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

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I think I figured out how to give Marowak his Thick Club back... it doesn't even break the rules of mega evolution!
Mega Marowak
Ground > Ground/Ghost
Lightningrod/Rock Head/Battle Armor > A Bone to Pick (Upon entering the field, the user will discard its item in favor of a bone club, and then change its ability to Skill Link. If switched out/end battle, your old item and the ability will return.)
60/80/110/50/80/45 > 60/110/130/50/105/60
New moves: Rock Blast, Shadow Sneak, Water Shuriken


Concept: Do I even need to EXPLAIN?! Seriously, Mega Marowak gets to outright KEEP its item. Anyone else ballsy enough to try that? Anyone? I didn't think so! Mixed with a decent defensive type, Marowak becomes a bony ninja of the shadows.
Mega Marowak however... can be affected by Knock Off. That's right, a Mega who can lose its item, and not just once. And it's WEAK TO IT! This lowers its longevity immensely! It's slow as well despite its priority.


That's right, I GAVE MAROWAK HIS SHTICK... erm, Bone? Doesn't have the same ring.

Mega Electrode
Electric > Electric/Fire
Static/Soundproof/Aftermath > Speed Strike (Half the user's speed is added to their damage calculations)
60/50/70/80/80/140 > 60/55/95/90/110/170
New moves: Flame Charge, Flamethrower

So... ya wanna go hard? Well, here's the mon for you. The sad thing about the ability is that even using Flame charge, your attack stats are only getting +.5... so that's not as effective as it could be. This makes Mega trode fairly not broken... or so I hope.

Mega Cloyster
Typing: Water/Ice>>>Water/Ice
Abilities: Shell Armor/Skill Link/Overcoat >>> Skill Link
50/95/180/85/45/70 -----> 60/135/190/85/115/80
New Moves: Water Shuriken, Bone Rush

There's not much to it. Just a stronger, sturdier Skill link bruiser.


Mega Hitmonlee
Typing: Fighting >>> Fighting/Ground
Abilities: Limber/Reckless/Unburden >>> Untouchable (Ignores abilities that require you or the enemy to be struck.)
50/120/53/35/110/87 -----> 50/160/65/35/120/120
New Moves: U-Turn, Zen Headbutt

The ability means that abilities like Parental Bond, Skill Link, Poison Touch, Sharp Claws, Serene Grace, even Pinch abilities... as well, it ignores abilities that effect its hitting like Rough Skin, Pressure or Flame Body. Mega Hitmonlee does not care about your stally abilities. He just... stands his ground.
Dude that Marowak would be HELL to code

For people bitching about the lack of creativity of huge power, I have yet to see a single Huge Power post.
 
Electrode-Mega
Type: Electric
Stats: 60/50/70/80/80/140>>>60/110/70/110/80/150
Ability: Whatever its old abilities are>>>Pure Velocity(.33x the ability holder's Speed is added to both its offensive stats)
Movepool: +Fire Blast +Outrage +Autotomize
It would have made no sense to change his type.
His stats allow him to be mixed with his ability
His ability is one of the few ways to let his strengths make him a better pokemon
His new moves are flavorful and serve to give him coverage/boosting moves

Marowak-Mega
Type: Ground>>>Ground/Fighting
Stats: 60/80/110/50/80/45>>>60/100/140/60/120/45
Ability: Whatever its old abilities are>>>Pure Power
Movepool: +Mach Punch +Drain Punch
I believe all of these things have been explained already
Edit: Pure Power is given because it is a fighting type.
Drian Punch for longevity
Mach Punch for priority
 
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Electrode-Mega
Type: Electric
Stats: 60/50/70/80/80/140>>>60/100/80/100/90/150
Ability: Whatever its old abilities are>>>Pure Velocity(attacks using its speed stat)
Movepool: Same
It would have made no sense to change his type.
His stats are mainly to prevent brokenness with his ability.
His ability isn't broken because there are megas and pokemon in general with higher offenses with coverage, good defenses, and the ability to boost their offensive prowess on their own, things which Electrode cannot do/does not have.

Marowak-Mega
Type: Ground>>>Ground/Fighting
Stats: 60/80/110/50/80/45>>>60/100/130/60/130/45
Ability: Whatever its old abilities are>>>Pure Power
Movepool: +Mach Punch
I believe all of these things have been explained already
marowak looks good, but I'd keep def higher than sdef. Also pure power is medichams thing so I'd go huge. And give it some more moves, like Drain Punch or Close Combat or something. Besides that good job.
 
marowak looks good, but I'd keep def higher than sdef. Also pure power is medichams thing so I'd go huge. And give it some more moves, like Drain Punch or Close Combat or something. Besides that good job.
I justified giving it PP rather than HP because PP is for fighting types whle HP is for non-fighting types. I don't personally think it needs drain punch but I'll do it for survivability. No Close Combat tho.
 
