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Out of the slates i've participated in, this is probably the most intense, with so many nice subs and concepts. It's actually pretty hard to choose, but here we go...
1- Jazzmat - When i think Infernape, i think lowering your own stats, which is what i was hoping to see! I like it!
2- Kakaks - Real cool concept for pivoting! I also like it!
3- Vipotis - ...myself...sorry! I just really wanted to see the concept of lowering your own stats be explored, which is what i try to do here. Besides, i just think it'd be fun to use Inferno/Dynamic Punch without No Guard
4- Moretto - I like the simple ability chosen as it allows you to bait fire type moves into it to unleash a stronger Overheat, or Flare Blitz
5- Dr Pumpkinz - I enjoyed the defensive direction, with flame body, and it's not that easy to use taken into account how one of its biggest damage sources is Close Combat
6- Loukarya - Also liked this one for taking that defensive direction, but with Intimidate
They're all just so nice
1- ViZar- I really like Punishment as a move, what can i say? It makes for an excellent stop to set up sweepers, with Aqua Jet...maybe too excellent but oh well, i still enjoy this idea so much
2- readytolose - i really like the concept in this, considering that it also has brine. I just think that removing Super Fang would be more than fair, both for flavor and balance
3- MrFish777 - Berserk, Roost, and some bulk sounds like a recipe i'd enjoy seeing in action
4- Dr Pumpkinz - Simple. Neat. Flip Turn Technician just sounds like a fun time, i love it
5- Mossy Sandwich - It's simple yet very nice, since it makes it even bulkier, giving more chance to act
6- Moretto
7- Ausma
8- Magma
9- Vipotis (sorry again >.>)
i think all these are some neat abilities, that would be very fun to see in action
1- Vipotis (voting for myself first is so lame but i want this so much. Despite i'd also love to see the others'. aaaAAAAA)
2- Lydian
3- Jazzmat
4- Frateli bc
5- Rosiario
6- Abismal
7- Moretto
Aaaaa hi! I am in a huge rush to do a lot of other things, and voting closes very soon, but I wanted to establish at least some top preferences before it closes because I keep not voting at all OTL
Before I get started, a quick run-down of how this works:
Each vote contributes one point to its first-place choice
The candidates are ordered based on both the number of first-place votes and the number of total votes, and eliminated from the bottom
Any vote whose first choice has been eliminated instead gives its point to its second choice, or whatever its next ranking is. (On the sheet, points that have moved in this manner are highlighted in yellow.)
The elimination and re-ranking process continues until there are two remaining, upon which the one with more points is the winner.
There were, uh, a lot of single votes this time, and I feel like I would not be doing my job if I didn't remind people that you can vote for as many submissionsas you want for any given Pokemon so long as you rank them in order of preference, and that it's generally better if you do that?
Like, you can just vote for one if you want, but overall it just makes it more likely that your vote will end up not being counted at all. I understand that there are a lot of submissions to go through, but as a general rule it's best to rank as many as you find interesting at all!
Ability: Overgrow/Shell Armor --> Gravitational Pull (While this pokemon is active, hazard's on the either side of the field orbits it until it switches out. While hazards are in orbit, if the opponent makes contact each hazard causes its own effect. This pokemon is also immune to hazards.)
Toxic Spikes = Poison, Toxic depending on the layer count Stealth Rock = Deals the same stealth rock damage, including its type effectiveness. Spikes = 1/8th, 1/6th, 1/4th depending on the layer count (either side) Sticky Webs= Lower's speed 1 stage.
Description: Upon mega evolving Torterra significantly grows in size, gaining a more spherical shape in comparison to its base form. It's large enough to sustain multiple nests for pokemon and its mysteriously capable of wielding gravity. It's underbelly transforms, resembling oceans and other small continents. This pokemon is also great for slowing down minior that enter the atmosphere. It prefers to hover very close to the ground, however it is still able to walk.
So basically Torterra looks like a planet, and more specifically it looks like the earth. It sustains life and has a rare typing, Grass/Ground. This mega doesn't do much for base Torterra other than increase its stats but it also gives it an interesting role against hazards. With its new ability, Gravitational Pull, It uses hazards on either side of the field defensively. This also brings good hazard control as Torterra can reward hazard stacking for the user, and punish hazard stacking for the opponent. Torterra can set its own stealth rocks, giving it a freebie if it wants. Torterra being capable of switching into hazards freely allows it to capitalize more on this effect, as it also cannot have its entry hazards removed while it is active. If you manage to stack a full layer of Spikes and Toxic Spikes, along with stealth rocks you can constantly rack up damage as long as the opponent makes contact. Common threats like Rillaboom and Landorus are still an issue, but they'd be less inclined to touch you as each hit they throw at you hurts them even more. Combine Torterra with leech seed or synthesis and its good to go.
So I'm pretty sure everyone's heard the way Isaac Newton was lead to develop theories about gravity. An apple falling from a tree. Torterra has a big tree on it, so why not give it Grav Apple? It makes perfect sense. Gravity and apples. Torterra becoming large enough to gain a gravitational pull, you get the point. Grav Apple is a neat addition because it can punish switching. Rather than making Torterra rock polish and sweep everything you can slowly lower the foes defense, and hit them with Body Press or Earthquake. Grav Apple also saves Torterra the trouble of having to run Wood Hammer.
Side note: I feel like I should address a concern brought up on the Discord about the veracity of some of the votes. This was the only Pokemon whose results were close enough to be affected by the votes in question; however, by my estimate, if the questionable votes were eliminated the result would not change. Rather than being 1 point ahead, abismal and Rosiario would have tied, and abismal would have won the tiebreaker due to having more votes total.
This Infernape sub repurposes an old ability design of mine known as "Target Torch", which was my submission for Talonflame, however this time I repurposed it around the flavor of Buddhism and the manipulation of chakras, given Infernape's origin.
This is what I said in the original post:
ausma said:
For one, it has fairly well rounded stats, with ok defenses and a pretty solid defensive typing, on top of a great speed tier and boost-able offenses. However, the cream of the crop for me has to be its unique way of spreading burns. Not only does it have an amazing pair of dual STABs to take advantage of its ability with, but it also has U-turn as well letting it nail a myriad of targets while pivoting and spreading a very powerful status. With its ability to spread burns with U-turn and an amazing dual STAB combo, its 78/76/99 defenses are not at all bad, and in some cases can make for a great defensive pivot alongside Roost, or it can even be an offensive pivot, or a set up sweeper! Your call.
Obviously, not all of this applies here: in some cases, it manifests much more forcibly, with Infernape's different typing of Fire/Fighting alongside overall better bulk in the form of 76/101/91 defenses. However, this design in a vacuum takes a very similar approach to my Talonflame sub in providing a general purpose offensive pivot that can spread status reliably and take advantage of its phenomenal movepool to force progress. It is full of setup options, priority, and coverage that can allow for it to always provide something for teams in need.
Description: 1) Concept:
Empoleon has some associations with Poseidon, a Greek entity known as the God of Sea. He's easily recognised by the trident which can summon a thunderstorm. Since Empoleon's face is covered by the trident, it quickly led me to "Lightning Rod".
2) Competitive: Singles: In this format, Mega Empoleon is an anti-pivot Pokémon. Lightning Rod makes it immune to Electric moves, such as Volt Switch. Its dual Water and Steel type means, it takes little damage from Flip Turn and U-Turn. Furthermore, it cannot be poisoned by Toxic Spikes and takes little damage from Stealth Rock, leaving only Spikes to notably affect Mega Empoleon. These desirable traits make it harder for the opponent to wear down Mega Empoleon, which can often click Defog to remove clear the field from hazards, terrain, and screens.
