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.
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.
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.
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.
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.
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