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

Hi everyone, I think everyone already knows what is going to be my sub, so im going to put here ;)

:ss/lickilicky:

Mega Lickilicky
New Ability : Corrosion
Type: Normal/Poison
New stats:
Hp: 110
Atc: 85-105 (+20)
Def: 95-105(+10)
SpA: 80-105 (+25)
SpD: 95-105 (+10)
Spe: 50-85 (+35)
(BST) : 615 (+100)
Description: Y dex entries : "Their saliva contains lots of components that can dissolve anything. The numbness caused by their lick does not dissipate."Mega Lickilicky

Competitive description: With his threatening bulk, it can survive a lot of damage from the both sides, doing it very durable in battle, having a good ability to punish almost any mon that actually wants to stay in the field. Mons like gliscor or breelom arent a big deal, because this mon naturally can learn ice beam, and with his great bulk he can survive 3 hits from a eq of gliscor, having the oportunity to recover itslef with wish protect. I almost forget that this mon appart of giving support poissoning the opponent mons, it can help too as a wish passer, with his great hp ammount, can heal very quickly any mon of your team

I hope you like this idea
 
alright
:bw/lickilicky:

Lickilicky-Mega @ Lickilickite
Ability: Thick Fat
Type: Normal / Fairy
Stats:
HP:
110
Atk: 115 (+30)
Def: 100 (+5)
SpA: 115 (+35)
SpD: 100 (+5)
Spe: 75 (+25)
New Moves: Play Rough, Draining Kiss

Overview: Just a really fat tank that checks important mons. It gains fairy STAB and it already has great coverage on both attacking sides of the spectrum (Earthquake, Fire Blast/Flamethrower, Tbolt, etc.) With it's type combo + ability it can check Kyurem, Weavile, Greninja (With enough spdef investment it can live 2 hydro pumps even with no defense boost), Heatran (lacking steel stab), Blacephalon and the like. It can heal itself and it's teammates with wish, cripple opponents with toxic or knock off and scout moves with the somewhat mandatory protect when using wish. All in all a very useful addition to stall, balance and maybe BO teams. (I am aware that this is still really good despite the countermeasures I've taken, so I have a backup idea in case this is still too overcentralizing)
 
:tsareena:Tsareena-Mega
New Ability: Natural Cure
Type:
grass.gif
fighting.gif

Stats: 72 / 130 (+20) / 108 (+10) / 70 (+20) / 108 (+10) / 122 (+50) (BST: 610)
New Moves: –
Description: This is basically normal Tsareena but with a few tweaks to make it more relevant in higher tiers. It now has a much more competitve speed tier of 122, outspeeding the likes of Torn-T and Kartana while still leaving room to be revenge killed by a Koko. It also gets a stronger attack to make up for the loss of its item slot and an update to its bulk. Its new ability, Natural Cure, lends itself perfectly to it's pivot role, allowing Tsareena to come in on some mons like Landorus or Ferrothorn without too great a fear of a stray Toxic or Thunder Wave. Finally, its new dual-typing allows it to gain STAB on one of its usual coverage options, aka High Jump Kick. It also grants it a resistance to Stealth Rock, which is favorable for a mon supposed to come in multiple times on the field. To sum everything up, this sub is nothing too flashy, just small tweaks to help Tsareena achieve its role at a higher bracket of viability.

:grapploct:Grapploct-Mega
New Ability: Oblivious
Type:
fighting.gif
water.gif

Stats: 80 / 118 / 130 (+40) / 80 (+10) / 110 (+30) / 62 (+20) (BST: 580)
New Moves: Life Dew, Scald, Bullet Punch, Aqua Jet
Description: This sub aims to help Grapploct in its use of its signature move, Octolock. This move with incredible stallbreaking potential is unfortunately held back by, well, a lot of things I've tried to correct. First of all, the ability Oblivious makes it immune to Taunt, letting it be used as a reliable Heatran or even Mega-Krookodile answer. Its new typing also grants it key resistances to Scald and fire STABS, letting it set up substitutes more reliably against the likes of Toxapex, Gastrodon, or again, Heatran. Life Dew makes those Substitutes set possible while still providing avenues of outplay. Finally, its new priority moves lets it have a chance against offensive pokemon that would try to switch on an octolock, possibly allowing Grapploct to win duels against the likes of Koko and Kartana as well as making it a Volcarona check.
 
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has anyone done prankster grapploct yet? yes? my mega grapploct is beeing vetoed because of it?
:grapploct: Mega Grapploct
New Ability:
Water Bubble
Type: Fighting / Dark

New stats:
HP: 80
Attack: 138
Defense: 110
Special Attack: 70
Special Defense: 110
Speed: 72
(580 BST)

New moves: Flip Turn, Knock Off, Toxic, Recover, Aqua Jet
Flavor: to evolve into Grapploct, Clobbopus needs to learn Taunt, and taunt is a dark type status move thats all about taunting the opponent to make them angry so they focus only on attacking the target (because angry), atleast i think so. so thats why Prankster.
Description: mon is neat, beeing a ghost resist. also has prankster topsy-turvy to prevent sweeps, and prankster octolock, wich is real funny. has flip turn for pivoting, knock for dark STAB (it learns no dark moves normally), but also for utility. toxic is there because toxic is there and has neat functionality with prankster.

:Tsareena: Mega Tsareena
New Ability
: Athenian (This pokemon's moves that can miss have 1.2x power.)
Type: Grass

New stats:
HP: 72
Attack: 130
Defense: 108
Special Attack: 90
Special Defense: 118
Speed: 92
(610 BST)

New moves: none
Description: mon is quite scary, having a 234 BP Power Whip, wich sure is still 85% accurate, but its still quite scary. + coverage in Play Rough, High Jump Kick and Triple Axel. can somehow function as a sweeper with Rapid Spin boosting its speed.
 
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:tsareena:
Mega Tsareena
Type:
Grass
Ability: Iron Lady
While this pokemon is active, all other pokemon on field, including it's partner, have their type immunity to moves ignored. This ability can't be ignored. Immune to Intimidate.

New Moves: False Surrender, Gunk Shot

Stats:
72
HP
130 ATK (+10)
118
DEF (+20)
80
SpA (+30)
118
SpD (+20)
92
Spe (+20)

Flavor:

The idea is that Mega Tsareena is such an opressive force that her enemies have no ways to evade her moves, unless she misses on purpose.

Mega Tsareena has not only an agressive personality but also an agressive behaviour. It is so well known in the Alola region that natives gave her the title of "iron lady", and everyone is afraid of it's temperament.

It is said that Tsareena is the one who decides when and where to mega evolve, and if her trainer says something she considers dumb, she simply kicks him unconscious and fights alone.

This arrogant and strong lady becomes sadic, but it is not evil. She knows that when victory is achieved, is time to stop. And when the enemy is considered worthy, she even might show a smile before knocking him out.

So the new moves? False Surrender is about it's queenly and arrogant attitude. Gunk Shot because the queen loves to use all of her toxicity and throw it all away into it's enemies (lol this was meh, I just want it to spam Gunk Shot and hit steel types lmao)

Competitive:

The ability acts like every other pokemon on field is holding a Ring Target and can be hit by almost everything. Almost because Ring Target, as long as I know, does not work on abilities like Levitate, Lightning Rod, etc. It also won't work against other type of immunities, like Grass-type beeing immune to spore and powder moves, Electric-types beeing immune to paralysis, etc.

It is a complement to Tsareena's already good movepool:
- Used HJK and the opponent switched to a ghost? Never mind, it will land anyway :) (unless it misses lol)
- Spin-blocked? Never more!
- Toxic against a Steel-type? Why not?
- It is fun to see a Gunk Shot beeing super-effective against a Ferrothorn or a Magearna? Yes it is! HJK is just better

This mega is a bulky grass type that is not innofensive. It can pivot around, spam high base power moves almost always with 0 consequences or just spread toxic.

Also, in doubles format it helps partners to break through immunities. Grass-type resists Discharge and Earthquake (and Surf, but there is no water immunity besides some abilities so...) and with Mega Tsareena's ability, those attacks will always land on Ground- and Flying- types. And let's not talk about her access to Helping Hand. Just be aware that your other pokemon will also "hold a ring target".