There's also another positive trait about Lightning Rod Empoleon. Most Volt Switch users in this format are special Electric attackers, like Tapu Koko, Rotom-W, or Zapdos, and Mega Empoleon is able to wall all of them as its high special bulk and its dual type make it resistant to most of their STAB or coverage moves. The fact that Mega Empoleon can check Magearna (unless it's running Focus Blast) also contribute to Mega Empoleon's useful traits and role as a special wall. Concerning the movepool, you have Roost to help out Mega Empoleon and its regular form in their defensive role. Flip Turn keeps momentum, Haze removes stat boosts, and Origin Pulse is only used for VGC as Empoleon already faces tough competition from Ash-Greninja or Mega Starmie as an offensive Water Pokémon in Singles; after all, they're fast and have better coverage moves. This Empoleon should be really only used defensively in Singles as Lightning Rod, its stats, its movepool, and its dual type are much more effective in that regard.
VGC: In this format, Mega Empoleon works very well with Pelipper and Zapdos; it's a match in heaven, I'd argue. Defensive wise, Mega Empoleon protects Pelipper from a single-targeted Electric move and is resistant to Rock while Pelipper offers support in Tailwind for speed control, Drizzle for offensive power, and Wide Guard for protection from the most common Ground move in Earthquake. Moreover, Pelipper can deal with Fighting Pokémon Empoleon is weak to. As for Zapdos, it covers Empoleon's weaknesses, and vice versa. While it doesn't have Drizzle, it has Discharge to raise Empoleon's Special Attack, therefore allowing it to function outside of (semi) Rain teams.
Another advantage of Mega Empoleon is that Lightning Rod and its dual type turn it into a formidable special defensive opponent since it can wall or check three of the four Tapus (Koko, Lele, and Fini) and isn't too devastated by Sun teams when Sun is active; after all, it takes neutral damage from Fire and Grass moves and it has a very high Special Defense, making Mega Empoleon a good choice for rain teams.
Mega Empoleon is, however, susceptible to physical moves, especially Fighting and Ground moves, which is what makes it balanced. Urshifu-Rapid-Strike and Urshifu-Single-Strike ignore Protect, and some other Fighting Pokémon are immune to Intimidate because abilities like Scrappy were buffed in Gen 8. While Empoleon has now access to Origin Pulse, bear in mind that it can't reliably boost its Special Attack through a move, unlike Sylveon and Mega Guardevoir who have both access to Calm Mind. Moreover, Origin Pulse coming from a 131 Special Attack only slightly outdamages Heat Wave from Mega Charizard Y when no weather is involved. Since the latter naturally comes with Drought, its Heat Wave will naturally outdamage Origin Pulse. Furthermore, Overheat from a 159 Special Attack is far more devastating than a Hydro Pump from a 131 Special Attack.
That said, Origin Pulse on Empoleon is a way to make it different from other Water Pokémon. Mega Blastoise has Shell Smash and Water Spout as well as excellent support options in Fake Out and good coverage moves in Dark Pulse and Aura Sphere, which get boosted by Mega Launcher. Kingdra and Ludicolo can run an item to boost the power of their move or to get around the risk of using a move like Muddy Water. As for Tapu Fini, it has the typing, bulk, and the support to not make Muddy Water too much of an issue for it if it misses. I believe Origin Pulse on Empoleon helps lessening the burden put on its partner since they are usually there to support it and it allows Empoleon to work more reliably in different teams who are not reliant on rain. After all, its defensive and supportive qualities help out a lot of common Flying Pokémon, like Zapdos, Galarian Moltres, Salamence to name a few. This is quite interesting since penguins are considered birds. While Empoleon doesn't have a Flying type, its movepool as well as its role in VGC are associated with and supported by that type.
Hi again, everyone! This part of the post is by Hematite, and I'm here with another balance changes poll!
There are a couple more of these still being ironed out, so be aware that another poll may be coming up in the near future! Notably, we're still discussing whether Krookodile needs to be directly nerfed beyond this (the clear consensus is that it almost definitely needs to lose Parting Shot, but some have reservations about nerfing it so much when it still hasn't gone live on main Showdown and can't be used on the ladder), which changes to Dragonite and Toxtricity will go through (though there's actually meant to be a roomtour trying those out tomorrow, so perhaps we'll have confirmation on the consensus sooner rather than later!), and a widely supported change to Meganium that's still being settled on a stat level.
Future plans aside, changes to three Pokémon so far do have the full support of their original submitters and of the competitive council, so those are what we'll be polling today!
Mega Krookodile was only very recently introduced to the mod, but it's quickly become obvious that it's one of the strongest Pokémon we have. However, most people agree that it never needed to receive Shore Up - not only was it a risky call given its bigger implications on the base form, but it has been shown from tournament use so far that it's not actually an important part of Mega Krookodile's own toolkit. It's generally accepted that Shore Up benefits base Krookodile disproportionately without being necessary for Mega Krookodile, giving it stronger competition from base rather than actually increasing its own viability.
Mega Zoroark is a sub with an extremely unique premise of copying items from other Pokémon from its party, making it the only Mega Evolution in our mod that generally has an item other than a Mega Stone. Of course, it's easy to go too far with a premise like "Mega Evolution that can hold an item" - the original submitter, Magmajudis, actually showed impressive restraint with its stats in the interest of keeping it balanced, which is something I think all of us appreciate a lot! Even so, it hasn't really been thriving since its introduction, and it particularly suffers for competing a bit with the similar Mega Hawlucha, which is far more optimized around a much more customizable equivalent to its Ability. We've been talking a lot about it recently, and we've come to agree on a handful of buffs all around now that people have had the chance to see the Ability in action:
- a rework of the Ability, Forgery, such that Zoroark does not lose its item when hit the way it currently does;
- 10 more points of Speed and more evened out defenses, resulting in a new spread of 60 HP / 125 Attack / 90 Defense (+5) / 125 Special Attack / 95 Special Defense (-15) / 115 Speed (+10); and
- the addition of three new moves: Focus Punch as a way to capitalize on the base form's Illusion in tandem with the Mega's higher Attack, Gunk Shot for valuable coverage against Fairy-types on the physical side, and Superpower to exploit the Mega's newfound access to potentially-unlimited Eject Packs in the hands of a courageous teambuilder.
To clarify, the current effect of Forgery is as follows:
This Pokémon inherits the held item of the last unfainted Pokémon in its party until it takes direct damage from another Pokémon's attack.
The proposed revision to the effect is to make it simply:
This Pokémon inherits the held item of the last unfainted Pokémon in its party.
This one is likely a very minor change in the scheme of things - while Mega Noivern is doing fine in the metagame, and this isn't exactly a major buff, it stemmed from a request by original submitter BitBitio to give it a proper Psychic-type move it would actually run, and Psyshock is more or less the most iconic STAB that sets Psychic-types apart from other Pokémon, both in its unique utility and in its rarity among non-Psychic-types. It got full council approval pretty much immediately for being a harmless change, and it gives a more interesting STAB to a retyped Pokémon that currently doesn't really gain much from its new type, so we might as well!
As usual, we will require at least a 60% supermajority in the poll to go through with the changes! That said, all of these changes have been approved unanimously by the competitive council and by their original submitters - this is just to check the public opinion before we go through with them!
