Megas For All (Read the whole 1st post and check current slate)

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Winner: clapyourhands

Celebi

Typing: Grass/Psychic -----> Grass/Psychic
Abilities: Natural Cure -----> Gardener (Summons Grassy Terrain upon switch-in)
BST: 100/100/100/100/100/100 -----> 100/130/130/130/130/80
New Moves: Grassy Terrain

Anyone who's watched the Celebi movies knows about its forest powers. This Mega focuses on that ability, its role as a protector of nature, the voice of the forests. First off is its improved defenses, sporting a nice 100/130/130 bulk. This comes at the cost of some Speed, in exchange for Celebi being better able to take hits. It also gets a small boost to its offenses, raising each to a decent 130. Now, for a legendary, especially a Mega, this may all seem a bit underwhelming. That is, however, until one takes a look at its ability. Gardener summons Grassy Terrain upon switch-in for 5 turns, helping Celebi in a few ways. Firstly, it provides some nice passive healing while it is in effect, helpful for a Pokemon with Celebi's bulk. Secondly, it boosts the power of Grass-type moves by 1.5x. This means both its physical and special Grass-type attacks will be coming off of a whopping 195 Attack/Special Attack stat while Grassy Terrain is in effect--stronger than Mega Mewtwo Y. With this, Celebi will really be able to live up to its role as protector of the forest, ripping through anything that doesn't resist Grass-type attacks--that's just what keeps it in check, though. Yes, with Grassy Terrain, Celebi does indeed have amazingly powerful Grass-type attacks, but only Grass-type attacks get the boost, and as we all know, Grass isn't exactly the best offensive typing. There are plenty of things in OU that can resist these moves with ease. Additionally, while 100/130/130 bulk is nice, Grass/Psychic typing isn't nearly as good defensively. Sporting weaknesses to common types like Fire and Dark, Celebi will face some trouble against more common threats it would like. However, when played correctly and with some team support, Celebi can be a great force to be reckoned with.



Winner: Valzy
Mega Quagsire
Water/Ground -> Water/Ground
Damp/Water Absorb/Unaware -> Unaware
HP: 95 -> 95
Atk: 85 -> 115 (+30)
Def: 85 -> 125 (+40)
SpA: 65 -> 75 (+10)
SpD: 65 -> 85 (+20)
Spe: 35 -> 35
BST: 430 -> 530

I decided to keep Mega Quaqsire's ability as Unaware to enhance his niche of stopping stat boosting Pokemon in their tracks. Boosts to both of his defenses make him extremely physically bulky while still allowing him to retain some special bulk.



Winner: Rosenfeldius
Mega MachampType: Fighting >>> Fighting
Abilities: Guts/No Guard/Steadfast >>> No Guard
90/130/80/65/85/55 >>> 90/160(+30)/100(+20)/80(+15)/110(+25)/65(+10)
New Moves: +Meteor Mash, +Hammer Arm


FUCK YOU CONKELDURR


Anyway, this is Mega Machamp. Bigger, stronger, and armier than ever before, the 'Champ is prepared to once more join the legion of Fighting-type powerhouses and take on the OU Tier by storm. The big ugly fuck known as Conkeldurr is the Gen V Machamp replacement, unfortunately, and we've had to stare at that hideous abomination in OU for two generations now, and I think that's enough, don't you?

Machamp here is a niche pokemon. Conkeldurr is not. Now, being a niche pokemon is not necessarily a bad thing, as plenty of niche pokemon are excellent in certain metas (like Gastrodon in the rain-war that was Gen V). However, Machamp is the only pokemon in possession of the niche he holds, and that is the only reliable user of the coveted Dynamic Punch.
Dynamic Punch is the best physical Fighting-type move in the game. Or it would be, rather, if it didn't miss half of the fucking time. However, Machamp's ability, No Guard, means that it is guaranteed to hit.

Now, what's great about Dynamic Punch is the 100% confusion chance. Confusion is annoying to deal with; so annoying, in fact, that it resulted in the move Swagger being banned from competitive play. Access to this is the sole reason Machamp hasn't plummeted to RU, as it is a very powerful tool to have access to.


Now, enough about normal Machamp, more about Mega Machamp.


Mega Conkeldurr, on the surface, outclasses Mega Machamp once more. And depending on what they're being used for, Conk still reigns supreme. Why? Mach Punch and Drain Punch, respectively. Now, I could go the obvious route and give Machamp both of those moves, at which point Conkeldurr is matched and we don't have to look at his ugly face anymore. And as much as I'd like that, that just won't do. Having two pokemon, exactly the same, doing the exact same thing? I don't think so.

So, what I've done instead of turning Machamp into Conkeldurr is made Machamp better. His attack his much higher, his bulk is much greater, and his speed got a small, but deadly, boost. It now matches that of Scizor, allowing Fire Punch to do some serious damage. It outspeeds Clefable and Sylveon, threatening a kill with his new move addition in Meteor Mash, and glides past Tyranitar, whom it OHKOs without a scratch. It outpeeds Aegislash, allowing a well-placed Knock Off to smash in its smug, swordy face. And last but not least, fuck you, Porygon2.

Now, let's not skim over the other boosts. It has a nice buff to both defenses, and can take many more hits before going down. What's more, it has a boost to its SAtk, which might seem useless, but I assure you, it is not. With access to strange coverage moves such as Fire Blast, and the excellent boosting move Work Up, the 'Champ can take advantage of this to burn down Skarmory and roast Ferrothorn to a crisp -- All without having to come in contact with those nasty Iron Barbs or the occasional Rocky Helmet.

So, all in all, Machamp is, at the core, Machamp. Not Conkeldurr. Machamp. It will punch you so hard you'll be punching yourself. And with his big, strong arms, you can do nothing but sit and admire how swiftly and gracefully he smashes in your face (ohhh Machamp-senpai~)

Anyway, all in all, if you want an outstanding Fighting-type that isn't a diseased clown but gets the job done just as well, Machamp's your man.



Winner: Mega Mantine
Raichu (Raichunite)
Type: Electric -> Electric
Abilities: Static (Lightning Rod) -> Speed Boost
New Moves: Shadow Ball, Play Rough, Swords Dance

HP: 60 -> 60
Atk: 90 -> 120 (+25)
Def: 55 -> 75 (+20)
SpA: 90 -> 120 (+25)
SpD: 80 -> 90 (+10)
Spe: 110 -> 130 (+20)
BST: 485 -> 585

So now Raichu might be able to sweep. Play Rough is good for coverage. It can create setup opportunities with Encore, and is able to go physical or special. Fake Out, Encore, Thunder Wave and Volt Switch allow it to annoy opponents, chipping away and spreading paralysis.



