Pet Mod Megas for All v7 - please switch to the new thread for v8! (There's a link in the first and last posts!)

"nom nom nom"
WARNING: This sub contains an infinite amount of calories.
Mega Simisear
simisear.png

Type:
1614736931779.png
/
1614736938217.png


Ability: Blaze/Gluttony --> Delectable Dream
On entry, the game checks for a condition. If the opponents do not have an item, they are given a random seared berry. Seared berries are like negative berries. So a rawst berry, rather than curing the targets burn, it will give them a burn if they are below half HP. If an ally is on the field, they are given a regular or positive berry. If any Pokémon holds an item, they do not receive anything.

1614736104165.png
Seared Charti: Gives paralysis if the holder is at or below 1/2 of their maximum HP.
1614736118284.png
Seared Pecha: Poisons the holder if they are at or below 1/2 of their maximum HP.
1614736140259.png
Seared Rawst: Burns the holder if they are at or below 1/2 of their maximum HP.
1614736153418.png
Seared Persim: Confuses the holder if they are at or below 1/2 of their maximum HP.
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Seared Liechi: Lowers the holders attack by one stage if they are at or below 1/2 of their maximum HP.
1614736377645.png
Seared Ganlon: Lower's the holders defense by one stage if they are at or below 1/2 of their maximum HP.
1614736389149.png
Seared Salac: Lower's the holders speed by one stage if they are at or below 1/2 of their maximum HP.
1614736404550.png
Seared Petaya: Lower's the holders special attack by one stage if they are at or below 1/2 of their maximum HP.
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Seared Apicot: Lower's the holders special defense by one stage if they are at or below 1/2 of their maximum HP.
1614736429376.png
Seared Jaboca: Heals the user by 1/8th of their maximum HP after damaging the holder of this item with a physical move.
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Seared Rowap: Heals the user by 1/8th of their maximum HP after damaging the holder of this item with a special move.
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Seared Kee: Lower's the holder's defense by one stage after being hit by a physical move.
1614736531060.png
Seared Maranga: Lower's the holder's special defense by one stage after being hit by a special move.
1614736542714.png
Seared Custap: Holder moves last in it's priority bracket if they are at or below 1/4th of their maximum HP.
1614736552106.png
Seared Starf: Lower's a random stat by 2 if the holder is at or below 1/4th of their maximum HP.

Does not allow berries that reduce the damage of SE hits, effects wild pokemon, or does nothing.
Positive Examples:
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Sitrus,
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Lum,
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Salac.

Disallowed Examples:
1614736717504.png
Shuca,
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Magost,
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Razz,
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Oran. (oran's allowed but its doodoo)
Stats: 75 / 108 / 103 / 108 / 103 / 101
HP: 75
Attack: 98 -> 108 (+10)
Defense: 63 -> 103 (+40)
SpAtk: 98 -> 108 (+10)
SpDef: 63 -> 103 (+40)
Speed: 101 -> 101 (+0)

BST: 498 -> 598

New Moves: Play Rough, Dazzling Gleam, Teatime, Slack Off, Belly Drum.

Description: Simisear loves sweets so much, that when it mega evolves its dream comes true. Now it can endless create berries for itself to enjoy. While these berries are delectable for itself, they are harmful to other pokemon and people, and will cause negative effects if eaten.

(pls don't neglect this button I enjoyed writing this ;_;)
So yeah this sub takes simisear's love for sweets and makes it a weapon in battle. While fueling itself with its tasty berries simisear's foes will be struggling to wolf them down, or they'll be regretting they did. I've taken a few berries that are balanced and made them inversed, so whenever the foe receives one, if they eat it they get a negative effect. Burn off their taste buds if you want (Rawst), or laugh at their faces as they realize eating the berry only heals YOU (Jaboca & Rowap). You should get it by now. If you read the description you'd know simisear gives a berry to anybody without an item upon entering the battle. If you're a friend, you get a neat treat. If you're a foe, you get a SEARED berry.

Now here's the question you all want answered, how's it competitive? It's simple, you debilitate the opponent with berries. So the strategy here would be to take advantage of Incinerate and Knock Off. Knock off is to first remove the foes item. Then, you switch out and repeat the cycle about 5 times? After that, you add the ingredients. Simisear switches in to an opponent without an item, and the best way IMO is to use moves like U-Turn, or Teleport to get it in safely and easily. Now its time to STIR up some trouble. This is where things get juicy. The opponents will take more and more damage through this process and begin eating their berries, then everyone takes damage. The only downside is that the berries are all random, so you don't know what you'll get, and that's why you have Incinerate. You can get rid of the berry you didn't want, and its not too strong so you won't KO. the opponent too easily, that way you can watch them try your berries.

You'll now notice that simisear now has Teatime. With teatime you don't have to wait till your opponents get below half to eat a berry, you can just force them to do it right then and there. It might not be worth doing unless they obtain a status berry, or they aren't able to switch for whatever reason. Along with teatime is Slack Off. It's a neat recovery move. Looks like simisear had too many sweets and crashed, now its lazing about. Oh, and belly drum's here too. Even though simisear amounts to more garbage than a garbodor it can still be used as a gluttony sweeper with a salac berry. Whatever you do from there ain't up to me. Oh, it has acrobatics too, so keep that in mind :)

Don't forget about doubles! If you did your simisear homework (wait there was homework?) You'd know it also gives berries to allies. It will not give a berry that does nothing. Why would you want it. And berries that reduce Super-effective damage suck if they're random, unless you're using a frosmoth. So you can still get things like liechi berry, or sitrus, may not be all that helpful on regular pokemon but things like Dedenne, Diggersby, Greedent. They can abuse these berries with cheek pouch and recycle. If you're lucky you might get a bunch of starf berries.

Just a few extra things. Simisear's part fairy because it eats a lot of sweets, and fairy feels like a desert-type especially with Alcremie being fairy, and Slurpuff being fairy, it only makes sense. If you don't want simisear to spam knock off and incinerate all day, you can still go for a Hone Claws set or a Nasty Plot set with some decent coverage to help you out. I considered apple acid, but it has Grass Knot. Hidden power is also there too. Simisear also has a decent physical movepool so don't forget about it. It's stats don't drastically change but its bulkier now, and is a bit stronger. Overall its stats are even, kind of mirroring mew.

So yeah, that's about all I have to say for simisear. It's a fun one, I hope you'll look forward to cooking up some victories with it.



helth.
Mega Floatzel
floatzel.png

Type:
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/
1614736873726.png


Ability: Swift Swim/Water Veil --> Triage

Stats
: 85 / 120 / 85 / 100 / 85 / 120
HP: 85
Attack: 105 -> 120 (+15)
Defense: 55 -> 85 (+30)
Sp.Atk: 85 -> 100 (+15)
Sp.Def: 50 -> 85 (+35)
Speed: 115 -> 120 (+5)

BST: 495 -> 595

New Moves: Drain Punch, Flip Turn, Thunder Punch, Life Dew.

Description: Time for a more simplistic idea, phew. So Triage is a pretty sick ability, because you can just click drain punch on almost everything after some bulk ups. I think it fits floatzel because it just does. And if someone is in danger, Floatzel is going to prioritize rescuing that person over anything, no excuses. It's part fighting because its always fighting forward to keep everyone safe. I know Lifeguards don't fight (
1614735974141.png
) but this also gives floatzel stab Drain Punch.

The strategy is simple, bulk up, drain punch. Floatzel is meant to be an attacker, not a wall, I no longer felt the need to give it recovery other than Life Dew but if it needs it then so be it (if it won and needed a buff).

Thunder punch just makes sense it already has some punching moves, and its good coverage against things like Toxapex or Corviknight, Slowbro, Moltres. The walls that are on literally EVERY TEAM. Flip Turn is nice for pivoting though you won't use it a lot. But its nice to have for options and a lot of gen 8 water types got it, even though some didn't need it. It's stats are pretty balanced, it has more bulk and more offensive power. It's special attack might be handy for a special set or mixed set, it doesn't have to use triage. I didn't give it much speed because, why would it need it?

That's all I have for floatzel, and those are my subs. I hope you enjoyed reading them. (I did have a cinccino in mind but I think I'll preserve its main concept for later.)
 

Magmajudis

Title pending
:swsh/krookodile:
:krookodile: Mega-Krookodile
Ability: Anger Point/Intimidate/Moxie --> Blind Rage (When hit by a supereffective move, raises Attack by one stage)
Typing: Ground/Dark
Stats:
HP: 85
Atk: 140(+23)
Def: 130(+50)
SpA: 65
SpD: 77(+7)
Spe: 112(+20)
Added Moves: None
Description: HAHA, ANTI PIVOT GO BRRRRRR
On a more serious note, this was made to completely shut down pivot by taking advantage of Krookodile's unique typing.

When looking at the pivot moves, there's two status ones that you won't punish (Teleport and Baton Pass, the latter of which is banned anyway), one special move to which you're immune (Volt Switch) and two physical ones to which you are weak (U-Turn and Flip Turn). That means that you will always be able to punish a pivot, as if you're getting hit by a physical one, you get a boost (and additionally, the added physical bulk makes it take those pretty well), if you're getting hit by Volt Switch you're immune anyway (and can KO the user back with Earthquake or chip it for a lot with Pursuit if you predict a switch), Teleport isn't punishable when switching-in, and Baton Pass is banned. Which means that all offensive pivot moves are effectively punished by this.

As for what it can do outside of that niche, it is a pretty powerful Pursuit user, as it's speed allows it to scare even some offensive mons with it's other powerful moves thanks to it's great Attack stat, before chipping them on the switch.

As an all-out attacker/sweeper it also works really good thanks to two extremely spammable STABs in Knock Off and Earthquake, good set-up option in Hone Claws and good coverage in Stone Edge (which benefits well from Hone Claws), Close Combat and to a lesser extent Fire Fang.

Surprisingly, this also works really well as a lead and a wall, with options like Stealth Rock, Taunt, Scorching Sands and even Roar. It also has a decent bulk especially and a really good one physically.

It's set of weaknesses is also very interesting when paired with it's ability, as a weakness to common Fighting, Bug, Water, Ice and Fairy moves gives it a lot of chances to punish the opponent and get a boost, while still keeping it's useful resistances (Dark, Ghost, Poison and Rock) and it's two immunities (Psychic and Electric).

I overall really like this mon, being able to completely shut down pivots no matter the set while also being able to fill a wide variety of roles make it really fun to me.
 
:bw/simisear:
:Simisear:Mega Simisear
New Ability: M.S. M.D. (monkey see monkey do)
Type: Fire
New stats:
HP: 75
Attack: 98
(+12) > 110
Defense: 63 (+37) > 100
Special Attack: 98 (+12) > 110
Special Defense: 63 (+37) > 100
Speed: 101 (+2) > 103
(BST) 498 (+100) > 598


New moves: Burning Jealousy

Monkey See Monkey Do: when hitted by a move (only the first time in the turn, until it switches), it uses the moves which hitted. If it switch out, the next time it will switch in the effect will return.
Example: M-Simisear switch in, and it's hitted by toxapex's scald. After it's hitted M-Simisear does scald and the move that you choose in that turn.





:bw/floatzel:
:floatzel: Mega Floatzel
New Ability: Helping
Type: Water
New stats:
HP: 85
Attack: 105 (+15) > 120
Defense: 55 (+25) > 80
Special Attack: 85
Special Defense: 50 (+30) > 80
Speed: 115 (+30) > 145
(BST) 495 (+100) > 595

New moves: flip turn, recover (or life dew if it's too much?)


Helping: restores ⅓ of the Pokémon's maximum HP who's switching in (basically a regenerator that affect the pokemon that's switching in and not M. Floatzel)
 
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:swsh/floatzel:
:floatzel: Mega Floatzel
New Ability: Swift Swim

Type: Water/Electric

New Stats:
HP: 85
Attack: 105 ->125 (+20)
Defense: 55 ->110 (+55)
Special Attack: 85
Special Defense: 50 ->105 (+55)
Speed: 115 -> 85 (-30)
(BST: 595)

New moves: Trick, Flip Turn, Bounce, Thunder Fang, Thunder Punch
Description:
Floatzel @ Floatite
Adamant Nature
Ability: Shocking Swim
EVs: 6 HP / 252 Atk / 252 SpD
- Flip Turn
- Bounce
- Bulk Up
- Thunder Fang

:swsh/simisear:
:simisear: Mega Simisear
New Ability: Soundproof

Type: Fire/Normal

New Stats:
HP: 75
Attack: 85
Defense: 63 -> 88 (+25)
Special Attack: 85 -> 110 (+25)
Special Defense: 63 -> 88 (+25)
Speed: 101 -> 126 (+25)
(BST: 598)

New moves: Hyper Voice, Calm Mind, Heal Bell
Description:
Simisear @ Simisearite
Timid Nature
Ability: Extreme Deaf
EVs: 6 SpA / 252 SpD / 252 Spe
- Incinerate
- Hyper Voice
- Nasty Plot
- Heal Bell

:swsh/krookodile:
:krookodile: Mega Krookodile
New Ability: Quicksand Pit: This Pokémon's ground moves trap the opponent for 5 turns

Type: Ground/Dark

New Stats:
HP: 95
Attack: 117 -> 130 (+13)
Defense: 80 -> 110 (+30)
Special Attack: 65
Special Defense: 70 -> 110 (+40)
Speed: 92 -> 109 (+17)
(BST: 619)

New moves: None
Description:

:swsh/Cinccino:
:cinccino: Mega Cinccino
New Ability: Tail Warrior: This Pokémon's Tail attacks deal 1.3x more damage

Type: Normal/Steel

New Stats:
HP: 75
Attack: 95 -> 125 (+30)
Defense: 60 -> 80 (+20)
Special Attack: 65
Special Defense: 60 -> 80 (+20)
Speed: 115 -> 145 (+30)
(BST: 570)

New moves: Poison Tail, Dragon Tail, Iron Defense
Description:
 
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:ss/krookodile:
Ground/Dark
stats
hp- 95
atk- 117(+23)>140
def- 80(+15)>95
spa- 65(+32)>97
spd- 70(+10)>80
spe- 92(+20)>112

ability: Persistence- the user heals 1/16 of its max hp for every stat drop it has at the end of each turn
I struggled a lot with what to do for krook, originally wanting to do something with it being "cold blooded" then something to do with it being angry, but eventually went to looking at the moves it learned and decided to give it an ability that allowed it to benefit from the stat drops from moves like close combat and scale shot, as well as punishing defog and intimidate, without giving it just a better version of defiant. All in all really proud of how it ended up!


:ss/cinccino:
Normal/Fairy
stats
hp- 75
atk- 95(+30)>125
def- 60(+20)>80
spa- 65
spd- 60(+15)>75
spe- 110(+35)>145

ability: Screen Cleaner

new moves: Defog, Reflect, Iron Head, High Horsepower
My cinccino like many others are themed around its tendency for cleaning and i felt the most obvious way to do that was with screen cleaner. The ability plus it's high speed and attack stats allow it to deal with common screen setters like mega regice and the new mega alolan ninetales, and the fairy typing and new moves help it deal with regieleki, tapu koko, and grimmsnarl.


:ss/simisear:
Fire
stats
hp- 75
atk- 98(+20)>118
def- 63(+15)>78
spa- 98(+35)>133
spd- 63(+15)>78
spe- 101(+15)>116

ability: Hungry Flames- Moves that have a chance to burn the target will remove the target's berry and the user will gain the berry's effect

new moves: Burning Jealousy, Scorching Sands
I'm gonna be honest here, I don't expect this monkey to win any awards. Other people have been making much more clever subs for it and berries aren't very common in singles, but i like the name of the ability so I'm sticking with my guns!


:ss/floatzel:
Water
stats
hp- 85
atk- 105(+20)>125
def- 55(+40)>95
spa- 85
spd- 50(+20)>70
spe- 115(+20) >135

ability: Life Preserver- After taking damage, the user sets up an entry "hazard" on the users side of the field that gives the next pokemon to enter on that side Aqua Ring

new moves: Flip Turn, Wish
This is probably the sub I'm most proud of. I spent a while trying to figure out how to balance the ability because it's something that could easily get over complicated or under powered if not done right, but i think having to take damage to activate it and having to keep switching in to set it up after it gets used feels natural. Plus fast flip turn wish passing can be a lot of fun!
 
When it mega evolves, Cinccino's fur grows a lot longer and thicker, covering more of its body. Some soft, gentle, thin snow coats this thick layer of fur, shining lightly, just the way it likes so much. With this extra layer of fluff covering it, Cinccino adopts a much more "polar", comfy appearance, and this extra ice is just perfect for someone who loves clean, reflective surfaces.
No matter how easy it is to imagine this extra covering working as a defensive mechanism, it works incredibly well offensively, with the slightly hardened, long fur working neatly as a sort of whip. That said, Cinccino can continue to work as a very fun offensive even after mega evolving, whipping opponents over and over, not giving a them moment to rest.
When i think of Cinccino, i surely think of multi hitting moves. This Pokémon got not only skill link, but also technician, which are both amazing for this kind of move. However... i often find myself using skill link, because, well, not only some of these moves have a chance to miss, but... there's also that chance that it'll only hit 2 times, and boy, that hits hard...on you, not the opponent. But i also know how frustrating it is to be hit 5 times tho! Only to find out that they don't even have skill link! Well... thats why i went for the direction i did, a i do hope that other people can enjoy using as much as i enjoyed making it!
So here it is, Mega Cinccino!
Types: Normal/Ice
New moves: Fury Swipes | Disarming Voice | Powder Snow | Icecle Spear | Arm Thrust
Ability: Fluffy Flurry - If this Pokémon's multi hitting move hits up to three times, its attack raises by one stage. If it hits 5 times, its defense is decreased by one stage.
Well, maaaybe hitting few times isnt so bad... and maybe i don't reeeally want that five hit anymore... Well, don't blame it tho, it's just frustrated it hit too few times, or too worn out from the long flurry of attacks... Well,, either way, it's good to know that you won't just lose if you don't hit as many times as you'd like, or that your opponent won't jut get those five hits without any cost!
Either way, heere are the stats!
HP - 75
ATK - 120(+25)
DEF - 95(+35)
SP.ATK - 70(+5)
SP.DEF - 80(+20)
SPEED - 130(+15)
(BST) - 570(+100)
Cinccino | Wiki | Pokémon Amino

This is it! I hope you enjoy!
 

woo

You'll be UNDER MY WHEELS
is a Pre-Contributor
:ss/cinccino:
Ability: Fur Scarf
Ability Description: Gorilla Tactics for Speed basically
Types: Normal
Moves: Drain Punch, Parting Shot
Stats: 75 HP / 125 ATK (+30) / 80 DEF (+20) / 85 SPA (+20) / 60 SPD / 145 SPE (+30)
Description:
Cinccino has a cool scarf, so why dont we give it a choice scarf for its mega? It actually wouldn't be as broken as darmanitan-galar is, because cinccino-mega can't stack its choice scarf with band, specs or another scarf. So, that's my submission. Hope it is good lol. :blobthumbsup:

:ss/floatzel:
Ability: Hydro Coat
Ability Description: This Pokémon and its active allies are immune to flinch and burn.
Types: Water / Steel
Moves: Anchor Shot, Life Dew, Flash Cannon, Iron Defense, Body Press
Stats: 85 HP / 105 ATK / 105 DEF (+50) / 85 SPA / 100 SPD (+50) / 115 SPE
Description: Defensive Floatzel, why not?


:ss/simisear:
Ability: Pyromancer
Ability Description: Steelworker for psychic-type basically
Types: Fire
Moves: Psychic, Psyshock, Calm Mind, Future Sight, Mystical Fire
Stats: 75 HP / 98 ATK / 83 DEF (+20) / 138 (+40)/ 93 (+30)/ 111 (+10)
Description: Being Deaf helped Simisear to focus more on its psychic powers, and it became a Pyromancer
 
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Floatzel-Mega
Water
Swift Swim/Water Veil-> Lifesaver (While user is active, all allies who are weak to Water will take 1/2 damage from Water attacks).
Stats
HP: 85
Atk: 105->
135 (+30)
Def: 55-> 75 (+20)
SpA: 85
SpD: 50->
100 (+50)
Spe: 115
New Moves: +
Flip Turn, Life Dew, Triple Axel


It floats using its well-developed flotation sac. It assists in the rescues of drowning people.
Description: Floatzel uses its flotation ability to protect its teammates; if an ally who is weak to Water is hit, Floatzel will rush in to save them, pulling them out of the raging current before they can be hit by the full brunt of the attack (basically, it's as if all teammates are holding Passho Berries). This can offer a much needed shield for certain defensive mons like Hippowdon and Heatran, as well as benefitting WP sweepers on HO. When it's not protecting its team, it can be a decently strong attacker in its own right, pivoting around with Flip Turn and striking with STAB Liquidation, STAB priority Aqua Jet and newfound Triple Axel (just so it has strong attacks other than Liquidation).

"Intent on safeguarding its teammates, Mega Floatzel will stand on the sidelines when not in battle rather than getting back into its Pokeball. This allows it to efficiently react should one of its allies need saving from a powerful Water attack".


1614819363467.png

Simisear-Mega
Fire
Blaze/Gluttony-> Deaf Ears (The user is immune to Dark type moves. The Pokemon that targets the user with a Dark move will be inflicted by Taunt unless Oblivious).
Stats
HP: 75
Atk: 98-> 103 (+5)
Def: 63-> 93 (+30)
SpA: 98-> 123 (+25)
SpD: 63-> 93 (+30)
Spe: 101-> 111 (+10)
New Moves:
+Psychic, Scorching Sands

Description: Simisear's added wisdom (not to mention hair growth over its ears) makes it unaware of Dark type moves, literally "hearing no evil"; being unaffected by these moves enrages the targeting Pokemon so much that they are unable to use status moves. The Dark type immunity offers a few distinct perks: first, Sear has an even easier time switching into Knock Off users than most Megas since it now takes no damage from the move, and given that Knock is arguably one of the best offensive moves, that's a huge boon in and of itself. Second, the ability also allows it to block both Taunt and the increasingly- bemoaned Parting Shot, meaning it can't be prevented from setting up with NP and can disrupt momentum-based strategies that rely on Shot. Finally, Deaf Ears means Sear can't be revenge killed by Sucker Punch. In practice, these choice immunities make Sear both a solid partner and solid answer to defensive mons, sponging the Knock and Taunt that trouble them while also shutting down walls that rely on Knock for damage. Of course it's no slouch offensively after Plot, gaining both Sands (standard coverage for Fire types) and Psychic (because wisdom), meaning it can also threaten most walls barring Blissey alongside STAB and old standbys of Focus Blast and Grass Knot.