:lickilicky:
Mega Lickilicky
Type:
Normal
Ability: Unaware
New Moves: Healing Wish
Stats:

HP:
110
ATK: 110 (+15)
DEF:
95(-)
SpA:
130 (+45)
SpD:
115 (+20)
Spe:
60 (+10)

So, Lickilicky abilities were all about it beeing just careless (Oblivious, Own Tempo and Cloud Nine). What about the ultimate "i don't care, please stop" ability? Unaware is an amazing ability, specially on a pink blob like this mega. Also, no custom or regular mega uses unaware as an ability.

There are lots of offensive subs but this one is just purely defensive.

Yes, I kwnow... 110/95/115 bulk with Unaware can be overwhelming, but not in a pink blob that has no recovery outside of Wish, has a type that resists nothing and is weak to one of the most offensive types ever.

This mega can keep it's role as a cleric (but better) with Wish, Heal Bell and the new Healing Wish; can play as a setup sweeper with amazing options like Swords Dance, Curse and Belly Drum, supported by Wish/Protect/Substitute/Refresh; can run mixed sets with it's colorful gen 1 movepool to counter specific beasts (mostly ghosts); can spread status with Toxic and Body Slam... It is just versatile!
 
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Just Tsareena here, I was stumped on Lickilicky and Grapploct will be coming later in a collab.

:tsareena: Mega Tsareena
New Ability
: Leaf Guard / Queenly Majesty / Sweet Veil -> Subjugate
(This Pokémon's moves with a base power of 70 or less gain +1 priority, but fail if the target moves first or is not readying an attacking move. This Pokémon's own status moves fail.)
Type: Grass

New Stats:
HP: 72
Attack: 120 -> 140 (+20)
Defense: 98 -> 128 (+30)
Sp. Atk: 50 -> 60 (+10)
Sp. Def: 98 -> 108 (+10)
Speed: 72 -> 102 (+30)
(610 BST)

New moves: Focus Punch
Description: Ah, Sucker Punch, everyone's favourite pseudo-priority. Rewards good prediction and punishes misplays. Mega Tsareena is here to take that to the next level. Subjugate turns all of its attacks of 70 BP or less into Sucker Punch clones, letting it get the jump on faster opponents - but only if it can predict their actions correctly.

Tsareena's moveset makes it pretty much perfect for an Ability like this, as it has a ton of options that synchronize very well with it, while also retaining key moves that are unaffected, making it so that there's always a risk-reward element at play. Priority Trop Kick is of course the first thing that will probably stand out - and it'll likely draw comparison to Mega Rillaboom, who also has a STAB 70 BP priority Grass move. Mega Rillaboom is certainly stronger, thanks to Arena Rock boosting Grassy Glide, but where Mega Tsareena shines is the secondary effect - Trop Kick is also guaranteed to lower the target's Attack, which combines with its superior Defense to make Tsareena a much stronger answer to physical attackers.

But that's far from all it has to offer. It has the dreaded priority-boosted Knock Off, letting it snipe faster Psychic-types or remove items before they can come into effect; priority Rapid Spin, which also boosts its own Speed stat; priority U-turn, letting it escape a fatal blow before it lands; priority Triple Axel, which lets it hit faster Flying-types where it hurts, notably having a very strong chance to OHKO Tornadus-Therian from full; and some others, like Low Sweep and Punishment, which are certainly less useful but still have interesting interactions in their own right.

Of course, Sucker Punch comes with the caveat that if the opponent switches out, well, you've just wasted a turn and a lot of momentum. Thankfully Tsareena's other options help make up for that. Power Whip and High Jump Kick, mainstays of its usual sets, are both unaffected by Subjugate, so opponents who decide to get clever face the risk of eating a very hard hit if they predict your move wrong. Its new Focus Punch is largely a meme but happens to specifically combine very well with its switch-forcing nature.

Its inability to use its own status moves is a balancing factor - but that doesn't mean it can't run them. After all, you don't need to Mega Evolve immediately. The threat of its priority moves might buy base Tsareena the time it needs to set up a Substitute, heal its team with Aromatherapy, or force the opponent into attacking with Taunt. The issue there, of course, is you're left pretty strapped for moves after you finally do Mega Evolve - even if only one slot is dedicated to a pre-Mega status move, you're forced to pick between Power Whip, Trop Kick, High Jump Kick, and Triple Axel at minimum, and whichever you drop leaves you in a position where something can wall you pretty easily. That's not even taking into account options like U-turn and Knock Off that you might want to run as well!

Its 102 base Speed was chosen to encourage the use of Subjugate-boosted moves, while still allowing it to naturally outspeed a fair portion of the metagame so that it has targets it can more reliably prey on without forcing mindgames. Overall, Mega Tsareena rewards good predictions, uses its priority moves in an interesting way, and opens up opportunities to support its team or itself.
 
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:grapploct: Mega Grapploct
New Ability
: Grapple. If this Pokemon uses a throwing move (marked with an asterisk below) against a Pokemon that has used a protect move, it moves immediately after the protect move has been used, removes the protection, deals 1.5x damage with its move and raises this Pokemon's attack one stage after attacking. (Against protection moves that target both multiple Pokemon (such as Wide Guard), Grapple will always trigger as both targets are protected).
Type: Fighting

New stats:
HP: 80
Attack: 118 -> 168 (+50)
Defense: 90 -> 100 (+10)
Special Attack: 70 -> 90 (+20)
Special Defense: 80 -> 90 (+10)
Speed: 42 -> 52 (+10)
(580 BST)

New moves: Storm Throw*, Fling*, Seismic Toss*, Vital Throw*, Submission*, Toxic
Description:

As a Pokemon based on grappling, I drew on, of all Pokemon games, Pokken Tournament, for how they implement grapplers in a fighting game and tried to make it transfer over. In that game, there is an attack triangle: attacks beat grabs, grabs beat shields, shields beat attacks. This is shown here. Grapploct is already sort of designed as a stallbreaker with its access to Taunt natively (it's really bad at that role, but c'est la vie, can't win them all) as well as Tospy Turvey to deny deny existing defensive set up like Bulk Up. As a Pokemon based on grabbing, I decided to implement this as a Pokemon that breaks shields. You can't hide from Grapploct; you have to face it head on because attacks beat grabs.

Speaking of which, this notion of 'attacks beat grabs' shows up in its movepool because its moves are pretty weak on its own, especially on a Pokemon that gets Close Combat (even the always crit Storm Throw is still 90 BP after its crit). Pulling this out is incredibly high risk, because if you mispredict, your damage suffers greatly. But if you pull it off, you've pulled the matchup in your favor, dealing an immense amount of damage and giving you an attack drop. This further synergizes with Octolock as you force engagement. If they try to stall you out while they're trapped, you still get rewarded. Of course, you can also use it instead of Octolock to force them to attack you.

That's in singles. In VGC, things get nutty because everything runs Protect. In this format, Grapploct, with the right prediction, can ensure your ally can hit its mark by moving ahead of it in the priority bracket and removing any attempted protection. Again, it forces engagements and is perfect for the already aggressive VGC meta. However, we come back again to that attack triangle. With average bulk, no recovery, no item and an awful speed tier, Mega Grapploct struggles in head-on enagements unless it has the support of an ally that can help it keep up with the tempo.
 
Mega Grapploct

:ss/grapploct:


FightingIC_Big.png
/
WaterIC_Big.png


Ability: Regenerator

Stats:
HP: 80
Atk: 138 (+20)
Def: 130 (+40)
SpAtk: 90 (+20)
SpDef: 100 (+20)
Spe: 42

New Moves: Toxic

Explanation:

Making use of a highly underutilized defensive typing alongside a gigantic boost in bulk, this submission by nature emphasizes the interaction that Octolock + Drain Punch have with one another and, overall, optimize Octolock as a stallbreaking tool while still keeping Grapploct's core weaknesses intact. Water/Fighting, defensively, is incredibly potent, armed with incredibly efficient resistances in Water-, Ice-, Fire-, Dark-, and Rock-type attacks which gives it many switch-in opportunities with 80/130/100 defenses; especially considering how many Knock Off users tend to be exploitable with Grapplocts' other options or are defensively inclined in of themselves, this typing in general has a lot of practical applications considering Grapploct's core role.