Congratulation to all the recent winners. All were fantastic sets.

Time to take another crack at getting a few submissions in. I'll update this if I manage to write another set.

Mega-Cloyster
Type - Water/Ghost
Ability - Iron Barbs
Stats - 50/135/165/110/60/105
New moves - Aqua Jet, Shadow Sneak


Concept
Risen from the depths one too many times, veteran Cloysters have fought in the open far more than was wise. Out of the water, battling Cloysters have slowly starved of oxygen and have since become revenant spirits of battle. Its shell is now permanently open; filled with ethereal energy it now charges its foe with great bouts of speed.

Play style
While younger Cloysters favour pummeling their foes into the dirt, Mega-Cloyster prefers quick, clean kills. Moving rapidly Cloyster dispatches its foes its foes before they have a chance to react. Shell Smash makes Cloyster hit that much harder; Pokemon which draw their power from their their speed will find themselves completely outmatched, being swept aside as their mediocre defences cave under Cloyster's blistering assault.

Despite Mega-Cloysters reliance upon moves with lower power, its natural attack combined with relieving itself of its shell allow it to claim large portions of health, even from defensive Pokemon. As a final vengeance, the sharpened surface of Cloyster's shell finishes of those Pokemon stout enough to withstand its attacks.

How to eat an oyster
Mega-Cloyster hits hard and hits fast, but relying on low powered priority moves. Its low special defences leave it vulnerable to Pokemon which have an abundance of both special attack and physical defence.

There is also the issue of cloyster's Mega-Evolving. While in its standard form, its slower speed is an asset, allowing it to use Shell Smash after weathering its oppositions assault. After initially entering the field, re-entrance becomes an issue. As Mega-Cloyster's high speed serves to only hinder it; Shell Smashing becomes a risky affair when you're guaranteed to take a hit.



Mega-Marowak
Type - Ground/Fighting
Ability - Resenment: Each time this Pokemon receives damage its physical attack increase by 50% (1 stage). This Pokemon's attack can only be raised in this way once per turn.
Stats - 60/95/150/50/115/55
New moves - Sacred Sword, Ice Punch


Play style
Filled with anger, Mega-Marowak harbours an inner desire to destroy those which cause others pain. Upon entering the field Marowak is initially underwhelming, however, any Pokemon wishing Marowak harm will quickly find their foe overpowering them. Potentially more fearsome than directly attacking Marowak, poisoning or burning it will guarantee its constant power growth. This allows Marowak to become a premium wall/stall breakers; its impressive bulk allows it to take multiple uninvested attacks, while boosting its attack to the point in which defences no longer hold it back.

Mega-Marowak offers the opportunity to play mind games with your opposition. Setting field hazards allows Marowak a free boost upon entering the field or poisoning through which to boost its attack each turn. Your opposition must also be wary of casually using status inducing moves, or else risk the consistent boosts.

Mega-Marowak fights to defend the weak, raising its bone above its head to strike down those who would harm others, making it a hero among its fellow Pokemon. Gaining the fighting type offers Marowak a second solid STAB. Sacred Sword gives it a powerful attack, while not reducing its near-vital defences.

Hugs over hatred
Mega-Marowak's most obvious weakness is its initially average offensive stats, its only way to become powerful is to take damage. Therefore its foes will strive to bring Marowak down quickly, with powerful moves. To this end, Pokemon which have already set up can quickly sweep aside Marowak before it can accrue more than a couple boosts.

In order for Mega-Marowak to take advantage of an oppositions field hazards it must first Mega-Evolve, so on its initial entry it cannot receive a boost this way. Marowak's lack of recovery and low speed almost guarantee it being worn down over time, giving it less of an opportunity to gain attack power each time it comes in. To this end, Mega-Marowak is very dependent on Wish support, or can only be used as an attacker which stays in until it goes down.
 
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Marowak
Ground --> Ground/Fighting
Rock Head/Lightningrod/Battle Armor --> Adaptability
60/80/110/50/80/45 --> 60/130/120/85/95/35
New Moves: Mach Punch, Close Combat, Drain Punch

I wanted to try taking a route other than Huge Power, so here you have it. PokeDex entries are as follows:

Gen 3: MAROWAK is the evolved form of a CUBONE that has overcome its sadness at the loss of its mother and grown tough. This POKéMON's tempered and hardened spirit is not easily broken.

Gen 4: From its birth, this savage Pokémon constantly holds bones. It is skilled in using them as weapons. It has been seen pounding boulders with the bone it carries in order to tap out messages to others.