This poll will last 48 hours, and the results will be announced right away on the Discord when it closes! We'd love to have everyone's input on this, so please vote to let us know how you feel about it! C:
Before I move on to the next slate, I have a couple metagame-related announcements to make!
Sunday (Tomorrow) at 7PM GMT, but also most of the day: Sandbox Roomtour
This is kind of shorter notice than usual, but I am planning on running a roomtour this Sunday based in the MfA Sandbox format, to encourage people to test out, play with and discuss the nerfs that are currently live in the sandbox for Mega Toxtricity (namely Low-Key, but applicable to both) and
Mega Dragonite.
No signups, it’ll just be a roomtour! There is a start time listed for the tour, but ideally people will be messing around in the sandbox for most of the day, tour or no, so feel free to pop in and out as you please to help test and see them in action, even if you can't make it to the tour!
If you plan to participate in the roomtour please bring at least one team for at least one of those Mega Evolutions. Normal Toxtricitite will be banned, make sure to use the nerfed version instead.
In case you weren’t aware, the nerfs in question are:
- Mega Toxtricity’s ability Acid Rock being changed to not inflict poison, but instead a new “weak poison” status that inflicts less damage
-
Mega Dragonite having adjusted stats
In the near future:first-everMfA Draft League
Organized by some of our awesome community members and led by Paulluxx ! Currently it's full, but it's still worth keeping an eye on if you're interested because slots might open up! It has its own tournament thread HERE, where you can find all the necessary information.
And finally, last but not least... Submissions are now open for Slate 32!
Submissions for Mega Rapidash, Mega Zebstrika and Mega Mudsdale will be open until 0:00 GMT on Saturday, the 27th of March.
A quick note to keep in mind when making your submissions for Mega Rapidash in particular:
Hematite said:
It's important to note that Rapidash naturally has access to Swords Dance and Flare Blitz, a 120 BP physical STAB move, plus a pretty expansive movepool that also includes recovery in Morning Sun. This gives a lot of freedom of direction for Rapidash, but it also means that there's a need for caution with its stats, especially physically offensive submissions. With that in mind, please take Swords Dance and Flare Blitz into account when choosing its stats!
Submissions with greatly increased Attack stats or damage-boosting Abilities should often be kept in check by comparatively lower Speed than would be accepted on some other Pokémon. Discretion is called for depending on just how hard your submission is hitting, and some may easily become too much even at less Speed, but most physically offensive, setup-oriented Rapidash should avoid going higher than about 115 Speed, as a general rule of thumb.
Finally, as per usual, here is the poll to decide the Pokemon for Slate 33: >>> Slate 33 Poll <<<
And remember, we are planning on taking a two-week break from running slates in early April, after Slate 33 -- and after that we will be running a few specific slates due to the weird circumstances of the last poll.
(I know you don’t like it, Mossy, but Ground/Fighting fits Mudsdale pretty dang well, and it makes this much more interesting.) Own Tempo/Stamina/Inner Focus---> Inner Fortitude(when this Pokemon's HP is at or below half, Defense and Special Defense are doubled. Immune to Intimidate.)
"Mudsdale revealed strength from within!"
Note: the Intimidate immunity can absolutely be removed if necessary; It seemed mostly like something that GameFreak would do if the ability was actually in the game given their tendency to do so with other abilities, so I opted to include it. It also makes Mudsdale better in VGC which is cool. If possible, I'd like to make it so that Inner Fortitude boosts Body Press, but I understand if it can't. New Stats: 100/150/110/80/120/50 HP: 100--->100 (+0) Attack: 125--->150 (+25) Defense: 100--->110 (+10) Special Attack: 55--->80 (+25) Special Defense: 85--->110 (+25) Speed: 35--->50 (+15)
Total: 500--->600 (+100)
New Moves: Pain Split, Wide Guard,Bulk Up
Description: Mudsdale is super cool. With a calm, patient, and tough demeanor, Mudsdale is such an awesome Pokemon. Flavorwise, Mudsdale becomes even larger and bulkier, with red streaks in a longer mane.
Competitively, I just wanted to gush a bit- Mudsdale has a seriously cool playstyle in which it is willing to take hits in order to get stronger! Stamina operates super uniquely from a mechanical perspective and since we already have a few Stamina Megas in the mod now, I thought I'd do another take on Stamina which also happens to be an idea that I had for Mega Bastiodon.
Now, Ground/Fighting is a pretty interesting typing- while Ground and Fighting are two of the best types in the game offensively, they have a bit of overlap hitting Steel and Rock, so the STAB combo, while strong offensively, isn't anything crazy good. Defensively, the typing is actually very interesting and is what I wanted to focus on. Ground/Fighting boasts an immunity to Electric, a resistance to both Bug and Dark, and a 4x Rock resistance. Additionally albeit less notably, it resists Poison. These resistances are such a unique set- being resistant to some of the most spammable and important moves in the game such as Knock Off, U-turn, Volt Switch, and Stealth Rock, and although the tradeoff is 6 weaknesses, I think that it's worth it!
The ability is the centerpiece here- in terms of flavor, Mudsdale has something of a second wind in combat, like- "No, you aren't gonna take me down that easily!" And so when Mudsdale gets down to half, it effectively has the same bulk as it does at full HP. There are interesting implications to consider here- Mudsdale is capable of absorbing constant chip and benefitting from it in the long run, while also nailing things with a powerful set of STABs and good coverage! I'm noooooot suuuuuuure I'm comfortable with Bulk Up, so I'd love to hear feedback there, but it happens to synergize super well with Mudsdale's large bulk and ability to gradually get down to 50% range for that Inner Fortitude boost. Wide Guard pairs well with Rock Slide, Earthquake, and the Intimidate immunity to make it a solid bulky attacker in Doubles, as well!
Pain Split or Rest are its recovery options, both of which have their tradeoffs, but with an ability this strong, it doesn't need anything better!
Anyway, Mudsdale is insanely cool and I think that this fits it and helps it out a ton! Enjoy!
MegaRapidash
New Ability - W.I.P - If this Pokémon gets hit by a Pokémon that outspeeds it, or a priority move, its Speed stat is raised by 1 stage. Type:
The Yellow Pokédex entry is the reason for the ability, the Black and White 2 Pokédex entry is the reason for the Fairy-typing, and the Leaf Green Pokédex entry is another the reason for the ability, mainly the competitive part. Blaze Kick, High Jump Kick, and Triple Axel have been added because, well...its a horse! They kick! There are also there to provide some good coverage against the Ground-types that would usually wall it. Moonblast and Electro Ball are there for no reason than just for flavor, but Electro Ball may be a nice thing to have so you can have some better Electric-type coverage. The ability really benefits from Blaze Kick or Triple Axel missing, so it really doesn’t need to worry about missing it. Overall, Mega Rapidash is a very unique Pokémon with a nice ability, and if you mess up around it, you’ll regret it.
Thus any speed increasing effect will be doubled.
This is especially useful in combination with Flame Charge,
In addition because its so fast i thougth it shouldnt be affected by speed lowering effects.
I then made it a Special attacker and gave it Electro Ball to take advantage of its new ability. Dazzlimg Gleam is coverage against Dragon Types that resist Fire and Electric moves. Its Galar form already learns it, so i thougth its reasonable to give it access to it.
I made it a special attacker because mud throwing attacks are usually special. I then thougth it should increase its defenses whenever it uses a special Ground type attack because its Dex entry says it uses mud to become more solid and this also has similarities with its base ability.
Atlast i gave it Mud Bomb and Shore Up which are fitting moves for a Pokemon who likes to utilize mud.