Winner: nightsitter (RIP meta)
Mega Kingler
Type: Water -----> Water
Abilities: Hyper Cutter/Shell Armor/Sheer Force -----> Sheer Force
New Moves: Icicle Crash

HP: 55 -> 55
Atk: 130 -> 190 (+60)
Def: 115 -> 115
SpA: 50 -> 50
SpD: 50 -> 70 (+20)
Spe: 75 -> 95 (+20)
BST: 475 -> 575

Flavor Concept: Kingler learns Icicle Crash because it can already learn two Ice-type attacks, but they’re both special.

Competitive Concept: Mega Kingler just SCREAMS Agility sweeper. With Sheer Force and powerful coverage in Crabhammer, Icicle Crash, Knock Off, and X-Scissor, it can break the toughest of physical walls. However, its awkward stat distribution leaves it vulnerable to special attacks and in an “almost-there” speed tier.


This also begins the submission period for the slate of Empoleon, Bibarel, Roserade, and Kricketune
 
Kricketune

Kricketune

Typing: Bug -----> Bug
Abilities: Swarm / Technician -----> Swordsman (boosts cutting and slashing moves by 1.5x)
BST: 77/85/51/55/51/65 -----> 77/135/51/55/51/115
New Moves: Psycho Cut

Swordsman, courtesy of the creator of Mega Samurott, boosts cutting and slashing moves by 1.5x. This gives X-Scissor, Mega Kricketune's main STAB, a great base 120 BP without any drawbacks. Aerial Ace also gets the same boost as it would under Technician, bringing it up to 90 BP, while Night Slash and Psycho Cut both have a nifty 105 BP and high critical hit ratios. With three of these moves and Swords Dance, Mega Kricketune could pull off a decent physical sweeping set. I avoided the Flying-type here because it would put Kricketune in direct competition with Mega Pinsir; similarly, I considered the Steel-type, but that would encroach on Mega Scizor. The 100-point boost was split between Attack and Speed, since Kricketune needs all the help it can get. It's not stellar, but considering that this is Kricketune we're working with, it's a pretty decent upgrade from its base form.



Roserade

Roserade

Typing: Grass/Poison -----> Grass/Poison
Abilities: Natural Cure / Poison Point / Technician -----> Specialist (Special version of Brute Force)
BST: 60/70/65/125/105/90 -----> 60/80/85/145/130/115
New Moves: Play Rough, Gunk Shot, Earth Power

Specialist (name courtesy of a submission from long, long ago, I don't remember whose it was unfortunately) isn't a stellar ability for Mega Roserade, but it is roughly on the same level of practicality as Natural Cure, Roserade's standardly used ability (it has Technician, but isn't used often due to its already-decent movepool). From the movepool it already has, Specialist gives Roserade Petal Blizzard as an alternative to Leaf Storm that doesn't require Roserade to switch out after an attack. Gunk Shot is an stronger, less accurate alternative to Sludge Bomb. Play Rough and Earth Power are its most tantalizing additions, however; Fairy/Ground coverage is unresisted by anything that doesn't fly or levitate, and Specialist ensures that Play Rough will run off of Roserade's stronger Special Attack. The ability also gives it a definite use over standard Roserade; without Specialist, regular Roserade can't take advantage of its physical movepool, including new moves like Play Rough and Gunk Shot. Between its movepool, its ability, and its stats, Mega Roserade can be a strong threat indeed.
 

Valmanway

My jimmies remain unrustled
is a Smogon Media Contributor Alumnus


Mega Roserade

Grass / Poison ----> Grass / Poison
Natural Cure / Poison Point / Technician ----> Drought
60 / 70 / 65 / 125 / 105 / 90 (515) ----> 60 / 80 (+10) / 85 (+20) / 155 (+30) / 125 (+20) / 110 (+20)
New Moves: Earth Power

Been a while since we got a weather ability, so I thought it'd be cool to revisit it. Mega Roserade is designed to be a fast, powerful sun sweeper with good coverage. With Solarbeam, Weather Ball, Synthesis, and Growth getting boosted by the sun, Mega Roserade is definitely going to be a major threat to both offensive and defensive teams alike. Earth Power is added to nail Fire-types in the face, and trust me, when backed by base 155 Special Attack and a possible +2 Growth boost, it going to hurt a lot.
 
Kricketune

Kricketune

Typing: Bug -----> Bug
Abilities: Swarm / Technician -----> Swordsman (boosts cutting and slashing moves by 1.5x)
BST: 77/85/51/55/51/65 -----> 77/135/51/55/51/115
New Moves: Psycho Cut

Swordsman, courtesy of the creator of Mega Samurott, boosts cutting and slashing moves by 1.5x. This gives X-Scissor, Mega Kricketune's main STAB, a great base 120 BP without any drawbacks. Aerial Ace also gets the same boost as it would under Technician, bringing it up to 90 BP, while Night Slash and Psycho Cut both have a nifty 105 BP and high critical hit ratios. With three of these moves and Swords Dance, Mega Kricketune could pull off a decent physical sweeping set. I avoided the Flying-type here because it would put Kricketune in direct competition with Mega Pinsir; similarly, I considered the Steel-type, but that would encroach on Mega Scizor. The 100-point boost was split between Attack and Speed, since Kricketune needs all the help it can get. It's not stellar, but considering that this is Kricketune we're working with, it's a pretty decent upgrade from its base form.



Roserade

Roserade

Typing: Grass/Poison -----> Grass/Poison
Abilities: Natural Cure / Poison Point / Technician -----> Specialist (Special version of Brute Force)
BST: 60/70/65/125/105/90 -----> 60/80/85/145/130/115
New Moves: Play Rough, Gunk Shot, Earth Power

Specialist (name courtesy of a submission from long, long ago, I don't remember whose it was unfortunately) isn't a stellar ability for Mega Roserade, but it is roughly on the same level of practicality as Natural Cure, Roserade's standardly used ability (it has Technician, but isn't used often due to its already-decent movepool). From the movepool it already has, Specialist gives Roserade Petal Blizzard as an alternative to Leaf Storm that doesn't require Roserade to switch out after an attack. Gunk Shot is an stronger, less accurate alternative to Sludge Bomb. Play Rough and Earth Power are its most tantalizing additions, however; Fairy/Ground coverage is unresisted by anything that doesn't fly or levitate, and Specialist ensures that Play Rough will run off of Roserade's stronger Special Attack. The ability also gives it a definite use over standard Roserade; without Specialist, regular Roserade can't take advantage of its physical movepool, including new moves like Play Rough and Gunk Shot. Between its movepool, its ability, and its stats, Mega Roserade can be a strong threat indeed.
Eh. I was going to give Kricketune the same spread with Technician, but this is basically better in every way, so I won't bother.
 