"Mega Simisear's hair glows with a brilliant blaze after Mega evolution which frightens off most Dark types. However, Mega Simisear seems unaware that its hair is on fire, so trainers should be careful to prevent it from accidentally spreading its flames".


1614819379417.png

Cinccino-Mega
Normal

Cute Charm/Skill Link/Technician-> Soothing Fluff (User's contact moves have an additional 30% chance to lower the target's Atk by one stage).
Stats
HP: 75
Atk: 95-> 125 (+30)
Def: 60-> 95 (+35)
SpA: 65-> 75 (+10)
SpD: 60-> 75 (+15)
Spe: 115-> 125 (+10)
New Moves:
None!

Description: In real life, one of the few defenses Chinchillas have against predators is to shed large clumps of fur when the predator attempts to grab them, like how most lizards have detachable tails. Since Cinccino doesn't have the stat spread to pull Weak Armor off (plus Mega Kommo-o already exists), I instead opted for a more offensively- oriented ability, whereby Cinccino can use its ultra-soft fur to soothe its opponents, possibly lowering their physical power in the process. Since Tail Slap is so central to Cinccino's identity, I wanted an ability that would incentivize its Mega form to keep Slap as its best STAB option (I also specifically balanced it around Slap, hence why the chance isn't any higher). This ability naturally lends Cinccino the role of an offensive support Mega, weakening scary physical attackers for its team, which is also helped by natural access to the ever-useful KnockTurn. For a fourth attack, you have the option of either Triple Axel or Play Rough, both of which have a high chance of getting that coveted attack drop. Obviously, Cinccino still needs to watch out for special attackers, as they don't really care about its ability, plus it can't do too much damage to Steel types, so it does requires teammates who can handle those threats.

"Mega Cinccino's hair grows at such a rapid rate that it constantly sheds clumps of fur during battle. This fur is unnaturally soft, however, and has a naturally soothing effect that may decrease an opponent's desire to hurt Mega Cinccino".

1614819395224.png

Krookodile-Mega
Ground/Dark
Anger Point/Intimidate/Moxie-> Grapple Jaws (User's jaw moves gain a 30% chance to lower the target's Spe by one stage). [thanks to PalpitoadChamp for the name].
Stats
HP: 95
Atk: 117-> 142 (+25)
Def: 80-> 110 (+30)
SpA: 65-> 80 (+15)
SpD: 70-> 90 (+20)
Spe: 92-> 102 (+10)
New Moves:
+Psychic Fangs

Description: Mega Krookodile uses sand to hide its presence and strike the target unexpectedly, which may hamper their mobility; this effect is inspired by a common hunting method of crocodilians, who will rapidly strike from the water at drinking prey, preventing them from escaping. My initial idea for this ability was to incentivize Krook to use Crunch over Knock Off as its main STAB, plus I've been really interested in a "category-boosting" ability that boosts something besides raw power. The speed dropping effect allows Krook to potentially get the jump on faster threats, after surviving an attack thanks to its improved bulk, giving it an edge on faster offensive threats that other offensive mons may struggle with. Even if you don't get the drop, Krook is specifically built so that it's not completely reliant on the speed drop to get work done thanks to its overall solid spread, between its bulk, great attack and important speed tier getting the jump on base 100s. Psychic Fangs gives it another move besides Crunch to make use of its ability, plus its screen-breaking ability allows Krook to annoy HO teams that the faster offensive mons it preys on tend to slot onto.

"Mega Krookodile will kick up small clouds of dust, then strike when its prey least suspects it. The shock of this sudden attack may limit the target's mobility, preventing it from escaping its very aggressive attacker."
 
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:ss/floatzel:
Mega Floatzel
New Ability
: Natural Cure
Type:
Hydro Pump - Water-type

New stats:
HP: 85
Attack: 105
Defense: 55 -> 110 (+55)
Special Attack: 85
Special Defense: 50 -> 90 (+40)
Speed: 115 -> 120 (+5)
New moves: Flip Turn, Heal Pulse, Life Dew
Description: Floatzel, the Sea Weazel pokemon. We're gonna pretend it's an otter. They're both part of Mustelidae anyways. Anyways, pokemon is in desperate need of a fast bulky support pokemon. Sure, we have Ninjask. But i don't know if I would call Ninjask bulky.

:ss/cinccino:
Mega Cinccino
New Ability
: Scrappy
Type:
Sing - Normal-type

New stats:
HP: 75
Attack: 95 -> 65 (Swapped)
Defense: 60 -> 95 (+35)
Special Attack: 65 -> 110 (Swapped, +15)
Special Defense: 60 -> 105 (+45)
Speed: 115 -> 120 (+5)
New moves: Rapid Spin, Sludge Wave, Sludge Bomb
Description: A jack-of-all-trades-except-attack.

:ss/simisear:
Mega Simisear
New Ability
: Chunky Monkey: If this pokemon makes contact with another, their item will be consumed and used once by Mega Simisear. [(Simisear's Trainer)'s Chunky Monkey ate the opponent's item!
Type:
Fire Spin - Fire-type

New stats
:
HP: 75
Attack: 98 -> 128 (+30)
Defense: 63 -> 103 (+40)
Special Attack: 98
Special Defense: 63
Speed: 101->131 (+30)

New move: Belly Drum, Fire Lash
Description: A funny concept I came up with that actually can cripple certain pokemon.

:ss/krookodile:
Mega Krookodile
New Ability
: Shady Business: While this pokemon is Mega Evolved but not KOed, all pokemon on Mega Krookodile's team will appear as "Mysterious Stranger", hiding all info, and their moves will be called "Strange Attack" until they take direct damage. This effect will also be removed once Krookodile takes direct damage.
Type:
Sand Attack - Ground-type
Power Trip - Dark-type

New stats:
HP: 95
Attack: 117 -> 132 (+15)
Defense: 80 -> 100 (+20)
Special Attack: 65
Special Defense: 70 ->110 (+40)
Speed: 92 -> 107 (+15)

New moves: U-Turn
Description: Works well with a team of different pokemon, making them hard to counter.
 
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Mega Krookodile
:ss/Krookodile:
Ability:All Mine
-Steal the opponent stat changes when use a dark type move.(the steal happen after the damage, steal both negative stat changes and positive stat changes)
Stats:95/145(+28)/110(+30)/65/82(+12)/122(+30)
While Most people trying to make their mega krookodile something aggressive and have something that related to its rage, my mega krookodile is a big fat sand dune bully who steal every thing, doesn't mind if it good or bad
New moves:Jaw Lock

Mega Cinccino
:ss/Cinccino:
Typing:Normal/Ice
Ability:ThickFur
Its defense and spdefense have a 1.5 multiplier

Stats:75/125(+35)/85(+25)/65/85(+25)/135(+20)
Cinccino based on chinchilla, a very furry animal.Its ability is basically the middle road of fur coat and ice scale, which make senses for cincinno have a thick fur coat and the ice scale is from the cold cover its fur.

Mega Simisear
:ss/Simisear:
Ability: Wildfire
If this pokemon use a grass attacking move, the opponent's field get fire-grass pledge effect, all non-fire pokemon lost 1/8 hp everyturn for 5 turn

Stats:75/128(30)/73(+10)/128(+30)/73(+10)/121(+20)
New move:Power Whip(Whip its tail, i guess)
My unovan monke have no relation to its inspiration hear no evil, see no evil and speak no evil. On the other hand, i gave them some aspect of the forest. My mega simisear based on wildfire burning the forest.

Mega Floatzel
:ss/Floatzel:
Ability:Holy Diver
-On the invulnerable turn of any move, use life dew.
Stats: 85/135(+30)/75(+20)/85/75(+25)/140(+25)

New move:Dig, Bounce.
 
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:ss/cinccino:
New Ability: Overcoat
Type: Normal

New stats:
HP: 75
Attack: 95 ->135 (+40)
Defense: 60 ->90 (+30)
Special Attack: 65
Special Defense: 60 ->90 (+30)
Speed: 115
(BST) 470 ->570

New moves
: High Horsepower, Rapid Spin
Description: The oil on this cinccino's fur now makes cinccino repel dust even more effectively.
:ss/floatzel:
New Ability: Thick Fat
Type: Water/Ice

New stats:
HP: 85
Attack: 105 ->125 (+20)
Defense: 55 ->85 (+30)
Special Attack: 85
Special Defense: 50 ->85 (+35)
Speed: 115 ->130 (+15)
(BST) 495 ->595

New moves
: Iron Head, Flip Turn
Description: Thanks to mega evolution, it gained a resistance to extreme temperatures.
:ss/Krookodile:
New Ability: Tough Claws
Type: Ground/Dark

New stats:
HP: 95
Attack: 117 ->127 (+10)
Defense: 80 ->105 (+25)
Special Attack: 65 ->80 (+15)
Special Defense: 70 ->105 (+35)
Speed: 92 ->107 (+15)
(BST) 514 ->614

New moves
: Meteor Mash
Description: This pokemon is very aggressive, and it sharpens its claws constantly.

EDIT: Changed the stats (-15 speed, +15 special attack)
:ss/simisear:
New Ability: Hunger Switch
Type: Fire (Full Belly), Fire/Dark (Hangry)

New stats:
HP: 75
Attack: 98 ->123 (+25)
Defense: 63 ->93 (+30)
Special Attack: 98 ->123 (+25)
Special Defense: 63
Speed: 101->121 (+20)
(BST) 498 ->598

New move
: Apple Acid, Fire Lash, Fiery Wrath
Description: Mega evolution causes simisear to become violent when hungry.
 
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:bw/Floatzel:
Type: Water/Ice
Ability: Storm Drain
Stats: 85/85/85(+30)/130 (swaps with attack and +25)/80(+30)/130 (+15)
New moves: Air Slash, Calm Mind, Freeze-Dry

Well, it can save people that are drawning. It screams Storm Drain for me. Also, Luminous Moss is an item that absorbs water attacks and raises stat.

Mega energy reacted with Floatzel's fur, making it ideal for swimming in colder areas.

It can gracefully swim in frozen lakes, using it's thermal-resistant and waterproof fur, combined with it's floatation sacs to rescue people that accidentally falls on the frozen water.

New moves: Air Slash because of floatation sacs releasing air. Calm Mind for rescuing people that are in panic. And Freeze-Dry because poor thing deserves coverage.

Actually, Water/Ice/Flying has 3 resists. Rotom-W, Empoleon and Lanturn. Two of those are weak to Freeze-Dry and the other is neutral.

Stab Freeze-Dry is also a good reason to switch into a water attack, with it's ability.
 
Hi guys. This is technically my second post but my first one had serious balancing issues and I understood that the mechanic didn't fit too well, so let's call this one the first one.

Krookodile-Mega@ Krookodilite
Type: Ground/Dark
Ability: Arrogant (When above 50% HP, Krookodile's Dark-Type moves have +1 Priority, but its Defense and Special Defense are halved.)
Stats:
HP: 95
Atk: 147(+30)
Def: 120(+40)
Sp. Atk: 85(+20)
Sp. Def: 80(+10)
Spe: 92
So, let's get started. The buff to Attack is an obvious choice, as it bumps Krookodile's damage output up to more threatening levels. The Defense buff helps Krookodile stay alive long enough to set up, as in my experience a fairly solid attacker with a super effective move could deal with Krookodile easily, however its still mediocre Sp.Def helps balance this out. The Speed stat frankly needed a boost anyways, however that boost will come in priority instead of direct stat adding. Arrogant fits Krookodile well flavor-wise since its a bully and bullies have a stereotype of usually being a tad overconfident, so they have a better flow to their "attacks" but they let their guard down. Since Krookodile is referred to as the Bully of the Sands, I think it fits well. It also offers a nice buff to its attacks, allowing us to devote less buffs to Speed and more to Sp. Def, so Krookodile is still balanced but has an at least decent chance of not being OHKOed by practically any decently powerful attacker. Obviously Krookodile's main role would be a fast, physical sweeper with plenty of priority. Buffs to Sp. Atk are solely for stat balancing so that too much doesn't go to Speed, as at 122 base it would clock in as fast as Greninja. Krookodile also has a fairly decent Special movepool so you could do that if you wanted I guess. However, as Krookodile gets many disruptive moves such as Taunt and Roar, Priority could be useful for Mega Krookodile as an anti-lead, lead, or anti-setup sweeper. The most important thing keeping Krookodile in check here is that its likely very easy to get him under 60%.

Description: When interacting with Mega Energy, Krookodile's confidence is boosted and that is reflected in his attire, as he now sports a punk rockstar-like "hairdo," which is actually made out of spikes.

Thank you for reading and please give any feedback! I'd love to hear it :D
 
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:ss/cinccino:
Mega Cinccino
New Ability: Slick Scarf (Gooey+Fluffy)
Type: Normal/Fighting

New stats:
HP: 75
Attack: 125 (+30)
Defense: 85 (+25)
Special Attack: 65
Special Defense: 80 (+20)
Speed: 140 (+25)
(570 BST)

New moves: Arm Thrust, Power-Up Punch, Superpower
Description: It's good to be back.
I was thinking about ideas for a sub, and then I decided it would be really funny to see a Cinccino using its scarf to try and find a mate. So that's what I did. Its attack and speed may seem a little high, but the fact that it doesn't have Technician or Skill Link anymore should keep it in check. (also the ability name is a pun on silk scarf which I didn't even realize until I already wrote it)

:ss/simisear:
Mega Simisear
New Ability: Sweet Tooth (If the opponent has a Berry, this Pokemon's biting moves consume the opponent's Berry. If the opponent does not have a Berry, the biting moves deal 1.5x damage.)
Type: Fire/Fairy

New stats:
HP: 75
Attack: 128 (+30)
Defense: 78 (+15)
Special Attack: 118 (+20)
Special Defense: 78 (+15)
Speed: 121 (+20)
(598 BST)

New moves: Fire Fang, Dazzling Gleam
Description: WIP
 

PokemonKingAlan

Banned deucer.
Mega Krookodile
Ground/Dark
Ability: Sweet Pair of Oakleys - Immunity to light moves - AKA Fairy and Fire.
95
167
80
75
70
132
New moves: None
I think his shades are really cool and we should do something with them. Since what is/isn’t light moves is so hotly debated I thought to simplify it as Fairy and Fire - they are the types most closely related to light. This is not too broken as Fire is already not much of a threat to Krookodile and besides Fairy Krookodile has many other weaknesses like Water, Grass, Ice, Fighting, and Bug.
 
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:floatzel:
Mega Floatzel
Technician
New Moves: Flip Turn, Triple Axel, Fake Out
85/135 (+30)/75 (+20)/110 (+25)/50/140 (+25)
Technician Flip Turn! A from that and Triple Axel, Floatzel also gets to abuse technician with Pursuit, Hidden Power, Aqua Jet, and some normal type multi-hit moves.

:Krookodile:
Dominate - Before this Pokemon uses a move, if it moved before it's target, its' speed raises by one stage. If it moved after its' target, its' speed will drop by one stage.
95/140(+23)/110(+30)/100(+35)/105(+35)/67(-25)
The ability does a few different things, which I hope are all balanced. The idea for the ability is based on krook's 'bully' theme, making them stronger against opponents they could already beat, but causing them to give up when faced with a stronger opponent. Krook does not get any priority to abuse the ability with. Effectively the ability let's Krook punish switches or tanks like pex by abusing them for speed boosts, however hopefully this is balanced out by the low base speed and the speed dropping part of the ability. Another side effect of the ability is that Lash Out gains the 2x damage multiplier from the speed drop.
 
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Mega Krookodile
New Ability
: Trap Jaw: All biting moves trap and damage the target 1/8th their Max Health for 4-5 turns (If Traced, Impostered, ect. the effects of Grip Claw and Binding Band apply like it would for Sand Tomb)
Type: Ground/Dark

New stats:
HP: 95
Attack: 157 (+40)
Defense: 105 (+25)
Special Attack: 85 (+20)
Special Defense: 95 (+25)
Speed: 82 (-10)
619 (+100) (BST)

New moves: Pursuit, Psychic Fang, Poison Fang (Sorry about late removal)
Description:
"They never allow prey to escape. Their jaws are so powerful, they can crush the body of an automobile." ~ Pokedex from Pokemon Black/Y/Alpha Sapphire
Krookodile is already a pretty solid Pokemon as is. It has a unique typing with its pretty powerful attacks, and then choice between Intimidate or Moxie makes for a very interesting Pokemon. It can be used as a Stealth Rock setter, a Speed Control, and as a devastating Clearner. The idea for Mega Krookodile is using it's threatening presence as a means to lure in a Pokemon and then use it's powerful Jaws to trap it, while also still being a threat. As an example, you could bluff your Krookodile as a Scarf Revenge Killer, but when it Mega Evolves, you trap your opponent's switch into Scarf Krookodile. Your Mega Krookodile can then either ko that Pokemon so another Pokemon can sweep, or set up on a more passive Pokemon with Dragon Dance.
It should also be noted that 82 Spe gives it 394 Speed with Adamant +1, speed tie with Tapu Koko, so it should be considerate of that and use Jolly Natures more often, and which is why I lowered its base Speed. Mega Krookodile has excellent bulk as well of 95/105/95, which is made better after Intimidate as well. This gives it nice room to set up Dragon Dances, especially against more passive Pokemon which thought you were utilizing one of Krookodile's alternative sets.


Mega Floatzel
New Ability
: Buoyancy: The user's Water type moves combine the Flying type effectiveness (Essentially Water type Flying Press)
Type: Water/Fighting

New stats:
HP: 85
Attack: 135 (+30)
Defense: 65 (+10)
Special Attack: 105 (+20)
Special Defense: 60 (+10)
Speed: 145 (+30)
595 (+100) (BST)

New moves: Hidden Power, Psychic Fangs
Description
:
I honestly can't work much with Floatzel competitively while also adding to the flavor. It's movepool is extremely bad. Most offensive water types aren't too great ever since Gen 7 because of Pex's domination and being so hard to kill, in addition to Tangrowth, Tapu Fini, Amoongus (sus), Slowbro, and Ferrothorn. To be a successful offensive water, you need to seriously dent one of these Mons naturally (Such as Earthquakes from Mega Swampert or Dark Pulse from Ash Greninja), have some extreme attribute (Barraskewda being so fast under Rain, Urshifu-R bypassing protect, both with incredibly strong Water attacks and coverage), or both (Which is more often the case).
Mega Floatzel's niche is hitting the Grass types with its STAB water moves for neutral damage thanks to its Buoyancy ability. You are also super effective against Bug and Fighting types with all your water moves. You do however gain resistances in Steel and Electric, while making Rock neutral. Though given that Floatzel has some good fighting moves for Ferrothorn, Tyranitar, and Melmetal. To add, Zapdos is pretty much the only Electric type that runs defensive sets.
Also, unlike other offensive Waters, Mega Floatzel can invest into either Special, Physical, or mixed attacking.
 
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Hello, everyone!! Sorry to be a day late (again OTL), but it's time for the usual end-of-submission-phase feedback post! This is also a 24-hour warning as usual, in order to give time to respond to the feedback!

I don't think there are any big announcements to make at the moment, although there are some balance changes that we've discussed and I guess I should give some notice that there may be a poll on those tomorrow when votes open!
This is actually a fairly small update this time around, so I will get right to it, I guess! XP

:floatzel::simisear::krookodile::cinccino:

If I don't mention your sub in this post, it's probably fine balance-wise and you're not required to make any changes! It doesn't mean I forgot!​

First, a notice on :krookodile: Krookodile specifically: we've noticed a lot of people giving it some very role-defining and important moves, including major setup options like Swords Dance and Dragon Dance, reliable recovery, and access to pivoting moves like Parting Shot. Be aware that non-Mega Krookodile is already a strong Pokémon with a solid place in UU and access to very powerful STAB moves and two excellent Abilities - this warrants some amount of caution as we consider how these significant movepool additions will affect its base form and its place in our metagame (rather than just the Mega Evolution we're meant to be making), so I would like to stress that this is highly discouraged even if not all of them are strictly disallowed.
In particular, I think it's important to note that we are disallowing the addition of Dragon Dance to Krookodile - it looks like this only concerns one sub at the immediate moment, but it's also come up multiple times in the Discord's #submission-feedback and I could easily see it becoming relevant to any subs that happen in the next 24 hours, so I still think making a more generalized notice is valuable right now.
Any other major setup and pivoting are both still heavily discouraged but will be discussed on a case-by-case basis.
Thank you guys for understanding!


:krookodile: I do love this, but more than one person has voiced being wary of Parting Shot in conjunction with this Ability, and I still don't recommend it with that in mind;;
I will let you make your own choice on this and not veto regardless, but I think that's worth bringing up since I just made the broader notice above this.


:krookodile: Oookay, I do know at least one person has supported this on the Discord, so it's possible that my opinion on it is unpopular and I definitely don't see fit to require any change at all - please know that this is just my personal stance and it will not be enforced at all! That said, I'm sssort of really uncomfortable with this?

:cinccino: I'm not going to allow recovery on something this bulky, especially with this good a defensive type. Please remove both Wish and Moonlight from this.

:simisear: This Ability is strictly Soundproof but better, so I would ordinarily require that it be replaced by Soundproof (or with some other effect entirely) rather than accepting it in its current state.

That said: while you are not the only one to give this effect to Simisear for flavor reasons, please consider what a given Ability actually does for the Pokémon you're giving it!
I am fully aware that the popular interpretation of Simisear's design is that it's based on the "hear-no-evil" wise monkey, but it's important not to focus so much on flavor that the actual game mechanics become irrelevant; I would encourage the submitters who are focusing on sound moves to identify specific sound moves they consider functionally important to their Simisear submissions and put thought into how to work their submission around the benefits of Soundproof, rather than having it there just for the reference.
I know I've said as much before, but a well-chosen and practically useful Ability is among the most important parts of making a unique and effective submission, and it makes me a bit wary to see so many Simisear taking this Ability as a sort of default option without putting consideration into building around it effectively.

Something that also bears repeating is my usual sentiment of "if possible, please pool your thoughts together and agree on one submission that satisfies all of you" when working with such a similar Ability to other people; rather than just changing this to Soundproof and being done with it, I will ask you to look at other people who've made Soundproof subs and considering what each of you has to gain from the others.
I would consider ViZar's submission to benefit the most from Soundproof's effects (notably from blocking phasing, on account of its longevity and access to boosting options that help it defensively and not just offensively, as well as his having taken the time to list other moves he considers relevant and explain why a Soundproof user is relevant in the metagame) and would encourage you to provide any input you have as feedback to build on his, if you feel you have anything in mind that would exploit Soundproof better than he does.
I don't think there is any reason to have three different Soundproof subs in the vote unless they are substantially differentiated in other ways, so I am going to exclude this one if it's just that.