New Moves: Grassy Glide, Horn Leech, Terrain Pulse.
Description: Mega Rapidash has a strong connection with the grass it gallops on. Therefore it has harnessed the ability to recreate the terrain it once stood upon in order to move and attack at high speeds during battle. It is sometimes seen fighting alongside Rillaboom.
Slow your horses people, I know what's on your mind "Grassy surge doesn't fit on thi-" I have a reason! Rapidash gallops across grassy fields! Don't believe me?
Rapidash's Emerald entry says: " It usually canters casually in the fields and plains. But once a Rapidash turns serious, its fiery manes flare and blaze as it gallops its way up to 150 mph. "
It's always hanging around grassy fields, now I know a lot of animals including horses do this but rapidash gallops a lot too. It knows its way around a grassy field, and through the power of mega evolution it brings the field with it. Now from a competitive standpoint it allows more coverage against water and ground types, something rapidash struggles with. With Grassy Glide it gains priority, but it wont need it since its so frickin fast. But with horn leech you can recover your health twice, and it synergizes with flare blitz. It's also safe against Blissey, just sappin up all of that HP. And what do you know, it has high-horsepower as well.
Defensively, earthquake gets neutralized and you can also run a defensive set with Will-O-Wisp, and Morning Sun. Speaking of morning sun it'd be more like Mourning Sun because under drought this thing obliterates you with solar blade and flare blitz, not to mention reliable recovery as well. If you want mixed/special you have terrain pulse now, take advantage of it if you want. (Btw shoutouts to inkbug for mentioning grassy glide on rapidash, I wouldn't have a sub for it if it wasn't for him lol)
[ I don't have much in mind for a design but I thought it'd be cool if it had brown markings starting from its hooves that worked their way up and turned green as they rose, representing grass growing from the ground ]
Mega Zebstrika
Type:
Ability: Motor Drive/Sap Sipper/Lightning Rod --> Power Link(In your first two move slots dark and electric damaging moves are linked meaning one is used after the other. (1st then 2nd) You can also link electric with electric or dark with dark. Damage for each move is reduced to 1/2. Linked moves will always move at the priority of the first move.)
New Moves: High Horsepower, Rising Voltage, Dark Pulse, Assurance, Zing Zap, Work Up, Sucker Punch, Knock Off
Description: When zebstrika mega evolves it is capable of using its anger and electricity in sync. Rather than uncontrollably unleashing its rage, it will channel that rage into one destructive thunderbolt. It is also able to let loose, and fuel itself with more enragement to unleash destructive blows
Reusing the same ability from Toxtricity-Amped except with dark moves, its still pretty cool though. Anyway its black entry reads: "This ill-tempered Pokémon is dangerous because when it's angry, it shoots lightning from its mane in all directions."
So you could put it like this. Anger is associated with wrath, wrath is a sin. Anything that gets angry is likely to do bad things, which mischief or violence is a theme you see in dark typed pokemon. Not all of them but a few. So yeah I'm not just saying dark because Zebstrika is black, I'm saying dark because its ill-tempered, and what comes with that anger is thunder. Dark? Electric? yeah I can just slap em together.
Now what's cool about linking two moves is the infinite possibilities created from it. Do you want me to go through a list? I don't so I'll provide examples. Assurance. Any move linked with assurance works, you could even volt out and then hit your target afterwards. Dark Pulse + Zing Zap allows you to flinch spam your opponent, Pursuit + Volt Switch allows you to hit 2 targets at once basically. There's a lot you can do here, maybe not as much as toxtricity could but you could even try getting paralysis off of Discharge, and then going for Dark Pulse next to paraflinch. Rising Voltage + Assurance to deal a ton of damage. Dark Pulse + Volt Switch. you'd be assuming to flinch a lot with Dark Pulse, and more so reliant on it too. But wait, there's more! You can use the same type to link up. So Discharge + Volt Switch still works, Pursuit and Dark Pulse still works.
Sucker punch is also really cool because loosing the mindgame allows you to pivot into a pokemon with magic bounce, and since sucker punch goes first you're given a priority volt switch no matter what. To compensate for Zebstrika being mixed, it now has work up. Swords Dance and Nasty Plot would be too strong here, and work up increases both of those by a manageable amount. It's not amazing but its still great.
There's a lot you can do, and this also allows zeb to trap its opponents more fluently while dishing out good amounts of damage. Maybe its not that competitive but it still can be worth using.
New Moves: Heat Crash, Rapid Spin, Curse, Stockpile, Swallow, Spit-Up
Description: Mega Mudsdale is very durable and often used for arduous journeys. It can withstand harsh environments and remain mega evolved for long periods of time. If it has a mission, it will stop at nothing to complete it, even if it is being starved to the bone.
So I just made this thing a bulky ground type that actually has some special defense (finally). I think that magic guard fits Mudsdale quite a lot. Mudsdale has a lot of stamina and endurance, being able to trample through anything. It can even walk over a spiked surface without feeling a thing, remember the poke-ride mudsdale in sun and moon? Also no rocky helmet chip, no Iron barbs chip, no leech seed, no toxic or will-o-wisp, and no annoying paralysis from glare. You can punch straight through ferrothorn and not have to worry, the best its going to do is power whip. And even then some ferro's never run it. You could easily set up with stamina before hand anyway. If you're still looking for some setup, you have curse and stockpile to raise offense or defense. Mudsdale really doesn't need recovery, so I think pain split is fine enough.
Plus mudsdale works as a good rapid spinner now, being immune to hazards it can sweep away quickly while also being capable of setting its own. Short and simple, Magic Guard Mudsdale. Making custom abilities just for the sake of making them took a small toll on me, It was genuinely difficult to use an ability that already existed, but I powered through it. Just like mudsdale.
Ability: Thunder Conductor Ability Description: Electric Moves will hit all the Pokémon on the field (not the user) Types: Electric, Steel Stats: 75 / 130 (+30)/63/135(+55)/63/131(+15) Moves: Iron Head, Flash Cannon, Iron Tail, Rising Voltage Description: Based on its dex entry from White, W2, X and Omega Ruby: "When this ill-tempered Pokémon runs wild, it shoots lightning from its mane in all directions." here it is! Thunder Conductor can be a nice ability to use in m4a vgc, with lightning rod, and another things. This is a mega more focused for doubles but i hope it is a nice idea! Tho, some types of metal are electric conductors, so that's why it's electric/steel.
Ability: Dry Skin Type: Ground HP: 100 Attack: 145 Defense: 130 Special attack: 65 Special defense: 105 Speed: 55 New moves: Heat Crash, Rapid spin
Flavor: Most horses have a dull coat and flaky dry skin, kinda why I gave it to mega Mudsdale. Heat crash is almost obvious why i gave it to it, while rapid spin mostly comes from its physical attacking animation. I have no idea what mega mudsdale will look like, maybe muddy skin or something? idk lol
Competitive: With obtaining dry skin upon mega evolving, Mudsdale no longer needs to worry about one of its weaknesses, water. This means that it no longer needs to worry about scalds from Slowbro or Pex. This also means that Mudsdale can be used on rain teams, with getting recovery every turn. Not to mention, Mudsdale is also now immune to water attacks and is immune to thunder as well, so it can also be a great rain counter. Heat Crash is added so Mudsdale can attack grass types like kartana, ferrothorn, and tangrowth (Though sadly it gets weakened in rain) and rapid spin is a cool utility tool that gives mudsdale a speed boost and clears hazards for its teammates :)
Mudsdale @ Mudsdalite
Ability: Stamina
EVs: 128 HP / 128 Def / 252 SpD
Careful Nature
- Stealth Rock
- Toxic
- Earthquake
- Protect/Rapid Spin
So since I can’t think of a good enough idea for rapidash and Zebstrika (horses are so bland lmao), that’s all from me I guess. Good luck to everyone!