Empoleon


Empoleon → Mega Empoleon

Water/Steel → Water/Steel


Torrent/Defiant(hidden) → Bulletproof


84/86/88/111/101/60 (530) → 84/95(+9)/115(+27)/121(+10)/150(+49)/65(+5) (630)


+Roost


Though its Special Attack is its highest stat in base form, Empoleon has been used more as a special wall/tank due to its average movepool and poor speed. That's what this Mega form is designed to do.

Even though it'll always be somewhat limited compared to some other walls because of its relatively average HP stat, Mega Empoleon is still extremely difficult to take down, thanks to its great typing and fantastic base 150 Special Defense and good 115 Defense.


Bulletproof at least partially makes up for Steel's loss of two resistances by making it immune to Shadow Ball, the only decent and common Ghost type move. Mega Empoleon's new ability also makes it immune to Aura Sphere and Focus Blast the only good special Fighting type move and a major weakness for regular Empoleon, allowing Mega Empoleon a slew of new switch-in opportunities.

Roost is the second lynchpin of Mega Empoleon, giving it a crucial form of instant recovery, something that regular Empoleon sorely lacks and is even more needed by its mega form due to the lack of leftovers.


Bibarel

Bibarel → Mega Bibarel


Normal/Water → Normal/Water


Simple/Unaware/Moody(hidden) → Swift Swim


78/85/60/55/60/71 (410) → 78/125(+40)/80(+20)/55/90(+30)/81(+10) (510)


+Aqua jet, Ice Punch, Swords Dance


Simply put, there's just too much that Bibarel would need to make it competitively viable. Its mediocre stats can be improved so much and its typing certainly isn't all that great either offensively or defensively.


This mega set simply tries to make Bibarel a decent physical attacker improving its average 85 Attack to a good 125, but even with a 40 point improvement it's certainly nothing special, tying with a number of non-megas. Its speed is improved a bit but I tried not to go overboard considering it had Swift Swim while at the same time allowing Mega Bibarel some decent increase to its base defenses. Swift Swim was chosen due its Pearl Pokedex entry mentioning that it swims “as fast as any Feebas”, a Swift Swim user itself with basically the same Speed stat.


Aqua Jet gives it a better STAB priority move than Quick Attack, Ice Punch gives it a somewhat decent coverage move against grass types and Swords Dances gives it a way to actually increase its Attack and allows it to at least try and set up on something that would otherwise wall it.


Roserade



Roserade → Mega Roserade


Grass/Poison → Grass/Fairy


Poison Point/Natural Cure/Technician(hidden) → Aroma Veil


60/70/65/125/105/90 (515) → 60/80(+10)/85(+20)/150(+25)/125(+20)/115(+25) (615)


This mega set allows Roserade to go with a couple of completely different sets. Obviously the increase to its Special Attack means that it can go with a mainly offensive set but the increase to its defenses and its new ability in Aroma Veil (prevents Taunt, Encore, etc.) allows it to use a defensive inclined hazard setter/cleric role.
 
Mega Kricketune
Typing: Bug ----> Bug/Normal
Abilities: Swarm/Technician ----> Musician (Sound-based move boosted by 1.5x)
BST: 77/85/51/55/51/65 ----> 77/100/56/110/66/75
New Moves: Shadow Ball, Boomburst, Nasty Plot

Mixed sweeper(?) Kricketune :D
With this, MegaKrick can either do Swords Dance or Nasty Plot and try to sweep. Still slow though. The ability is based on the fact that Kricketune looks just like a violin, a shame that there are so few sound-based moves ._. On the special side, Boomburst murders most things that are not resistant to Normal, while Bug Buzz and Shadow Ball acts as coverage, plus Nasty Plot to boost the lacking power; While on the physical side, Swords Dance combined with X-Scissors, Knock Off and Return can take out special walls with surprise. The additional normal type is useful for stopping Ghost-type moves, and it's not like the lost Fighting resist would've saved MegaKrick from most Fighting moves. Problem is that MegaKrick's coverage is really lacking, and its offense is still meh for a Mega. Not to mention, MegaKrick is also frail, and would probably find a hard time to set-up.
 
Kricketune
Type: Bug → Bug/Flying
Ability: Swarm (Technician) → Brute Force*
Stats: 77/85/51/55/51/65 → 77/135(+50)/61(+10)/55/61(+10)/105(+40)
New Moves: Chatter (1), Parting Shot (2), Boomburst (3)

*Brute Force- All attacks from user use it’s Attack stat*
Ok, I know what you’re thinking. I gave it Brute Force. Why? Because you don’t have to be buff and mindless to be a brute, you can just be ruthless. My Mega Kricketune is akin to a ninja, but this ninja is not silent. It uses it’s sound to bewilder and confuse it’s prey (1), while whispering threats into it’s ear (2). Finally, if it’s regular attacks are not enough, it lets loose a horrific, explosive shriek to finish off it’s poor prey (3). You do NOT wanna mess with this mofo, no sir!
 
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Mega Empoleon
Type:Water/Steel>>>Water/Steel
Ability: Torrent/Defiant>>>Lightningrod
Stats: 84/86/88/111/101/60>>>84/86/120/135/125/80
New Moves: Roost, King Shield, Freeze Dry

Look at how regal this thing is. He needs a shield worthy of a king.
It's also defensive as hell. 84/120/125 is a good defensive spread and Boltbeam resistance and healing are both top notch. In fact, you might want to focus on Phys Defenses.

-2 252+ Atk Guts Conkeldurr Drain Punch vs. 252 HP / 0 Def Empoleon: 176-210 (47.3 - 56.4%) -- 23.4% chance to 2HKO after Leftovers recovery
252 Atk Technician Breloom Mach Punch vs. 252 HP / 0 Def Empoleon: 164-194 (44 - 52.1%) -- guaranteed 3HKO after Leftovers recovery


The Power of King's Shield forces switches. Freeze Dry simply frees up coverage space and fits because it's a goddamn emperor penguin.

Watch out for Quakes, but do enjoy forcing switches all over the place. Fuck the idea of signature moves: it supports special snowflake ideas, and denounces diversity!