:cinccino: This one is just Fluffy but better (trading a Fire weakness for a Poison resistance), so ordinarily I would ask you to replace it with Fluffy itself; however, this is another case that overlaps significantly with other subs, such as ARandomPerson's Normal/Fairy Fur Coat Cinccino (almost the same thing). If ARandomPerson does nerf their sub, I think this is another one where I will just ask you to consolidate and give feedback to them instead; however, I do hold the opinion that yours is much better balanced, so you might as well change it to Fluffy anyway and I will just take yours instead if they don't? I'm not totally sure how best to handle this situation since so many people are taking similar approaches with Cinccino, but I hope this is okay;;

:simisear: I am wary of this one after our Mega Zoroark already proved controversial; we are already, at present, discussing whether its own ability to use item-manipulating moves can be removed without compromising the spirit of the sub, and I think it's a bad idea to allow another Mega whose entire point is to do just that so soon after/before this is resolved/in light of that issue. It's also unprecedented - not impossible, but a very bad idea in my eyes in light of how it goes against canon - to have a submission whose Ability only activates when it Mega Evolves and never else. I think I'm just gonna disallow this one outright, sorry;;

lydian:​

:floatzel: As much as I might like to allow this - it is a really cool effect! - I uh. do not think I can code it to a standard I would be comfortable with for M4A, I'm afraid;;
You might remember (or even have been influenced by? I know you had a Zoroark that was based on your own Tatsunami!) Poultergeist from the CCD, but I'm afraid that is nooot coded as solidly as I believed when I first shared it and multiple issues have been exposed since playtesting it against another actual player. These are issues that should not matter for the purposes of the CCD format itself and can be worked around rather easily, but they would be much bigger problems in M4A, where there are regular tournaments, ladder matches, and battles between players who don't know each other in general.
So, uh, as cool as this is, the issues that came up the last time I tried to un-faint a Pokémon are definitely too major for me to allow it in a mod that's as polished otherwise as M4A is. OTL

:krookodile: This one I think is just too strong an effect in general - free item control (especially on something with trapping contact moves like Pursuit and strong, reliable contact moves for both of its STABs - while you probably took the incompatibility with Earthquake as a balancing factor, Krookodile comes with High Horsepower, which is almost exactly as strong and makes contact) is strong enough that it should be coming with a drawback if anything, not with the same power boost as 65 BP, type-restricted Knock. I would definitely ask you to nerf this if you can, sorry;;


:simisear: I'm gonna reiterate what I said to ARandomPerson on this: there's no reason to allow three different Soundproof subs for the same Pokémon, and this is clearly just using it for a flavor reference (perhaps even a joke in your case) rather than making anything of it mechanically. I am skeptical that simply adding the Psychic type is enough to call them functionally different, especially in light of our other very recent and extremely good Fire/Psychic-type Mega - like... why would you ever use this over Delphox? and how does Soundproof of all things help it with that? - and with that in mind, I will still only be allowing ViZar's Simisear (which takes into account some particular benefits of the Ability and incorporates them into its movepool) and will encourage you to direct any suggestions you might have to him as feedback rather than having a competing sub.


:floatzel: Mmmm... okay, this is a really cool effect on paper, but I am going to have to make some requests to make it more plausible as an effect and more feasible to code, if that's alright?
As you have it, the Ability is meant to give a one-time, temporary effect to each Pokémon not currently on the field, but just once per Pokémon, while Floatzel is on the field. This might sound sort of normal, but it's actually wildly unlike what any other Ability does - the most notable issue is that a status like the lifeboat effect (what would ordinarily be called a volatile status) is usually one that wouldn't persist through switches, so it can't be given to each Pokémon that's not on the field and individually track whether each one has or has not used a "lifeboat." It's rare for a move or Ability to affect teammates that aren't in battle at all, but when they do, it's in a permanent way (like Aromatherapy curing non-volatile statuses) and the game doesn't need to track a new effect or anything it doesn't already store for Pokémon not in battle. This introduces an entirely new mechanic for every Pokémon in a way that I think is outside of the scope of an Ability, as surprising as that might be.
My own suggestion would be to turn this into something more like Wish, Healing Wish or Future Sight instead: a condition that isn't cleared by switching, but only activates a single time (not per Pokémon but for whatever Pokémon needs it first), for each time Floatzel enters the field and activates its Ability. This would require the least change from what you have and is much more straightforward and consistent with other mechanics, so I would definitely require a change in this vein and strongly recommend that it be something like this specifically, if that's alright! I hope it's not too much of a nerf, since it's not meant as one, but I think this preserves the spirit of the effect well enough and should be plenty to work with if you're using Floatzel.

:krookodile: This one is not a veto and not a required change at all, but like I said earlier in the post, I do at least strongly discourage adding stuff like pivoting and reliable recovery, especially since (in this case) they don't seem fundamentally required for your Mega to work itself - Parting Shot sort of goes against the function of the Ability, and at least your sample set doesn't use Shore Up.
That said, I thhhink I'm okay with this otherwise! I might be more comfortable with the Speed boost as you suggested, so that's a change I would support if you were willing, but I won't require it and we can always see how it pans out first if you'd really much rather keep the Attack version for now. .w.

ausma:​

(First thing: yes. To all of these.)

That said!! Super minor details that are not at all mandatory but might be useful:

:simisear: I would be okay with removing the three-turn limit on Red Licorice if you wanted! It's likely that the opponent's options boil down to either switch out right away or get hit with a Fire move right away, so wearing off after a duration as long as three turns is not likely to be a significant balance concern, but on the off chance they stick around and you have a teammate that can also take advantage of it, you might as well let the threat last - I think that might be more fun! Plus it's a marginal bit of streamlining, since it'd be cleaning up a detail that doesn't change much about the Ability's power level, and you know I am all about that XP

:floatzel: I know a previous draft of the Ability turned incoming moves into "spread moves" specifically, which is why you singled out Wide Guard - that said, now that it just splits damage directly, it would be pretty easy to say it doesn't count for Wide Guard to begin with (while still letting Wide Guard serve its normal purpose if the opponent is using a move that already does spread damage). Up to you, but this would probably be both simpler and more beneficial to the Floatzel player!
Other super minor thing: tiny bit over the minmaxing limits here - would you be on board with putting 10 more points either into SpA to make up for the -30 Speed or just back into Speed itself?


:krookodile: I'm considering this too strong to have Strong Jaw on account of its STAB Crunch access - I feel it should either have much lower (like, sub-110) Speed (to pass as just a wallbreaker rather than a sweeper or cleaner) or a weaker Ability that doesn't give it so much immediate breaking power.

:cinccino: This should be replaced with either Gooey or Tangling Hair. (Amusingly, both of them fit perfectly with the flavor you've established!) It can't, however, be a straight upgrade of those + worse Aftermath; one effect is plenty.

:simisear: As Simisear comes with Nasty Plot, I'm not going to allow this - it has dangerously high Speed, and its Special Attack is backed by a damage-boosting Ability with not nearly convincing enough a drawback.


:cinccino: I think this is really cool, but I feel like asking in any case: does it really need Swords Dance? It seems like it does a lot else and I think its Ability has more interesting applications than just as a setup sweeper, so I would at least personally be more inclined to vote for it without that; this is just feedback and not a required change, but it's a move I would personally support removing, for whatever that's worth!

:krookodile: This is super interesting, but I am opposed to the interaction with Battle Armor and Shell Armor specifically - there's no reason why it should behave differently with them than any other guaranteed crit effect, and those effects are rare enough that it doesn't feel like it actually matters. To me, this is extraneous and I would definitely remove it.

qways:​

:floatzel: I'm just gonna veto this one, sorry. I think I saw someone tell you as much on the Discord, so you might already know (or it might've been to Caionamax, who had a similar Ability), but we generally have a policy against supportive Abilities that have the potential to break teammates no matter how strong or weak the user is, and this definitely has that problem.
In short, this Ability is like if - instead of giving Mega Floatzel Regenerator - you gave Regenerator to every other Pokémon on its team. Sometimes twice, if they already come with Regenerator. The problems with this should be obvious; you can't balance Mega Floatzel around its Ability, because no matter what you do to Floatzel, its allies are the ones that are either balanced or not. A lot of Pokémon would be broken with Regenerator, and many that already have Regenerator would be beyond broken if they got to have it twice - this is a very dangerous Ability for how it enables teammates, no matter what you do to Floatzel.

:krookodile: I would definitely lower Attack on this if you want it to have Strong Jaw, and probably lower Speed a bit as well; however, I also feel I should point out the very significant overlap between this and StarFalcon555's Krookodile sub, and I am not going to accept both of them. Both of you do have nerfs to make regardless, so if you nerf this and StarFalcon doesn't, I'll still accept yours; however, I will stress that the best solution if you can get in touch would be to collaborate and discuss a joint submission that satisfies both of you, as there are almost no distinguishing factors to work with that would set them apart for voting and there is no benefit to competing.

:simisear: No to Blue Flare specifically; I think this is... fine? otherwise, but I will not allow Blue Flare on it.

ViZar:​

:krookodile: This is not a veto at all, but I'm sorta skeptical of Sand Stream on Krookodile and I can't say I recommend it here - it just does so little for it, since Ground-types don't benefit from sand directly except through their Abilities (which this is "spending" on setting sand instead of abusing it), and the type overlap it has with the other setters that are probably better at the job (Tyranitar and Hippowdon) makes it harder to fit on a sand team as well. I would support looking into an alternate route for Krookodile specifically if you have the time!


:krookodile: Yyyeah, uh... while the flavor here is kinda neat, I'm very concerned by how significantly it deviates from regular Rapid Spin. Taking one move and changing its type, power, secondary effect and PP all beyond the point of recognition is something I don't think I think is realistic for an Ability. Consider this... not a veto but a very strong urge to reconsider? ;-;


(You definitely need to record the stat changes on your submissions like everyone else does - it's both easier on voters and easier for you to keep track and avoid mistakes!)

:simisear: This has a BST increase of 120 and is illegal.

:krookodile: Confusion is not at all an effective way to balance an effect as strong as +2 Attack; I'm definitely not willing to allow the second part of this Ability.


:floatzel: If you do this, please just have it use regular Spit Up; drastically changing how Spit Up works on top of the Ability's other effects definitely makes the whole thing less realistic and makes it make less sense. (I would also just say "if it has anything stockpiled" rather than "after 1 turn," personally.)

:simisear: Definitely too RNG-reliant. Please save this for something that can get a crit more reliably (skillfully) and can be balanced around getting an omniboost reliably, rather than being passably balanced and having a 1/24 chance to become broken after any given move.

Also, please tone down the new move additions on both of these (and always - you never need this many new moves) if you stick with them.

Exilas:​

:floatzel: I'm not... gonna lie... I think you should just use Levitate? This is more complicated than it needs to be and not all that realistic for an Ability, and it doesn't serve enough of a unique practical purpose to justify it.

:simisear: Sort of the same feedback I gave to lydian about his Krookodile: I think this is a much stronger utility effect than you might realize, and I think it's plenty of its own reward - removing the target's item so reliably (on something that can activate it with priority and pivoting, no less) is already very strong, so I would not heal the user on top of that. ChoiceScarfed made a very similar sub later in the thread, and I think it might benefit you two to talk about and collaborate on the idea if anything - I quite like his idea for the Ability as a middle ground between getting a big reward from every item and not doing anything at all with it, and I think his movepool is less likely to be super hard to play around (I'm struggling to decide if U-turn or Fake Out is okay with this, but I would say definitely not both).

:krookodile: I know you definitely got feedback on this and that you balanced it about as well as one could, but I'm personally super nervous about this - I think boosting Attack that easily is a very big risk.
I will concede that you definitely handled this about as well and as carefully as this Ability could possibly be handled, so tentatively, I won't veto it and we can see if it pans out okay if it happens to win.
Still, I would encourage you to consider narrowing the scope of moves that activate its Ability (for comparison, Magmajudis made a fantastic one that activates only on super effective moves, taking advantage of the properties of Krookodile's type and the kinds of moves that included - obviously don't take exactly the same route he did, but limiting the Ability to punishing some actions more than others, even just as broad as "contact moves" rather than "all moves," feels like it would be a lot safer to me). I know that this is a Stamina clone, but raising Defense on a physical tank is also a lot easier to play around than raising Attack on a physical attacker, and the reasons why Stamina could safely activate on every move do not apply.

:cinccino: I recognize that your Cinccino is a special attacker while PalpitoadChamp's and ARandomPerson's are physical attackers, and I'm not sure if that's enough for all of you to be content to submit them separately. That said, I will reiterate my usual sentiment that subs that overlap this much - in your case, all three of you have the same type combination and an Ability that halves the damage of a broad category of moves (Fluffy and Fur Coat are slightly different but do overlap quite significantly; Fur Coat is mostly just better) - are detrimental to each other, and I would really strongly suggest talking over the differences between your subs and coming up with a joint submission that pleases all of you. I have already established PalpitoadChamp's and ARandomPerson as mutually exclusive, depending on which of them makes the required changes; I will allow yours separately from theirs because at least it's also meant to take advantage of moves Cinccino doesn't normally, but the overlap is still striking and I would really encourage you to come to an agreement all together anyway.


:krookodile: zxgzxg has already submitted a Tinted Lens Mega Krookodile, and I suspect that the intentional restraint they showed with their stats was called for; I'm going to disallow this one and ask you to direct any changes you would have them make to them as feedback instead.

:cinccino: I'm a bit concerned that this sort of misses the point of Seismic Scream, to be honest - I would suggest reconsidering it.
The only reason Seismic Scream was even allowed to be, effectively, "a move with a base power" rather than a more conventional effect for an Ability is because its type effectiveness and damage category were both uniquely relevant to its primary purpose - targeting a different set of weaknesses than the main move in a way that made it harder to wall. Opposable Scarf, in turn, uses a STAB move (not a coverage move) at a reduced power, of a type that cannot hit anything super effectively, and of the same damage category as the moves that are likely to trigger the Ability rather than the opposite - these serve essentially no purpose and have none of Seismic Scream's justifications for defying precedent and having the unusual behavior it did, so I am much less inclined to allow it. The fact that it adds additional RNG does not help matters, and I really do not want to think about how to make this interact realistically with Tail Slap itself.

:floatzel: This is too many unrelated effects in one Ability for, uh, very questionable flavor reasons and no specific mechanical ones. We also really don't need more rain Megas without strong justifications for how they could fit onto a team, which this does not have. That's gonna be a no.

temp:​

:krookodile: Yyyeah, as above, zxgzxg has already submitted a Tinted Lens Mega Krookodile, and I suspect that the intentional restraint they showed with their stats was called for; I'm going to disallow this one and ask you to direct any changes you would have them make to them as feedback instead.

:cinccino: This can have either the Ice type or Technician, but not both - a Pokémon with 143 Speed does not also get to have a 180 BP STAB of one of the best attacking types in the game.

kakaks:​

:floatzel: I'm kinda wary of Adaptability on this, on account of its high Speed, Special Attack and Hydro Pump. I don't think I should allow this one, sorry;;

also, not a veto, but I really don't support Drought on :simisear: Simisear. I think you should think about how it compares to the many other sun Megas we already have before taking that route, and I'm especially concerned by how unfavorably it compares to Mega Charizard Y without being set apart in any interesting way. I don't have any specific advice on how to make it work, but that's because I don't think Drought is a good direction for it at all, I'm afraid;;


:floatzel: I'm gonna veto this for the same reason as the sub by qways, sorry.


:floatzel: This is Swift Swim but better, so it should just be Swift Swim and I will not allow it to be anything else.
I don't believe this is the kind of Pokémon that warrants an RNG-based Ability in the first place (see the RNG section of the spoiler at the top of this post), so the paralysis chance is completely extraneous anyway.

:simisear: This is Soundproof exactly, so it should just be Soundproof and I will not allow it to be anything else. On that note, yet another Soundproof sub is not going to be accepted - please see the feedback I gave to ARandomPerson and Double Iron Bash on that front. I will only be accepting ViZar's unless another Soundproof sub can be substantially differentiated from his in role, and if you disagree on how to utilize the Ability, please present that as polite feedback to him instead of posting an extraneous competing sub.


:floatzel: I'm concerned by the fact that Hydro Coat is both an incredibly strong stallbreaking Ability and a strictly better version of a lot of other Abilities (Sweet Veil, Pastel Veil, Water Veil, Magma Armor, Limber, Healer...), so I'm going to ask you to pick a more focused effect than this; I can't allow it in its current state.


:simisear: There is no veto here! I just want to say that while I was writing this post, I casually mentioned to a friend that I wished more people would focus on the "no evil" part of Simisear rather than the "no hearing" part because there was so much more interesting potential and value for nullifying Dark moves than sound moves, so I was really pleasantly pleasantly surprised when I got to yours and you had actually done that (and in a really neat way!). I appreciate this!!


:cinccino: (this one is also sort of kakaks again) We're sort of running into the same problem the Normal/Fairy squad was having where people kept submitting roughly these same Abilities on Cinccino - I'm trying really hard to mediate all of this without vetoing too many of them for redundancy (yours are the fourth and fifth variations on Fur Coat/Fluffy), but both of yours really are quite similar. I'm just going to leave it up to you two to decide how to approach this and whether you're okay with the overlap on account of the different Attack vs Special Attack biases or if you'd rather confer with each other and settle on one you both like - I won't veto either of you for this, but I would really encourage collaborating instead of conflicting here if you're okay with that!

:krookodile: I uh. I actually have no idea if I can do this? I don't think I can
uh
yeah I don't think I can do this regardless of balance because it's not something I'm capable of OTL
That said, I think this would be a pretty extreme and potentially uncompetitive or broken effect anyway (? it's really hard to wrap my head around what it would be like to face something like this... which I guess is the point!) - if you're interested in amending it to something more doable and more balanced, I would look to something like zxgzxg's Mega Zoroark sub from slate 28 for a more acceptable alternative!


:krookodile: Definitely lower Speed to something lower (~110ish at most) if you want Tough Claws with this Attack, I think.

:simisear: This is definitely not an appropriate or necessary use of multiple forms, so I'm just not going to allow it.


:krookodile: Hi! Thanks for taking into account the feedback on the Discord! I appreciate that you nerfed the Ability - actually, now that you've nerfed it in other ways, I think it would be fine to leave its HP threshold at 50% like you had before. C:
60% is sort of a weird and unusual number for an effect like this, and I think limiting the type of the moves helps plenty; making the HP threshold just slightly smaller doesn't change much, so I would support putting at 50% if it's alright with you!


:cinccino: We are generally against combined Abilities, so I'm gonna ask you to pick one effect or just do something new rather than Gooey + Fluffy as you have it! On that note, though, several other subs (too many - I'm trying so hard to mediate people and limit the redundancy as it is) are using Fluffy or Fur Coat as an Ability, so I would lean away from that in general. I think the main selling point of this sub is the type change and some of its movepool additions, so I don't think it's strictly necessary to veto it if Fluffy is the Ability you choose to keep (although it sort of just becomes a lot like Bewear if you do), but it's still something I don't encourage and it would really help this to stand out from other subs if you chose something else!


:krookodile: I will require a complete and comprehensive list of all moves you would like to be affected by the Ability or not allow this, as this is already a rather hotly debated category of moves that has come up many times in the past and a lot of people have conflicting visions about it. I can't reasonably allow it if no one even knows what the list you mean is.

Cuddly:​

:krookodile: I can't allow Dragon Dance on this, sorry;;
(That aside, given you remove it, this sounds kinda cool! Poison Fang is such an interesting and well-chosen move to pair with this effect!)

:xerneas:

Aaand we're done!
Submissions will close and voting should begin in 24 hours, and I'll make a compilation of all of the legal entries then! If you've gotten feedback here, it would be best to implement it as soon as possible with that in mind.
(As usual, though: no worries if you can't quite make it by then! If you need to make changes, then as long as you can do that before voting closes just leave enough time for people to vote for you!, I'll be happy to make the amendments you need!)
 

Ema Skye

Work!
:cinccino:
Mega Cinccino
New Ability: no more littering Clean Up [If a Pokemon on the field loses/drops an item (or uses a single-use item), this Pokemon gains that item [lasts until switching out. Can only hold one item at a time. The oldest item is removed when a new one is obtained.] This effect does not trigger if this Pokemon has a status condition.] - This is a variation of the Pickup ability.
Typing: Normal
Stats: 75 / 120 (+25) / 80 (+20) / 70 (+10) / 80 (+20) / 140 (+25)
New Moves: None
Description: Knock Off spam, the mon. Anything that comes in is going to get punished, and you can get all kinds of effects. Removes the main drawback of being a mega, but you don't get any control over what you're going to get. All megas also block the strategy, as mega stones can't be removed. It will need team support though, as it cannot use this trick when statused.
Flavor: Cleaning up dropped items fits with keeping things clean. It can't clean up the area if it can't clean up itself (which is why it fails when statused)

:floatzel:
Mega Floatzel
New Ability: Riptide [Water moves drop water droplets, which increase the power of Water-type moves] - This is the Metronome item, but the counter is built with all Water-type moves.
Typing: Water
Stats: 85 / 120 (+15) / 65 (+10) / 120 (+35) / 65 (+15) / 140 (+25)
New Moves: Flip Turn, Close Combat, Triple Axel
Description: So Floatzel is kinda generic, but, as Water is a good offensive type, this seems to be okay. After using Water moves five consecutive times, their base power effectively doubles. Liquidation is quite scary here, with it growing each time, and a Defense drop is especially intimidating. Scald is quite obnoxious, getting stronger while still dropping burns. Aqua Jet can eventually be a STAB Extreme Speed, and Flip Turn could be a fun 'finale' once its been boosted. This seems strong on paper, but this requires Floatzel to commit to using its STAB, as any of its coverage resets the counter. A scary cleaner, but requires support to remove Water resists and immunities.
Flavor: Freshwater currents (since this line is only found in fresh water sources)
 
Changed submissions. Lifesaver now only heals 1/6 instead of 1/3; Krookodile gets no speed increase and Simisaer gets Searing shot instead of blue flare.

Mega Floatzel


Type: Water/Fairy
Ability:
Lifesaver - The Pokemon that was before Floatzel active in battle will have 1/6 of its hp recovered.

