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Pokémon Champions just rolled out its biggest shake-up yet. The June 17, 2026 update launches Regulation M-B alongside the long-awaited mobile drop on iOS and Android, and Game Freak packs in 11 new Mega Evolutions straight from Pokémon Legends: Z-A, with their Abilities finally pulled out of hiding. 2 of them are brand-new to the entire franchise, and they crack open team-building paths the format simply didn’t have access to before.
Mega Raichu X drops onto the field with Electric Surge, instantly setting Electric Terrain for 5 turns. The terrain doubles the power of Electric-type moves coming off grounded Pokémon and shuts down priority moves like Quick Attack against grounded targets. It’s one of the strongest field setters out there, and Mega Raichu X turns terrain control into a lead-turn lock-in.
The go-to build pairs it with a fast Electric sweeper like Galarian Zapdos or any partner scaling off Electric Terrain damage. Slot in a Magnet or Light Ball to push Electric STAB numbers, and treat Mega Raichu X as a tempo lead that pivots out once the terrain is up. The kicker is that Electric Terrain blocks sleep moves on grounded Pokémon, so Spore-spam comps get neutered out of the gate.
Mega Raichu Y runs No Guard, which locks every move used by and against this Pokémon at 100% accuracy. That single change unlocks reliable Zap Cannon, Thunder, Hypnosis, and Focus Blast without ever rolling the dice on a miss. The Ability hands you nuke options that other Electric Pokémon can only dream of landing consistently.
The trade-off swings both ways, since opponents also hit at 100%. That kills Double Team strategies and any accuracy-based defense, but the offensive ceiling is worth the cost. A Life Orb or Choice Specs maxes out the damage curve, and a switch partner like Toxapex absorbs the return fire Mega Raichu Y inevitably eats.
Mega Staraptor comes equipped with Contrary, which flips every stat change on its head. A drop becomes a buff, a buff becomes a drop. Close Combat stops shredding your defenses and starts pumping them. U-turn stops costing you stats. Every self-debuff move turns into free setup, swing after swing.
The real edge here is how Mega Staraptor walks all over Intimidate-heavy comps. Each Intimidate hit boosts Attack instead of dropping it, which lets the Pokémon ramp to +6 Attack in 3 turns against teams running Landorus-Therian, Incineroar, or Salamence. Stick a Lum Berry or Leftovers on it for sustain, and lead with it any time your opponent shows a stack of Intimidate users.
Mega Scolipede carries Shell Armor, which makes it flat-out immune to critical hits. The already-stacked Defense stat means setup sweepers can’t blow through it with a lucky crit, and physical attackers lose their main path to bypass defensive boosts. It’s a quietly devastating Ability on a tanky frame.
The build leans into hazard-stacker pivot duty. Spikes, Toxic, and Leftovers turn Mega Scolipede into a slow death sentence against teams that switch too much. With crits off the table entirely, opponents lose the variance lever they’d normally pull to break the wall, which makes Mega Scolipede one of the most reliable utility Mega Evolutions in the format.
Mega Scrafty picks up the classic Intimidate, dropping every opponent’s Attack by 1 stage on switch-in. The Ability has been a competitive cornerstone since Gen 4, and it still puts the brakes on physical threats the moment Mega Scrafty steps onto the field, no setup required.
The synergy lands hardest with partners running Magnet Pull or Shadow Tag, trapping opponents who’d otherwise pivot out to reset the Attack drop. In Doubles, Intimidate drops both opposing Pokémon’s Attack at the same time, which gut-punches hyper-offense leads from turn 1. Lead with Mega Scrafty any time you need to defuse an early momentum push.
Mega Eelektross debuts Eelevate, the 1st of 2 brand-new Abilities arriving with Regulation M-B. It works like Levitate in granting Ground immunity and protection from Spikes, Toxic Spikes, and Sticky Web, but it stacks a snowball clause on top: every KO this Pokémon scores boosts its highest stat by 1 stage.