Kricketune

Typing: Bug -----> Bug/Ghost
Abilities: Swarm / Technician -----> Dirge (This Pokemon begins singing a sad song, causing a perish song upon Switch in)
Stats: 77/85/51/55/51/65>>>>77/105/91/55/91/65
New Moves: Shadow Sneak, U-Turn, Nightshade

Concept: Fuck Pass teams in the hole with their own batons! It's time to make them switch or die. Kricketune also has a force switch from this ability, so it is a double edge sword. Either way, it has a REALLY unique niche. It becomes a ghost because dirges are songs of death. Kinda need to yield up the ghost.

Also, Kricketune learns Infestation... too bad it's not good because they WILL switch.

The survival is... decent, I guess, not that it matters. Kricketune won't stay in for more than 3 turns at a time anyway.


It looks broken at a cursory glance if you're a mouth breathing basement dweller, but if you're a REALLY big basement dweller you'll have enough time to see through the flaws and how it could be used against you. Kricketune lures out Pursuiters like crazy since it will need to switch or die, meaning it could trap itself.





Roserade

Grass / Poison ----> Grass / Poison
Natural Cure / Poison Point / Technician ----> Specialization (All attacks use SpAtk. Said stat CANNOT EVER BE LOWERED!)
60 / 70 / 65 / 125 / 105 / 90 ----> 60 /70/95/155/125/110
New Moves: Quiver Dance, Gunk Blast, Leaf Blade

Concept: Blissey's Days are numbered!

+2 252 SpA Roserade Gunk Blast vs. 252 HP / 252+ Def Blissey: 691-814 (96.7 - 114%) -- 81.3% chance to OHKO

Not only that, but spamming Leaf Storm is SAFE! Unlike most stat drop preventers, this protects the user... and in this case, the user needs it badly!

What do you mean that this is the same ability I used on a Raichu but better?! You all forgot to vote for it anyway and you're gonna forget to vote for this too... That... actually makes me sad.

By the by. I made the gunk blast calc by using Psyshock and changing the numbers.

But in truth, Roserade's problem is the sheer number of pokemon who resist its STAB combo. Dazzling Gleam, Shadow Ball and Extrasensory won't help much... well ES will against poison types. But Skarmory will just blow you away, no matter how you boost!
 
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Thank you Google images

Mega Kricketune

Type: Bug ----> Bug
Ability: Swarm (Technician) ----> Rubato*
77/85/51/55/51/65 ----> 77/125/56/55/56/115
*All moves become sound based and are boosted by 1/3.

For those of you not familiar with musical terms, rubato basically ques a musician that he's welcome to freely sway the tempo to give a musical piece more emotion. Basically - anything written by Chopin. In the Pokemon world, this was the best way I thought to utilize Kricketune's music flavor without relying on that crap he calls special attack.

If you were worried about kriketune not being a relevant threat, fear not; 125 'Rubato' boosted base attack coupled with the ability to completely ignore substitutes is death. For reference, Charizard X has 130 base attack boosted by tough claws. Unlike mega zard, however, you've got an amazing 115 speed tier to work with, outrunning genies and musketeers. If you can somehow manage to set-up with those lovely defensive stats, you can pretty much mow 90% of the metagame at +2. On a lighter note, you're walled to hell and back by sound proof Mr. Mime, which I personally think is hilarious.
 
Type: Bug/Flying
Ability: Aerialate
77/85/51/55/51/65---->77/145/51/55/51/105
If your'e wondering how much this can do...
252 Atk Aerilate Kricketune Return vs. 252 HP / 4 Def Deoxys-D: 156-184 (51.3 - 60.5%) -- guaranteed 2HKO
But...
4 Atk Mew Acrobatics (110 BP) vs. 4 HP / 0 Def Kricketune: 272-320 (91.8 - 108.1%) -- 50% chance to OHKO
Still pretty frail.
The goal of this is to hid hard and fast, like many other pokemon.

Type: Grass/Fairy
Ability: Cute Charm
60/70/55/125/105/90---->60/80/85/145/135/100
This roserade just screams "Bulky Attacker"
I gave it cute charm because when I see mega roserade, I see a cute grass type pokemon.
 

Valmanway

My jimmies remain unrustled
is a Smogon Media Contributor Alumnus
Type: Bug/Flying
Ability: Aerialate
77/85/51/55/51/65---->77/145/51/55/51/105
If your'e wondering how much this can do...
252 Atk Aerilate Kricketune Return vs. 252 HP / 4 Def Deoxys-D: 156-184 (51.3 - 60.5%) -- guaranteed 2HKO
But...
4 Atk Mew Acrobatics (110 BP) vs. 4 HP / 0 Def Kricketune: 272-320 (91.8 - 108.1%) -- 50% chance to OHKO
Still pretty frail.
The goal of this is to hid hard and fast, like many other pokemon.
I'm sorry to say this, but that's literally a poor man's Mega Pinsir.
 
Type: Grass/Poison -> Grass/Dark
Ability: Serene Grace
60 / 70 / 65 / 125 / 115 / 90 -> 60 / 90 / 75 / 135 / 135 / 120
+ Dark Pulse + Earth Power

I added the type and ability to fit in with its masquerade theme. Dark Pulse has a 40% chance to flinch, Shadow Ball has a 40% chance to drop Sp. D. and Sludge Bomb has 60% chance to poison. But 135 without an item isn't amazing, and Roserade is frail defensively. Higher speed and impressive special bulk helps it set hazards if it wants to.


Type: Water/Steel -> Water/Steel
Ability: Competitive
84 / 86 / 88 / 111 / 101 / 60 -> 84 / 106 / 108 / 141 / 121 / 70
+ Roost + Spikes

Competitive was always better suited to Empoleon when compared to Defiant, and Spikes was added to let it set hazards and discourage removing them at the same time. Nice bulk and typing let's it try to be a Special Bisharp, but it doesn't have priority and can't Spam Knock Off and Pursuit. If it gets the boost it becomes a major danger to all the pokemon that can use Defog (even Zapdos needs to predict well). Hydro Pump is very powerful and Ice Beam is nice coverage, and even if water types wall it they can't do anything back either. It does have 4MSS though, since it has to chose from SR/Spikes/Defog/Roost/Hydro Pump/Scald/Knock Off/Agility/Coverage. Abuses Sticky Web like crazy.


Type: Water/Normal -> Water/Normal
Ability: Simple
79 / 85 / 60 / 55 / 60 / 71 -> 79 / 115 / 90 / 55 / 80 / 91
+ Slack Off + Agility

Basically just better. Curse + Slack Off let's it be a bulky sweeper and Agility brings it to mind blowing speeds. Its stats might seem low but don't be fooled: after a Curse it is 3HKOd by Conkeldurr's Drain Punch. It can also run Curse and Agility to get an overall +2 Atk / +2 Def / +2 Speed after both are used. Of course, it despises Unaware but can still run Super Fang to do damage those pokemon.