HP: 85 (+0)
Attack: 145 (+40)
Defense: 85 (+30)
Special Attack: 85 (+0)
Special Defense: 75 (+25)
Speed: 120 (+5)

New Moves:
Flip turn; Play rough

Floatzel has a lifebelt around its neck so i view it as a lifeguard. The ability is based on this and allows it to recover its teammates. It works especially well with a slow pivot who can safely bring Floatzel in, while the pivot benefits from having its hp recovered after tanking a move. I also gave it fairy as 2nd typing since fairies are usually friendly creatures so fairy seemed fitting as a typing for someone who recover his teammates. I gave it Flip Turn to improve its general viability and also Play rough so it has an Fairy stab.


Mega Krookodile


Type: Ground/Dark
Ability: Strong Jaw

HP: 95 (+0)
Attack: 152 (+35)
Defense: 120 (+40)
Special Attack: 85 (+0)
Special Defense: 95 (+25)
Speed: 92 (+0)

New Moves:
Ice fang; Psychic Fang

Because of Krookodile big jaw aswell as having access to Stab crunch, "Strong Jaw" seemed like a really fitting ability. I gave it 2 Fang moves it doesnt have yet to take advantage of its new ability


Mega Simisear


Type: Fire
Ability: Monkey Tactics - Special attacking moves do 1.5x damage, but you are locked into 1 move

HP: 75 (+0)
Attack: 98 (+0)
Defense: 78 (+15)
Special Attack: 143 (+45)
Special Defense: 93 (+30)
Speed: 111 (+10)

New Moves:
Searing shot; Moonblast

The ability is a Special Attacking clone of "Gorilla tactics". I gave it Searing shot to give it a reliable fire stab and moonblast to give it a way to get past dragons.
 
Mega Cincinno
type: normal/electric
Ability: Cleaning Twistizzy: upon getting hit with a ground move, uses rapid spin. neutral to ground.
New moves: icy wind, air slash, twister, spark, nuzzle
stats:
hp: 95
attack: 120(+20)
def: 120(+50)
spatk: 75(+10)
spdef: 70(+20)
speed: 115
comp standpoint: this is one of the best lando t checks out there. this also can completely shut down corvdrill cores. calm mind fixes its meager special stats, icy wind shuts down lando, rilla, and more, nuzzle to spread paralysis, and increased attack to go that route as well. focus blast checks ferro. however: any spdef variants of ferro, all pex (it dosent hit hard enough and can get hazed), zapdos, blissey, clef... this loses to stall. however, it checks balance HARD, and rapid spinning on any eq is nice as well. cincinno is vulnerable to setup and can easily become fodder, even to sd drill unless you hit a focus blast. gunk shot can be yseful for chef, but four move syndrome is your enemy. this is best on balance.
flavour corner: upon mega evolving, its body becomes filled with static electricity, and can create tornadoes when spinning. its power heigtenes when it gets angry, sending it into a tizzy and it creates an angry tornado.
 
Hello, everyone!! Today is the new yesterday
It's now time for submissions to close and voting to begin!!

As always, I really appreciate everyone who took the time to respond to the feedback I gave!!
A couple of subs are still being excluded, though, so I'll tag the people in question just in case they still want to make changes!
(As is the usual policy, it's not too late to update your sub if you just didn't have time in the last 24 hours! If you need to make any changes to a disqualified sub before the voting phase closes, just let me know by DM or in the Discord, and I'll add it back right away if it's fixed! As long as there are still people voting, you have time to win their votes, haha.)

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

PalpitoadChamp (:simisear: was edited, but I am concerned the new one is broken)
Double Iron Bash (:simisear: was edited, but the new Abiliy is just Justified but way better)
qways (:krookodile::simisear: Simisear in particular: replacing Blue Flare with another unusually strong, spammable and rare move instead of just removing it when asked toes the line unnecessarily, and there's another much tamer Simisear with basically the same Ability that isn't worrying)
VoolPool (:floatzel::krookodile::cinccino:)
temp (:krookodile::cinccino:)
StarFalcon555 (:simisear: was edited, but it overlaps a lot with Moretto's which came first, and I know Moretto specifically asked if their idea was unique before they posted it, so I think it's only right not to allow that)
Caionamax (:floatzel:)
The Main Mon (:floatzel::simisear:)
Moretto (:floatzel: I know someone told you this on Discord already, but it would really be better for you to pick either burn or flinching, not both - just including all active allies for either one is already stretching the Ability-but-better rule, since Inner Focus and Water Veil are the same thing limited to just the user, but I would at least tentatively allow it since it just amounts to cloning other Abilities like Pastel Veil; on the other hand, combining the two on top of that stretching is unnecessary and unrealistic)
ChoiceScarfed (:krookodile::cinccino: Cinccino was edited, but in a way that infringes a lot on Ausma's [which relies on the otherwise-unique effect of "stealing" or rearranging field effects as a selling point] and jazzmat's [which has Screen Cleaner], so I still feel the need to exclude it; Krookodile's effect definitely still shouldn't last indefinitely until Mega Krookodile faints, and its effect has been made more extreme)
FierceHawk192 (:simisear:)
woworiginal (:cinccino:)
Cuddly (:krookodile:)
Revenge of Depressed Gay (:simisear: people did talk about this on the M4A server and call for it to be vetoed as well - while this post is itself somewhat last-minute, I promise it's not just me; I think it's important to bear in mind that this is not how either Blissey or Toxapex invests, and Blissey in particular does not actually wall it! we generally don't allow Pokémon with strong setup to hit this hard unboosted, and 121 is a high Speed stat for a Pokémon that hits this hard even without setup)

If any of you still want to make changes and get them in, now would be the time!
Every other submission (I think - if I missed any, that's a mistake, so please tell me!) is included! Thank you guys so much for your cooperation and your fantastic ideas! C:

Slate 30 Voting

Those exceptions aside, here's the list of legal submissions for your voting convenience!

:floatzel: Mega Floatzel
:xy/floatzel:
Floatzel-Mega @ Floatzelite

Ability Idea 1: Magic Moss (Based on Luminous Moss and, well, Mossy Sandwich) – This pokemon gains the resistances of the grass type. Grass type moves have their bp multiplied by 1.5x.
Ability Idea 2: (If magic moss is not good enough) Sap Sipper
No type Changes.

Stats:


Hp: 85

Atk: 125 (+20)

Def: 70 (+15)

Spa: 115 (+30)

SpD: 70 (+20)

Spe: 130 (+15)

New Moves: (Bold=Notable) Flip Turn, Seed Bomb, Grass Knot
:Floatzel:
Mega Floatzel

New Ability
: Speed Boost

Type
: Water | Electric

New stats:
HP: 85
Attack: 105 -> 85 (swapped)
Defense: 55
Special Attack: 85 -> 105 (swapped) -> 145 (+40)
Special Defense: 50 -> 90 (+40)
Speed: 115 -> 135 (+20)
BST: 495 -> 595 (+100)

New moves:
Electro Ball, Flip Turn

Description:
Concept:
Speed Boost is a fitting ability not only because of how fast Floatzel is but also because of its movepool that supports the ability. Just like Blaziken, Ninjask, and Scolipede, Floatzel can use Baton Pass to pass its stats boosts it gained from Speed Boost and from a status move, like Bulk Up. You can even pass Aqua Ring if you want to. Of course, Baton Pass is banned in OU, so it can't make use of this strategy. I just wanted to point out that Floatzel naturally has all the tools it needs to pull it off (in the future when Megas for All Uber is created, for instance). That said, I imagine Floatzel is the perfect lifesaver because, due to Speed Boost, it can quickly prevent people and Pokémon from getting drowned! Moreover, having a secondary Electric type means it can rescue people and Pokémon even during a thunderstorm; in fact, rather than being fried by thunder, it can use it to propel itself even more, like a motor.

Strategy: Soaking your opponent
Now, the main reason why I put Speed Boost on Floatzel is because I wanted to make "Electro Ball" work, and it just so happens that this move synergizes well with Speed Boost, which boosts the user's Speed every turn and likely maximizes the power of "Electro Ball". Moreover, Floatzel naturally learns Soak, which is a Water move that turns the target into a pure Water Pokémon. Since Floatzel has a high Speed and good Special Attack, it will naturally force out many Pokémon, and the Pokémon that are supposed to deal with it could fall right into its trap if the user predicts well and uses Soak on them. This allows you to OHKO standard Ferrothorn, for instance. Blissey needs some chip damage for a 2HKO.

Floatzel is balanced out by the fact that it has a poor physical defense, which means you can use Sucker Punch, Extreme Speed, or Grassy Slide to deal with it. Furthermore, Electro Ball will be weak against fast Pokémon at first, and Hydro Pump has a shaky accuracy. Floatzel also can't boost its Special Attack as far as I know, so it literally has to rely on its own speed (and Soak) to pressure opponents.
:floatzel:
Mega Floatzel
New Ability: Swift Swim/Water Veil --> Pool Floaties (This Pokemon and its allies are immune to Water-type moves. If they use or are hit by a Water-type move, they also become immune to Ground-type moves for 3 turns.)
New Typing
: Water (unchanged)

New Stats:
HP: 85
ATK: 105 --> 85 (-20, swapped with SpA)
DEF
: 55 --> 105 (+50)
SPA
: 85 --> 105 (+20, swapped with Atk)
SPD
: 50 --> 100 (+50)
SPE
: 115 (-)

New Moves
: Flip Turn, Coaching

Desc: if youre having a pool party , safety comes first!!! don't worry, mega floatzel is here to save the day. with it around to keep an eye on things and make sure everyone stays safe, you all can Surf to your hearts content! :D

ok but in all seriousness, floatzel loves being able to swap itself in on water moves -- it apparently runs water veil so it can swap in to scalds more safely -- and once it's done so, it's also immune to ground for a couple turns, forcing out things like water/ground staples and building momentum for its teammates.

doubles-wise, floatzel can make use of Surf to give it and its allies immunity to two types with common (i think? eq/bulldoze are common at least) spread moves, which can have a wide variety of potential applications! from teammates freely using eq, to using it for the defensive utility on water- or ground-weak potential allies -- ausma pointed out magnezone and heatran as scary potential partners, and BlueRay pointed out coalossal as a potential partner with a terrifying amount of both offensive and defensive synergy !
Mega Floatzel


Ability - Swift Swim; Water Veil ➝ Lifesaver (This ability only triggers once per game. If the user is sent out right after an ally Pokémon that had less than 1/5 of its total HP (that is, when the HP bar is shown as red, for that Pokémon), that Pokémon is healed by half of its maximum HP.)

HP - 85 ➝ 85
Atk
- 105 ➝ 120 (+15)
Def - 55 ➝ 75 (+20)
SpA - 85 ➝ 105 (+20)
SpD - 50 ➝ 75 (+25)
Spe - 115 ➝ 135 (+20)
BST - 495 ➝ 595 (+100)

Movepoll Changes - Wish, Flip Turn
Competitive Corner - Mega Floatzel on itself looks kind of useless without much bulk, or offensive prowess to speak of (120 Atk on a Mega without boosting abilities doesn't quite cut it...), but its ability is a wonderful trick up its sleeve! Lifesaver can be used on offensive teams to give setup Pokémon a second shot at sweeping, albeit only having half the HP to set up, which could be a problem in most circumstances. Regenerator users may also benefit from Mega Floatzel due to their ability to quickly make up for the half-HP penalty, especially the frailer ones like Tornadus-T or Mienshao. Wish and Flip Turn may also be a great way for Mega Floatzel to support its rescuee. But Mega Floatzel does have some flaws, first is the opportunity cost of running it, in the first place, its role is more of an offensive pivot, as it can't quite stomach hits, nor can it break through defensive backbones. And lastly, you need to keep Mega Floatzel unfainted to be able to make good use of it, which could make its sitting-duckiness even more pronounced! All in all, Floatzel brings a very high reward if used correctly, but also high risk and a high opportunity cost alongside it.
Flavor Corner - Floatzel is inspired by liferafts and lifebuoys, so giving it an ability along these lines felt quite fitting! The choice of "Lifesaver" specifically is for the double entendre it gives, it could be parsed as the buoy itself, or one who saves lives.
View attachment 320041
Floatzel-Mega
Type: Water
Ability: Lifebuoy (Upon Mega Evolution/switch-in, applies 'Lifebuoy' effect on the field.)
If a Pokemon on the user’s side is hit by a Super-effective move, the lifebuoy reduces damage by 1/2 and allows it to switc out afterwards.

Stats:
Health: 85
Attack: 120 (+20)
Defense: 95 (+40)
Special Attack: 85
Special Defense: 90 (+40)
Speed: 115

New moves: Wish, Flip Turn, Life Dew

Flavor reasoning: The flavor is obvious here. Lifeguard Pokemon saves lives.

Competitive reasoning: This is an interesting case here. Floatzel-Mega functions more as a Support pivot, capable of giving Lifebuoy boosts to offensive Pokemon, giving them the leeway to play more aggressively without having to risk being taken out easily by a super-effective move. Wish support further bolsters utility Floatzel-Mega provides to offensive teams, being able to Flip Turn into its allies and providing them a decent amount of health to survive.

This works particularly well with Pokemon lacking recovery or Choice wallbreakers, giving them the longevity they need to break past opposing defenses.

Here's a set I'd use with Floatzel-Mega:
Floatzel @ Floatzel Mega Stone
Ability: Swift Swim
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Flip Turn
- Wish
- Life Dew
- Scald

EDIT: Made Moss-Mega only have Lifebuoy effect for the first Pokemon hit with an SE move to ease coding :)


:bw/floatzel:

/


Ability: Utility Boat (Incoming damage is split equally between the user and its ally. Additionally, if alone, the user will heal for 1/8 of its max HP at the end of every turn; if with a partner Pokemon, the user and its ally will instead heal for 1/16 of their max HP at the end of every turn. However, ally Pokemon cannot Dynamax.)


HP: 85
Atk: 105
Def: 125 (+70)
SpA: 95 (+10)
SpD: 90 (+40)
Spe: 95 (-20)

New Moves: Muddy Water, Iron Head, Flip Turn, Rapid Spin, Coaching

Reasoning:


i did it. i made a doubles submission. show's over, nothing more to seeeeee

But, yeah! I figured that making Floatzel the equivalent of a boat would not only be a decent justification for a Water/Steel typing, but would also let it perform the role of a very one-of-a-kind, non-passive cleric for our increasingly popular doubles format, which is in need of some dedicated fun stuff. So, why not give it a go here? Floatzel is primed with some neat options to support its team such as the new, flavorful Coaching, Taunt, and Helping Hand, letting it be a great cleric, harasser, and general purpose support Pokemon for more offensively inclined doubles teams with its useful ability to passively heal allies and split incoming damage. However, there is one major catch for other formats: you cannot Dynamax your partner Pokemon. This is not only suitable in terms of flavor, as a giant Pokemon would not fit inside Floatzel, but it also balances the passive effects that come with Boarded and makes it so you're not going to outright obliterate your opponent with Dynamax since they can't retaliate without tremendous risk.

I also took care to make sure that Mega Floatzel wouldn't be bad in singles! For one, it has access to an insanely great typing in Water/Steel alongside pseudo-recovery, momentum, and a removal option in Rapid Spin, letting it also bring defensive utility to Singles too without needlessly convoluting Utility Boat. Given its phenomenal typing and access to passive healing, it would perform fairly well as a removal option!
:sm/floatzel:
Mega Floatzel
Type: Water/Fighting
Ability: No Guard
Stats:
  • HP: 85 (+0)
  • Attack: 125 (+20)
  • Defense: 75 (+20)
  • Special Attack: 100 (+15)
  • Special Defense: 70 (+20)
  • Speed: 140 (+25)
New Moves: Cross Chop

Mega Floatzel is an extremely powerful, very fast mixed wallbreaker with some great moves that it doesn't have to worry about missing thanks to No Guard. Cross Chop gives it a good physical STAB move that synergizes well with No Guard, but it might actually be more worth your time to run a special set, seeing as this thing can get access to a 100% accurate Hydro Pump, Focus Blast, and Blizzard.
:bw/floatzel:

New Ability: Lifebuoy (The user and the Pokémon that comes after the user absorb Water moves once, while boosting its higher defense stat)
Type:


New Stats:
HP: 85 => 85 (+0)
Atk: 105 => 145 (+40)
Def: 55 => 65 (+10)
SpA: 80 => 100 (+20)
SpD: 50 => 65 (+15)
Spe: 115 => 130 (+15)
BST: 495 => 595

New moves: Close Combat, Life Dew, Flip Turn
Description: Mega Floatzel is a fast Pivot and Attacker that has a potentially great defensive utility. Checking Rain and other dangerous Water types (Mega Wishiwashi, Mega Araquanid, Mega Samurott, Greninja, Toxapex for example) not only on its own, but also giving its teammates the opportunity to do it as well, goes a long way. Water weak Pokémon, like Heatran, Victini, Volcarona, Gliscor, Landorus-T and Tyranitar really appreciate the immunity or just any Pokémon in general when you face an annoying Scald user.
Mega Floatzel

Mega Stone:- Floatzelite
Typing:- Water (No change)

New Ability:- Ally Rage [Another name:- Liberator, if this one is better]

If this pokemon switches in battle on the turn after one of it's ally faints or mega evolve on the turn then it's Attack and Speed is raised by one stage but defense and special defense also drop by one stage (Much like retaliate and somewhat like shell smash.)

Inspiration for this idea:- Floatzel is a pokemon which help drowning people much as a life boat. I tried to use this idea and made an ability for this. I know that it is already very fast and is a strong attacker and this ability will make it more deadly, so I will try to nerf it a little in the stat department.

New Stats
HP 85 --> 85 (+0)
Attack 105 --> 115 (+10)
Defense 55 --> 70 (+15)
Special Attack 85 --> 135 (+50)
Special Defense 50 --> 70 (+20)
Speed 115 --> 120 (+5)
Total 495 --> 595 (+100)
New Moves:- NA
:Floatzel:
Mega Floatzel
New Ability: Twin Tail - This pokemon's priority moves are calculated off it's speed stat.
Type: Water
New stats:
HP: 83
Attack: 95
Defense: 85 (+20)
Special Attack: 95 (+20)
Special Defense: 100 (+50)
Speed: 145 (+10)
New moves: Extreme Speed, Vacuum Wave
Description: A more agile floatzel.
:swsh/floatzel:

:floatzel:
Mega Floatzel
New Ability: Sac of Water - This Pokémon is immune to Water-type attacks. If it does get hit by a Water-type move, the Pokémon immediately uses Stockpile. After 1 turn, if Mega Floatzel uses a Status move, it uses Swallow. If it uses a Attacking move, it uses Spit Up after it attacks.
Typing:


New Stats:
HP:
85 -> 85
Attack: 105 -> 125 (+25)
Defense: 55 -> 75 (+20)
Special Attack:
85 -> 110 (+25)
Special Defense:
50 -> 60 (+10)
Speed:
115 -> 135 (+20)
(495 BST -> 595 BST)

New Moves: Flip Turn, Close Combat, Triple Axel, Psychic Fangs

Description: While looking at Floatzel’s Pokédex entries, I mainly saw that it had a floatation sac, but what if the sac wasn’t just used for floating? What if it was used to absorb water?

Now, in competitive - W.I.P!
:floatzel: :ss/floatzel:

Mega Floatzel @ Floatzelite

New Ability: Rubber Raft
(In singles. If hit by Water moves, raises speed by one. Water immunity. In doubles, give water immunity to this pokemon and ally.)

Type: Water

New stats:
HP: 85
Attack: 105 -> 125 (+20)
Defense: 55 -> 80 (+25)
Special Attack: 85 -> 105 (+20)
Special Defense: 50 -> 80 (+30)
Speed: 115 -> 120 (+5)
(BST) : 595 (+100)

New Moves: Life Dew, Recover.

Description: Dex Entries :
X :It floats using its well-developed flotation sac. It assists in the rescues of drowning people.
Y :Its flotation sac developed as a result of pursuing aquatic prey. It can double as a rubber raft.
I thought using its bouncing skills was enough to make an "original" sub, but I guess the main goal of Floatzel isn't to bounce but to save life using its flotation sac.
A water immunity is always useful, especially if you can give it to your ally too.
(when you say the immunity extends to its ally, I'm guessing you mean for this to work like Storm Drain but for Speed! let me know if this is an incorrect interpretation)
View attachment 320236
See the source image
View attachment 320234
New Ability: Moxie
Typing: Water / Fighting

HP: 85
Atk: 105 -> 125 (+20)
Def: 55 -> 80 (+25)
SpA: 85 -> 100 (+15)
SpD: 50 -> 80 (+30)
Spe: 115 -> 125 (+10)
BST: 495 -> 595 (+100)

New Moves: Close Combat
Description: Floatzel ranks in my top 10 favorite Water-types, so I wanted to do it justice as a fast physical attacker. Mega Floatzel intends to be a revenge killer who turns into a speedy sweeper with its solid Attack and Speed stats. Its ability Moxie further helps its sweeping prowess and helps it fulfill its role. Close Combat is a must-have for our Fighting-type aquatic friend as it's able to fire it off without a worry. I chose Close Combat over Superpower because the stat debuffs make it hard for Mega Floatzel to fulfill the role I envisioned for it due to the stat debuffs.​


Floatzel-Mega
View attachment 320255 View attachment 320256
Ability: Sheer Force
HP: 85
Atk: 130 (+25)
Def: 65 (+10)
SpA: 125 (+40)
SpD: 60 (+10)
Spe: 130 (+15)

New moves: U-turn, Flip Turn, Aura Sphere, Close Combat, Superpower

Floatzel @ Floatzelite
Ability: Water Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Liquidation
- Close Combat
- U-turn / Flip Turn / Bulk Up
- Ice Punch

Floatzel @ Floatzelite
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Focus Blast
- Ice Beam
- U-turn / Flip Turn

Floatzel-Mega has Sheer Force boosted STAB Focus Blast, which hits like a nuke even with 125 SpA. Liquidations from Floatzel's physical side are also considerably strong, especially if backed by Bulk Up. Ice coverage for both sets also receive a nice Sheer Force bonus. Remember that since it's a mega, it's not accompanied by Life Orb, so it's not hitting ridiculous numbers like Nidoking would.
:floatzel: Mega Floatzel
New Ability:
Adaptability
Type: Water

New stats: 85, 115, 70, 125, 70, 130
HP: 85
Attack: 105 -> 125 (+20)
Defense: 55 -> 75 (+20)
Special Attack: 85 -> 105 (+20)
Special Defense: 50 -> 75 (+25)
Speed: 115 -> 130 (+15)
(595 BST)

New moves: Flip Turn
Description: gonna add later
helth.
Mega Floatzel
View attachment 320325
Type: View attachment 320354 / View attachment 320355

Ability: Swift Swim/Water Veil --> Triage

Stats
: 85 / 120 / 85 / 100 / 85 / 120
HP: 85
Attack: 105 -> 120 (+15)
Defense: 55 -> 85 (+30)
Sp.Atk: 85 -> 100 (+15)
Sp.Def: 50 -> 85 (+35)
Speed: 115 -> 120 (+5)

BST: 495 -> 595

New Moves: Drain Punch, Flip Turn, Thunder Punch, Life Dew.