The snowball kicker is what makes Mega Eelektross genuinely scary in the late game. Once it starts knocking out targets, its Special Attack or Speed climbs fast, turning it into a clean-up sweeper that picks teams apart. A Life Orb maxes the damage curve, though Leftovers or a Wise Glasses make more sense if you’re slotting it as a pivot rather than a finisher.
The other massive upside compared to standard Levitate is that the Ability holds through Mega Evolution. Base Eelektross normally loses Levitate when it transforms, which used to make the Mega form a hazard liability. Eelevate patches the exact weakness Eelektross had been stuck with for generations, and finally makes the Mega worth running.
Mega Pyroar runs Fire Mane, the 2nd brand-new Ability in M-B. The bonus reads simple on paper: +50% power to all Fire-type moves. The crucial gap from Blaze, which offers the same boost, is that Fire Mane is always on. No HP condition. No need to drop to a third of max HP to unlock full damage.
That constancy rewrites the team-building math. Blaze users have to be brought low to express their power ceiling, which makes them predictable and easy for opponents to play around. Mega Pyroar dishes max damage from turn 1, which makes it one of the most reliable wallbreakers M-B has on offer.
The best build pairs Fire Mane with a Life Orb for stacked damage, plus partners like a Drought setter or sun amplifier to push Heat Wave and Flamethrower numbers into bonkers territory. Slot Mega Pyroar in as a mid-game wallbreaker, not a fragile cleaner, since its bulk doesn’t support late-game finishing duty.
Mega Malamar shares Contrary with Mega Staraptor, but its weapon of choice is Special Attack rather than physical pressure. Overheat flips into a defensive setup tool, Draco Meteor becomes a free buff after each swing, and Superpower stops costing stats. The same self-debuff-as-buff loop applies, just on the special side of the spectrum.
The tactical edge of running both Mega Malamar and Mega Staraptor on the same team is that opponents have to drop any stat-lowering moves entirely, which lopsides their offensive options. The downside is that Contrary‘s value depends on the opponent playing into it. Against teams that never use self-debuff moves, the Ability sits idle, so Mega Malamar’s payoff is heavily matchup-dependent.
Mega Barbaracle picks up Tough Claws, which pumps every contact move’s power by 30%. Cross Chop, Stone Edge, Crunch, Razor Shell, anything that touches the target gets a free damage tier. The synergy stacks even harder on priority moves like Sucker Punch or Aqua Jet, which are already strong intrinsically.
Slap on a Choice Band for pure breaker power, or a Life Orb for switch flexibility. Mega Barbaracle slots cleanly into mid-game wallbreaker duty, ideally paired with hazard setters that chip defensive cores before it steps in to finish off bulky walls.
Mega Dragalge runs Regenerator, restoring a third of its max HP on every switch-out. The Pokémon turns into a near-tireless pivot, soaking a hit, switching out, healing passively, then coming back in fresh. The combo with Flip Turn or U-turn is obvious, brutal, and almost impossible for opponents to wear down.
The ideal build leans defensive. Leftovers or Assault Vest for sustain, plus utility moves like Toxic Spikes or Draco Meteor. Mega Dragalge fits into stall and bulky offense compositions where longevity beats raw damage output, and it shines hardest in long matches where its passive healing snowballs HP advantage tile by tile.
Mega Falinks carries Defiant, which raises Attack by 2 stages every time an opponent drops any of its stats. The Ability turns every Intimidate swap-in, Memento sacrifice, or stat-drop move into a free Swords Dance-equivalent setup, no turn investment required.
The counter-counter that Defiant represents earns Mega Falinks a slot on any team worried about stat-drop spam. Lead with it or switch in aggressively to absorb Intimidate, then swing with a massively boosted Attack the turn after. A Choice Scarf rounds out the build for raw speed, or Leftovers for sustained pressure plays.
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