There are some very strange balance choices that can be made with this in mind, alongside the fact that Grapploct by nature needs longevity in order to pull off an effective trap, much less do it consistently. However, I do see some issues with giving it manual longevity, mainly being the notable difficulty in KOing it before it successfully traps you while still having the ability to do it numerous times over, and not to mention you demolish the unique interaction Octolock + Drain Punch have together. In other words, if you lack status or immediate power, a Mega evolution of this design with longevity would be undeniably overpowered and egregious to play against without pivoting. So, I opted to meet a middle-ground in the form of Regenerator, which augments the above combo while also letting it play to its defensive merits consistently and not being impossible to break past while it sets up the Octolock, considering it needs to halt the trap to heal automatically through Regenerator. While seeming anti-synergy on paper, it utilizes Regenerator in tandem with Mega Grapploct's unique typing in a fairly distinct way that gives Octolock trapping throughout the game a more practical niche, while keeping it from being unbreakable. Regenerator, also, pairs well with it from a purely offensive standpoint, as it can let Grapploct dip into a bulky wallbreaker-esque role with staying power, which its healthy coverage and solid dual STAB combo can let it pull off.

Lastly, I chose to give it Toxic to let it pierce past Fighting-type resistances/answers with Octolock, namely behemoths like Buzzwole and also a way to pressure Ghost-types in a way that doesn't immediately invalidate them. This can also see use on a more dedicated defensive variant alongside options like STAB Scald and Circle Throw.

Mega Lickilicky

:bw/lickilicky:


NormalIC_Big.png


Ability: Poison Touch

Stats:
HP: 110
Atk: 115 (+30)
Def: 110 (+15)
SpAtk: 105 (+25)
SpDef: 110 (+15)
Spe: 65 (+15)

New Moves: Stealth Rock

Explanation:

I believe Poison Touch to be an immensely cool ability that is fairly underutilized in the main series, and I believe it would especially shine on a Pokemon that actively generates empty turns through Protect spam and is essentially a passive damage demon. Considering Lickilicky's emphasis on licking and tongue-use in general alongside it being a famous user of the WishProt combo with great coverage, I figured Lickilicky would make for a fantastic candidate.

So, let's talk about the intended spreading methods and ultimately what makes Lickilicky different from other Wish Blobs, primarily being Return, Body Slam, Seismic Toss, and Knock Off. Body Slam is incredibly interesting and very likely to be its most powerful damage-dealing option, as it has effectively a 51% chance to inflict either Paralysis or Poison, especially considering it is a STAB move and comes off its natural base 115 Attack, making it a powerful option in its own right. Knock Off trades power for utility in disarming the opponent alongside a chance to poison, and Seismic Toss is a consistent damage-dealer that makes contact and can also have a shot at Poisoning. You can also combo these moves together with your last moveslot to play into a more offensive tank, or, you can use the newly added Stealth Rock (thanks Clef/Blissey) to exploit forced switches with even more passive damage spam. I wanted Spikes a bit more but I cannot for the life of me figure out a way to justify it flavor- and precedent-wise, so Stealth Rock was a bit safer of a choice. Either way, you play more into the power of Poison chip while also compounding synergy with Knock Off by removing Heavy-Duty Boots and even getting more opportunities to spread Poison. Essentially designed to be a balance juggernaut that can reliably pass and throw off Wish while not becoming immobile due to its access to easy residual damage.
 
I'm surprised that only Lickylicky had note on it about its bulk when Grapploct's Octolock is potentially as problematic--if not more so--on something actually good, which is why I'm going to delay doing either of them for now and probably do them in another post (if I do them at all):

tsareena.png

Tsareena-Mega
New Typing:
Grass.png
/
Steel.png
{there was a Fighting type here; it's gone now}
New Ability: Iron Sole = This Pokémon's kick-based attacks have 1.2x power.
Blaze Kick**, Double Kick**, High Jump Kick*, Jump Kick, Low Kick*, Low Sweep*, Mega Kick*, Rolling Kick, Stomp*, Thunderous Kick, Triple Axel*, Triple Kick, Trop Kick*. [13]

*Kick moves that Tsareena has access to already.
**Kick moves this Tsareena has access to now.

P.S. It's probably better to not count High Horsepower or Stomping Tantrum as kick-based moves despite the animation for the former being a horseshoe and despite the name for a latter having the word "Stomp" in it. Both moves' descriptions say they involve full body attacks anyway. (Same goes for not counting Earthquake.)
{pre-Mega abilities were Leaf Guard / Queenly Majesty / Sweet Veil (hidden ability)}

STATS:
HP:
072
Atk: 120 → 144 (+24)
Def: 098 → 112 (+14)
SpA: 050
SpD: 098 → 112 (+14)
Spe: 072 → 120 (+48)
(BST: 510 → 610)

Added Moves: Blaze Kick, Double Kick, Stun Spore

Pokémon Sword: "The strength of its legs is now such that its steps can crack concrete and its kicks can shatter steel with ease. It will sometimes hold back this strength to humiliate a foe."
Pokémon Shield: "Its cruel nature has increased even more against enemies, which it will now try to paralyze with powder before grinding them under its heel to demonstrate their inferiority."

Description: I decided to use the K.I.S.S. method by using the K.I.C.K. method that surprisingly no one has used so far, perhaps because it's a bit boring and/or perhaps because of the moderate overlap with Raichu-(Kantonian-)Mega. The latter aspect shows how effective such a focus with Fighting type added to it is, however, which is a large part of why the (obvious & pun-named) ability is as simple as it is and why this Tsareena-Mega is slower than Raichu-Mega since it hits even harder and has more bulk, pesky worse type weaknesses aside. Trop Kick only helps its bulk, as does access to Synthesis, and its 4th move spot becomes rather free now given how much access to Blaze Kick meshes rather well with its STAB(s), which solves the issue of Grass/Fighting being weirdly mediocre coverage. Finally, being "only" base 120 Speed keeps it in check while still being a great, non-unique Speed tier. And all while not having anything to do with any of non-Mega Tsareena's abilities, which helps the regular form keep its presumed niche in Doubles.

(P.S. Tsareena's stat boosts and Mega stats are based around the number 12 almost solely due to Queen cards being the twelfth card in their suits if you start with the Ace as 01. Not that this mon has a card motif, but it helped me decide things.)

EDIT: In accordance with Hematemesis's will, this has lost its added Fighting STAB and became the hopefully more manageable Grass/Steel instead.
 
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A collaboration between KeroseneZanchu and Hematite......

:grapploct: Mega Grapploct
New Ability: Limber / Technician -> Mimicry
Type: Fighting/Water

New Stats:
HP: 80
Attack: 118 -> 148 (+30)
Defense: 90 -> 100 (+10)
Special Attack: 70
Special Defense: 80 -> 130 (+50)
Speed: 42 -> 52 (+10)
(580 BST)

New moves: Bullet Punch, Flip Turn, Gunk Shot, Storm Throw

WE'RE FINALLY DOING THIS!!
This is an idea the two of us came up with together ages ago literally April of last year I can't believe it's been that long during a conversation about Mimicry, and we've been waiting for the longest time to have the chance to share it P:

The initial line of thinking was a question of "what type combination gets the most mileage out of Mimicry?" - we wanted a type combination that was pretty good on its own but really needed help against the dominant terrain setters and could use Mimicry to gain a defensive advantage.
Fighting/Water was our favorite candidate by far - it's weak to all four of Grass, Electric, Fairy and Psychic, but Mimicry changes these to resistances to Grass under Grassy Terrain, Electric under Electric Terrain and Psychic under Psychic Terrain, effectively quartering their damage, while Fairy goes from a weakness to a neutrality but also isn't boosted by Terrain.
When I brought up that type combination's unusually major benefits from Mimicry, Kero pounced on it with the brilliant suggestion of :grapploct: Grapploct, a Fighting-type Pokémon that lives in the water and is a goshdarned octopus, which makes it easily the most flavorfully perfect candidate to combine Mimicry of all Abilities with Fighting/Water.