Description: Time for a more simplistic idea, phew. So Triage is a pretty sick ability, because you can just click drain punch on almost everything after some bulk ups. I think it fits floatzel because it just does. And if someone is in danger, Floatzel is going to prioritize rescuing that person over anything, no excuses. It's part fighting because its always fighting forward to keep everyone safe. I know Lifeguards don't fight (View attachment 320327) but this also gives floatzel stab Drain Punch.

The strategy is simple, bulk up, drain punch. Floatzel is meant to be an attacker, not a wall, I no longer felt the need to give it recovery other than Life Dew but if it needs it then so be it (if it won and needed a buff).

Thunder punch just makes sense it already has some punching moves, and its good coverage against things like Toxapex or Corviknight, Slowbro, Moltres. The walls that are on literally EVERY TEAM. Flip Turn is nice for pivoting though you won't use it a lot. But its nice to have for options and a lot of gen 8 water types got it, even though some didn't need it. It's stats are pretty balanced, it has more bulk and more offensive power. It's special attack might be handy for a special set or mixed set, it doesn't have to use triage. I didn't give it much speed because, why would it need it?
:ss/floatzel:

Water
stats
hp- 85
atk- 105(+20)>125
def- 55(+40)>95
spa- 85
spd- 50(+20)>70
spe- 115(+20) >135

ability: Life Preserver- After taking damage, the user sets up an entry "hazard" on the users side of the field that gives the next pokemon to enter on that side Aqua Ring

new moves: Flip Turn, Wish
This is probably the sub I'm most proud of. I spent a while trying to figure out how to balance the ability because it's something that could easily get over complicated or under powered if not done right, but i think having to take damage to activate it and having to keep switching in to set it up after it gets used feels natural. Plus fast flip turn wish passing can be a lot of fun!
View attachment 320569
Floatzel-Mega
Water
Swift Swim/Water Veil-> Lifesaver (While user is active, all allies who are weak to Water will take 1/2 damage from Water attacks).
Stats
HP: 85
Atk: 105->
135 (+30)
Def: 55-> 75 (+20)
SpA: 85
SpD: 50->
100 (+50)
Spe: 115
New Moves: +
Flip Turn, Life Dew, Triple Axel


It floats using its well-developed flotation sac. It assists in the rescues of drowning people.
Description: Floatzel uses its flotation ability to protect its teammates; if an ally who is weak to Water is hit, Floatzel will rush in to save them, pulling them out of the raging current before they can be hit by the full brunt of the attack (basically, it's as if all teammates are holding Passho Berries). This can offer a much needed shield for certain defensive mons like Hippowdon and Heatran, as well as benefitting WP sweepers on HO. When it's not protecting its team, it can be a decently strong attacker in its own right, pivoting around with Flip Turn and striking with STAB Liquidation, STAB priority Aqua Jet and newfound Triple Axel (just so it has strong attacks other than Liquidation).

"Intent on safeguarding its teammates, Mega Floatzel will stand on the sidelines when not in battle rather than getting back into its Pokeball. This allows it to efficiently react should one of its allies need saving from a powerful Water attack".
:ss/floatzel:
Mega Floatzel
New Ability
: Natural Cure
Type:
Hydro Pump - Water-type

New stats:
HP: 85
Attack: 105
Defense: 55 -> 110 (+55)
Special Attack: 85
Special Defense: 50 -> 90 (+40)
Speed: 115 -> 120 (+5)
New moves: Flip Turn, Heal Pulse, Life Dew
Description: Floatzel, the Sea Weazel pokemon. We're gonna pretend it's an otter. They're both part of Mustelidae anyways. Anyways, pokemon is in desperate need of a fast bulky support pokemon. Sure, we have Ninjask. But i don't know if I would call Ninjask bulky.
Mega Floatzel
:ss/Floatzel:
Ability:Holy Diver
-On the invulnerable turn of any move, use life dew.
Stats: 85/135(+30)/75(+20)/85/75(+25)/140(+25)

New move:Dig, Bounce.
:ss/floatzel:

New Ability: Thick Fat
Type: Water/Ice

New stats:
HP: 85
Attack: 105 ->125 (+20)
Defense: 55 ->85 (+30)
Special Attack: 85
Special Defense: 50 ->85 (+35)
Speed: 115 ->130 (+15)
(BST) 495 ->595

New moves
: Iron Head, Flip Turn
Description: Thanks to mega evolution, it gained a resistance to extreme temperatures.
:bw/Floatzel:
Type: Water/Ice
Ability: Storm Drain
Stats: 85/85/85(+30)/130 (swaps with attack and +25)/80(+30)/130 (+15)
New moves: Air Slash, Calm Mind, Freeze-Dry

Well, it can save people that are drawning. It screams Storm Drain for me. Also, Luminous Moss is an item that absorbs water attacks and raises stat.

Mega energy reacted with Floatzel's fur, making it ideal for swimming in colder areas.

It can gracefully swim in frozen lakes, using it's thermal-resistant and waterproof fur, combined with it's floatation sacs to rescue people that accidentally falls on the frozen water.

New moves: Air Slash because of floatation sacs releasing air. Calm Mind for rescuing people that are in panic. And Freeze-Dry because poor thing deserves coverage.

Actually, Water/Ice/Flying has 3 resists. Rotom-W, Empoleon and Lanturn. Two of those are weak to Freeze-Dry and the other is neutral.

Stab Freeze-Dry is also a good reason to switch into a water attack, with it's ability.
:floatzel:
Mega Floatzel
Technician
New Moves: Flip Turn, Triple Axel, Fake Out
85/135 (+30)/75 (+20)/110 (+25)/50/140 (+25)
Technician Flip Turn! A from that and Triple Axel, Floatzel also gets to abuse technician with Pursuit, Hidden Power, Aqua Jet, and some normal type multi-hit moves.

Mega Floatzel
New Ability
: Buoyancy: The user's Water type moves combine the Flying type effectiveness (Essentially Water type Flying Press)
Type: Water/Fighting

New stats:
HP: 85
Attack: 135 (+30)
Defense: 65 (+10)
Special Attack: 105 (+20)
Special Defense: 60 (+10)
Speed: 145 (+30)
595 (+100) (BST)

New moves: Hidden Power, Psychic Fangs
Description
:
I honestly can't work much with Floatzel competitively while also adding to the flavor. It's movepool is extremely bad. Most offensive water types aren't too great ever since Gen 7 because of Pex's domination and being so hard to kill, in addition to Tangrowth, Tapu Fini, Amoongus (sus), Slowbro, and Ferrothorn. To be a successful offensive water, you need to seriously dent one of these Mons naturally (Such as Earthquakes from Mega Swampert or Dark Pulse from Ash Greninja), have some extreme attribute (Barraskewda being so fast under Rain, Urshifu-R bypassing protect, both with incredibly strong Water attacks and coverage), or both (Which is more often the case).
Mega Floatzel's niche is hitting the Grass types with its STAB water moves for neutral damage thanks to its Buoyancy ability. You are also super effective against Bug and Fighting types with all your water moves. You do however gain resistances in Steel and Electric, while making Rock neutral. Though given that Floatzel has some good fighting moves for Ferrothorn, Tyranitar, and Melmetal. To add, Zapdos is pretty much the only Electric type that runs defensive sets.
Also, unlike other offensive Waters, Mega Floatzel can invest into either Special, Physical, or mixed attacking.
Mega Floatzel


Type: Water/Fairy
Ability:
Lifesaver - The Pokemon that was before Floatzel active in battle will have 1/6 of its hp recovered.

HP: 85 (+0)
Attack: 145 (+40)
Defense: 85 (+30)
Special Attack: 85 (+0)
Special Defense: 75 (+25)
Speed: 120 (+5)

New Moves:
Flip turn; Play rough

Floatzel has a lifebelt around its neck so i view it as a lifeguard. The ability is based on this and allows it to recover its teammates. It works especially well with a slow pivot who can safely bring Floatzel in, while the pivot benefits from having its hp recovered after tanking a move. I also gave it fairy as 2nd typing since fairies are usually friendly creatures so fairy seemed fitting as a typing for someone who recover his teammates. I gave it Flip Turn to improve its general viability and also Play rough so it has an Fairy stab.
:floatzel:

Mega Floatzel
New Ability: Riptide [Water moves drop water droplets, which increase the power of Water-type moves] - This is the Metronome item, but the counter is built with all Water-type moves.
Typing: Water
Stats: 85 / 120 (+15) / 65 (+10) / 120 (+35) / 65 (+15) / 140 (+25)
New Moves: Flip Turn, Close Combat, Triple Axel
Description: So Floatzel is kinda generic, but, as Water is a good offensive type, this seems to be okay. After using Water moves five consecutive times, their base power effectively doubles. Liquidation is quite scary here, with it growing each time, and a Defense drop is especially intimidating. Scald is quite obnoxious, getting stronger while still dropping burns. Aqua Jet can eventually be a STAB Extreme Speed, and Flip Turn could be a fun 'finale' once its been boosted. This seems strong on paper, but this requires Floatzel to commit to using its STAB, as any of its coverage resets the counter. A scary cleaner, but requires support to remove Water resists and immunities.
Flavor: Freshwater currents (since this line is only found in fresh water sources)
 
:simisear: Mega Simisear
:xy/simisear:
Simisear-Mega @ Simisearite



Ability: Dry Skin

No type Changes.

Stats:


HP: 75

Atk: 118 (+20)

Def: 83 (+20)

Spa: 118 (+20)

Spd: 83 (+20)

Spe: 121 (+20)



New Moves: (Bold = Notable) Eruption, Haze, Seed Bomb, Burning Jealousy


:bw/simisear:

/


Ability: Red Licorice (The user unleashes superheated gelatin onto the target upon using a damaging Fairy-type move, setting the "Sticky Gel" volatile.)

The volatile-bearer is "flammable". If any Pokemon uses a Fire-type attack on a target with this volatile, they sustain 1.5x damage and are burnt. Upon use of a Fire-type move, however, the volatile is removed.

If the opponent bearing the volatile attempts to use a Fire-type attack, they will sustain 1/2 the damage they deal and are burnt. The volatile is then removed.

HP: 75
Atk: 123 (+25)
Def: 68 (+5)
SpA: 123 (+25)
SpD: 88 (+25)
Spe: 121 (+20)

New Moves: Slack Off, Calm Mind, Play Rough, Dazzling Gleam, Draining Kiss, Mystical Fire

Reasoning:

now we're back to chaos

Simisear's dex entries claim that it uses sweets in order to fuel its fires... very interesting, and also the perfect excuse to finally make use of the bonkers Fire/Fairy typing. Fire/Fairy is an incredibly potent offensive typing, only really well-taken by opposing Fire-types. Naturally, due to how well these two types can combo together, I wanted to create an effect that can not only boast flavor, but can capitalize well on common Fairy-type switch-ins and punish them with an incredibly powerful effect in tandem with the Fire-type, of course. So, let's make Simisear embody the fuel to its fire and make it a candy monke.

Fairy-type moves, as we know, have literally no immunities, making them a perfect candidate for the ability's catalyst, which allows for Simisear to spread nuclear follow-up Fire-type moves, or more interestingly, spread status on a whim. This can let Simisear perform as an effective setup sweeper or general wallbreaker, dishing out immediate damage upon switch-in, and then using its spreaded burns as Calm Mind opportunities. Especially since burn lowers attack, this naturally makes for a powerful combo with Calm Mind, much moreso than the alternative Nasty Plot.

The latter effect of Sticky Gel allows for Simisear to not just be an ooga-booga wallbreaker and cleaner, but also lets it provide actual utility for its teams in the process. This dishes a similar effect if the recipient is the user of a Fire-type attack, letting Simisear pair especially well with Fire-type weak Pokemon and forcing a powerful checkmate scenario for opponents that might want to use their STAB or a coverage option to damage a threat sitting in front of them.

With all of this comes a natural drawback: opposing Fire-types. Sure, it gets the damage boost and forces recoil damage on them, but Simisear can never burn them, and they naturally resist both of its STABs, making for very linear counterplay. Additionally, it's lights out for Simisear if opponents can exploit its weaker physical bulk or put a para/poison on it. However, overall, this creates for a supportive wallbreaker and setup sweeper that takes unique advantage of powerful dual STABs in order to make progress.
:bw/simisear:

New Ability: Soundproof
Type:


New Stats:
HP: 75 => 75 (+0)
Atk: 98 => 123 (+25)
Def: 63 => 73 (+10)
SpA: 98 => 123 (+25)
SpD: 63 => 73 (+10)
Spe: 101 => 131 (+30)
BST: 498 => 598

New moves: Slack Off, Fire Lash, Bulk Up, Calm Mind
Description: Mega Simisear has a niche in this metagame. It blocks Parting Shots, Boomburst and most importantly Seismic Scream (thanks to BlueRay, who helped me find it out). Thanks to Slack Off and either Bulk Up or Calm Mind, it can serve as a wincon. However it's downsites hold it back from being a truly amazing Pokémon, but I think it's worth trying out.
:Simisear:
Mega Simisear

New Ability: Sage Power (Boosts Special Attack by 1.5x but this pokémon can only use one move)

Type: Fire

New stats:

HP: 75

Attack: 113 (+15)

Defense: 83 (+20)

Special Attack: 128 (+30)

Special Defense:83 (+20)

Speed: 116 (+15)

New moves: Lava Plume, Hyper Voice, Scorching Sands

Description: A unique ability for a special attack set
:swsh/simisear:

:simisear:
Mega Simisear
New Ability:
Feeling The Burn! - When this Pokémon uses a super-effective move on the opponent, it gets pumped and gets an omniboost. This ability only activates once in-battle.
New Typing:


New Stats:
HP:
75 -> 75
Attack: 98 -> 121 (+23)
Defense: 63 -> 75 (+12)
Special Attack: 98 -> 121 (+23)
Special Defense:
63 -> 75 (+12)
Speed: 101 -> 131 (+30)
(498 BST -> 598 BST)

New Moves: Thunderbolt, Volt Switch, Thunder Punch, Zing Zap, Scorching Sands

Description: W.I.P.
:simisear: :ss/simisear:

Mega Simsear @ Simsearite

New Ability : Berry Lover (provisional name)
(If there is a pokemon holding a berry in the opponent party, it steals its berry upon Mega-Evolving.)
[Simisear is stealing (opponent's pokemon)'s (name of berry) !]
[Only once per battle]
[If there are several pokemons holding a berry, it picks one randomly.]

Type: Fire

New stats:
HP: 75
Attack: 98 -> 113 (+15)
Defense: 63 -> 93 (+30)
Special Attack: 98 -> 113 (+15)
Special Defense: 63 -> 93 (+30)
Speed: 101 -> 111 (+10)
(BST) : 598 (+100)

New Moves: Stuff Cheeks

Description: I think it can be fun, cool and in flavor to give it a Berry related ability, since it does have, like all other Simi, Glutonny as ability.
:ss/Simisear:
Description: Finally I can do this one I cannot tell you how many of my notes app is filled with mega drafts for this. In its dex entry it says sweets and when its excited its flame burns hot. And I bet sweets make it excited. So I present you... Mega Simisear!!!


Okay so I did this on my phone using another persons' Simisear as a base to draw it and just added swirls and different colors. I am so sorry.
:boatogostandode: :boatogostandode: :boatogostandode:

:Simisear: Mega Simisear
New Ability
: Sugar Rush (this Pokémon's speed is doubled in misty terrain) surge surfer clone
Type: Fire/Fairy

New stats:
HP: 75
Attack: 98
Defense: 88(+25)
Special Attack: 123(+25)
Special Defense: 113(+50)
Speed: 101
(BST)
View attachment 320237
New moves: Terrain Pulse, and Misty Explosion, Psychic (credit to bitbio for first 2)
Description 2: I imagine upon mega evolving its puffy hairs grow pink like cotton candy. It would also always have a crazed expression on its face.(which I forgot to draw and I don't wanna go back and do it because I'm lazy. Anyway, Misty terrain always looked cotton candy-esque to me so i felt like it would the perfect conditions for Simi sear to go berserk. Strong Misty Terrain abuser with nasty plot and good coverage. Sparkly Swirl might be a little much, but Its swirls makes it look like a mon that would do that. This mon would probably best fit be used on misty terrain balance teams with spikes/rocks support, I don't play this format enough to know tbh. Also i think it should mega evolve using like a cake instead of a regular stone just for the lore.


Simisear-Mega
View attachment 320254
Ability: Incineration (After being affected by hazards, this Pokémon removes all hazards on its side of the field.)

HP: 75
Atk: 105 (+7)
Def: 78 (+15)
SpA: 146 (+48)
SpD: 75 (+12)
Spe: 119 (+18)

New moves: U-turn, Scorching Sands, Slack Off

Simisear @ Simisearite
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flamethrower
- U-turn
- Slack Off
- Scorching Sands

Simisear @ Simisearite
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Nasty Plot
- Focus Blast
- Scorching Sands

Simisear-Mega can either be a solid pivot with U-turn and Slack Off or cleaner with Nasty Plot. Every time it enters the field, it removes the hazards from its side. It doesn't have HDB active or anything, so it'll still take damage upon entry first. This ability to remove hazards without wasting a turn makes Mega Simisear something that can easily affect the momentum of a game.
:simisear: Mega Simisear
New Ability:
Blaze
Type: Fire

New stats: 75, 98, 83, 118, 123, 101
HP: 75
Attack: 98
Defense: 63 -> 83 (+20)
Special Attack: 98 -> 118 (+20)
Special Defense: 63 -> 123 (+60)
Speed: 101
(598 BST)

New moves: Scorching Sands, Burning Jealousy
Description: gonna add later
"nom nom nom"
WARNING: This sub contains an infinite amount of calories.
Mega Simisear
View attachment 320356
Type: View attachment 320357 / View attachment 320358

Ability: Blaze/Gluttony --> Delectable Dream
On entry, the game checks for a condition. If the opponents do not have an item, they are given a random seared berry. Seared berries are like negative berries. So a rawst berry, rather than curing the targets burn, it will give them a burn if they are below half HP. If an ally is on the field, they are given a regular or positive berry. If any Pokémon holds an item, they do not receive anything.

View attachment 320328 Seared Charti: Gives paralysis if the holder is at or below 1/2 of their maximum HP.
View attachment 320329 Seared Pecha: Poisons the holder if they are at or below 1/2 of their maximum HP.
View attachment 320330 Seared Rawst: Burns the holder if they are at or below 1/2 of their maximum HP.
View attachment 320331 Seared Persim: Confuses the holder if they are at or below 1/2 of their maximum HP.
View attachment 320332 Seared Liechi: Lowers the holders attack by one stage if they are at or below 1/2 of their maximum HP.
View attachment 320334 Seared Ganlon: Lower's the holders defense by one stage if they are at or below 1/2 of their maximum HP.
View attachment 320335 Seared Salac: Lower's the holders speed by one stage if they are at or below 1/2 of their maximum HP.
View attachment 320336 Seared Petaya: Lower's the holders special attack by one stage if they are at or below 1/2 of their maximum HP.
View attachment 320337 Seared Apicot: Lower's the holders special defense by one stage if they are at or below 1/2 of their maximum HP.
View attachment 320338 Seared Jaboca: Heals the user by 1/8th of their maximum HP after damaging the holder of this item with a physical move.
View attachment 320339 Seared Rowap: Heals the user by 1/8th of their maximum HP after damaging the holder of this item with a special move.
View attachment 320340 Seared Kee: Lower's the holder's defense by one stage after being hit by a physical move.
View attachment 320341 Seared Maranga: Lower's the holder's special defense by one stage after being hit by a special move.
View attachment 320343 Seared Custap: Holder moves last in it's priority bracket if they are at or below 1/4th of their maximum HP.
View attachment 320344 Seared Starf: Lower's a random stat by 2 if the holder is at or below 1/4th of their maximum HP.

Does not allow berries that reduce the damage of SE hits, effects wild pokemon, or does nothing.
Positive Examples: View attachment 320346 Sitrus, View attachment 320347 Lum, View attachment 320348 Salac.

Disallowed Examples: View attachment 320349 Shuca, View attachment 320350 Magost, View attachment 320351 Razz, View attachment 320353 Oran. (oran's allowed but its doodoo)
Stats: 75 / 108 / 103 / 108 / 103 / 101
HP: 75
Attack: 98 -> 108 (+10)
Defense: 63 -> 103 (+40)
SpAtk: 98 -> 108 (+10)
SpDef: 63 -> 103 (+40)
Speed: 101 -> 101 (+0)

BST: 498 -> 598

New Moves: Play Rough, Dazzling Gleam, Teatime, Slack Off, Belly Drum.

Description: Simisear loves sweets so much, that when it mega evolves its dream comes true. Now it can endless create berries for itself to enjoy. While these berries are delectable for itself, they are harmful to other pokemon and people, and will cause negative effects if eaten.

(pls don't neglect this button I enjoyed writing this ;_;)
So yeah this sub takes simisear's love for sweets and makes it a weapon in battle. While fueling itself with its tasty berries simisear's foes will be struggling to wolf them down, or they'll be regretting they did. I've taken a few berries that are balanced and made them inversed, so whenever the foe receives one, if they eat it they get a negative effect. Burn off their taste buds if you want (Rawst), or laugh at their faces as they realize eating the berry only heals YOU (Jaboca & Rowap). You should get it by now. If you read the description you'd know simisear gives a berry to anybody without an item upon entering the battle. If you're a friend, you get a neat treat. If you're a foe, you get a SEARED berry.

Now here's the question you all want answered, how's it competitive? It's simple, you debilitate the opponent with berries. So the strategy here would be to take advantage of Incinerate and Knock Off. Knock off is to first remove the foes item. Then, you switch out and repeat the cycle about 5 times? After that, you add the ingredients. Simisear switches in to an opponent without an item, and the best way IMO is to use moves like U-Turn, or Teleport to get it in safely and easily. Now its time to STIR up some trouble. This is where things get juicy. The opponents will take more and more damage through this process and begin eating their berries, then everyone takes damage. The only downside is that the berries are all random, so you don't know what you'll get, and that's why you have Incinerate. You can get rid of the berry you didn't want, and its not too strong so you won't KO. the opponent too easily, that way you can watch them try your berries.