Desc: Super Luck elevates the already high crit-ratio Blaze Kick and Drill Run to have a 50% chance to crit per hit, allowing it to bypass defensive stat stages and Intimidate drops. Fire/Ground is absurd two-STAB coverage as well, which in combination with its very solid Speed and Swords Dance access make it incredibly difficult to wall.
Its high Special Defense and solid two-move coverage also give it some spare moveslots to play around with -- Toxic, Will-o-Wisp, and Morning Sun are all fun utility options to give it more longevity and support its teammates, while Scorching Sands and Mystical Fire make for interesting Special utility.
As an alternative to Swords Dance sets, it also has access to Focus Energy, with which someone using it could potentially sacrifice some of its damage output in exchange for more consistency. Super Luck combined with Focus Energy gives it a 100% guaranteed critical hit rate, allowing it to run its stronger STABs of Flare Blitz and High Horsepower instead.
Mega Zebstrika New Ability: Lightning Rod/Motor Drive/Sap Sipper --> Tempestuous(a pre-existing custom ability designed for Mega Jolteon: Gains the effect of Charge (+1 Special Defense, x2 power on Electric moves next turn) when replacing a fainted ally.)
New Typing: Electric (unchanged)
Desc: Tempestuous is a really cool ability that's on what is basically my favorite Mega Evolution in the entire mod. For Zebstrika, I thought it would be really interesting to explore some potential different applications of this ability, for a Mega that would end up using it in a significantly different way than Jolteon does!
First of all, there's the matter of boosting. While Jolteon was given access to Calm Mind for its Mega, Zebstrika doesn't get any boosting moves, and I haven't given it any here. This is because it has several other interesting options to abuse the switches caused by the threat of a x2 power Wild Charge, as well as helping to differentiate it more from Tempestuous' original user.
The first main thing a Physical abuser of Tempestuous can take advantage of that a Special one cannot is Pursuit, dealing some chip to something that's running away from potentially getting revenged by a double power Wild Charge. The second thing to keep in mind is the addition of Thunderous Kick, which softens up potential switch-ins and allows it to keep the pressure up against bulkier opponents. Finally, the addition of Horn Leech gives it some nice coverage and longevity, especially helping it heal off Wild Charge chip and making Ground-type switch-ins a bit less of an immediate "correct answer".
Stats-wise, it's got very respectable physical bulk, which in combination with the +1 Special Defense it gets off Tempestuous when revenging adds together to a fast, unique bulky wallbreaker that hopefully wont be as disappointing as usual when i think i have a good idea!
"Rapidash usually can be seen casually cantering in the fields and plains. However, when this Pokémon turns serious, its fiery manes flare and blaze as it gallops its way up to 150 mph." Description: With the boost from Mega Evolution, Rapidash can travel at such speeds that it kicks up a huge dust storm whenever it moves, making it part Ground; in practice, this also allows it to evade a Rocks weakness and makes Heatran a shakier check. With its amazing speed stat, I decided to not add more than 10 points to Attack to keep it balanced with SD. Sap Sipper seemed like a natural fit since it's presumably grazing when not on the run (all that running probably requires a lot of energy), and also allows it to counter Rillaboom (especially with Flame Body pre-Mega) and generally allow some opportunities for switch-ins. Aside from STAB, it also gets access to options like Wild Charge, Play Rough and the newly accessible Pursuit, which allows it to trap frail foes that aren't as fast and is inspired by its instinct to chase down and race anything fast. Of course, it's not too durable physically and can be vulnerable to priority bar Glide, so taking it down isn't too difficult (especially when its main STAB deals recoil). Of course, speed is a pretty huge asset when you have actual power to back it up, and once it's in Mega Rapidash can be a pure demon.
Description: A bit odd at first glance, but hooves and claws are technically different forms of the same thing (nails). Plus, I figured letting it have better STAB and some boosted coverage would be the perfect way to finally let it serve as the physical Electric type it was meant to be. Blaze Kick and High Horsepower, both natural choices flavorwise (as would Thunderous Kick, but I don't wanna be banished to the Shadow Realm so no to that), allow it to kick its way through virtually every Steel type, as well as tearing through Corviknight and Toxapex without wearing itself down with recoil. With those new kicks and Wild Charge as set-standards, Zebstrika has a surprising variety of options for its fourth slot, including Volt Switch to keep up momentum (probably best option), Low Kick to slice through Ttar, Pursuit to pick off frailer mons or even HP if you really want to smack some otherwise reliable defensive answers. Additionally, Sap Sipper pre-Mega allows you one free switch-in to Rillaboom, allowing you to force it out with +1 Blaze Kick. That said, Zeb isn't too bulky, so if you fall short on the KO it might very well be curtains, especially against special attackers. Without HP it falls short against Grounds like Hippowdon and Lando, and even with HP Grass it can't 2HKO Swampert without significant investment. Still, so long as you can predict right, many meta staples simply can't stand up to its lightning-fast kicks.
Description: Ya' ever heard tell of being stubborn as a mule? Well, I don't know what a "mule" is, but Mudsdale is pretty darn stubborn, the kind of stubborn that pushes a Pokemon to lug multiple tons for days on end. And with the boost from this here Mega stone, Mudsdale is so set on gettin' its work done that it trudges along against opponents that would make most Pokemon turn tail, I reckon. Mudsdale don't care about your fancy stat boosts; it'll keep on trudgin' as if those boosts didn't exist. And this thing is pretty darn tanky, even if it don't have much in the way of recovery, especially in conjunction with Bulk Up. What? Ya' think a Pokemon that can carry 10 tons ain't packin' some serious muscle? 'Course, ya' gotta keep an eye on that ol' HP bar, but y'all can just pair it with a Wish Clefable if that really bugs ya'. Sure, there might be a few Pokemon who can tear through it raw, but still ol' Mudsdale just keeps on trudgin'.
Mega Rapidash
Ability: Magic Guard
Typing: Fire => Fire/Fairy
Stats: HP: 65 ATK: 100 => 115 (+15) DEF: 70 => 85 (+15) SPA: 80 => 100 (+10) SPD: 80 => 100 (+20) SPE: 105 => 135 (+30) New Moves: Disarming Voice, Moonblast, Dazzling Gleam (flavor moves to justify newfound typing), Calm Mind
Description: Mega Rapidash sprouts wings and becomes a Pegasi, gaining the Fairy typing in the process. With its excellent offensive typing and high attack and speed, it serves as a fearsome wallbreaker. Magic Guard helps the horse not get worn down from hazard damage and Flare Blitz Recoil.
Ability: Trail Blaze (On switch-in, damage taken by this pokemon is reduced by 75% and a random hazard or layer of hazard is removed. Hazard immunity.)
(text could say something like: [insert hazard name here] were vaporized.)
Dex: When running, its body becomes nearly ethereal, composed mainly of fire, but giving off no heat. It's flames grow more intense the faster it runs. It instantly reaches speeds so high that while being almost incapable of changing direction, it is un-phased when running directly through solid obstacles, leaving a melted horse-shaped trail of destruction in its wake. From a distance, all one would see is a brief glimpse of a rainbow colored fireball. Riding it is possible and surprisingly safe solely for the trainer that mega-evolved it.