:tapu-koko::incineroar:

The next step was giving Grapploct the tools it needed do justice to its concept - to capitalize on both defensive Mimicry shenanigans and the most unique characteristics base Grapploct itself had to offer.

First of all, we had to make sure it could actually beat the terrain setters Mimicry was meant to help it with, and that's what Gunk Shot is for - we knew Grapploct couldn't rely on its STAB moves regardless, because it would never have STAB on them when facing the Pokémon Mimicry helps it to handle, so we wanted a strong move of a single type that wasn't harmed by Grapploct's loss of STAB and could hit as many relevant terrain setters as possible super effectively.
Enter Gunk Shot, a 120 BP move (plenty to make up for the lack of STAB!) that hits Rillaboom and all four of the tapu for super effective damage. As Grapploct is, once again, a goshdarned octupus, this is a super fitting move flavorfully and one it totally deserves, so it's pretty fun to make it into one of the most relevant tools for its role!

Next up, Bullet Punch helps Grapploct to deal with faster (and often physically frailer) Fairy-types that pose a threat while it's still Fighting/Water and pairs excellently with Bulk Up sets.
Normally, you'd think Bullet Punch isn't useful as coverage for Fairy-types in a meta where Tapu Koko and Tapu Fini see so much use and Tapu Lele, for that matter, if it drops - after all, Tapu Koko and Tapu Fini aren't weak to Steel and Tapu Lele is outright immune to Bullet Punch. That's what makes Mega Grapploct so unique as a user of the move: the Fairy-types that have the least to fear from Bullet Punch are the ones that don't have a type advantage on Grapploct, while the Fairy-types that Mimicry doesn't help Grapploct to resist are the ones that have a weakness to Bullet Punch.
Flip Turn is a generally cool option on similar grounds - it's not meant to be directly anti-terrain by any means, but it's always an excellent option on a Water-type and suits Grapploct's character to a tee (have you seen that thing move on Route 9--).
More importantly, though, both of these are really cool moves to combine with Grapploct's signature Octolock!
Bullet Punch lets Grapploct pick off a trapped opponent whose defenses have been lowered before it has the chance to pivot out unscathed, and the combination of priority, anti-Fairy coverage for everything but the tapu (Grapploct isn't weak to the tapu's Fairy moves) and Octolock's Defense reductions to plenty to counteract its lack of raw power.
Meanwhile, Octolock + Flip Turn is a unique combination that capitalizes on Grapploct's new type and low Speed with its most exclusive tool - Octolock is hard to use supportively because Grapploct can only hard-switch out of a trapped opponent, which undermines its main benefit of forcing out a wall and easing ally setup, but introducing Flip Turn means pairing the move with slow pivoting and allows an ally to come in safely on an opponent with reduced defenses, an incredibly unusual and dynamic spin on Parting Shot or Memento that puts a ton of immediate pressure on your opponent.

Lastly, Storm Throw is a rare and interesting move that we added in the hopes that Mega Grapploct could have more of a niche in VGC! It may not have much to do with Mimicry or Octolock, but when it comes to a Water/Fighting-type...

-1 0+ Atk Grapploct Storm Throw vs. 248 HP / 0 Def Incineroar on a critical hit: 174-206 (86.5 - 102.4%) -- 12.5% chance to OHKO​

... it's pretty nice to be able to take down VGC overlord :incineroar: Incineroar so effortlessly!
but wait, what about Mimicry? Surely it's unreliable to try to carve a niche out of an often-non-STAB move and a type combination you won't always have--

-1 252+ Atk Grapploct Storm Throw vs. 248 HP / 0 Def Incineroar on a critical hit: 138-164 (68.6 - 81.5%) -- guaranteed 2HKO​

Haha nope! That's pretty great damage even without STAB!
Basically, Storm Throw is a way to preserve the offensive advantages of the Fighting type in the format where that's most valued, even when Grapploct may not always have the type - because critical hits ignore Intimidate, which is always relevant on Fighting-types in VGC, this very effectively compensates for the loss of STAB and makes Storm Throw easily its strongest move to target Incineroar regardless of the state of the field.

We have absolutely no ulterior motives relating to non-Mega Technician when we suggest adding any of the last three moves... none at all...

:tapu-fini::clefable::rillaboom:

The next thing we considered was the stats, and we decided on a bias towards Special Defense for a few reasons.
A large increase to Special Defense makes it easier for Grapploct to deal with Tapu Koko and Tapu Fini, the terrain setters against which it has the best matchup; it's especially useful since Fairy is the only terrain type that doesn't still resist itself, so Grapploct appreciates all of the help it can get against Tapu Fini... and this totally pays off! Even completely uninvested, Fairy-type Grapploct handily avoids the 2HKO from 252 SpA Tapu Fini's Hydro Pump (its most damaging move), which frees it up to KO back with a Gunk Shot easily.

Speaking of Fairy-types, the Attack and Special Defense bias means Grapploct also 1v1s Clefable quite handily - no matter how you invest, and even without a terrain up, Grapploct always does more with Gunk Shot than it takes from Moonblast, and it can very quickly get into OHKO territory if you get to +1, it's easy to Speed creep Clefable, and somewhat defensively-invested Grapploct even avoids the 2HKO from Moonblast while Fighting-type.
For one example, 252 HP / 40+ Attack / 20 SpD / 68 Speed Grapploct is the most efficient spread I could find that can reliably 1v1 both Magic Guard and Unaware Clefable, either by clicking Gunk Shot twice or by clicking Bulk Up once and then Gunk Shot once as long as you know Clefable isn't Unaware.
And here's the thing... that's only 380 of its EVs! It has 132 left to put wherever you want and ease whatever other matchups you want - we had customizability at the forefront of our minds with this spread, and it can tech for so many cool interactions!

Defense is slightly less valued here because Rillaboom, the most prominent physical terrain setter and Grassy Terrain user, still has U-turn to hit a Grass-type Grapploct super effectively if it needs and also hits way freaking harder with Wood Hammer than it has ANY right to hit and barely recognizes single-resistances as a concept; Grapploct isn't going to want to switch in on Rillaboom's moves to counter it anyway, and Mimicry is more useful to remove Rillaboom as a Grapploct answer than to make Grapploct a Rillaboom answer.
But that's not to say it doesn't have a surprisingly awesome edge against Rillaboom, and that edge once again comes from Bulk Up.
Put it this way:
if you get in your specially bulky Water/Fighting-type tank,
and your opponent immediately tries to switch to their best physically offensive answer to Water/Fighting as you click Bulk Up once,
and their monkey-brained Rillaboom cannot answer it offensively after a Bulk Up,
Mimicry is doing its job... and check this out:

252+ Atk Choice Band Rillaboom Wood Hammer vs. +1 8 HP / 0 Def Grapploct in Grassy Terrain: 135-160 (44.5 - 52.8%) -- guaranteed 3HKO after Grassy Terrain recovery​
+1 0 Atk Grapploct Gunk Shot vs. 0 HP / 4 Def Rillaboom: 372-438 (109 - 128.4%) -- guaranteed OHKO​

Notice the 8 HP as the bare minimum investment for this interaction. That's only 8 of your EVs. 8 of them!!!!
Heheh... so yeah! Mimicry does its job. C:
The two of us are decidedly not fans of Rillaboom so we think that's pretty cool P:

In general, a specially bulky stat spread is highly effective to complement Grapploct's Bulk Up, which can naturally shore up any shortcomings in physical Defense. While some comically high amount of physical bulk might help Grapploct switch in on Rillaboom, it's pretty extraneous and not really worth it; it's much more valuable to lean into Bulk Up's defensive utility and allow it to cover both sides at once.