Type: Bug-> Bug/Normal
Ability: Huge Power
77 / 85 / 51 / 55 / 51 / 65 -> 79 / 105 / 61 / 65 / 71 / 105
+ Quick Attack

Fastest pokemon with Huge Power, but still rather frail. It can run Knock Off for ghosts and has Swords Dance for boosting (having effectively 1156 after a single boost). It also a good offensive Sticky Web user and has bulk to survive a few resisted attacks. Be careful of SR and slow first-turn speed.
 
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Okie dokie. Haven't submitted one in a bit, but I'm done with exams now, so hopefully I'll do more.


Mega-Roserade
Type - Grass/Poison
Ability - Poison Touch
Stats - 60/100/90/140/120/105 - BST: 615
New moves - Power Whip, Agility, U-turn


Play style
Mega-Roserade has been designed as a mixed sweeper. Following the idea of it being a flowery assassin it gains access to Agility, and its preexisting access to Swords Dance, Roserade can also support a physical double dancing set. Power Whip offers Roserade a solid physical grass STAB to support it in its new role. Poison Touch encourages using the physical side at bare minimum, however Sludge Bomb offers a 30% poisoning chance if you wish to follow the special route. U-turn is a nice way of granting Roserade momentum, as well as a solid coverage move.

Increased defences on both sides are useful for Roserade fulfilling a defensive supporting role. Access to hazards, status removal, reliable recovery and the ability to grab momentum are what many a support Pokemon would wish for.

Withering
Mega-Roserade suffers from being very average. It's offensive and defensive stats are solid, but far from outstanding. As such, Roserade is a jack of all Trades. It can fill many roles, but none of them phenomenally.

Offensive Steel types have little trouble with Roserade. Its coverage does not suit facing them, while their STAB moves hit unresisted. Defensive Steel types can potentially be stalled out, but it's a slow going affair.



Mega-Kricketune
Type - Bug
Ability - Rhythm: When Kricketune is your active Pokemon, opposing Pokemon become locked into their most recently used move (like a choice item).
Stats - 77/120/66/55/66/100 - BST: 484
New moves - U-turn


Play style
Mega-Kricketune needed a somewhat overpowered ability to make it viable. Playing on its musical background, Rhythm is its new ability. Kricketune enraptures its foes with its music, coercing them into using the same moves over and over. This makes Kricketune an excellent stall breaker on Pokemon which are setting up, Protecting or using Hazards. U-turn removes Kricketune to safety, all while gaining the initiative; a perfect move for a Pokemon which forces switches. Solid boosts to physical attack and speed helps keep you ahead of your foes.

Untuned
Despite having a very powerful ability in Rhythm, Mega-Kricketune is far from broken. Horrid defences prevent it from switching in on many foes, and even defensive Pokemon can deal significant damage if you're not careful. Predicted switches in response to Kricketune coming in can also cause you hassels. 100 speed is not enough to outspeed many offensive threats, so you may find yourself falling victim to your own momentum stripping trap.



Mega-Empoleon
Type - Water/Steel
Ability - Reflection: When hit with a special attack, the attacker loses 1/8 of its own maximum Hit-points, after all turn-based damage is dealt (special Rough Skin).
Stats - 84/101/103/136/126/80 - BST: 630
New moves - Freeze Dry, Roost


Play style
Mega-Empoleon continues its regular forms defensive role. Boosts across the board give it a very similar feel to its weaker cousin. Reflection serves to define Empoleon as a potent special wall. A base special defence of 126 combined with Reflection damage will make many attackers question if its worth it. Damage can be constantly Roosted off so that Empoleon can keep racking up passive damage against the foe.

Despite generally playing a defensive role and having a defensive ability, Empoleons highest stats is its special attack. Empoleon has the potential to act as a potent bulky sweeper. The addition of Freeze Dry adds some much needed coverage against its watery brethren, and fits quite nicely thematically.

A king without a shield
As much as I would have liked to give Empoleon King's Shield, it seemed to make it too powerful. With excellent special defence, a way to punish special attackers and reliable recovery, physical attacks seem the way to go. Anything short of Earthquake, however, would be shut down by King's Shield. Therefore for the sake of balance it was not included.

Mega-Empoleon is left with a primary weakness to physical attacks. This can be somewhat remedied by investment in physical defences, but special attackers may then move in for a semi-quick kill. Either way Empoleon is assured to achieve something before it goes down.
 
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Mega Roserade
Grass Poison -----> Grass Poison
Natural Cure / Technician / Poison Point -----> Technician
60/70/65/125/105/90 -----> 60/75/75/165/115/105
New Moves: + Acid Spray! (Its sweet aroma attracts prey. Then it spews poison. The more toxic it is, the sweeter its aroma).
+ Earth Power (Not as flavorful as I'd like it to be but kinda needed). + Seed Flare? (I know this is Shaymin's sig but it adds to the niche and Leaf Storm kinda contradicts the niche).

Ok so I figured considering we are making so many megas, a lot of pokemon are going to require powerful niches in order to find a place in the meta game. Mega Roserade's niche is Acid Spray + STAB + Technician as well as Seed Flare. The ability to cripple the targets SpD while still doing damage on one turn makes it very easy to 2HKO a large majority of the meta game. This in combination with Roserade's great new special attack will make Roserade into a cool special wall breaker. This niche may seem outclassed by simply using Nasty Plot (which will be true in some cases) because the crippled pokemon can just switch out. However, this will still be better in a lot of situations because it is like setting up and attacking on the same turn. Also Roserade can use Spikes once or twice and then begin Acid Spray spam to force lots of switches and rack up hazard damage. An ideal set would include: Spikes, Acid Spray, Seed Flare, Earth Power.
 

Mega Roserade
Grass Poison -----> Grass Poison
Natural Cure / Technician / Poison Point -----> Technician
60/70/65/125/105/90 -----> 60/75/75/165/115/105
New Moves: + Acid Spray! (Its sweet aroma attracts prey. Then it spews poison. The more toxic it is, the sweeter its aroma).
+ Earth Power (Not as flavorful as I'd like it to be but kinda needed). + Seed Flare? (I know this is Shaymin's sig but it adds to the niche and Leaf Storm kinda contradicts the niche).