Rapidash is probably one of, if not then, the most out classed fire types around. Its practically outclassed by every fully evolved and non-evolution fire type out there save for heatmor. Even some pre-evolved fire types (like blaziken's prevolution) outclass or rival it. Not to mention that there are z-moves and more megas in this meta. A major issue with rapidash is that it cannot switch-in on even pokemon it threatens without losing a substantial amount of hp (not to mention that most of its viable moves deliver recoil). I made its ability to alleviate that issue and give its own unique role, which as it ability might suggest is making room for other pokemon by weakening hazard pressure and forcing out grass/steel/ice types or at least chip something since it'll most likely be faster. The ability also made it so that I didn't have to make is some sort of bulky wall as that's not its purpose (nor is ohkoing).
It trades it's base physical attack for higher special attack and increased longevity. On the special side, Rapidash has a high natural special attacking stat, but still only has fire and ground coverage with normal as an intermediate (solar beam exists).
On the physical side, Rapidash has swords dance. Unboosted, rapidash has a 43% chance to OHKO fully offensive rillaboom and a 75% to OHKO defensive ferrothorn. An attack boosting nature would raise those to 93% and 100% chances respectively. With a swords dance boost it's flare blitz has a 68% chance to OHKO defensive tangrowth, 93% chance to OHKO corviknight and 75% chance to OHKO a non-defensive steelix. It also has shadow sneak. Even though it's non-mega form is by all means stronger physically, it lacks its mega's speed and ability to switch in safely. The reason grass and steel types are mentioned alot is because they take double but still have a chance to survive. Types that resist fire are naturally defensive and also will not be getting hit by stab attacks meaning they'd have to be 2hko'd.
Speed-wise, if it has a speedy nature and is max speed, it can speed tie with scarfed pokemon with a base speed of 100.
That abilitiy's damage reduction allows it to have relatively safe switchins. Even though fire resists grass, power whip from a non-offense ferrothorn does a bare minimum of 30% to rapidash due to its low defenses and gyroball does even more. Many pokemon gained access to and commonly use the move knock off, including many pokemon that are weak to fire but may not be KO'd by mega rapidash's unboosted flare blitz. The reduction isn't something that is constantly active, only on switch-in. It was so low initially to aid it with its recoil attacks, as it takes 33% recoil from blitz, edge, and charge coupled with the extra damage from abilities like iron barbs, rocky helmets, or stuff like banded grassy glide doing 58.8% hp minimum (25% with a 1/2). Megahorn and Iron tail have shaky accuracy. Play rough is play rough, 90% acc but good overall.
Because switching take priority over move usage, the hazard removal formerly occured on switch out. If hazards were pressed the turn it switches in then they are not removed because they will be placed after rapidash has switched in and not before.
Both parts of the ability are related to each other. Mechanic-wise, The reduction allows rapidash to utilize its the hazard removal effectively instead of only being able to switch in after something on your team dies (An still keeps hazards relevant as it isn't removing them all at once). Flavor-wise, the speed at which it enters lets it plow right through attacks and destroys terrain beneath it. I dislike shadow shield as it is one-and-done, especially with rapidash having only 65 base hp and 70/80 defenses. 50% of a big number is still a big number and as it can use boots, hazards would break it. I do see how 95% reduction looks over the top, so 75% reduction? Still allows meaningful damage on it and rapidash's defensive capabilities are low enough for most things to force it out. I could remove the hazard immunity if that helps (although I'd change the removal to occur on switch-out). It's ok if it must be vetoed.
Btw on the note of a speedy swords dancer, I feel that its stat spread would encourage a sort of mixed build that does not use swords dance.
Mudsdale
Ability - Stamana - When this pokemon is hit by an attack, raise its Special Defense by one stage.
HP - 100
ATK - 150 (+25)
DEF - 150 (+50)
SPA - 55
SPD - 100 (+15)
SPE - 45 (+10)
New Moves: Shore Up (Recover if you don't think flavor fits)
Explanation: I thought it would be cool to do a Pokemon that had one high defense naturally but a way to build up its other defense with its ability. Shore Up/Recover is so that it can survive a few special attacks with its low sp defense while it waits for the ability to build up.
Mega Rapidash (Kanto)
New Ability: Mold Breaker Type: Fire
New stats:
HP: 65
Attack: 130 (+30)
Defense: 90 (+20)
Special Attack: 80
Special Defense: 90 (+10)
Speed: 145 (+40)
(600 BST)
New moves: no (I also can't remove any either, which sucks quite a bit) Description:
"vanilla ability", they said. MOLD BREAKER FIRE TYPE, I saw. (ok this is somewhat of a joke, but I think you get the idea)
Now, I get what you're thinking about this sub. I understand where you're coming from with these complaints. "War Incarnate/Nightcap, why Mold Breaker? This has High Horsepower already, Mold Breaker is completely pointless."
See, the thing is, Rapidash actually doesn't always run Ground coverage. The typical set for Rapidash here is usually SD/Flare Blitz/Wild Charge and then usually either High Horsepower or Morning Sun (this is only for offensive sets btw, I don't really have knowledge of other potential sets that vanilla Rapidash runs). While we can't really remove moves from Megas, what we can do is work around them.
Mega Rapidash's role in the meta would be a plain and simple one. It utilizes its decent attack and blazing fast speed tier to boost w/ Swords Dance before hitting hard and hitting first. 65/90/90 defenses actually aren't that bad either, giving it a decent amount of time to setup if it has to and letting it take a few hits or two. Mold Breaker lets it hit Heatran if it doesn't run Ground coverage, but also has some other pretty cool applications outside of that.
Mega Zebstrika
New Ability: Reckless Type: Electric
New stats:
HP: 75
Attack: 135 (+35)
Defense: 73 (+10)
Special Attack: 115 (+35)
Special Defense: 63
Speed: 136 (+20)
(597 BST)
New moves: Flare Blitz Description:
When you look at Zebstrika's stat spread, you'd think it'd be a physical attacker. Matter of fact, it's actually largely a special attacker despite having lower special attack. While it's justifiable (given Zebstrika's better special coverage), I've always found it quite odd that this pokemon doesn't utilize its otherwise decent attack.
So, how about we make it utilize that physical attack?
Now, I know what you're thinking: "War Incarnate, why would I use Mega Raichu over Mega Zebstrika?". Well, two things. First, you hit harder than Mega Raichu does on both the physical and special side (125 versus 135, and 110 vs. 115 hint hint). Granted, the second part isn't particularly important, but still, you hit overall harder. You're also faster than Mega Raichu, which means you have a lot more opportunities to hit your opponent in their face with attacks of all sorts, Reckless-boosted or not.
While at first, this sounds like something that'd tear the meta apart, Zebstrika still has paltry bulk, and while it's enough to live most priority attacks, against faster targets (either via a higher natural speed tier, the use of a Choice Scarf, or speed boosts on the opponent), Zebstrika usually won't be able to last long. Since you're relying on recoil moves as your main source of damage output, you are taking a LOT and I mean A LOT of damage in exchange for such power, further digging into the issue of very poor longevity.
HP 75
Attack 140
Defense 78
Special Attack 90
Special Defense 78
Speed 136
Flare Blitz - obvious synergy and Zebstrika already has fire coverage in Flame Charge and Overheat
Zebstrika is a cool physical electric attacker but almost exclusively has access to recoil moves as its physical damage options, but doesn't really have the tankiness to be able to function with the recoil damage. This is now fixed.