:grapploct:

As a closing note, remember that Grapploct isn't using Mimicry to function as a terrain abuser but to remain safe from opposing terrain setters that would otherwise interfere with its role. You're not meant to pair Grapploct with a tapu and somehow sweep - you're meant to use Grapploct for the utility and wallbreaking potential it has to offer on its own, and Mimicry is a unique way to improve its matchups against the Pokémon that would threaten it the most.
This is also why we avoided adding moves like Terrain Pulse and Nature Power, which have no relevant benefits for Grapploct - not only is Mega Grapploct a physical attacker, but for all of the same reasons that Mimicry helps it against opposing terrain (read: most terrain types are resistant to themselves), "against opposing terrain" is when these two type-changing moves are at their least effective.

In general, a Mega Grapploct set shouldn't be completely filled with anti-terrain techs - this is a Pokémon with a ton of cool move options like Bulk Up, Taunt, Drain Punch, priority coverage, and the incredibly cool combination of Octolock and Flip Turn, and we wanted to keep it free to make use of all of these options... so most importantly, just have fun with this!
Mimicry, Gunk Shot and its stat spread are all it needs to be fearless of teams that rely on common terrain setters to deal with Fighting- and Water-types - the rest is up to you and how you want to use it, and it has three flexible slots with some super neat options to mix and match!
In short, this is the coolest tech Mega with a crazy amount of customizability, and it relies on Mimicry for its defensive potential in a way that hasn't been properly explored because freaking Galarian Stunfisk already resists Psychic and Fairy and is immune to Electric why does Mimicry make it actively worse at half of the terrains-- to create some really interesting matchups as a setup tank.




also: consider running Octolock + STAB Dive if you're not a coward <3
 
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Mega Grapploct @ Grapplite

Type: Fighting

Ability: Chokehold
If another Pokémon on the field is prevented from switching out, this Pokémon takes 3/4 damage from them.

Stat (changes):
80/133(+15)/115(+25)/85(+15)/100(+20)/67(+25)

New moves: Aqua Jet, Flip Turn, Toxic

Um so basically wrestling. Also Aqua Jet and Flip Turn because its an octopus (also base grapp needs some love)

The ability synergizes pretty well with Octolock, reducing the opponent's defenses every turn while also reducing the damage Grapploct takes from them. Grapploct doesn't have much in the way of healing, its most reliable recovery being Drain Punch. Grapploct's low speed and the requirement to use a turn for Octolock guarantees the Ability isn't too strong, but I added quite a bit of bulk to make sure Grapploct has the longevity to be able to utilize it's ability.
While this is most intended for singles, the ability could also have some niche application in doubles paired with things like Shadow Tag Gothitelle or Thousand Waves Zygarded-Complete. (new snap trap meta !?!?!?)
 
1641590080255.png

Mega-Lickilicky (Normal) :lickilicky:
Ability : Color Change
Hp : 110
Atk : 115 (+20)
Def : 120 (+25)
SpA : 110 (+20)
SpD : 120 (+25)
Spe : 40 (-10)

Move : Sludge Bomb , Soak

Lyckilicky is known to be a pink big round blob that like to lick everything around, and for some reason that make me think of kurby , a pink big round blob eating everything around.
I wanted to reflect that by making licklicky "eat" his opponent attack to transform itself accordingly , hence the use of color change. Combined with licky great defense and huge movepool, as well as wish access it make for an interesting wall , able to take it from mon such as rilaboom , weavile or any commonly used choice user.
Sludge Bomb is a little adition to reflect the acidic aspect of licki tongue , while soak is mainly here for flavor but also a tool for potential toxic trap set with wrap ^^
 
:ss/Lickilicky:
Lickilicky-Mega
Normal/Poison
Ability
: Cloud Nine/Oblivious/Own Tempo-> Gourmand (If user's attack is resisted by the target, the target is poisoned. Fails if target is immune to poison or already has a non-volatile status).
Stats

HP: 110
Atk: 130 (+45)
Def: 105 (+10)
SpA: 115 (+35)
SpD: 105 (+10)
Spe: 50
New Moves: +Poison Jab, Sludge Bomb

Mega Lickilicky is a mon of rather particular taste; if its target is not to its liking (by resisting its attack), Licki will coat it with a substance to make it more appetizing, which may be an issue given its newfound Poison typing. This allows Licki to cripple would be switch-ins, giving its normally mediocre STAB combo a little extra bite, on top of a great array of physical options like EQ, Knock Off, Power Whip and elemental Punches. This allows Licki to serve as either a tanky sweeper/wallbreaker with SD or a general tank with Wish, using Gourmand to help break through certain obstacles easier or spread status more reliably; more defensive sets can even make some use of Licki's respectable special movepool with options like Flamethrower or Ice Beam off the decent SpA buff. Between a connoisseur's collection of coverage to throw out and its ability to punish most mons that can tank whatever coverage it has to offer, Mega Licki has just the amount of power it needs to be an effective, unpredictable offensive option.

:ss/Tsareena:
Tsareena-Mega
Grass
Ability: Leaf Guard/Queenly Majesty/Sweet Veil-> Moxie
Stats

HP: 72
Atk: 145 (+25)
Def:
103 (+5)
SpA: 60 (+10)
SpD:
133 (+35)
Spe: 97 (+25)
New Moves: +Refresh

Tsareena's pleasure in defeating foes makes it a perfect fit for Moxie, benefitting from fulfilling its "cruel nature". Compared to a certain other Moxie Mega, Tsareena's strong STAB and powerful coverage options like HJK and Triple Axel give it the power it needs to get a sweep started more reliably; you can also pack Rapid Spin to boost your Speed, Knock Off to soften checks, Refresh as Scald insurance or even Synthesis to make use of natural bulk.

:ss/Grapploct:
Grapploct- Mega
Fighting/Poison
Ability: Limber/Technician-> Infiltrator
Stats

HP: 80
Atk: 148 (+30)
Def: 110 (+20)
SpA: 70
SpD: 110 (+30)
Spe: 62 (+20)
New Moves: +Poison Jab

Grapploct is always seeking out strong opponents, so naturally it would seek a worthy opponent on fast paced HO teams. Infiltrator is a natural fit for a fighter seeking to take on HO, also referencing the insane flexibility of real-life octopi (even the 6- foot Giant Octopus could potentially fit under your door), backed with a new Poison typing to offer resistances to Grass and Fighting and remove that Fairy weakness, while also adding punch to newfound Poison Jab. Grapploct has a fairly solid kit for taking on HO, between Drain Punch for recovery, Sucker to pick off weakened foes, Circle Throw or Topsy-Turvy to directly punish set-up, signature Octolock to weaken sweepers for revenge-killing teammates and Bulk Up to boost alongside would be physical sweepers. Mega Grapploct has a naturally favorable match-up against screen setters Koko, Alolatales, and Grimmsnarl, also strangling key threats like Bisharp, Kartana, Rillaboom and Deoxys S and ensuring Meowstic-F can't safely set up in front of it. Also funny thing: without Psychic, offensive Volcarona needs +3 to possibly OHKO against 252 HP/0 SpD. Meanwhile:
84+ Atk Grapploct Poison Jab vs. 0 HP / 4 Def Volcarona: 201-237 (64.6 - 76.2%) -- guaranteed 2HKO
84+ Atk Grapploct Sucker Punch vs. 0 HP / 4 Def Volcarona: 117-138 (37.6 - 44.3%) -- guaranteed 3HKO

Grapploct also packs several useful qualities defensively, sponging Knock Off, absorbing Toxic and TSpikes and resisting Rocks. That said, its lack of recovery outside of Drain Punch and Ground weakness mean it can be stretched thin (heh) in certain matchups, plus it dislikes burn a lot. But between its solid defensive typing and variety of options for dismantling sweepers, Grapploct is ready for any challenge and is something any HO team must take into consideration.
 