You'll now notice that simisear now has Teatime. With teatime you don't have to wait till your opponents get below half to eat a berry, you can just force them to do it right then and there. It might not be worth doing unless they obtain a status berry, or they aren't able to switch for whatever reason. Along with teatime is Slack Off. It's a neat recovery move. Looks like simisear had too many sweets and crashed, now its lazing about. Oh, and belly drum's here too. Even though simisear amounts to more garbage than a garbodor it can still be used as a gluttony sweeper with a salac berry. Whatever you do from there ain't up to me. Oh, it has acrobatics too, so keep that in mind :)

Don't forget about doubles! If you did your simisear homework (wait there was homework?) You'd know it also gives berries to allies. It will not give a berry that does nothing. Why would you want it. And berries that reduce Super-effective damage suck if they're random, unless you're using a frosmoth. So you can still get things like liechi berry, or sitrus, may not be all that helpful on regular pokemon but things like Dedenne, Diggersby, Greedent. They can abuse these berries with cheek pouch and recycle. If you're lucky you might get a bunch of starf berries.

Just a few extra things. Simisear's part fairy because it eats a lot of sweets, and fairy feels like a desert-type especially with Alcremie being fairy, and Slurpuff being fairy, it only makes sense. If you don't want simisear to spam knock off and incinerate all day, you can still go for a Hone Claws set or a Nasty Plot set with some decent coverage to help you out. I considered apple acid, but it has Grass Knot. Hidden power is also there too. Simisear also has a decent physical movepool so don't forget about it. It's stats don't drastically change but its bulkier now, and is a bit stronger. Overall its stats are even, kind of mirroring mew.

So yeah, that's about all I have to say for simisear. It's a fun one, I hope you'll look forward to cooking up some victories with it.
:bw/simisear:
:Simisear:Mega Simisear
New Ability: M.S. M.D. (monkey see monkey do)
Type: Fire
New stats:
HP: 75
Attack: 98
(+12) > 110
Defense: 63 (+37) > 100
Special Attack: 98 (+12) > 110
Special Defense: 63 (+37) > 100
Speed: 101 (+2) > 103
(BST) 498 (+100) > 598


New moves: Burning Jealousy

Monkey See Monkey Do: when hitted by a move (only the first time in the turn, until it switches), it uses the moves which hitted. If it switch out, the next time it will switch in the effect will return.
Example: M-Simisear switch in, and it's hitted by toxapex's scald. After it's hitted M-Simisear does scald and the move that you choose in that turn.
:ss/simisear:

Fire
stats
hp- 75
atk- 98(+20)>118
def- 63(+15)>78
spa- 98(+35)>133
spd- 63(+15)>78
spe- 101(+15)>116

ability: Hungry Flames- Moves that have a chance to burn the target will remove the target's berry and the user will gain the berry's effect

new moves: Burning Jealousy, Scorching Sands
I'm gonna be honest here, I don't expect this monkey to win any awards. Other people have been making much more clever subs for it and berries aren't very common in singles, but i like the name of the ability so I'm sticking with my guns!
:ss/simisear:
Ability: Pyromancer
Ability Description: Steelworker for psychic-type basically
Types: Fire
Moves: Psychic, Psyshock, Calm Mind, Future Sight, Mystical Fire
Stats: 75 HP / 98 ATK / 83 DEF (+20) / 138 (+40)/ 93 (+30)/ 111 (+10)
Description: Being Deaf helped Simisear to focus more on its psychic powers, and it became a Pyromancer
View attachment 320570
Simisear-Mega
Fire
Blaze/Gluttony-> Deaf Ears (The user is immune to Dark type moves. The Pokemon that targets the user with a Dark move will be inflicted by Taunt unless Oblivious).
Stats
HP: 75
Atk: 98-> 103 (+5)
Def: 63-> 93 (+30)
SpA: 98-> 123 (+25)
SpD: 63-> 93 (+30)
Spe: 101-> 111 (+10)
New Moves:
+Psychic, Scorching Sands

Description: Simisear's added wisdom (not to mention hair growth over its ears) makes it unaware of Dark type moves, literally "hearing no evil"; being unaffected by these moves enrages the targeting Pokemon so much that they are unable to use status moves. The Dark type immunity offers a few distinct perks: first, Sear has an even easier time switching into Knock Off users than most Megas since it now takes no damage from the move, and given that Knock is arguably one of the best offensive moves, that's a huge boon in and of itself. Second, the ability also allows it to block both Taunt and the increasingly- bemoaned Parting Shot, meaning it can't be prevented from setting up with NP and can disrupt momentum-based strategies that rely on Shot. Finally, Deaf Ears means Sear can't be revenge killed by Sucker Punch. In practice, these choice immunities make Sear both a solid partner and solid answer to defensive mons, sponging the Knock and Taunt that trouble them while also shutting down walls that rely on Knock for damage. Of course it's no slouch offensively after Plot, gaining both Sands (standard coverage for Fire types) and Psychic (because wisdom), meaning it can also threaten most walls barring Blissey alongside STAB and old standbys of Focus Blast and Grass Knot.

"Mega Simisear's hair glows with a brilliant blaze after Mega evolution which frightens off most Dark types. However, Mega Simisear seems unaware that its hair is on fire, so trainers should be careful to prevent it from accidentally spreading its flames".
:ss/simisear:
Mega Simisear
New Ability
: Chunky Monkey: If this pokemon makes contact with another, their item will be consumed and used once by Mega Simisear. [(Simisear's Trainer)'s Chunky Monkey ate the opponent's item!
Type:
Fire Spin - Fire-type

New stats
:
HP: 75
Attack: 98 -> 128 (+30)
Defense: 63 -> 103 (+40)
Special Attack: 98
Special Defense: 63
Speed: 101->131 (+30)

New move: Belly Drum, Fire Lash
Description: A funny concept I came up with that actually can cripple certain pokemon.
Mega Simisear
:ss/Simisear:
Ability: Wildfire
If this pokemon use a grass attacking move, the opponent's field get fire-grass pledge effect, all non-fire pokemon lost 1/8 hp everyturn for 5 turn

Stats:75/128(30)/73(+10)/128(+30)/73(+10)/121(+20)
New move:Power Whip(Whip its tail, i guess)
My unovan monke have no relation to its inspiration hear no evil, see no evil and speak no evil. On the other hand, i gave them some aspect of the forest. My mega simisear based on wildfire burning the forest.
:ss/simisear:
Mega Simisear
New Ability: Sweet Tooth (If the opponent has a Berry, this Pokemon's biting moves consume the opponent's Berry. If the opponent does not have a Berry, the biting moves deal 1.5x damage.)
Type: Fire/Fairy

New stats:
HP: 75
Attack: 128 (+30)
Defense: 78 (+15)
Special Attack: 118 (+20)
Special Defense: 78 (+15)
Speed: 121 (+20)
(598 BST)

New moves: Fire Fang, Dazzling Gleam
Description: WIP
Mega Simisear


Type: Fire
Ability: Monkey Tactics - Special attacking moves do 1.5x damage, but you are locked into 1 move

HP: 75 (+0)
Attack: 98 (+0)
Defense: 78 (+15)
Special Attack: 143 (+45)
Special Defense: 93 (+30)
Speed: 111 (+10)

New Moves:
Searing shot; Moonblast

The ability is a Special Attacking clone of "Gorilla tactics". I gave it Searing shot to give it a reliable fire stab and moonblast to give it a way to get past dragons.
The compilation of legal submissions continues at the top of the next page with Krookodile! (Will these ever fit on one page again) Seems exactly person deleted their post! Okay
 
Last edited:
:krookodile: Mega Krookodile
View attachment 320034
You see this?
View attachment 320031
You see those shades?
Let's do something with that.

Krookodile-Mega:krookodile:
View attachment 320033 / View attachment 320032
Intimidate/Moxie/Anger Point-->Stygian Shades (this Pokémon’s Dark type status moves set a layer of Spikes.)

New Stats: 95/150/95/65/95/119
HP: 95--->95 (+0)
Attack: 117--->150 (+33)
Defense: 80--->95 (+15)
Special Attack: 65--->65 (+0)
Special Defense: 70--->95 (+25)
Speed: 92--->119 (+27)
Total: 519--->619 (+100)
New Moves: Parting Shot, Topsy Turvy, Shore Up, Spikes

Description:
Krookodile is my favorite Pokemon of all time without a doubt. Tied with the Mudkip line but they already have a mega. It was actually one of the first three Pokemon I was ever introduced to, so it holds a place very near and dear to my heart.

It's such a cool Pokemon in every facet of its design. In particular, I wanted to highlight the competitive side of this Pokemon. Krookodile is usually used in a number of roles due to its flexiblility, whether as a pivot, a scarfer, a rocker, or another role. It is something of an all-purpose glue- It can fill a variety of useful roles for a team in need, much like Landorus-Therian. However, as a result of the aforementioned Landorus-T, which is bulkier, stronger, and in possession of a wider movepool, Krookodile usually is cast aside and instead used widely in UU.

Fun fact: did you know that wild Krookodile have a 50% chance to be holding Black Glasses? I found this out the other day and it's kind of the coolest thing ever. Ash's Krookodile in the anime was famous for its sunglasses that gave it a unique character, and its unique battling style that let it take on opponents such as Sawk and Beartic that would soundly defeat it otherwise. I love the character of Krookodile with its rude, too-cool attitude. Mega Krookodile would don a pair of its own sunglasses.

Krookodile also holds an entirely unique typing- both Dark and Ground types are competitively potent, but no Pokemon aside from Krookodile and its evolutions have this combination. Both types have a lot to offer, and it certainly makes Krookodile a more interesting Pokemon.

Dark types are easily the rudest Pokemon around. While their type would seemingly indicate the use of actual darkness to attack, they only do this with Dark Pulse- Ghost types are the ones that make use of "darkness" as an element. The name for the Dark type in Japanese is more meant to indicate evil. While I wouldn't necessarily call Dark types evil, they certainly play very dirty. They trip, bite, cheat, steal, and surprise their opponents, and honestly their level of rudeness can be hilarious.

Ground types are known for being essential to good competitive teams- the ability to absorb Volt Switch and put a stop to Electric types in general is incredibly beneficial. Additionally, Ground type is a stellar offensive type that dictates sturdy resists/immunities on teams due to fanstastic neutral and super effective coverage as well as strong moves to take advantage of. Ground happens to pair well with Dark- both types hit the other type's checks for neutral damage, and the punitive nature of their respective attacks allow users of the combination to be challenging to switch into.

Mega Krookodile is optimized to handle a variety of roles at once, role compression being another thing Krookodile is famous for, while maintaining that classic Dark type rudery and the offensive benefits of Spikes and the Ground type. With a generally great boost to its bulk, as well as respectable boosts to power and speed, Mega Krookodile can be quite potent in the right hands. The ability Stygian Shades allows Krookodile to make excellent use of a variety of Dark type status moves:

-Parting Shot lends Krookodile a means of pivoting, allowing Krookodile to gain momentum and bring in teammates more safely. Additionally, the stat drops and the momentum often forces switches, which synergizes well with Spikes.

-Topsy Turvy is a useful tool that lets Krookodile flip the script on setup sweepers, often forcing them out- Pursuit and Spikes again enable further chip damage.

-Hone Claws lets Krook set up and lay Spikes, making potent use of Krookodile's good offensive stats.

-Snatch is an often overlooked move that lets you “steal” moves that set up or heal, which can be very disruptive and rude. This can throw off opposing strategies well, but requires good prediction.

-Taunt is another disruptive tool that lends Krookodile the unique ability to stop hazard removal while simultaneously setting Spikes. It also has general utility, and often forces switches by defensive Pokémon which lets Krookodile punish switches with the Spikes and Pursuit.

-Embargo is extremely disruptive- it stops all forms of item use, in addition to setting Spikes. This can really throw off Pokémon that depends on their item. It also forces switches much like many of the other moves listed here.

-Torment is a rude option that pairs best with Protect to force opponents to have a hard time hitting Krookodile. It can be a good stallbreaking tool. It also forces switches which, as has been proven, is easy prey for Krookodile.

Shore Up lets Krookodile complete these disruptive strategies throughout the game, which pairs well with dual STABs (Ground/Dark is a potent and unique combo that pairs well with the ability)- Knock Off in particular pairs phenomenally with the constant Spike chip, and the grounded Pokemon that take chip from Spikes are also vulnerable to Earthquake.
Overall, Mega Krookodile is a hilariously rude yet super cool Pokemon, acting as a super disruptive pivot, glue, and wallbreaker that fills the roles Krookodile is (in)famous for. Enjoy!

Did I mention that today is literally my birthday?
:ss/krookodile:
Krookodile-Mega @ Krookodite

Ability: Power Rage - Krookodile-Mega’s attack stat is multiplied by 1.5. However, if Krookodile-Mega does not deal direct damage to a pokemon or it’s substitute, Krookodile-Mega faints immediately after the effects of Krookodile-Mega’s Move.

Stats:

Hp: 95

Atk: 137 (+20)

Def: 105 (+25)

Spa: 90 (+25)

Spd: 90 (+20)

Spe: 102 (+10)



New Moves: (Bold = Notable) Ice Fang, Sucker Punch
:Krookodile:
Mega Krookodile

New Ability
: Dry Skin

Type: Ground | Dark

New stats:
HP: 95
Attack: 117 -> 147 (+30)
Defense: 80
Special Attack: 65
Special Defense: 70 -> 107 (+37)
Speed: 92 -> 125 (+33)
BST: 519 -> 619 (+100)

New moves:
Rain Dance, Refresh

Description:
1) Concept:
Just like Hippowdon and Hippopotas, Krookodile and its pre-evolutions were once adapted to live in an aquatic environment, in my headcanon. What was once a place full of lakes and ponds is now a desert in Unova. So, I imagine the Sandile evolution line had to adapt to this change of environment over time but some of their characteristics still remain to this day, such as being able to "swim through sand" as if it were water. Therefore, through Mega-Evolution, Krookodile will be able to re-activate the ancient part of its DNA and transform into a Pokémon that was made to live in water. Hence the "Dry Skin" ability. If a trainer can't help Mega-Krookodile to find preys in the desert, it can always turn to an environment where water Pokémon are living.
That said, "Dry Skin" reflects well the crocodile like skin condition when it's cold. It can also refer to "Aestivation" which is a state similar to hibernation but takes place in summer. In order to avoid damage done to their body by extreme heat, crocodiles will enter this state, therefore showing their vulnerability to sun.

2) Strategy: Water Trapper
Unlike the Dugtrio from my last submission, this Krookodile actually has the bulk to switch more reliably into a Pokémon it is supposed to trap, such as--but not limited to--Slowbro, Slowking, Choice Spec Greninja, Toxapex, Mega Starmie, Mega Feraligatr, Crawdaunt, or Mega Araquanid (which usually runs only offensive Water moves). The combination of its dual type and Dry Skin makes sure Mega Krookodile is unaffected by Water moves and Psychic moves like Future Sight. Moreover, it resists Dark moves. It has all the coverage it needs to beat its preys, like Close Combat for Greninja or Mega Feraligatr.

Refresh is here to get rid off status effects, like Toxic from Toxapex. Rain Dance is just a nice option for VGC if you want to deal with opposing weather wars since Mega Krookodile could work in a (semi) rain team. (Also, if something like Nidoking can learn Surf and Rain Dance, I don't see why Krookodile shouldn't be able to learn Rain Dance as well, especially when it's based on a crocodile and when it can learn Aqua Tail). That said, due to its high HP and good bulk, Mega Krookodile could run some annoying set with Toxic and Protect to recover HP from rain; it should work well with Pelipper as they cover their weaknesses well enough (with the exception of Fairy Pokémon, I think).
Mega Krookodile


Ability - Intimidate, Moxie; Anger Point ➝ King Of Thieves (User's contact based moves with 75 BP or less (does not apply for Pursuit with doubled BP, for example) deal 1.5x more damage to foes with a held item, and remove said held item, if applicable.)

HP - 95 ➝ 95
Atk
- 117 ➝ 130 (+13)
Def - 80 ➝ 104 (+24)
SpA - 65 ➝ 91 (+26)
SpD - 70 ➝ 95 (+25)
Spe - 92 ➝ 104 (+12)
BST - 519 ➝ 619 (+100)

Movepoll Changes - n/a
Competitive Corner - Getting a Knock Off boost on every contact move is quite strong, so I decided to keep the stats tame, Krookodile can put a massive dent on Pokémon without recovery, but those that can tank hits repeadtedly will have a far easier time, as only the first of Krookodile's attack will get the 1.5x power boost! So it creates a very interesting dynamic, somewhat reminiscent of the Gems of the Black & White games, creating an unique sense of risk vs. reward. Also here's a fun fact, with the ability, you can get Knock Off to a whopping 146.25 BP! But obviously, that leaves you with a 65 BP Knock Off afterward, as opposed to 120 BP / 80 BP Crunch, for example. So, again, risk vs. reward!
Flavor Corner - Krookodile's new ability could work for other Dark-types, but I like it's inclusion here as Krookodile draws inspiration from Sobek of Egyptian mythology, one of his epithets was "he who loves robbery". Hopefully that's enough to get the link between flavor and the ability!
View attachment 320050
Krookodile-M
Dragon/Dark
Ability: No Guard
HP: 95 -> 95 (+0)
Atk: 117 -> 157 (+40)
Def: 80 -> 110 (+30)
SpA: 65 -> 65 (+0)
SpD: 70 -> 90 (+20)
Spe: 92 -> 102 (+10)
New Moves: Dragon Rush, Power Whip
Description: Krookodile's glasses become much bigger, so it cannot miss its moves. Having bigger glasses means its a bigger target though.
View attachment 320047
Krookodile-Mega
Type: Ground/Dark
Ability: Looking Cool (When a Pokemon with this ability lands a critical hit, its Attack is boosted by 1 stage.)

Stats:
Health: 95
Attack: 142 (+25)
Defense: 100 (+20)
Special Attack: 85 (+20)
Special Defense: 90 (+20)
Speed: 107 (+15)

New moves: Shore Up, Cross Chop

Reasoning:

Now THIS is cool.
:micdrop:

Krookodile @ Krookodile Mega Stone
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Focus Energy
- Stone Edge
- Night Slash
- Earthquake

Ever thought Focus Energy would be useful only on Sniper Pokemon? Well Looking Cool wants a word with you! Suddenly with high crit-ratio moves like Night Slash and Stone Edge, Krookodile can further boost its already solid attack stat, allowing it to excel at snowballing the opposing team.

but seriously though if this turns out to be too broken I'm willing to change Looking Cool to boost speed instead


:bw/krookodile:

/


Ability: Krooked (The user uses Snatch on switch-in/mega evolution.)

HP: 95
Atk: 122 (+5)
Def: 100 (+20)
SpA: 105 (+40)
SpD: 95 (+25)
Spe: 102 (+10)

New Moves: None!

Reasoning:

Let's be real: Snatch is an intensely dope effect. However, the big issue with it is how it is incredibly reliant on reads, and consumes a moveslot all the while. Why not fix these issues and take advantage of Snatch's innate ability to punish greed and force progress? Krookodile is a perfect candidate, being a quick-to-act crook and a wicked beast that aims to act on ambition. I know this at its core is startlingly simple, considering this is a bonafide ausma(tm) sub. However, there's a method to my madness. Krookodile is already an intensely well rounded Pokemon, with a great defensive/offensive typing, great utility, great abilities, and phenomenal coverage. So, that being said, there's not really too much to add to make it viable in our metagame.

So, let's take a look at Krooked: it essentially lets Krookodile use Snatch on switch-in, letting it always act as a looming threat for Pokemon that might want to heal or setup. This especially pairs well with pre-Mega Intimidate, forcing physical attackers to choose either a weakened move, or for Krookodile to steal a status move. This can let Krookodile play both offensively and defensively in one; likely as an offensive Stealth Rock setter that uses pre-Mega Intimidate and Krooked's utility to not only dish out damage, but provide active utility at all times. This mega, more or less, can force progress incredibly well utilizing Krooked and Knock Off, as well as punish reckless plays with its mere presence, making it a pretty simple, but cool Balance Mega in a vacuum.
:ss/krookodile:
Mega Krookodile
Type: Ground/Dark
Ability: Strong Jaw
Stats:
  • HP: 95 (+0)
  • Attack: 137 (+20)
  • Defense: 1-05(+25)
  • Special Attack: 85 (+20)
  • Special Defense: 95 (+25)
  • Speed: 107 (+10)
New Moves: Psychic Fangs

Some of Krookodile's Pokedex entries:

Sword: "This Pokémon is known as the Bully of the Sands. Krookodile's mighty jaws can bite through heavy plates of iron with almost no effort at all."
Moon: "After clamping down with its powerful jaws, it twists its body to rip its prey in half."
Black/Y/Alpha Sapphire: "They never allow prey to escape. Their jaws are so powerful, they can crush the body of an automobile."

This thing is practically begging to be given Strong Jaw, so that's what I did. Like Mega Floatzel, Mega Krookodile is an incredibly strong and fairly fast wallbreaker, though it's only strong on the physical side. Psychic Fangs allows it to hit Fighting types.
:ss/Krookodile:
Mega Krookodile
Type:
Ground / Dark ---> Ground / Dark
Ability: Intimidate / Moxie / Anger Point ---> Tinted Lens
Stats:
HP:
95
Atk: 117 ---> 130 (+13)
Def: 80 ---> 110 (+30)
SpA: 65 ---> 109 (+44)
SpD: 70 ---> 100 (+30)
Spe: 92 ---> 75 (-17)
New Moves: None

Description: Strong breaker that can rip through a lot of balance cores.
252+ Atk Tinted Lens Krookodile Earthquake vs. 252 HP / 0 Def Mew: 180-212 (44.5 - 52.4%) -- 20.7% chance to 2HKO
252+ Atk Tinted Lens Krookodile Knock Off (97.5 BP) vs. 252 HP / 0 Def Mew: 174-206 (43 - 50.9%) -- 5.1% chance to 2HKO
252+ Atk Tinted Lens Krookodile Stone Edge vs. 252 HP / 0 Def Mew: 120-142 (29.7 - 35.1%) -- 16.6% chance to 3HKO

(Standard bulk calcs against a Grass/Fighting Mew to show Tinted Lens damage.)

