Pokemon is immune to Water-type moves and sets up the Mist effect on its side of the field, when hit by a Water-type move.)
Stats:

HP: 110
ATK: 100 (+20)
DEF: 140 (+20)
SPA: 120 (+30)
SPD: 110 (+20)
SPE: 40 (+10)

New Moves
:plusle: Haze.
Description: VGC eat your heart out this is the anti-Incineroar. Blocks Intimidate, blocks Snarl and what-else, gets rid of any existing drops and then dies. Fun support at least.
 
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