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Grapploct-Mega (Fight/Water) :grapploct:
Ability : Poison Heal
Hp : 80
Atk : 136 (+18)
Def : 110 (+20)
SpA : 70
SpD : 122 (+42)
Spe : 62 (+20)

New move : Flip Turn

Mega Grapploct was designed as a toxic absorber thank to Poison Heal (Octopus are animal usually having poisonous gland, hence the idea for the ability). Its new typing allow to check common toxic user such as Gliscor , Heatran or punish a poison point Nidoqueen from predicting you using a Fighting move to get some cheap damahe with Rocky Helmet. It also punish the opponent for attempting to use toxic spike with pokemon like Toxapex that would then be unable to do anything to Grapploct. Activating the ability can prove tricky in some situation , but reward heavely good prediction and intellegent teambuilding (By using mon that would be usual toxic magnet for exemple).
Thank to an activated Poison Heal , grapploct can use with more efficiency the combination of Octolock and Protect. Is dual typing help it check Greninja (As the increase in SpD allow to not be able to be 2HKO by Ash-Gren Hpump even without investment)
The Speed was designed for grapploct to outspeed Ttar as well as slower bulky mon to more efficiently abuse Octolock.
 
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Collab with Z-nogyroP!
Mega Grapploct
:ss/grapploct:
Fighting | Poison
Ability: Poison Touch
The user's moves that make contact have a 30% chance to leave the target poisoned.

80 / 148 (+30) / 115 (+25) / 75 (+5) / 100 (+20) / 62 (+20)
New moves: Flip Turn, Pursuit, Poison Jab

We've got a treat for you on this slate. Our Mega Grapploct brings power and versatility, being able to work as a pivot, a set-up sweeper, or a stallbreaker. With bulk enough to take many a hit, and a typing with a whole 6 resistances, switching in on attacks can be a breeze! With semi-reliable recovery in Drain Punch, Grapploct is ready to punch holes with chokeholds. Being able to pivot out, trap opponents, and/or recover while poisoning the enemy is a major asset, enough to justify a teamslot in its own right. A great defensive typing with a Toxic immunity leads to a very threatening Bulk Up sweeper. With such versatility, I've taken the liberty of making a short list of all of Grapploct's moves that innately synergize with Poison Touch or each other.
- Drain Punch and Poison Touch: As mentioned before, the ability to recover while also dealing damage and having a chance to gradually chip is a great benefit.
- Pursuit and Poison Touch: Being able to poison enemies while again, doing chip damage and potentially killing them first, is a really unique quality. It's one of the reasons why Muk-A sees so much success in Gen 7 UU.
- Flip Turn and Poison Touch: Pivoting out while adding status to the enemy is a niche, allowing mons like Blace or Pult to go wild with Hex as opposed to just Shadow Ball. Not only that, but you have the bulk to pivot!
- Skitter Smack + Bulk Up and Poison Touch: You all aren't ready for this giga brain play. This fusion destroys the offense of enemies while you grow stronger and become capable of poisoning them on every hit. Pair with Drain Punch, Octolock, Flip Turn, or Sucker Punch for additional havoc.
- Octolock + Pursuit and Poison Touch: The ultimate game of chicken. Let them stay and be worn down by an onslaught of gradually strengthening attacks, or have them switch out and be chipped away at later.
- Taunt + Octolock + Drain Punch: This is a very potent stallbreaker set that matches up positively against non-Poison immune walls, like Hippowdon or Mew, being able to shut them down and force them out. Especially potent with Wish support allowing it to be used more times.
- Circle Throw and Poison Touch: I shouldn't have to explain how simultaneous phazing + status is great.
- Pursuit + Topsy-Turvy: Topsy-Turvy by nature is great at forcing switches, and Pursuit is the move to capitalize most on it, especially if the opponent is a Bulk Up user.
- Soak + Pursuit: Soak, by nature, forces switches due to removing STAB. While nearly all of Grapploct's moves aren't super-effective on pure Water-types, very few of them are resisted, giving some cheap (albeit gimmicky) chip.
- Octolock + Flip Turn: Being able to prevent enemies from switching followed by lowering their defenses, then switching to an ally to take advantage of that or force out the trapped mon is a very strong order that shouldn't be underestimated.
Do keep in mind that all of these can be mixed and matched on different kits, and this is just a very basic run-down of the available mixes. There's a bunch more that I'd love to talk about.
On top of all of these synergies, you hit like an absolute truck with 148 Atk, especially when using moves like Close Combat. With coverage in the punching moves, Liquidation, and the added Poison Jab, such a diverse range of enemies shall be felled by your hands.
As for the stats, we were in agreement that an absolutely chonky Atk of 148 was necessary, and the rest was mostly a back-and-forth of calcs and theorycrafting, except for Spe. This tier was specifically chosen to outpace 0 Spe Clefable (which can be 2HKOd by Poison Jab, even without buffs) and to beat Blissey definitively, but still lose to mons like M-Gothitelle and Pelipper as a balancing factor.
Thank you all for reading this far, and we're really excited to see who wins!
 
:grapploct:
:ss/grapploct: Mega Grapploct
New Ability
: Showdown (While this Pokémon is present, all Pokémon are prevented from restoring any HP. During the effect, healing and draining moves are unusable, and Abilities and items that grant healing will not heal the user. Regenerator is also suppressed.) (Made by IsoCon)
Type: Fighting

New stats:
HP: 80
Attack: 118 -> 138 (+20)
Defense: 90 -> 100 (+10)
Special Attack: 70 -> 95 (+25)
Special Defense: 80 -> 92 (+12)
Speed: 42 -> 75 (+33)
(BST) 480 -> 580 (+100)

New moves: Mach Punch
Description: Showdown for a wrestling Pokemon is such a cool idea and with some help from the Discord, I think I managed to make it a useful Pokemon! It has disadvantages and advantages against Staraptor. It has higher defenses, allowing it to tank some more hits, and it hits back the same mons that Staraptor could with Ice Punch. You could also run a Bulk Up set with moves such as Mach Punch and Liquidation to bash the opponent with +1 Attack and tank hits better with +1 Defense. However, it has a lower attack than Staraptor, as well as lower speed. It also loses to common threats such as Starmie-M, Tapu Fini, and Tornadus-T, with its lower Special Defense.

:tsareena:
:ss/tsareena: Mega Tsareena
New Ability
: Infiltrator
Type: Grass/Steel

New stats:
HP: 72
Attack: 120 -> 150 (+30)
Defense: 98 -> 108 (+10)
Special Attack: 50 -> 70 (+20)
Special Defense: 98 -> 118 (+20)
Speed: 72 -> 92 (+20)
(BST) 510 -> 610 (+100)

New moves: Smart Strike, Flash Cannon
Description: When I was reading the Wikipedia page for the Mangosteen (what Tsareena is based on) for ideas, I came across this quote
The wood (of the Mangosteen) has been used to make spears and cabinetry in Thailand.
So I decided at that moment, that my Mega Tsareena was going to be based on spears, and it gains the Steel type. It also gets Infiltrator to reference spears main usage of piercing armor, allowing it to damage opponents regardless of their extra precautions. It has advantages over Kartana through its higher bulk and Infiltrator ignoring screens and Protect.

Also it would be really funny to use Sharpen in an actual set
 
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01-09-22a.png

Mega Lickilicky
Ability: Tongue-tied
Type:
normal.gif

This Pokémon uses Lick with a 20% chance to paralyze instead of 30 when the opposing Pokemon uses a contact move on it.
Stats: 110 HP / 125 Atk (+40) / 105 Def (+10) / 120 SpA (+40) / 105 SpD (+10) / 50 Spe / 615 BST

New moves: Defog, Hyper Voice, Slack Off
Description: Mega Lickilicky is a tank with hefty mixed bulk and great mixed offenses. M-Lickilicky packs several support options in Defog, Dragon Tail, Heal Bell, Toxic, TWave, and Wish; and the addition of Slack Off allows M-Lickilicky to keep itself healthy and better check offensive threats. Tongue-tied helps to punish foes using contact moves. Swords Dance can turn M-Lickilicky into a surprisingly hard-hitting breaker against slower defensive teams and the addition of Hyper Voice makes specially offensive sets much more feasible. This all gives M-Lickilicky a ton of flexibility that keeps the opponent guessing.