New Moves: Zing Zap, Throat Chop, Dark Pulse, Flare Blitz
A solid physical sweeper with a great STAB combo and an excellent ability in Speed Boost. Zing Zap is a much better physical Electric move, Throat Chop and Dark Pulse are new STABs, and Flare Blitz just seems like a move Zebstrika should already learn.
Mega Mudsdale
Type: Ground
Ability: Muddy Surge (When this Pokémon Mega Evolves or enters the battlefield, it summons Muddy Terrain for 5 turns. Can be extended to 8 turns if a Terrain Extender is held.)
"The battlefield got muddy!"
Boosts the power of Ground type moves by 1.3x
All non-Ground and Flying types have their Speed reduced by x0.33 (Pokémon with Unburden are not affected by this as well)
Nature Power turns into Earth Power
Camoflauge turns the user into a Ground type
Secret Power has a 30% chance to lower the opponents accuracy by one stage
Stats:
HP: 100 (+0)
Attack: 140 (+15)
Defense: 125 (+25)
Special Attack: 55 (+0)
Special Defense: 125 (+40)
Speed: 55 (+20)
New Moves: None
This idea is based solely on my love for Terrains and my wanting to see one for every type. Seriously, though, Mega Mudsdale is now an incredibly tanky, hard-hitting boy who can even outspeed some things thanks to Muddy Terrain's effects.
Ability: Solid Rock Stats
HP: 100
Atk: 125 -> 135(+10)
Def: 100-> 160 (+60)
SpA: 55
SpD: 85 -> 105 (+20)
Spe: 35->45 (+10) New Moves:
Description: Stalwart - loyal, reliable, and hardworking. Hmm seems like a good ide- Wait its a useless ability in singles that is exclusive to duraladon? Um, um, steadfast would be useless, um, how about uh, solid rock wouldn't be useless... Yeah!
"This pokemon will never give up. When a volcano in Alola erupted, a herd of Mudsdale carved new roads using nothing but their bodies."
MegaZebstrika
Type:
Ability: Galvanize Stats
HP: 75
Attack: 100 -> 135 (+35)
Defense: 63 -> 83 (+20)
Special Attack: 80 -> 85 (+5)
Special Defense: 63 -> 83 (+20)
Speed: 116 -> 136 (+20) New Moves: Double Edge, Body Slam, Thunderous Kick Description: Everyone else solved the "No good physical electric moves" problem with Zing Zap or making it a special attacker, so I did something else.
"Poachers that wander into fields guarded by Zebstika see a black and white flash, before having their hearts paralyzed in a matter of seconds."
Mega Rapidash
Type:
Ability: Drought Stats
HP: 65
Atk: 100 ->110 (+10)
Def: 70 -> 90 (+20)
SpA: 80-> 100 (+20)
SpD: 80-> 110 (+30)
Spe: 105-> 125 (+20) New Moves: None Description: This was inspired by the Sun Horses of Apollo, and from a competitive standpoint follows Ninetails in being a more offensive-based sun user.
"It was said in ancient times that this pokemon was the manifestation of the Sun itself, and that its fire could melt the shell of a Blastoise."
Ability - Runaway, Flash Fire; Flame Body ➝ Firestarting Gallop (Upon hitting the foe with a contact move, the user gains a boost to its Fire-type moves of 1.2x until it switches out.)
Movepool Changes - Blaze Kick Competitive Corner - Mega Rapidash blends the role of a wallbreaker, with Swords Dance and deadly Flare Blitzes, as well as having solid enough Speed to act as a great offensive pivot and revenge killer! Although, it's hard to sweep with *only* base 125 speed these days, and a weakness to Stealth Rock along Flare Blitz recoil could make things a little troublesome, but all in all, Mega Rapidash is a pretty strong contender and you can be sure it will cause some damage throughout the game.
Mega Zebstrika
Ability - Lightning Rod, Motor Drive; Sap Sipper ➝ Triboelectric Gallop (Upon hitting the foe with a contact move, the user gains a boost to its Electric-type moves of 1.2x until it switches out.)
Movepool Changes - Swords Dance, High Horsepower, Thunderous Kick Competitive Corner - Mega Zebstrika is very similar to Mega Rapidash, having wonderful coverage and being even faster, but at the cost of a slightly weaker choice in STAB, as well as the fact that it's STAB can very often be nullified by common Ground-types and other Electric immunities, making it's ability a tad more situational than Rapidash's. Still a really strong choice!
Rapidash & Zebstrika Flavor Corner - Given both Rapidash and Zebstrika draw inspiration from Helios's horses (more specifically, Rapidash from Pyrois ("the fiery one"), Eous ("he who turns the sky"), Aethon ("blazing"), and Phlegon ("burning") and Zebstrika from Bronte ("Thunder") and Sterope ("Lightning")), I thought making them a duo of sorts would be a cool idea! Hence the similar statlines and abilities. The abilities more specifically are drawn from the idea that friction can be used both to create fire, as well as transmit electricity!! And given these two would spend the day galloping around the sky, they surely would create a lot of friction! Also can I just point out how stupid it is that Zebstrika doesn't get High Horsepower?? Like not only is it a horse, but the "Horsepower" also works as a brilliant pun!! Shame GameFreak didn't catch it :|
Mega Mudsdale
Ability - Own Tempo, Stamina; Inner Focus ➝ Stamina
Movepool Changes - Bulk Up Competitive Corner - Mega Mudsdale is kind of a tank, but maybe a bit more on the offensive side? With Bulk Up and Stamina, as well as a passable Special Defense, Mega Mudsdale can be quite the threat to break past! So yeah, it kinda sits around, Bulks Up, and tries to win! Flavor Corner - Mudsdale is inspired draft horses, also known as cart horses or workhorses, so Stamina really is the perfect ability for it, which is why I kept it. But to add that little sprinkle of flavor on top, I made a connection to Boxer from "Animal Farm", the epitome of what it means to be a draft horse, and the epitome of the Stamina ability! And this also would be the reason behind Bulk Up, aside from the fact that work horses, well, work!
This is an eerily simple approach for someone like me, but thankfully I think Magic Guard is pretty much a perfect ability for a Pokemon like this. Let's put it into perspective: a Fire/Flying type pegasus... inherently, something mythical and magical, which does flavorfully justify Magic Guard. Being completely immune to Stealth Rock, making use of a very solid defensive typing, Flare Blitz/Wild Charge recoil, and having great coverage/longevity to bat is the perfect recipe for an offensive pivot, and that's what we're going for here! Magic Guard suits this Pokemon like a glove, especially with the pegasus flavor, and can make use of a really cool typing and movepool in order to operate as a very fun, one-of-a-kind pivot.
Sadly, Swords Dance is a variable we have to balance for, which really puts a wrench into my plans. So, a lot of the BST gain has to be put into bulk and Special Attack to be actually balanced. However, in doing so, we can still let Rapidash perform as a flexible pivot, making use of a solid Special attack with a justifiable Flying-type STAB in the form of Air Slash to expand its options.
(also im sorry superstrike but i mentioned wanting to do this on the discord server at the start of this slate's confirmation;; i think ours fundamentally are designed differently enough to where it's ok, but ye i just wanted to let you know i'm not ripping you off)
Ability: Soot Guard (inkbug's custom ability; incoming damage that hits neutrally is reduced by 25%.)