252+ Atk Krookodile Knock Off (97.5 BP) vs. 244 HP / 52 Def Gliscor: 138-163 (39.2 - 46.3%) -- 79.4% chance to 3HKO after Poison Heal

252+ Atk Krookodile Earthquake vs. 248 HP / 128 Def Tapu Fini: 144-169 (41.9 - 49.2%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Tinted Lens Krookodile Knock Off (97.5 BP) vs. 248 HP / 128 Def Tapu Fini: 138-162 (40.2 - 47.2%) -- guaranteed 3HKO

252+ Atk Krookodile Earthquake vs. 252 HP / 92 Def Ferrothorn: 133-157 (37.7 - 44.6%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Krookodile Knock Off (97.5 BP) vs. 252 HP / 92 Def Ferrothorn: 129-153 (36.6 - 43.4%) -- guaranteed 3HKO

252+ Atk Krookodile Knock Off (97.5 BP) vs. 252 HP / 184+ Def Corviknight: 129-153 (32.2 - 38.2%) -- 95.7% chance to 3HKO
:ss/Krookodile:
Type: Ground/Dark
Ability:
Wicked Jaws
This pokemon's bite moves (strong jaws list) will always crit. Landing a critical hit makes it speed stat drop one stage.
New Moves: Psychic Fangs
Stats: 95/117/80/65/70/92 > 95/144(+27)/93(+13)/75(+10)/97(+27)/115(+23)

From pokedex entries:
"They never allow prey to escape. Their jaws are so powerful, they can crush the body of an automobile." Black
"Very violent Pokémon, they try to clamp down on anything that moves in front of their eyes." BW2 / X
" This Pokémon is known as the Bully of the Sands. Krookodile's mighty jaws can bite through heavy plates of iron with almost no effort at all." Sword

Mega energy will make Krookodile even more voracious and violent, enhancing it already powerful jaws.

Have you ever been bitten by a croc? Well, you still alive so you don't. They have the strongest bites among all animals.
And apparently pokemons too.

Uses:
Chomp, chomp, chomp...
Hmmm delicious
Be aware of speed drops tho

Isn't it just Urshifu-Bite-Strike?
No. Urshifu, although weaker, can run items to enhance it's Wicked Blow (generally Band or Sun Glasses), and needs a grand total of 0 drawbacks.
:bw/krookodile:

New Ability: Sheer Force
Type:


New Stats:
HP: 95 => 95 (+0)
Atk: 117 => 142 (+25)
Def: 80 => 115 (+35)
SpA: 65 => 80 (+15)
SpD: 75 => 80 (+5)
Spe: 92 => 112 (+20)
BST: 519 => 619

New moves: Ice Fang, Psychic Fangs, Poison Jab
Description: Sheer Force provides a damage boost to Krookodiles one Stab move (either Throat Chop or Crunch) and some of its coverage (notably The elemantel Fangs, Poison Jab, Rock Slide and Iron Tail). Unfortunatly Earthquake and Close Combat won't get a boost from, but those two are already immensly powerful and don't really need the boost. Thanks to Intimidate it can mega evolve easier, while Moxie can provide a boost after revenge killing something.
:ss/krookodile:
Krookodile-mega @ Krookodilelite
Type: Dark Ground

Ability: Death Roll
(If the opposing pokemon is trapped, it's defense is lowered by one stage at the end of each turn.)

Hp: 95
Atk
: 117 -> 135 (+18)
Def: 80 -> 130 (+50)
SpA: 65 -> 75 (+10)
SpD: 70 -> 105 (+35)
Spe: 92 -> 79 (-13)
BST: 519 -> 619 (+100)

New Move(s): Jaw Lock, Land's Wrath, Shore Up

Dex:
One should generally consider anything unfortunate enough to be caught by it jaws to be unsavable. Its spin generates wins strong enough to create psuedo-sandstorms that will either reveal it happily eating or no trace of an attack. If one finds the self unlucky enough to witness there being no trace, they should choose their next step wisely as it is most like 1 away from them. Don't worry if you choose the wrong direction....it is quick.

0. Death Roll reworked. Previously modified rapid spin by a precarious amount. Wasn't veto'd but decided to change it. Due to this my notes are kind of incomplete as portions meant for the former version of Death Roll were cut.

1. It has basically the same checks as it did before.Regular Sylveon and Primarina do not exactly appreciate switching directly into it anymore however.

2. It is able to function as both a wall breaker and as a set up sweeper, independent of its ability.

3. The ability's requirement can be changed to both pokemon needing to be trapped if it becomes an issue later. Hematite was busy so didn't get a chance to discuss.
aaa sorry I wasn't around to reply when you asked to talk ;-; but yeah this is totally fine by me! no worries as it is C:
:Krookodile:
Mega Krookodile

New Ability: Boast (If this pokémon has a higher attack stat then the opposing pokémon then it raise the pokemon's attack if it's lower it will lower the attack of this pokemon by one stage.)

Type: Ground/Dark

New stats:

HP: 95

Attack: 117

Defense: 110 (+30)

Special Attack:95 (+30)

Special Defense: 105 (+35)

Speed: 97 (+5)

New moves: Crush Claw, Breaking Swipe, Jaw Lock, Play Rough, Lunge

Description: I tried to make a unique idea. It's a bit of a risk reward..
:krookodile: :ss/krookodile:

Mega Krookodile @ Krookodite

New Ability: Fury Frenzy
(When a pokemon with Fury Fenzy is hit by an attack, it's Attack raises by one stage.)

Type: Ground/Dark

New stats:
HP: 95
Attack: 117 -> 105 (-12) [Swap SpA + 40]
Defense: 80 -> 100 (+20)
Special Attack: 65 -> 117 (+52) [Swap Atk]
Special Defense: 70 -> 100 (+30)
Speed: 92 -> 102 (+10)
(BST) : 619 (+100)

New moves: Nasty Plot

Description: I decided to make Krook a mixed attacker which can invest SpA and Speed and being boosted on Atk after a good predict thanks to its good bulk (95/100/100 is just less than Mew), also, with Nasty Plot (which make sense on it, I mean, Weavile, Incineroar, Crawdaunt learn it, why not Krook ?) 102 speed is fast, 105 Atk is good, 117 SpA is quite good with this bulk and acces to Dark Pulse (or Earth Power to counter Grassy Surge). Its Ability allows it to snowball differently than Moxie, by being hit, like Stamina. Moxie is pretty good for a scarf user with a great Attack, this ability is better on a bulky mon, so that's why I put more general bulk on it. Its Special Attack allows it to lure fairy types with Sludge bomb, such as Tapu Fini, Tapu Bulu or just Rillaboom (if you survive Grassy Glide from Band or LO lol)
It also can be a lead, lead with SR, maybe take one or two hits after a Nasty Plot and destroy everything after at +2 in Atk and SpA.
It's basically a mixed wallbreaker.
:krookodile: Mega Krookodile
New Ability:
Moxie
Type: Ground, Dark

New stats: 95, 127, 100, 125, 80, 92
HP: 95
Attack: 117 -> 127 (+10)
Defense: 80 -> 100 (+20)
Special Attack: 65 -> 125 (+60)
Special Defense: 70 -> 80 (+10)
Speed: 92
(619 BST)

New moves: Fire Blast, Flamethrower
Description: gonna add later
:swsh/krookodile:
:krookodile: Mega-Krookodile
Ability: Anger Point/Intimidate/Moxie --> Blind Rage (When hit by a supereffective move, raises Attack by one stage)
Typing: Ground/Dark
Stats:
HP: 85
Atk: 140(+23)
Def: 130(+50)
SpA: 65
SpD: 77(+7)
Spe: 112(+20)
Added Moves: None
Description: HAHA, ANTI PIVOT GO BRRRRRR
On a more serious note, this was made to completely shut down pivot by taking advantage of Krookodile's unique typing.

When looking at the pivot moves, there's two status ones that you won't punish (Teleport and Baton Pass, the latter of which is banned anyway), one special move to which you're immune (Volt Switch) and two physical ones to which you are weak (U-Turn and Flip Turn). That means that you will always be able to punish a pivot, as if you're getting hit by a physical one, you get a boost (and additionally, the added physical bulk makes it take those pretty well), if you're getting hit by Volt Switch you're immune anyway (and can KO the user back with Earthquake or chip it for a lot with Pursuit if you predict a switch), Teleport isn't punishable when switching-in, and Baton Pass is banned. Which means that all offensive pivot moves are effectively punished by this.

As for what it can do outside of that niche, it is a pretty powerful Pursuit user, as it's speed allows it to scare even some offensive mons with it's other powerful moves thanks to it's great Attack stat, before chipping them on the switch.

As an all-out attacker/sweeper it also works really good thanks to two extremely spammable STABs in Knock Off and Earthquake, good set-up option in Hone Claws and good coverage in Stone Edge (which benefits well from Hone Claws), Close Combat and to a lesser extent Fire Fang.

Surprisingly, this also works really well as a lead and a wall, with options like Stealth Rock, Taunt, Scorching Sands and even Roar. It also has a decent bulk especially and a really good one physically.

It's set of weaknesses is also very interesting when paired with it's ability, as a weakness to common Fighting, Bug, Water, Ice and Fairy moves gives it a lot of chances to punish the opponent and get a boost, while still keeping it's useful resistances (Dark, Ghost, Poison and Rock) and it's two immunities (Psychic and Electric).

I overall really like this mon, being able to completely shut down pivots no matter the set while also being able to fill a wide variety of roles make it really fun to me.
:swsh/krookodile:

:krookodile: Mega Krookodile
New Ability: Quicksand Pit: This Pokémon's ground moves trap the opponent for 5 turns

Type: Ground/Dark

New Stats:
HP: 95
Attack: 117 -> 130 (+13)
Defense: 80 -> 110 (+30)
Special Attack: 65
Special Defense: 70 -> 110 (+40)
Speed: 92 -> 109 (+17)
(BST: 619)
:ss/krookodile:

Ground/Dark
stats
hp- 95
atk- 117(+23)>140
def- 80(+15)>95
spa- 65(+32)>97
spd- 70(+10)>80
spe- 92(+20)>112

ability: Persistence- the user heals 1/16 of its max hp for every stat drop it has at the end of each turn
I struggled a lot with what to do for krook, originally wanting to do something with it being "cold blooded" then something to do with it being angry, but eventually went to looking at the moves it learned and decided to give it an ability that allowed it to benefit from the stat drops from moves like close combat and scale shot, as well as punishing defog and intimidate, without giving it just a better version of defiant. All in all really proud of how it ended up!
View attachment 320572
Krookodile-Mega
Ground/Dark
Anger Point/Intimidate/Moxie-> Grapple Jaws (User's jaw moves gain a 30% chance to lower the target's Spe by one stage). [thanks to PalpitoadChamp for the name].
Stats
HP: 95
Atk: 117-> 142 (+25)
Def: 80-> 110 (+30)
SpA: 65-> 80 (+15)
SpD: 70-> 90 (+20)
Spe: 92-> 102 (+10)
New Moves:
+Psychic Fangs

Description: Mega Krookodile uses sand to hide its presence and strike the target unexpectedly, which may hamper their mobility; this effect is inspired by a common hunting method of crocodilians, who will rapidly strike from the water at drinking prey, preventing them from escaping. My initial idea for this ability was to incentivize Krook to use Crunch over Knock Off as its main STAB, plus I've been really interested in a "category-boosting" ability that boosts something besides raw power. The speed dropping effect allows Krook to potentially get the jump on faster threats, after surviving an attack thanks to its improved bulk, giving it an edge on faster offensive threats that other offensive mons may struggle with. Even if you don't get the drop, Krook is specifically built so that it's not completely reliant on the speed drop to get work done thanks to its overall solid spread, between its bulk, great attack and important speed tier getting the jump on base 100s. Psychic Fangs gives it another move besides Crunch to make use of its ability, plus its screen-breaking ability allows Krook to annoy HO teams that the faster offensive mons it preys on tend to slot onto.

"Mega Krookodile will kick up small clouds of dust, then strike when its prey least suspects it. The shock of this sudden attack may limit the target's mobility, preventing it from escaping its very aggressive attacker."
Mega Krookodile
:ss/Krookodile:
Ability:All Mine
-Steal the opponent stat changes when use a dark type move.(the steal happen after the damage, steal both negative stat changes and positive stat changes)
Stats:95/145(+28)/110(+30)/65/82(+12)/122(+30)
While Most people trying to make their mega krookodile something aggressive and have something that related to its rage, my mega krookodile is a big fat sand dune bully who steal every thing, doesn't mind if it good or bad
New moves:Jaw Lock
:ss/Krookodile:

New Ability: Tough Claws
Type: Ground/Dark

New stats:
HP: 95
Attack: 117 ->127 (+10)
Defense: 80 ->105 (+25)
Special Attack: 65 ->80 (+15)
Special Defense: 70 ->105 (+35)
Speed: 92 ->107 (+15)
(BST) 514 ->614

New moves
: Meteor Mash
Description: This pokemon is very aggressive, and it sharpens its claws constantly.

EDIT: Changed the stats (-15 speed, +15 special attack)
Hi guys. This is technically my second post but my first one had serious balancing issues and I understood that the mechanic didn't fit too well, so let's call this one the first one.

Krookodile-Mega@ Krookodilite
Type: Ground/Dark
Ability: Arrogant (When above 60% HP, Krookodile's Dark-Type moves have +1 Priority, but its Defense and Special Defense are halved.)
Stats:
HP: 95
Atk: 147(+30)
Def: 120(+40)
Sp. Atk: 85(+20)
Sp. Def: 80(+10)
Spe: 92
So, let's get started. The buff to Attack is an obvious choice, as it bumps Krookodile's damage output up to more threatening levels. The Defense buff helps Krookodile stay alive long enough to set up, as in my experience a fairly solid attacker with a super effective move could deal with Krookodile easily, however its still mediocre Sp.Def helps balance this out. The Speed stat frankly needed a boost anyways, however that boost will come in priority instead of direct stat adding. Arrogant fits Krookodile well flavor-wise since its a bully and bullies have a stereotype of usually being a tad overconfident, so they have a better flow to their "attacks" but they let their guard down. Since Krookodile is referred to as the Bully of the Sands, I think it fits well. It also offers a nice buff to its attacks, allowing us to devote less buffs to Speed and more to Sp. Def, so Krookodile is still balanced but has an at least decent chance of not being OHKOed by practically any decently powerful attacker. Obviously Krookodile's main role would be a fast, physical sweeper with plenty of priority. Buffs to Sp. Atk are solely for stat balancing so that too much doesn't go to Speed, as at 122 base it would clock in as fast as Greninja. Krookodile also has a fairly decent Special movepool so you could do that if you wanted I guess. However, as Krookodile gets many disruptive moves such as Taunt and Roar, Priority could be useful for Mega Krookodile as an anti-lead, lead, or anti-setup sweeper. The most important thing keeping Krookodile in check here is that its likely very easy to get him under 60%.

Description: When interacting with Mega Energy, Krookodile's confidence is boosted and that is reflected in his attire, as he now sports a punk rockstar-like "hairdo," which is actually made out of spikes.

Thank you for reading and please give any feedback! I'd love to hear it :D
Mega Krookodile
Ground/Dark
Ability: Sweet Pair of Oakleys - Immunity to light moves - AKA Fairy and Fire.
95
167
80
75
70
132
New moves: None
I think his shades are really cool and we should do something with them. Since what is/isn’t light moves is so hotly debated I thought to simplify it as Fairy and Fire - they are the types most closely related to light. This is not too broken as Fire is already not much of a threat to Krookodile and besides Fairy Krookodile has many other weaknesses like Water, Grass, Ice, Fighting, and Bug.
:Krookodile:
Dominate - Before this Pokemon uses a move, if it moved before it's target, its' speed raises by one stage. If it moved after its' target, its' speed will drop by one stage.
95/140(+23)/110(+30)/100(+35)/105(+35)/67(-25)
The ability does a few different things, which I hope are all balanced. The idea for the ability is based on krook's 'bully' theme, making them stronger against opponents they could already beat, but causing them to give up when faced with a stronger opponent. Krook does not get any priority to abuse the ability with. Effectively the ability let's Krook punish switches or tanks like pex by abusing them for speed boosts, however hopefully this is balanced out by the low base speed and the speed dropping part of the ability. Another side effect of the ability is that Lash Out gains the 2x damage multiplier from the speed drop.
Edit: adjusted BitBitio's sub by his own request!
Edit: nope, changed it back!


The compilation of legal submissions continues at the top of the next page with Cinccino! (Will these ever fit on one page again)
 
Last edited:
:cinccino: Mega Cinccino
:ss/Cinccino:
Cinccino-Mega @ Cinccinite

Ability: Fur Coat

Type: Normal/Fairy

Stats: 75

130(+35)

90(+20)

90(+25)

80(+20)

105(-10)

Dex Entry: Mega evolution grats it extra alluring fur, Allowing it to win almost all pokemon beauty performances single handedly. Mega Evolution also improves the coating on it’s fur that protects it from physical attacks.


New Moves: (Bold=Notable) Healing Wish, Fake Out
:Cinccino:
Mega Cinccino

New Ability
: Long Reach

Type: Normal

New stats
:
HP: 75
Attack: 95 -> 135 (+40)
Defense: 60 -> 70 (+10)
Special Attack: 65
Special Defense: 60 -> 90 (+30)
Speed: 115 -> 135 (+20)
BST: 470 -> 570 (+100)

New moves:
Rapid Spin

Description
:
As a Pokémon who loves cleaning, Cinccino hates touching dirty objects, which is why it will use its ability "Long Reach" to avoid that disgusting experience.
Competitively speaking, this ability should work well on Cinccino as it's supposed to be a utility attacker, making good use of contact moves like U-Turn, Knock Off, Rapid Spin, or Triple Axel. Since (almost) everyone and their mother has some way to punish Pokémon using contact moves, Cinccino can safely avoid things like Static, Flame Body, Rocky Helmet, or Iron Barbs.

Due to its high Speed and Attack, Mega Cinccino can actually pose a threat to your opponent; after all, it has a good reliable STAB move in Return/Frustration and access to Triple Axel and Gunk Shot. These options can force out certain targets, like Tapu Koko or Landorus-T, making it much easier for you to click U-Turn, Knock Off, or Rapid Spin. Rapid Spin is of particular importance since the format generally lacks many good Rapid Spin users, and Mega Cinccino can fill the niche of a very fast, offensive Rapid Spinner that doesn't care about things like Rocky Helmet or Static. Also, being a utility attacker makes it different from its regular form who can either use Technician or Skill Link to great effect.

This Cinccino is bulky enough to survive Earthquake from Choice Scarf Landorus-T if your opponent is leading with it. They will most likely click U-Turn to avoid a OHKO from Triple Axel. Moreover, Cinccino has a decent Special Defense to take 2 Moonblast from Clefable after Stealth Rock before dying to a third one.
:ss/cinccino:
Mega Cinccino
Normal/Fairy
Ability: Velvet Scarf: This pokemon takes 1/2 damage from Poison-type moves.

Hp: 75
Att: 105 (+10)
Def: 80 (+20)
Spec Att: 105 (+40)
Spec Def: 90 (+30)
Sped: 115

New Moves: None

Description: An all around decent pokemon that has only one weakness in Steel.
Mega Cinccino


Ability - Cute Charm, Technician; Skill Link ➝ Flurry Icing (User's contact based moves lower the foe's Speed, each individual strike from a multi-hit move activates this ability)

HP - 75 ➝ 75
Atk
- 95 ➝ 121 (+26)
Def - 60 ➝ 88 (+28)
SpA - 65 ➝ 66 (+1)
SpD - 60 ➝ 88 (+28)
Spe - 115 ➝ 132 (+17)
BST - 470 ➝ 570 (+100)

Movepoll Changes - Icicle Spear, Ice Punch
Competitive Corner - The average Tail Slap, and a successful Triple Axel will both lower the foe's Speed by three stages, which can be very useful especially in a Doubles scenario for Speed control, but it still has its uses in singles, mostly deterring setup! Other than that Mega Cinccino is relatively average, and still struggles with Steel-types, not having much of an option other than to U-turn on them.
Flavor Corner - Given regular Cinccino's fur already resembles scarfs and other clothing items tailored towards cold, as well as the fact that Chinchillas are naturally suited to cold environments (they're native to Chile!) I thought making it part Ice-typing would be a good idea, and then thought of the double entendre with the word "icing", the idea is that Mega Cincinno's fur is now made of icing, and that goes along well with the new Ice typing! Also the "flurry" is a pun on "furry" (and adjective relating to "fur", not literally what we would call a "furry"), as well as the fact that "flurry" can mean a swirling mass of snow, like in McDonald's "McFlurry", for example!
View attachment 320073
Cinccino-M
Normal
Ability: Static
HP: 75 -> 75 (+0)
Atk: 95 -> 100 (+5)
Def: 60 -> 120 (+60)
SpA: 65 -> 65 (+0)
SpD: 60 -> 90 (+30)
Spe: 115 -> 120 (+5)
New Moves: Recover, Taunt, Block
Description: Cinccino loses its special oil, meaning it now needs to muscle through attacks.


:bw/cinccino:



Ability: Picky Picky (Upon using a contact move, the user, disgusted by its surroundings, spins profusely to quickly "clean" the field, rearranging positive side conditions for its side of the field and negative side conditions on the opposing side.)

HP: 75
Atk: 95
Def: 90 (+30)
SpA: 75 (+10)
SpD: 110 (+50)
Spe: 125 (+10)

New Moves: Fake Out, Nuzzle, Refresh

Reasoning:

Alright, so, one thing we know about Cinccino is that this thing is an absolute nutjob for staying clean, and I felt the way that it enforces that cleanliness onto itself and others was a perfect point to build off of. Initially, this took the form of a more offensive ability, but the final incarnation settled on redistributing field conditions for the sole benefit of its team and its lust for cleanliness. Upon making contact, Cinccino uses its blazing speeds and reflexes to not only clean itself, but clean the field of filth, and steal the good stuff.

This, naturally, has a lot of natural benefits. For one, amplified hazard control that utterly massacres offense and hazard stacking cores; instead of directly competing with Mega Garbodor as mega removal, it operates a bit more mechanically (flavor wise this makes sense too, as the anime is pretty insistent on putting the two together. it's rather funny). It's a pretty helpful bulky Normal-type in general with great 75/90/110 defenses, but it is also packing a phenomenal base 125 speed to quickly activate its ability. However, even without speed, it now has access to Fake Out to immediately get things cleaned up, acting as a sort of mega priority Rapid Spin of sorts. Similarly, it can use its new access to Nuzzle to accomplish effectively the same thing while spreading an incredibly powerful status in paralysis. Even better, is that Mega Cinccino can use U-turn to not only pivot into a teammate, but clear hazards for them simultaneously and provide an easier switch-in, making it a solid enabler as well. The one drawback this thing has is a lack of recovery and a lack of a good defensive typing whatsoever, which are prime balancing factors given how powerful of an effect its ability can be.