M-Lickilicky's biggest flaw however is its poor Speed, which especially puts a damper on more offensive sets. 4MSS is also an issue, as different M-Lickilicky sets will falter against different matchups.
"It grew two additional tongues as a result of Mega Evolution. Its three tongues entangle and squeeze the life out of its foes."
"It can launch any of its three tongues with enough force to smash through concrete. Mega Evolution has heightened its saliva's acidity."

01-09-22c.png

Mega Grapploct
Ability
: Intimidate
Type:
fighting.gif
water.gif


Stats: 80 HP / 118 Atk / 128 Def (+38) / 70 SpA / 90 SpD (+10) / 94 Spe (+52) / 580 BST

New moves: Body Press
Description: Fast tank designed to use its signature move to the fullest. While Octolock is a really cool move, base Grapploct's poor Speed makes it an inefficient user of its own signature move. With the power of Mega Evolution however, M-Grapploct's new Speed tier allows it to outpace Heatran, Landorus-T, and M-Midnight Lycanroc while still leaving it outsped by its potential checks/counters in M-Rillaboom and M-Toxtricity-A.

M-Grapploct's main strength lies in using its Speed to trap and weaken opponents with Octolock before eliminating them to facilitate a sweep for a teammate or setting up with Bulk Up so it can sweep itself. It's also an effective user of Taunt, denying recovery and status inflictions for defensive Pokémon and shutting down slower set-up sweepers. Intimidate bolsters its already solid physical bulk and makes it tougher for Octolocked victims to fight back. Body Press is a fun move, though it's purely a damage option compared to Drain Punch's more useful healing.

However, M-Grapploct's only forms of recovery are Drain Punch and Rest, leaving it prone to being worn down without team support. M-Grapploct also has to deal with 4MSS; as it can't fit Octolock, Taunt, Bulk Up, Drain Punch, Rest, and additional attacking options (such as Sucker and Ice Punch) on one moveset.
"Mega Evolution has awakened the flow of the sea within Grapploct. It glides like an ocean current and is as malleable as water itself."
"Its body is packed with dense muscle, feeling little pain. It sponges its opponent’s blows, finishing them off once they’re exhausted."

01-09-22d.png

Mega Tsareena
Ability
: Queen's Gambit
Type:
grass.gif
fighting.gif

If this Pokemon is switched-in on an opposing Pokemon’s priority move that’s targeted towards it or its allies, that move will fail. Afterwards, this Pokemon will gain +1 priority. (The message "<name> is ready to strike back!" is displayed after Queen's Gambit activates.)
Stats: 72 HP / 140 Atk (+20) / 120 Def (+22) / 60 SpA (+10) / 120 SpD (+22) / 98 Spe (+26) / 610 BST

New moves: First Impression
Description: Queen's Gambit takes Queenly Majesty and turns it into something much more strategic, rewarding aggressive and risky play. Being able to earn +1 priority on any of its attacks when switched-in on opposing priority moves makes Tsareena a strong revenge-killer and anti-offense threat.

A respectable 140 Atk combined with high-Base Power STAB moves lets M-Tsareena terrorize slower attackers and fulfill its capability of reverse revenge-killing. M-Tsareena’s bulk isn’t to scoff at either, as it can tank a hit from opponents who decide to click a priority move again after Queen's Gambit activates. Fighting type not only adds STAB on HJK, but also provides resistance to Sucker Punch, a useful asset for any revenge-killer. Fighting type also lets it take less damage from Stealth Rock, giving it an easier time switching-in to activate Queen's Gambit or pivoting with U-turn. The addition of First Impression ensures that M-Tsareena will not be outprioritied by even Extreme Speed, though it offers poor coverage otherwise.

Queen’s Gambit can create some tense mindgames since opponents will try to play around Queen’s Gambit’s effect. Be wary, getting predicted and sending M-Tsareena into a powerful attack or status condition instead of a priority move will result in a weakened or KO-ed M-Tsareena.
"Mega Evolution enhances both its fighting prowess and its cruelty. It crushes its foes beneath its heels, cackling haughtily as they beg for mercy."
“A single kick from Mega Tsareena will send a car to the scrapyard. It dislikes taking orders, but will serve a caring and skilled trainer with loyalty.”
 
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:swsh/tsareena:
Mega Tsareena
Grass / Steel
Ability:
Pinwheel (After being hit by a Flying-type Move, This Pokémon raises its Speed by 2.)
Stats: 72 / 135 / 113 / 85 / 113 / 92 (+0, +15, +15, +35, +15, +20)
New Moves: Iron Head, Smart Strike, Flash Cannon, Mirror Shot, Metal Burst

Description: Tsareena's area above the legs (waist?) looks pretty circular, so what if we incorporate pinwheels in there and make this new sub around it! Tsareena gains armor upon Mega Evolution, what makes it a pretty strong adversary to face. However, her legs are also way more deadly with the addition of steel pieces, so its also stronger offensively after the evolution.

Talking competitively though, this gains a better typing for offensive and defensive purposes, paired with Tsareena's movepool, having Rapid Spin, Triple Axel and High Jump Kick for coverage. Mega Tsareena is more vulnerable to Fire-Type attacks, and with Cinderace running everywhere, this is going to have a not-so-good time before the ban, so yea. a mon that gets offensive flying types p good tho.
 
:tsareena: Mega Tsareena
New Ability
: Seedler (When this Pokemon is on the field, it applies Leech Seed to every Pokemon with stats changes. Pokemon that would be immune to Leech Seed (like Grass type Pokemon or Pokemon behind a Substitute) are not affected)
Type: Grass
New stats:
HP: 72
Attack: 150(+30)
Defense: 108(+10)
Special Attack: 50
Special Defense: 148(+50)
Speed: 82(+10)
(610 BST)
New moves: None
Description:
It's ability essentially turns Trop Kick into damaging Leech Seed, which is great, but also punish opponents that try to set-up, by wearing them down or forcing them out. It can run multiple sets (for example an utility set Trop Kick/Knock Off/U-Turn/Rapid Spin or a more offensive one with Trop Kick/HJK/Triple Axel/U-Turn). Offensive sets appreciate it's high Attack as well as the chip damage Trop Kick provides thanks to the ability, and more defensive/utility sets love it's huge Special bulk and appreciate Trop Kick's Attack drop and the healing it provides, as well as the fact it discourages opposing mons to try setting up to beat it.
 
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Mega :swsh/lickilicky: Lickilicky
Type:
Normal
Mega Stone: Lickilickyte

Ability: Hunger Switch

Stats:

Full Belly Mode

HP - 110 (+0)
ATK - 85 (+0)
DEF - 115 (+20)
SPA - 120 (+40)
SPD - 115 (+20)
SPE - 70 (+20)

Hangry Mode
HP - 110 (+0)
ATK - 120 (+35)
DEF - 95 (+0)
SPA - 80 (+0)
SPD - 95 (+0)
SPE - 115 (+65)

New Moves: None

Description:
Dex Entry: Mega Lickilicky's tastes become fine-tuned and hard to please - which reacts dangerous with its heightened appetite. When dissatisfied, Mega Lickilicky's immense, powerful tongue lashes out in anger, demolishing that which stands between it and its next meal.
Mega Lickilicky takes Morpeko's appropriately-flavored form-changing gimmick and gives it a new spin - rather than changing the type of its Aura Wheel between forms every turn, why not change its stat distribution? Mega Lickilicky creates a certain tempo with these changes - offensive turns and defensive turns, as well as physical turns and special turns. This split can make Mega Lickilicky hard to wall, as it can hit decently hard on both defenses, but makes it easy to predict what it will try to do each turn. And, since it starts in Full Belly Mode, it can often get a safer entry before committing to the attack.

In addition, there are several unique patterns Mega Lickilicky can use this for - primarily, its interactions with Wish and Belly Drum. Mega Lickilicky can use Wish on its fast turn so that on its next, slower and tankier turn, it can use Belly Drum and immediately receive the heal and be prepared to blow holes in teams on its next offensive turn. In addition, this pattern enables Giga Impact as a viable option - 120 attack STAB Giga Impact leaves a mark no matter who you are after a Belly Drum, and then you get to spend your recharge turn with the extra fortification that comes with Full Belly Mode.