Ok so I figured considering we are making so many megas, a lot of pokemon are going to require powerful niches in order to find a place in the meta game. Mega Roserade's niche is Acid Spray + STAB + Technician as well as Seed Flare. The ability to cripple the targets SpD while still doing damage on one turn makes it very easy to 2HKO a large majority of the meta game. This in combination with Roserade's great new special attack will make Roserade into a cool special wall breaker. This niche may seem outclassed by simply using Nasty Plot (which will be true in some cases) because the crippled pokemon can just switch out. However, this will still be better in a lot of situations because it is like setting up and attacking on the same turn. Also Roserade can use Spikes once or twice and then begin Acid Spray spam to force lots of switches and rack up hazard damage. An ideal set would include: Spikes, Acid Spray, Seed Flare, Earth Power.
This is too OP
 
So so so, this time there isn't a single winner I agree with ^^'

But anyway, another two submissions by the almighy me: MEGA-BIBAREL and MEGA-EMPOLEON



Mega Bibarel (Bibarelite)
Typing: Normal/Water ------> Ground/Water
Abilities: Moody/Simple/Unaware ------> Floodilate (it causes all Normal-type moves used by the Pokémon to become Water-type and receive a 30% boost)
Stats: 79/85/60/55/60/71 ------> 79/115/90/55/70/101
New Moves: Earthquake, Ice Fang, Swords Dance

Description

Since Bibarel has to do a lot with mud, I thought that a Ground typing would fit it perfectly (besides the fact it has now only one weakness, instead of three). Its brand new ability makes it capable of using some of its old weapons (Body Slam, Return and the STABbed priority Quick Attack), but this time with an additional boost of 1.3x and a new typing: this, combined with a new great STABbed Earthquake, a quick boosting move in Swords Dance, and a flavor coverage like Ice Fang, makes Mega-Bibarel a capable physical attacker.

THREATS
Although its boosts in both of the defensive sides, Bibarel has still poor bulk for a Mega. And regardless of Ice Fang, most of the grass types are going to wall it completely, so you have to remove those threats before you can put Mega-Bibarel in work.




Mega Empoleon (Empoleonite)
Typing: Water/Steel ------> Water/Steel
Abilities: Defiant/Torrent ------> Sheer Force
Stats: 84/86/88/111/101/60 ------> 84/116/98/136/116/80
New Moves: Air Slash, Iron Head, Nasty Plot

Description

Mega-Empoleon goes offensive, tired of being a special utility wall. Thanks to Sheer Force, every move with a secondary effect would lose that effect and gain a 1.3x boost, instead of it. Which means: on the physical side, Rock Slide, Waterfall and the brand new STABbed Iron Head; on the special side, Flash Cannon, Ice Beam, Scald, Signal Beam and the brand new Air Slash (for flavor and coverage against Fighting types). With access to Swords Dance, and now even to Nasty Plot, Mega-Empoleon has become a bulky offensive threat: it can easily raise its attack to high levels, it can go both Physical and Special (or even mixed up things to catch you off guard), and it has a very good coverage in its movepool. Be aware!

THREATS
The worst thing about Mega-Empoleon is the lack of recovery, since now it can't even rely on Lefties for gaining back HP. And since its speed isn't the best out there, it can be slowly worn down by faster opponents.
 

Valzy

Destroyer of Worlds
is a Contributor Alumnus
Empoleon
Type: Water/Steel -> Water/Steel
Abilities: Torrent/Defiant -> Regality (Boosts the power of super effective attacks by 20%)
HP: 84 -> 84
Atk: 86 -> 86
Def: 88 -> 98 (+10)
SpA: 111 -> 151 (+50)
SpD: 101 -> 121 (+20)
Spe: 60 -> 80 (+20)
BST: 530 -> 630


Roserade
Type: Grass/Poison -> Grass/Poison
Abilities: Natural Cure/Poison Point/Technician -> Entangle (Ingrain on foe)
HP: 60 -> 60
Atk: 70 -> 90 (+20)
Def: 65 -> 85 (+20)
SpA: 125 -> 155 (+30)
SpD: 105 -> 125 (+20)
Spe: 90 -> 100 (+10)
BST: 515 -> 615
 
This is too OP
Not really, it is still revenged killed extremely easy by top tier threats such as Mega-Pinsir and Talonflame. Not the best speed tier and poor physical bulk mean lots of scarfed physical attackers can murder it as well. If you really want to I could get rid of Earth Power so that it is completely walled by Steel types and Poison types. But even then, some of the more powerful steel types of the tier will wall this thing even with Earth Power coverage. Skarmory, Ferrothorn and Scizor to name a few. However these threats can be easily covered with Technician HP Fire, this means that Roserade looses her spikes and still doesn't change the fact that Talonflame can come in on literally any of Roserade's moves (other than Acid Spray if SR is up) and OHKO Roserade with ease.
Have I missed something cause I honestly don't think that this will be at all OP?
Mega Deoxys-D and S will be OP.
 

Valzy

Destroyer of Worlds
is a Contributor Alumnus

Winner: clapyourhands

Celebi

Typing: Grass/Psychic -----> Grass/Psychic
Abilities: Natural Cure -----> Gardener (Summons Grassy Terrain upon switch-in)
BST: 100/100/100/100/100/100 -----> 100/130/130/130/130/80
New Moves: Grassy Terrain

Anyone who's watched the Celebi movies knows about its forest powers. This Mega focuses on that ability, its role as a protector of nature, the voice of the forests. First off is its improved defenses, sporting a nice 100/130/130 bulk. This comes at the cost of some Speed, in exchange for Celebi being better able to take hits. It also gets a small boost to its offenses, raising each to a decent 130. Now, for a legendary, especially a Mega, this may all seem a bit underwhelming. That is, however, until one takes a look at its ability. Gardener summons Grassy Terrain upon switch-in for 5 turns, helping Celebi in a few ways. Firstly, it provides some nice passive healing while it is in effect, helpful for a Pokemon with Celebi's bulk. Secondly, it boosts the power of Grass-type moves by 1.5x. This means both its physical and special Grass-type attacks will be coming off of a whopping 195 Attack/Special Attack stat while Grassy Terrain is in effect--stronger than Mega Mewtwo Y. With this, Celebi will really be able to live up to its role as protector of the forest, ripping through anything that doesn't resist Grass-type attacks--that's just what keeps it in check, though. Yes, with Grassy Terrain, Celebi does indeed have amazingly powerful Grass-type attacks, but only Grass-type attacks get the boost, and as we all know, Grass isn't exactly the best offensive typing. There are plenty of things in OU that can resist these moves with ease. Additionally, while 100/130/130 bulk is nice, Grass/Psychic typing isn't nearly as good defensively. Sporting weaknesses to common types like Fire and Dark, Celebi will face some trouble against more common threats it would like. However, when played correctly and with some team support, Celebi can be a great force to be reckoned with.