This essentially provides a really one-of-a-kind form of support to teams that need a reliable HO check, status spreader, a form of hazard control, and a pivot that is capable of taking advantage of Offenses' attempts to immediately pressure you. Plus, flavor city, why not, right?
:ss/cinccino:
Mega Cincino
Type:
Normal ---> Normal
Ability: Cute Charm / Technician / Skill Link ---> Fur Coat
Stats
HP:
75
Atk: 95 ---> 120 (+20)
Def: 60 ---> 85 (+25)
SpA: 65 ---> 65
SpD: 60 ---> 95 (+35)
Spe: 115 ---> 125 (+10)
New Moves: Rapid Spin, Slack Off

Description: This thing has a weird amount of utility (Knock, Encore, U-turn, Twave), so I decided to give it more utility.
:ss/Cinccino:
Type: Normal/Poison
Ability: Neutralizing Oil
Every pokemon on the field have their type related immunities ignored.

*This ability is activated uppon mega-evolving or switching in, and remains active as long as this pokemon is on the field. This ability can't be ignored.

* This applies to types defensive-related immunities (Steel-Poison, Ghost-Normal, Ghost-Fighting, Normal-Ghost, Flying-Ground, Ground-Electric, Dark-Psychic and Fairy-Dragon); as also types status-related immunities (like Electric-types beeing paralyzed, Fire-types beeing burned, Poison and Steel-types beeing Poisoned, Ice-types beeing Frozen and Grass-types beeing affected by powder and leech seed).

* This also removes Dark-type immunity to prankster-affected moves, and Flying-type immunity to Spikes and Toxic-spikes.

* Does not ignore immunities received by abilities or moves, such as Pastel Veil, Flash Fire, Levitate, Comatose, Sap Sipper, Volt Absorb, Motor Dirve, Water Veil/Bubble/Absorb, Storm Drain, Magnet Rise, Overcoat, Shield Dust, etc.

New moves: Rapid Spin, Fake Out, Sludge Bomb, Poison Jab, Sludge Wave
Stats: 75/95/60/65/60/115 > 75/130(+35)/70(+10)/105(+40)/60/130(+15)

From pokedex entries:
"A special oil that seeps through their fur helps them avoid attacks. The oil fetches a high price at market." Shield
"The oil that seeps from its body is really smooth. For people troubled by bad skin, this oil is an effective treatment." Ultra Moon
"Cinccino's body is coated in a special oil that helps it deflect attacks, such as punches." BW2

The mega energy reacts with Cincinno's oil, producing so much that it can, and will, share it with every pokemon on the field. Its oil's cleaning properties are now so strong that weakens every pokemon immune system, including Cinccino, by not letting them work and develop properly.
Remember: everything in excess is bad. This includes excessive and unecessary worries for cleanning.

Uses: This Cinccino-Mega is a fun poison-type to use, since it can poison opposing poison/steel types, however it can be poisoned too. It can also para electric and ground types with t-wave.

Oh, and it's a nice partner to have in doubles too. As long as you are hiting fairies with dragon-moves and do not care your ghosts will be attacked by fighting and normal moves.

It can also fit in hazard stacking teams. Every enemy will be susceptible to spikes and toxic spikes. Imagine having a Corviknight switching in, and receiving -25% and toxic.

Sets:
Utility attacker

Cinccino @ megastone
Ability: Neutralizing Oil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Thunder Wave / Toxic
- Rapid Spin
- Gunk Shot
- Triple Axel

Spin like a Scrappy mon. Fire gunk shots without caring about steel types and paralyse electric and ground types, or use toxic against steel and poison types. BTW, poison type will absorb tspikes before it gets poisoned. Be aweare: you can be poisoned and targeted by ghost types too.

Mixed attacker
Cinccino @ megastone
Ability: Neutralizing Oil
EVs: 252 Atk / 4 Spa / 252 Spe
Naive Nature
- Thunderbolt/Thunder/Focus Blast
- Gunk Shot / Poison Jab
- Return
- Triple Axel

105 Spa is nothing to laugh at, specially when your moves, that usually have straight immunities, now will always land in something. But you have to chose between power or accuracy.

U-Turn is also an option, but I don't think Cinccino-M is bulky ou strong enough to be a pivoting option.


Doubles utility
Cinccino @ megastone
Ability: Neutralizing Oil
EVs: 252 Atk / 4 SpD / 252 Spe (or any spread you like)
Jolly Nature
- Protect
- Fake Out
- Helping Hand
- Gunk Shot

Honestly it can be used just for it's ability. It is not mostly passive like Weezing and can help it's team more, beeing kinda fast.
:bw/cinccino:

New Ability: Regenerator
Type:


New Stats:
HP: 75 => 75 (+0)
Atk: 95 => 125 (+30)
Def: 60 => 75 (+15)
SpA: 65 => 95 (+30)
SpD: 60 => 75 (+15)
Spe: 115 => 125 (+10)
BST: 470 => 570

New moves: Quick Attack, Fake Out, Hone Claws
Description: This Pokémon has a hit and run style. It faces competition from Lopunny, who is faster, stronger and has Stab CC, but Cinccino has Regenerator over hit, giving it more longevity. U-Turn, Fake Out and Quick Attack have really good synergy with each other and in combination with Regenerator. It's coverage moves like Triple Axel, Rock Blast, Gunk Shot and Knock Off make it more unique over Lopunny.
:cinccino: :ss/cinccino:

Well, I think ARandomPerson has a really different concept, 130 Atk, 105 speed, not the same goal, our subs only share typing and ability, which is, to me, normal since both fit well Cinccino. PalpitoadChamp's is a mixed attacker, so not the same goal too, and it's ability is just removing its Poison weakness, so it's kinda different to Fluffy (I know Palpitoad's post is edited).
I didn't give mine recovery options or mixed potential.

Mega Cinccino @ Cinccinite

New Ability: Fur Coat

Type: Normal/Fairy

New stats:
HP: 75
Attack: 95 -> 85 (-10)
Defense: 60 -> 80 (+20)
Special Attack: 65 -> 105 (+40)
Special Defense: 60 -> 100 (+40)
Speed: 115 -> 125 (+10)
(BST) : 570 (+100)

New Moves: (None)

Description: Rest, Sleep Talk, Calm Mind and Dazzling Gleam, Fur Coat, 252 HP, 252 Def, Bold are enough to become a monster, this Cinccino-Mega is a status and knock Off absorber and as a good bulky special sweeper, without invest in speed it reaches 286 speed, faster than 80 base speed with invest and good nature, it has the potential of becoming the new GSC Snorlax Curse. It's also different from Audino Mega, which has more general bulk and less offensive presence, far less speed too, this is like comparing Pheromosa and Buzzwhole, same typing but not same objectives. This Cincinno cannot heal its allies like Audino but it can run T-wave to support them, it also have U-turn and Knock-Off with its perfect bulk to be a fast or slow pivot according to your preference and become a good utility pokemon. It does have special coverage with T-bolt, Grass Knot and Focus Blast, with its Hyper Voice and Dazzling Gleam Stab. It's only way to set up is Calm Mind so why make it a physical attacker when it has way more potential in special attacker ? When I first looked at Cincinno's movepool, I didn't understand why it does learn Calm Mind but is axed on Physical Side, I mean, even if it learns a lot of moves on Physical side, it does have enough special moves and a pretty solid set up special move in Calm Mind, so why does Game Freak gives it 65 SpA ? It's kind a wasted potential. Also, to me, the main purpose of the mega-evolution is to increase the bulk and revisit the manner the pokemon works, just like Charizard and Mewtwo x, from special to physical (even though they have 2 megas, I also saw it with Nidoking Mega, which is mainly used with special moves in base form and become Moxie physical attacker upon mega)
:cinccino: Mega Cinccino
New Ability:
Fluffy
Type: Normal

New stats: 75, 115, 80, 100, 100, 100
HP: 75
Attack: 95 -> 115 (+20)
Defense: 60 -> 80 (+20)
Special Attack: 65 -> 100 (+35)
Special Defense: 60 -> 100 (+40)
Speed: 115 -> 100 (-15)
(570 BST)

New moves: Wish
Description: gonna add later
:ss/cinccino:
Mega Cinccino
Type: Normal/Poison
Ability: Gooey
Stats:
  • HP: 75 (+0)
  • Attack: 75 (swapped with Special Attack, +10)
  • Defense: 95 (+35)
  • Special Attack: 125 (swapped with Attack, +30)
  • Special Defense: 95 (+35)
  • Speed: 115 (+0)
New Moves: Sludge Bomb, Mud Shot

A lot of Cinccino's Dex entries talk about how its fur is covered in a special oil that keeps it from getting dirty. I thought to myself "What if, when Cinccino Mega Evolves, the power of Mega Evolution causes a chemical change in the oil and makes it dirty itself?". And then I ran with that idea. Gooey was something that came to me after coming up with this concept; the oil is now both incredibly sticky, which results in it lowering Speed) ). The problem was, Cinccino's stat spread doesn't synergize well with this ability at all. To fix this, I completely revamped the stat spread for Mega Cinncino, turning it into a bulky special attacker. It already gets some good special moves, like Hyper Voice, Thunderbolt, Focus Blast, and Dazzling Gleam, as well as Calm Mind, which I think works perfectly with this spread. Sludge Bomb gives it a special STAB move, while Mud Shot is more for flavor.
Thought I'd give this a go as my first official submission to this pet mod:

Mega
Cinccino


Type:
Normal

Ability: Long Whip - This Pokemon’s multi-hit moves become damage over time effects, performing one hit at the end of every turn, with the number of turns equal to the max number of hits the move has. This effect can be layered multiple times, and targeting/damage calculation functions similarly to Future Sight.

Stats:
HP - 85
ATK - 140 (+45)
DEF - 75 (+15)
SPA - 65 (+0)
SPD - 75 (+15)
SPE - 140 (+25)

New Moves: None

Description of Competitive and Flavor Design:
Dex: During Mega Evolution, Cinccino's tails become overwhelmingly fluffy, long, and luxurious - enough so that there is significant delay between the initial wave of its tail, and the final whip at the tip.

Cinccino’s new ability allows it to fill a unique concept of setting up a turn or two of its multihit move of choice - Tail Slap usually, but situationally Rock Blast or Bullet Seed - and letting it switch into a defensive partner. This allows Cinccino to deal good, consistent damage while hiding behind a wall of its own.

The strengths of this sub should be pretty clear. You trade a turn or two of only using a low power move (25-50 BP) in exchange for being able to switch into a defensive wall or stall who also benefits from getting that damage every turn - in addition to whatever setup, status, or damage of their own they want to utilize. Cinccino has access to the pivot move U-Turn, which has excellent synergy with this playstyle. Its Mega form gets just enough added bulk to help it endure the damage it takes to the face on switch-in a bit better, as well as a boosted attack stat to make up for the lack of in-battle stat boosts that other heavy-hitting Pokemon can utilize.

Excellent partners for Cinccino will be Pokémon with Screens to help Cinccino and others switch around without being as pressured, moves like Wish to help keep Cinccino and other pivots healthy, and Pokemon with pivot moves of their own.

With stall like Substitute, Work Up, Light Screen, and Rest, Cinccino also has tools to utilize its new ability by itself if needed, though to an (intentionally) lesser efficiency. However, into strong enemy walls (especially setup ones like Clefable and Araquanid), keeping Cinccino on the field to utilize Laser Focus and Work Up may be the better play, as you lack these benefits when switching out.

A very clear weakness to this style is any sort of entry hazards, for obvious reasons. Other weaknesses to this are Steel-types who resist all of Cinccino’s multi-hit moves. While Cinccino has tools to stall and chip on her own, as previously described, trappers are also threats deal with her quite handily with their ability to choose if they want to pick fights with just her, or the wall, and shut down their synergy.

A reason I like this sub is both a strength and weakness in regards to the manner users will have to approach to teambuilding with it. While many mega Pokemon are merely strong picks on their own right and require little foresight, Mega Cinccino is a very intentional pick that encourages careful planning and teambuilding. This can be a constriction to some, but is a glorious benefit to those flexible and willing enough to pick Pokemon that synergize with Cinccino and allow her to unleash her true potential.

Thanks for taking the time to read! Hope you enjoyed, hope even more that you'll vote for it when the time comes, and good luck to all the other entries!
:swsh/Cinccino:

:cinccino: Mega Cinccino
New Ability: Tail Warrior: This Pokémon's Tail attacks deal 1.3x more damage

Type: Normal/Steel

New Stats:
HP: 75
Attack: 95 -> 125 (+30)
Defense: 60 -> 80 (+20)
Special Attack: 65
Special Defense: 60 -> 80 (+20)
Speed: 115 -> 145 (+30)
(BST: 570)

New moves: Poison Tail, Dragon Tail, Iron Defense
Description:
:ss/cinccino:

Normal/Fairy
stats
hp- 75
atk- 95(+30)>125
def- 60(+20)>80
spa- 65
spd- 60(+15)>75
spe- 110(+35)>145

ability: Screen Cleaner

new moves: Defog, Reflect, Iron Head, High Horsepower
My cinccino like many others are themed around its tendency for cleaning and i felt the most obvious way to do that was with screen cleaner. The ability plus it's high speed and attack stats allow it to deal with common screen setters like mega regice and the new mega alolan ninetales, and the fairy typing and new moves help it deal with regieleki, tapu koko, and grimmsnarl.
When it mega evolves, Cinccino's fur grows a lot longer and thicker, covering more of its body. Some soft, gentle, thin snow coats this thick layer of fur, shining lightly, just the way it likes so much. With this extra layer of fluff covering it, Cinccino adopts a much more "polar", comfy appearance, and this extra ice is just perfect for someone who loves clean, reflective surfaces.
No matter how easy it is to imagine this extra covering working as a defensive mechanism, it works incredibly well offensively, with the slightly hardened, long fur working neatly as a sort of whip. That said, Cinccino can continue to work as a very fun offensive even after mega evolving, whipping opponents over and over, not giving a them moment to rest.
When i think of Cinccino, i surely think of multi hitting moves. This Pokémon got not only skill link, but also technician, which are both amazing for this kind of move. However... i often find myself using skill link, because, well, not only some of these moves have a chance to miss, but... there's also that chance that it'll only hit 2 times, and boy, that hits hard...on you, not the opponent. But i also know how frustrating it is to be hit 5 times tho! Only to find out that they don't even have skill link! Well... thats why i went for the direction i did, a i do hope that other people can enjoy using as much as i enjoyed making it!
So here it is, Mega Cinccino!
Types: Normal/Ice
New moves: Fury Swipes | Disarming Voice | Powder Snow | Icecle Spear | Arm Thrust
Ability: Fluffy Flurry - If this Pokémon's multi hitting move hits up to three times, its attack raises by one stage. If it hits 5 times, its defense is decreased by one stage.
Well, maaaybe hitting few times isnt so bad... and maybe i don't reeeally want that five hit anymore... Well, don't blame it tho, it's just frustrated it hit too few times, or too worn out from the long flurry of attacks... Well,, either way, it's good to know that you won't just lose if you don't hit as many times as you'd like, or that your opponent won't jut get those five hits without any cost!
Either way, heere are the stats!
HP - 75
ATK - 120(+25)
DEF - 95(+35)
SP.ATK - 70(+5)
SP.DEF - 80(+20)
SPEED - 130(+15)
(BST) - 570(+100)
Cinccino | Wiki | Pokémon Amino

This is it! I hope you enjoy!
:ss/cinccino:
Ability: Fur Scarf
Ability Description: Gorilla Tactics for Speed basically
Types: Normal
Moves: Drain Punch, Parting Shot
Stats: 75 HP / 125 ATK (+30) / 80 DEF (+20) / 85 SPA (+20) / 60 SPD / 145 SPE (+30)
Description:
Cinccino has a cool scarf, so why dont we give it a choice scarf for its mega? It actually wouldn't be as broken as darmanitan-galar is, because cinccino-mega can't stack its choice scarf with band, specs or another scarf. So, that's my submission. Hope it is good lol. :blobthumbsup:
View attachment 320571
Cinccino-Mega
Normal

Cute Charm/Skill Link/Technician-> Soothing Fluff (User's contact moves have an additional 30% chance to lower the target's Atk by one stage).
Stats
HP: 75
Atk: 95-> 125 (+30)
Def: 60-> 95 (+35)
SpA: 65-> 75 (+10)
SpD: 60-> 75 (+15)
Spe: 115-> 125 (+10)
New Moves:
None!

Description: In real life, one of the few defenses Chinchillas have against predators is to shed large clumps of fur when the predator attempts to grab them, like how most lizards have detachable tails. Since Cinccino doesn't have the stat spread to pull Weak Armor off (plus Mega Kommo-o already exists), I instead opted for a more offensively- oriented ability, whereby Cinccino can use its ultra-soft fur to soothe its opponents, possibly lowering their physical power in the process. Since Tail Slap is so central to Cinccino's identity, I wanted an ability that would incentivize its Mega form to keep Slap as its best STAB option (I also specifically balanced it around Slap, hence why the chance isn't any higher). This ability naturally lends Cinccino the role of an offensive support Mega, weakening scary physical attackers for its team, which is also helped by natural access to the ever-useful KnockTurn. For a fourth attack, you have the option of either Triple Axel or Play Rough, both of which have a high chance of getting that coveted attack drop. Obviously, Cinccino still needs to watch out for special attackers, as they don't really care about its ability, plus it can't do too much damage to Steel types, so it does requires teammates who can handle those threats.

"Mega Cinccino's hair grows at such a rapid rate that it constantly sheds clumps of fur during battle. This fur is unnaturally soft, however, and has a naturally soothing effect that may decrease an opponent's desire to hurt Mega Cinccino".
:ss/cinccino:
Mega Cinccino
New Ability
: Scrappy
Type:
Sing - Normal-type

New stats:
HP: 75
Attack: 95 -> 65 (Swapped)
Defense: 60 -> 95 (+35)
Special Attack: 65 -> 110 (Swapped, +15)
Special Defense: 60 -> 105 (+45)
Speed: 115 -> 120 (+5)
New moves: Rapid Spin, Sludge Wave, Sludge Bomb
Description: A jack-of-all-trades-except-attack.
Mega Cinccino
:ss/Cinccino:
Typing:Normal/Ice
Ability:ThickFur
Its defense and spdefense have a 1.5 multiplier

Stats:75/125(+35)/85(+25)/65/85(+25)/135(+20)
Cinccino based on chinchilla, a very furry animal.Its ability is basically the middle road of fur coat and ice scale, which make senses for cincinno have a thick fur coat and the ice scale is from the cold cover its fur.
:ss/cinccino:

New Ability: Overcoat
Type: Normal

New stats:
HP: 75
Attack: 95 ->135 (+40)
Defense: 60 ->90 (+30)
Special Attack: 65
Special Defense: 60 ->90 (+30)
Speed: 115
(BST) 470 ->570

New moves
: High Horsepower, Rapid Spin
Description: The oil on this cinccino's fur now makes cinccino repel dust even more effectively.
:cinccino:

Mega Cinccino
New Ability: no more littering Clean Up [If a Pokemon on the field loses/drops an item (or uses a single-use item), this Pokemon gains that item [lasts until switching out. Can only hold one item at a time. The oldest item is removed when a new one is obtained.] This effect does not trigger if this Pokemon has a status condition.] - This is a variation of the Pickup ability.
Typing: Normal
Stats: 75 / 120 (+25) / 80 (+20) / 70 (+10) / 80 (+20) / 140 (+25)
New Moves: None
Description: Knock Off spam, the mon. Anything that comes in is going to get punished, and you can get all kinds of effects. Removes the main drawback of being a mega, but you don't get any control over what you're going to get. All megas also block the strategy, as mega stones can't be removed. It will need team support though, as it cannot use this trick when statused.
Flavor: Cleaning up dropped items fits with keeping things clean. It can't clean up the area if it can't clean up itself (which is why it fails when statused)
Mega Cincinno
type: normal/electric
Ability: Cleaning Twistizzy: upon getting hit with a ground move, uses rapid spin. neutral to ground.
New moves: icy wind, air slash, twister, spark, nuzzle
stats:
hp: 95
attack: 120(+20)
def: 120(+50)
spatk: 75(+10)
spdef: 70(+20)
speed: 115
comp standpoint: this is one of the best lando t checks out there. this also can completely shut down corvdrill cores. calm mind fixes its meager special stats, icy wind shuts down lando, rilla, and more, nuzzle to spread paralysis, and increased attack to go that route as well. focus blast checks ferro. however: any spdef variants of ferro, all pex (it dosent hit hard enough and can get hazed), zapdos, blissey, clef... this loses to stall. however, it checks balance HARD, and rapid spinning on any eq is nice as well. cincinno is vulnerable to setup and can easily become fodder, even to sd drill unless you hit a focus blast. gunk shot can be yseful for chef, but four move syndrome is your enemy. this is best on balance.
flavour corner: upon mega evolving, its body becomes filled with static electricity, and can create tornadoes when spinning. its power heigtenes when it gets angry, sending it into a tizzy and it creates an angry tornado.
(please yell at me if I messed anything up or missed anything!)

Edit: added back ChoiceScarfed's Cinccino!


Reminder on Voting Rules

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

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

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

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

Voting will last until 0:00 GMT on Wednesday, the 10th of March!

Slate 31

Given the recent news, I'm sure it comes as no surprise that this is the slate that would come out on top, haha. (well, actually, it was closer than I expected it to be - and also, holy heck, we got a lot of votes on the poll this time!)
Based on the results of the latest poll, slate 31 will be the Sinnoh region's starter trio - the Pokémon we'll be doing next are :torterra: Mega Torterra, :infernape: Mega Infernape and :empoleon: Mega Empoleon!

- On this note, I feel it's important to note that :infernape: Infernape is a mixed attacker and comes with both Swords Dance and Nasty Plot, and it naturally has a high Speed stat and very strong moves as both physical and special STABs. This means we need to exercise caution with it - keep other setup sweepers in mind when making choices about its stats, and remember that neither attacking stat is really a safe throwaway! There's a lot of room to create something too strong by mistake when you're working with a Pokémon like this, so please be careful with it.​

To keep the thread organized, I ask that you refrain from posting your submissions here until the submission phase begins, but remember that the Discord is always a fantastic place to discuss ideas and get feedback on your submissions even before the slate opens!

We've also been trying something new recently to try and accommodate for the sheer volume of slate suggestions we've had lately - based on a list of everyone's recent slate suggestions compiled by BitBitio, inkbug has made this poll of all potential candidates for the next slate!
We'll start by voting on this preliminary poll every week to see what the most popular slates on the masterlist are, including any new suggestions that have been made recently, and then we'll have a more narrowed-down poll once the next slate opens like we always do, so you can vote on that throughout the week!

 
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