Mega :swsh/tsareena: Tsareena
Type:
Grass/Fighting
Mega Stone: Tsarite

Ability: Thick Fat

Stats:
HP - 72 (+0)
ATK - 120 (+0)
DEF - 118 (+20)
SPA - 50 (+0)
SPD - 146 (+48)
SPE - 104 (+32)

New Moves: Thunderous Kick, Stomping Tantrum, Slack Off

Description:
Dex Entry: Tsareena's naturally powerful legs receive the most of its mega energy - capable of kicking holes through steel, their sheer strength and size raise Tsareena's body temperature with the force they exert, acclimating it to the heat and warding off the cold that used to bother it.
Grass is a great defensive type - primarily held back by their weakness to Fire and Ice, two great offensive types. Thick Fat circumvents this weakness - allowing Tsareena to check Ice types with its now-STAB Fighting coverage in Thunderous Kick and HJK. In addition, Stomping Tantrum also allows Tsareena to check Fire types now, as well as breaking past the Poison types that wall Grass/Fighting but rarely take the offensive Poison moves that would threaten it. Triple Axel also allows it to potentially break Flyings types it outspeeds, but this is a risky play, as the move is unreliable and whiffing at any point will often lead to being OHKO'd by Grass/Fighting's 4x weakness.

Speaking of Fighting, I swear I wasn't going to do it because it seemed cliche, but Fighting offered something very important to this sub - Rocks resistance. Mega Tsareena has a powerful spot as a fast, bulky, offensive utility mon: Trop Kick kicks physical attackers in the nads and makes up for its lower physical defense in relation to special defense; Thunderous Kick helps it break past walls of many kinds; Knock Off is, well, Knock Off - the poster child for offensive utility, but also helps it against its newfound Psychic weakness; U-Turn makes it a great pivot; and Rapid Spin is stellar utility on an offensive pivot that appreciates the speed boost in order to creep many of its offensive checks. However, having a utility attacker with a pivot-centric niche is hard to make a mega out of due to not having access to Heavy Booty Doots, so the Fighting typing was crucial in helping it resist rocks. In addition, while this sub has a quantifiable amount of 4mss helping it from being pushed over the edge, Fighting does give it a solid answer in bulky Fairy-types, as that's the only type that Tsareena doesn't have the coverage to potentially deal with (even though it can't deal with all of its other checks in one set).

I was hesitant about Slack Off here - while it's decent enough flavor (Queenly Majesty, sitting back on her throne, etc. etc.), and it seemed like the sub might struggle without some longevity, I'm not wholly sure if it's actually too much, so feel free to let me know.
 
"Oh no, they're onto us, what do we do?"
"Just, idk, pretend you're Hematite or smth."
"I can do that!"

Ahem
Hello! It's me, HemaTITE here to bring you the veto post! There is definitely nothing shady going on here. Anyway, let's just get right into it!

lavarina :Tsareena: :Grapploct: Gonna veto Tsareena and Grapploct; I would recommend toning down the base stats for both! Generally, adding 100 base stats exclusively to stats that will help your pokemon can be dangerous. I would try to de-optimize Tsareena's stats, as the ability and typing change are both fine! 140 attack 111 speed is very strong in the current meta, especially with very strong coverage in High Jump Kick, Triple Axel, and your newly added Blaze Kick. I recommend toning down the speed here, base 111 is incredibly fast. I think you can go down to base 101, or base 103 if you really want to be a Garchomp check as well, but then I would tone down the attack in that case. As for Grapploct, I recommend adding a bit to speed from bulk, because it is incredibly beefy as is, and the speed will also serve to nerf its gyro ball, which will help for balance!

XzvzX :Tsareena: Rivalry is incredibly unhealthy to the meta, as it will just make everything run male and completely defeat the purpose. Nobody wants that. Veto, change it (I would remove fleur cannon too while you're at it).
:Grapploct: I think this is just straight up uncodable? No custom moves.
:Lickilicky: Going to go ahead and veto the ability on this thing too, because that ability is actually insane. You made a pokemon with 110/105/105 bulk, recovery, and is exclusively weak to bug. I would change the ability, and perhaps remove soft-boiled as well.

Gravity Monkey :Tsareena: Really cool sub, but I am going to veto it due to being too strong. 145/127 stab HJK and power whip gives Mega-Raichu like power, and that is without the physical frailty. Please tone this down.

has anyone done prankster grapploct yet? no?
Regic Boat :Grapploct: yes actually, Shrimp did. Going to veto this as a result.
:Tsareena: this thing is actually insane, Athenian is a crazy ability. 234 base power Power Whip on 130 base attack pokemon is ludicrously strong. I would tone this thing down, preferably in ability.

depressed lion :Tsareena: Edit cause I misunderstood Hema LMAOO. Remove follow me from this. Since Tsareena has queenly majesty, regular Tsareena would become rather problematic in doubles. It's a very minor change, I think it should be fine.

ViZar :Lickilicky: this thing looks incredibly strong. Super beefy, access to reliable recovery, and parting shot. The ability is fine, I would tone down the stats or remove some of the added moves. Veto.
:Tsareena: Please specify the ratios for this ability, but this is not a veto provided the ratios are reasonable.

The Damned :Tsareena: Sorry mate, this thing is way too strong. HJK/TA/TK/BK would be nearly unwallable with the ability. I would just change the ability in general or remove fighting type, it makes this thing very hard to deal with defensively.

okispokis :Tsareena: Moxie is good for this flavorwise, but I would lower the speed on this to below 100, just to make it more easily played around, especially if you are giving it refresh to protect against status.

Exploziff :Grapploct: love your idea for this, and the lore, but just reminding you that poison heal megas cannot hold a toxic orb, which would make it extraordinarily difficult to get this thing poisoned. Perhaps you may want to reconsider the ability, or at least explain why Grapploct would be a good poison heal pokemon? If not, this is definitely legal and fine, and we can keep it!

Z-nogyroP :Tsareena:
Vetoed. This is an outstanding ability that would be extremely hard to deal with. Tsareena has substitute, which means it can avoid statuses pretty easily, and then be nearly impossible to take down due to its ability. Rework this, probably remove parting shot as well!

TheUltraFinder :Tsareena:Just to be cautious, I'm going to go ahead and suggest to remove sharpen from your Tsareena. It has smart strike, power whip, and HJK, meaning that it would be dealing Kartana-like damage with a significantly higher defense stat backing it up should you get it to +1.

Bloopyghost :Lickilicky: I want to say that your art is super sick! Nonetheless, for a similar reason to the aforementioned XzvzX. 110/120/120 bulk with recovery and one weakness is incredibly strong, and I will enforce toning it down in this instance. Vetoed. Innards out is also just a really anti-burst ability on something with such a great HP stat, so I would consider just reworking this one in general.
:Tsareena: Similar to lots of other grass/fighting submissions above, I'm vetoing this for being above 100 speed. Should be a simple fix, though.

That's it, I think! This is my first time doing a veto post, so I know for a fact it is not up to the classic "Hematite" standard. He did come and look through everything, which is helpful! With that being said, I hope you appreciated this nonetheless. Subs will hopefully close in 24-48 hours, but Monday will be the latest (which is when I'll be around to close the slate if it's not already been closed). Let me know if I missed anything in the discord please! Thanks! Enjoy!
 
FORGOT TO POST SUBS AAA
mega Lickilicky

normal
stats
hp- 110
atk- 85(+20)>105
def- 95(+20)>115
spa- 80(+20)>100
spd- 95(+20)>115
spe- 50(+20)>70

ability: sticky saliva- when the user makes contact with a pokemon they are soaked in saliva, turning them into a pure water type

mega grapploct

fighting
stats
hp- 80
atk- 118(+20)>138
def- 90(+20)>110
spa- 70
spd- 80(+15)>95
spe- 42(+45)>87

ability: active camouflage (wip)- the user's trapping moves remove the target's type

new moves- aqua jet, flip turn

mega tsareena

grass/ice
stats
hp- 72
atk- 120(+25)>145
def- 98
spa- 50(+19)>69
spd- 98(+25)>123
spe- 72(+31)>103

ability: dazzling
 
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