Winner: Valzy
Mega Quagsire
Water/Ground -> Water/Ground
Damp/Water Absorb/Unaware -> Unaware
HP: 95 -> 95
Atk: 85 -> 115 (+30)
Def: 85 -> 125 (+40)
SpA: 65 -> 75 (+10)
SpD: 65 -> 85 (+20)
Spe: 35 -> 35
BST: 430 -> 530

I decided to keep Mega Quaqsire's ability as Unaware to enhance his niche of stopping stat boosting Pokemon in their tracks. Boosts to both of his defenses make him extremely physically bulky while still allowing him to retain some special bulk.



Winner: Rosenfeldius
Mega MachampType: Fighting >>> Fighting
Abilities: Guts/No Guard/Steadfast >>> No Guard
90/130/80/65/85/55 >>> 90/160(+30)/100(+20)/80(+15)/110(+25)/65(+10)
New Moves: +Meteor Mash, +Hammer Arm


FUCK YOU CONKELDURR


Anyway, this is Mega Machamp. Bigger, stronger, and armier than ever before, the 'Champ is prepared to once more join the legion of Fighting-type powerhouses and take on the OU Tier by storm. The big ugly fuck known as Conkeldurr is the Gen V Machamp replacement, unfortunately, and we've had to stare at that hideous abomination in OU for two generations now, and I think that's enough, don't you?

Machamp here is a niche pokemon. Conkeldurr is not. Now, being a niche pokemon is not necessarily a bad thing, as plenty of niche pokemon are excellent in certain metas (like Gastrodon in the rain-war that was Gen V). However, Machamp is the only pokemon in possession of the niche he holds, and that is the only reliable user of the coveted Dynamic Punch.
Dynamic Punch is the best physical Fighting-type move in the game. Or it would be, rather, if it didn't miss half of the fucking time. However, Machamp's ability, No Guard, means that it is guaranteed to hit.

Now, what's great about Dynamic Punch is the 100% confusion chance. Confusion is annoying to deal with; so annoying, in fact, that it resulted in the move Swagger being banned from competitive play. Access to this is the sole reason Machamp hasn't plummeted to RU, as it is a very powerful tool to have access to.

Now, enough about normal Machamp, more about Mega Machamp.

Mega Conkeldurr, on the surface, outclasses Mega Machamp once more. And depending on what they're being used for, Conk still reigns supreme. Why? Mach Punch and Drain Punch, respectively. Now, I could go the obvious route and give Machamp both of those moves, at which point Conkeldurr is matched and we don't have to look at his ugly face anymore. And as much as I'd like that, that just won't do. Having two pokemon, exactly the same, doing the exact same thing? I don't think so.

So, what I've done instead of turning Machamp into Conkeldurr is made Machamp better. His attack his much higher, his bulk is much greater, and his speed got a small, but deadly, boost. It now matches that of Scizor, allowing Fire Punch to do some serious damage. It outspeeds Clefable and Sylveon, threatening a kill with his new move addition in Meteor Mash, and glides past Tyranitar, whom it OHKOs without a scratch. It outpeeds Aegislash, allowing a well-placed Knock Off to smash in its smug, swordy face. And last but not least, fuck you, Porygon2.

Now, let's not skim over the other boosts. It has a nice buff to both defenses, and can take many more hits before going down. What's more, it has a boost to its SAtk, which might seem useless, but I assure you, it is not. With access to strange coverage moves such as Fire Blast, and the excellent boosting move Work Up, the 'Champ can take advantage of this to burn down Skarmory and roast Ferrothorn to a crisp -- All without having to come in contact with those nasty Iron Barbs or the occasional Rocky Helmet.

So, all in all, Machamp is, at the core, Machamp. Not Conkeldurr. Machamp. It will punch you so hard you'll be punching yourself. And with his big, strong arms, you can do nothing but sit and admire how swiftly and gracefully he smashes in your face (ohhh Machamp-senpai~)

Anyway, all in all, if you want an outstanding Fighting-type that isn't a diseased clown but gets the job done just as well, Machamp's your man.



Winner: Mega Mantine
Raichu (Raichunite)
Type: Electric -> Electric
Abilities: Static (Lightning Rod) -> Speed Boost
New Moves: Shadow Ball, Play Rough, Swords Dance

HP: 60 -> 60
Atk: 90 -> 120 (+25)
Def: 55 -> 75 (+20)
SpA: 90 -> 120 (+25)
SpD: 80 -> 90 (+10)
Spe: 110 -> 130 (+20)
BST: 485 -> 585

So now Raichu might be able to sweep. Play Rough is good for coverage. It can create setup opportunities with Encore, and is able to go physical or special. Fake Out, Encore, Thunder Wave and Volt Switch allow it to annoy opponents, chipping away and spreading paralysis.



Winner: nightsitter (RIP meta)
Mega Kingler
Type: Water -----> Water
Abilities: Hyper Cutter/Shell Armor/Sheer Force -----> Sheer Force
New Moves: Icicle Crash

HP: 55 -> 55
Atk: 130 -> 190 (+60)
Def: 115 -> 115
SpA: 50 -> 50
SpD: 50 -> 70 (+20)
Spe: 75 -> 95 (+20)
BST: 475 -> 575

Flavor Concept: Kingler learns Icicle Crash because it can already learn two Ice-type attacks, but they’re both special.

Competitive Concept: Mega Kingler just SCREAMS Agility sweeper. With Sheer Force and powerful coverage in Crabhammer, Icicle Crash, Knock Off, and X-Scissor, it can break the toughest of physical walls. However, its awkward stat distribution leaves it vulnerable to special attacks and in an “almost-there” speed tier.


This also begins the submission period for the slate of Empoleon, Bibarel, Roserade, and Kricketune
clapyourhands Grassy Terrain makes Celebi's grass moves work off of an effective 219 SpA stat not 195.
 

aVocado

@ Everstone
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
So guys, I just wanna say that megas shouldn't move too far away from their base formes.. for example, Dnite's obviously a physical sweeper (sorry Mew King , I just don't like your mega dnite at all compared to the others :/ I couldn't let it slip by) but the mega that won didn't even receive any buff to its attack, even when all official megas always maintain their highest stat from base form (gyarados' highest stat is attack, and so is mega gyarados'). It also needed a type change to Dragon/Water rather than /Flying but that can be overlooked. Just thought I'd put this here, it's actually pretty much the reason why I stopped contributing, I don't like how the megas are handled. That also happened to Entei (it wasn't a tank/wall, but the mega is) and a bunch others I'm forgetting. And I have a log here with a friend elaborating how I feel about it. Take this as you will, I still love the project though and I check it regularly. Great job :}

It's also a non-direct rule from the OP:

if your mon isn't a sweeper it isn't a sweeper try to find another role it could fulfill.
 
