>>20731944>BlastoiseGot a mega for offensive pressure, but is largely support with Rapid Spin and its bulk. Craves recovery, thus:
>Osmosis-75 base / 100 acc /10 pp
-Water, Special ; Drains 50% of damage done
*NOT boosted by Mega Launcher; point is to give it a viable healing option, but still has to choose between Scald's burn, Osmosis's heal, or Surf/Hydro Pump's damage (while otherwise being a strict buff for Blastoise). Also makes it useful for non-Mega Blastoise on mega-heavy teams, etc.
>MeganiumMeganium has great defenses, and is decent support. Let's ramp it up with a much wanted, exclusive reason to use it.
>Flower Ring- -- / -- / 5pp
-Grass, other ; -2 priority
-Heals all mons on Meganium's side of the field of the field by 1/32th of their max HP and heals permanent status at the end of the turn for 5 turns. Reduced priority to discourage stealing from Smeargle and to allow targeting in doubles.
>SceptileGlass cannon that suffers from coverage issues (curse of Mono-Grass) and only Sword Dance.
>Fickle Seeds-35 power / 100 acc/ 10pp
-Grass, Other ; Hits Twice; First hit is Special, second hit is Physical; when this move is resisted, each seed boosts the Special Attack and Attack by 1 respectively.
Sceptile basically has no offensive setup moves except Sword Dance. This punishes easy switch-ins that resist, while also supporting all builds that Sceptile can run, maximizing its use on a mixed set. The fact it combos into itself is hindered by its lower base power and the fact that it's strictly inferior damage on neutral/weak mons.
>SwampertAnother bulky water with no recovery.
>Diffusion Punch-75 base / 100 acc / 10 pp
-Water, Physical, Drains 50% of damage done.
Much needed recovery, but loses flinch on Mega Swift Swim sets.