Hematite, ink, and I are all doing a grand trinity of custom abilities and this is my contribution to that cycle, featuring ink's fantastic Soot Guard ability! Basically, I noticed that Zebstrika's pure Electric-type is a really good candidate for the ability, and we can very effectively create an interesting offensive pivot out of that with a greater impunity to chip damage, a phenomenal speed tier, and access to solid coverage options. I designed this sub around solar panel flavor, which is sort of where Soot Guard, Synthesis, and Reflect Type manifest. The latter two are a bit finnicky flavorfully but I think this concept manifests enough in its base form to justify.
I gave it U-turn to let it more consistently pivot, also being a strong option to batter Grass-type Pokemon that may want to swap into its Electric-type STAB. Synthesis in my eyes was the most reasonable recovery option to give Zebstrika given the whole "solar panel" flavor going on. For the same reason, I thought it'd be super fun to have a Soot Guard user with access to Reflect Type, a fascinating move that changes your type to your opponent's on use. This makes it an incredibly adaptable offensive Pokemon, letting it check a surprising amount of offensive Pokemon in tandem with this and Soot Guard and essentially choose what Pokemon it wants to gain the momentum advantage against.
Ability: Kinetic Energizer – This pokemon’s Electric-Type moves use its speed stat as its attacking stat. Does not factor speed boosts. (Clarification for Hema)
Stats:
Hp: 75
Atk: 125 (+25)
Def: 63
Spa: 105 (+25)
Spd: 83 (+20)
Spe: 146 (+30)
New Moves: (Bold = Notable) Work Up
Flavor: It’s dex entry states: “They have lightning-like movements. When Zebstrika run at full speed, the sound of thunder reverberates”. I took this to mean it breaks the sound barrier, and the sound of thunder was a sonic boom (that’s actually dangerous af). The ability comes from this, as you will be producing a lot of kinetic energy when breaking the sound barrier.
Comeptitive: SPEEEEEEEEED
Seriously though, speed is the focus of this mon, even more than rapidash, who in my entry is more focused on recoil (Spoilers?). To break the sound barrier, you must travel at ~770 mph, opposed to rapidash’s 150 mph. It’s ability makes speed it is most important stat. Agility still works as a boosting move cause electro ball, which will be an extremely powerful stab option as it is indirectly boosted by agility. Work up provides manageable setup as well. For flaws, Unlike mega araquanid, it’s most powerful attacks have something immune to it. It’s also... not bulky. And unmatched speed still folds to priority, so it’s prone to getting revenge killed, and is killed by stuff with sashes. (no extreme speed for balancing, even though it would make sense flavor wise). Checks and Counters? Any pokemon with an electric immunity (or resistance if it’s bulky enough) not 4x weak to grass or ice. Ferrothorn can switch into electric attacks and hidden power, but crumples to overheat. However, the best check might be specially defensive/assault vest rillaboom. Bulky, resists electric, and if Zebstrika doesn’t use hp ice/overheat/signal beam on the switch, it’ll die to grassy glide. While this will probably outclass regieleki offensively, regieleki still has team support in rapid spin, dual screens, the ability to run an item, and still being much faster, with a similar attacking stat thanks to transistor.
Rapidash-Mega @ Rapidashite
Ability: High Velocity - This Pokémon’s contact moves have their base power increased by 1.5x, all contact moves gain the effect of dealing recoil equal to 1/3 the damage dealt. Attacks with recoil do not receive any additional recoil.
Stats:
HP: 65
Attack: 135 (+35)
Defense: 80 (+10)
Sp. Atk: 95 (+15)
Sp. Def: 90 (+10)
Speed: 125 (+20)
New Moves: (Bold=Notable) Superpower
Flavor: “Very competitive, this Pokémon will chase anything that moves fast in the hopes of racing it.” and “But once a Rapidash turns serious, its fiery manes flare and blaze as it gallops its way up to 150 mph”. This leads me to assume that rapidash’s competitive nature is a big part of it’s speed. This also leads me to believe that it would be much more reckless. Hence, I gave it an ability based on recoil.
Competitive: This is a very hyper offensive mega that has only a few chances to do it’s thing, thanks to it’s pitiful bulk and stealth rock weakness, and the fact that it will die extremely quickly. Why would use you this then? Answer: Power. This aims to break as many holes into the opponent’s defense as possible. Switching in with a pivot from a teammate mitigates having to take damage and reducing it’s hp stat, which is vital for doing as much damage as possible. Wild charge is extremely good, becoming a better version of volt tackle and making sure it doesn’t struggle against bulky waters that aren’t neutral/immune to electric. Double edge can be used for effective neutral coverage, while superpower serves as coverage against rocks. Megahorn or flame charge can be used as well, but those are the main 4 attacks. This can still pretty easily do a 1-1 or 2-1 trade, opening up defensive cores to help your . Flaws? It can ohko itself, and will probably die in 1-3 turns without recovering. This does have a form of recovery in morning sun to offset the recoil, but it can’t use it very well, aside from trying to use forced switches to heal up, but your opponent can then just switch in something with priority not named rillaboom, or something faster than it.Very prone to getting revenge killed from the likes of aqua jet, sucker punch or extreme speed. Proper prediction also ends it’s rampage. Also, using a swords dance boosted move will most likely end up in you dying in 1 hit.
Mudsdale-Mega @ Mudsdalite
Ability: Sap Sipper
Stats:
HP: 100
Atk: 135 (+10)
Def: 150 (+50)
Spa: 75 (+20)
Spd: 85
Spe: 55 (+20)
New Moves: (Bold=Notable) Wide Guard
Overview: This thing is a physically defensive behemoth. It can get a few stamina boosts before mega-evolving and wreck with body press/earthquake/rock slide under the right conditions. Also, a ground type that dumpsters rillaboom’s attempts to counter it, being an amazing rillaboom check Itself. 100/150 Physical bulk is some of the best in the game. Of course, it had to be held back somewhere, and this comes in the form of it’s lack of reliable recovery, average special bulk and below average speed. Speed isn’t as much of a problem, as trick room exists, which is especially good in vgc (however the speed increase means it’s less good, also how many trick-room focused megas exist now?), But without the ability to boost it’s special defense outside of ev investment, it’ll still falter to ice and water moves. Even if they can’t threaten them with STAB, grass types are still good checks (not ferrothorn though), and bulky waters are still great. For sets, you pretty much are always running earthquake + body press, with stealth rock, rock slide, stone edge and iron defense (and maybe the addition of wide guard in vgc) filling out the last 2 slots.
Type:Fire/Flying Ability:Gallop
Switch its spatk and its speed
Switch its atk and speed if it use a semi-invulnerable moves, return to normal after damage calculation
Stats:65/120(+20)/70/120(+30)/90(+10)/145(+40) New moves:Signal Beam, Dazzling Gleam Desc:This horse can deal some serious damage with its ability. Its ability make it run mixed which is fun
Mudsdale-Mega
Type:Ground/Fighting(it's a hard-worker like how conk get its fighting type but not how bibarel does not) Ability:Soildier
User gain the aqua ring/ingrain effect if user get hit by water/grass type move
Stats:100/135(+10)/140(+40)/55/135(+50)/35 New moves:Bulk up, Shore up Desc: It's litterally a clay-horse. This ability is when you improve the soil and make it better
Zebstrika-Mega
Ability:High Voltage
If this pokemon use an electric move, raise its speed by one.
Stats:75/156(+56)/90(+27)/80/90(+27)/106(-10)
New moves:Flare Blitz, High Horsepower, Play Rough Desc:Nothing new here, just lower its speed to buff its atk and both its def which make it bad