So guys, I just wanna say that megas shouldn't move too far away from their base formes.. for example, Dnite's obviously a physical sweeper (sorry Mew King , I just don't like your mega dnite at all compared to the others :/ I couldn't let it slip by) but the mega that won didn't even receive any buff to its attack, even when all official megas always maintain their highest stat from base form (gyarados' highest stat is attack, and so is mega gyarados'). It also needed a type change to Dragon/Water rather than /Flying but that can be overlooked. Just thought I'd put this here, it's actually pretty much the reason why I stopped contributing, I don't like how the megas are handled. That also happened to Entei (it wasn't a tank/wall, but the mega is) and a bunch others I'm forgetting. And I have a log here with a friend elaborating how I feel about it. Take this as you will, I still love the project though and I check it regularly. Great job :}

It's also a non-direct rule from the OP:
I get it. I was trying to make it a mixed wallbreaker in the vein of Mega Garchomp (since Garchomp itself faced a similar situation). Since speed isn't a huge concern for a wallbreaker, I could always reduce the speed to 70 (it was 90, and Dragonite's original speed was 80) and add it to its attack so it's even MORE similar to how Mega Garchomp acted. You can think of it as being similar to how Mega Charizard X is supposed to be a physical attacker when Charizard itself has the stats for a special attacker (those that tried a Belly Drum set in the Stealth Rock era were just asking to be killed). Dragonite is still incredibly viable and I wanted to find a niche that the Mega can have WITHOUT it outclassing the other Mega completely. I ran a special attacking lure set in Gen 5. It was fun on my Rain Team (Hurricane, Dragon Pulse, Thunder, and Roost is a pretty fun set sometimes. I could never figure out the best item).

To be honest, a great deal of my time deciding to make it a special attacker was spent realizing that Dragonite knew pretty much all the good physical AND special attacks and that Dragonite in the anime mostly used special attacks.

As for not changing the type, I've been going by the Dex entries as well. It's roughly half-and-half for entries that mention it either flying everywhere or that it lives in the sea. So, while others have made it Dragon/Water, I decided to go by the OTHER half of dex entries that state it should be Dragon/Flying (since there's NO way we're making it Water/Flying). If we were going to make it Water type, we'd NEED to give it Levitate if we want to keep all the flavor.

I do understand what you're saying and I have seen some questionable Megas myself that won. I just wanted to justify my Mega.
 

Valzy

Destroyer of Worlds
is a Contributor Alumnus
So guys, I just wanna say that megas shouldn't move too far away from their base formes.. for example, Dnite's obviously a physical sweeper (sorry Mew King , I just don't like your mega dnite at all compared to the others :/ I couldn't let it slip by) but the mega that won didn't even receive any buff to its attack, even when all official megas always maintain their highest stat from base form (gyarados' highest stat is attack, and so is mega gyarados'). It also needed a type change to Dragon/Water rather than /Flying but that can be overlooked. Just thought I'd put this here, it's actually pretty much the reason why I stopped contributing, I don't like how the megas are handled. That also happened to Entei (it wasn't a tank/wall, but the mega is) and a bunch others I'm forgetting. And I have a log here with a friend elaborating how I feel about it. Take this as you will, I still love the project though and I check it regularly. Great job :}

It's also a non-direct rule from the OP:
I don't see a problem with changing a Pokemon's role, Venusaur for example changes from a sun sweeper to a bulky attacker/wall and nobody had any problems like that
 
I don't like how the megas are handled. That also happened to Entei (it wasn't a tank/wall, but the mega is
Although it wasn't my submission, I like the Entei that was accepted. If we DIDN'T make it a tank/wall, then it would have ridiculously overpowered attack or speed. It needed to be balanced, so we voted for the one with the most well-rounded stats bar speed (which was reduced). And not all official megas have the same roles as their regular counterparts. Garchomp, Scizor, and Venusaur are prime examples of this. What they all have in common is that their normal forms are very viable choices for a team (except Venusaur, but it was in gen 5 which was the last reference point GF had). I guess my point is that while it should be respected, your opinion isn't universal. Changing roles can make a fun, healthy metagame.
 
By the way, I forgot my Mega Empoleon submission!



Mega Empoleon
Water/Steel -> Water/Steel
Torrent/(Defiant) -> Bulletproof
84/86/88/111/101/60 -> 84/106/118/151/141/30
Moves: Defog and Roost as Egg Moves

So, Empoleon is pretty good in general but it just doesn't have the stats to survive in the power obsessed metagames of the future. I mean Water/Steel is a pretty good typing in general. Pretty much, this is meant to return Empoleon back to OU.

Empoleon is always slow so I destroyed its speed to add to its other stats (though dumped 20 points into attack). It now has nice bulk (a really nice special defense), a Strong Special Attack and Healing in Roost. It also has Bulletproof which is nifty. You'll notice that now it's nearly completely immune to Aura Sphere and Focus Blast which gives it an effective immunity to special fighting.

It's balls slow though so it has a problem with anything faster but it's still very bulky. With a Quiet Nature and 252 HP/252 SpA/4 Def, it's pretty bulky only really taken down by super effective physical attacks. For instance, Excadrill only has a 12.5% chance to OHKO, but Mega Empoleon will OHKO back. Conkledurr takes out over 2/3 of Mega Empoleon with Drain Punch AND it goes faster. Scald with only 3HKO Assault Vest Varieties. I originally had an extra 10 points in its Defense, but then even Excadrill couldn't take it down in one hit and I knew that would be bad.

I did some random calcs as well, Zekrom barely OHKOs it with Bolt Strike. Black Kyurem only 2HKOs it with Fusion Bolt, but Mega Empoleon has a 93.8% shot to OHKO it with Flash Cannon. Choice Band Victini only has a 6.3% chance to OHKO it with V-Create, but Mega Empoleon has a 68.8% shot to OHKO it. Garchomp won't OHKO it, but you should be damn sure that Mega Empoleon does OHKO it back. Also, just for fun, Mega Empoleon WALLS Gengar even those that decide to carry Thunderbolt (which does at most 47%)

The problem is do you want it to be a Utility Mega or do you want to massacre stuff with your attacks? Either way, you probably want Scald and Roost to take care of everything. Ice Beam, Flash Cannon, Stealth Rock, and Defog are all things that it would love to have. But it's a pick two of four. It can't do everything though...and it can't hold items. It also would be picked apart by other physical Megas. But, that's the Achillies Heel that Megas in general face.
 
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