Gen 5: Same as Gen 4.

Gen 6: It is small and was originally very weak. Its temperament turned ferocious when it began using bones.

Adaptability sort of makes sense here, as Cubone's evolution didn't become a sobbing wreck when its mother perished, nor did it stay weak. Fighting type was added for a secondary STAB, while also making sense with its "savage" nature.


Electrode
Electric --> Electric/Dark
Static/Soundproof/Aftermath --> Levitate
60/50/70/80/80/140 --> 60/110/80/110/80/140
New Moves: Dark Pulse, Nasty Plot, Memento

Electric/Dark may not make as much sense as Electric/Steel, but here it is anyway. With all of its new moves exclusively Dark-type, it gives M-Electrode a slightly better movepool to work with. It also now gains STAB on Foul Play, Sucker Punch, and Thief (lol). Regarding the stat spread, I tailored it so it our favorite exploding bomb can go mixed as needed, or even run a physical set (more powerful Explosion anyone?). It already has a large support movepool as well, so I figured Memento could give it the option to grab some "mementum" for its team. See what I did there?
 
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My first post in this thread, so apologies if I've misunderstood the rules.


Mega-Cloyster
Type ---> Water / Ice
Ability ---> Bulletproof
Stats ---> 50 / 105 / 230 / 65 / 115 / 50
New Moves ---> Spiky Shield, Knock Off

Concept

First off, I wanted a defensive take on Cloyster. Megas which do the same as their regular form, except better, are incredibly boring, and Cloyster certainly has the physical bulk and movepool (both Spikes and Rapid Spin) to make a defensive utility set worthwhile. Though a Water/Steel retyping was tempting, Steel-typed physical walls are common enough, and I preferred the flavour of maintaining its Water/Ice typing. If nothing else, it would make a fun case study for whether a successful defensive Ice type is possible in this meta.

The stats were pretty simple - I wanted its Mega to be seen to be withdrawing and further fortifying its shell, thus boosting defenses and lowering offenses and speed. 230 defense looks like overkill, but it gives Cloyster equal physical defensive capability with the likes of Rhyperior; which I consider to be the minimum possible, given the SR weakness. The considerable special defense boost makes sense from both a flavour (it doesn't make sense that that shell should only block physical attacks) and a competitive standpoint.

For the ability, I considered Filter, which like Bulletproof helps competitively whilst emphasising its armor, but in the end I settled on Bulletproof. The main reasoning was that, as a Spinner, Bulletproof helps immeasurably in getting past Aegislash and Gengar, without requiring excessive special defense investment. Bulletproof makes Cloyster impervious to anything Gengar can do outside of LO/Specs Sludge Wave or Will-o-wisp, while the best the standard mixed Lefties Aegislash can manage is a 5HKO with Sacred Sword.

As for the two movepool additions...while I didn't want to give Cloyster recovery options, as they don't fit conceptually and would probably overpower it, I thought Protect + Lefties would be sufficient to help recover hazard damage, similar to SpDef Heatran. Spiky Shield fits perfectly flavour-wise and gives it some extra utility. Knock Off gives it a decent general purpose attack, most significantly hitting Aegislash and Gengar.

Overall, M-Cloyster is incredibly hard to kill quickly, making it a reliable Spiker and Rapid Spinner.

Example Set

M-Cloyster @ Leftovers
Bulletproof, Impish Nature
252 HP / 252 Def / 4 SDef
- Rapid Spin
- Spikes / Toxic
- Knock Off
- Icicle Crash / Spiky Shield

I'd imagine this would be the primary set. With Bulletproof and Knock Off it can, at worst, cripple every spinblocker at zero personal risk, especially if used alongside a Cleric. Rapid Spin and Knock Off are essential, since spinning is its main niche. For the other two slots, there are two main ways to go; Toxic + Spiky Shield, or Spikes + Icicle Crash. The first option allows Cloyster to act as more of a catch-all check to physical threats, as well as providing greater longevity, whereas the second option specialises in killing the likes of Dragonite, Garchomp and Lando-T, as well as providing utility with Spikes.

In terms of EV's, there are two main ways to go, and they're both pretty simple: 252 HP / 252 Def Impish, or 252 HP / 252 SDef Careful. The physically defensive spread is the primary option, as it provides Cloyster with its main defensive niche; but the specially defensive spread is superior in providing Spinning or Spiking opportunities. It's almost impossible to OHKO, surviving both LO Thundurus' Thunderbolt and LO Terrakion's Close Combat. Overall, the physically defensive spread is probably preferable for defensive teams, whereas the special spread is better for more offensive teams.
 
Marowak
Ground --> Ground/Ghost
Rock Head/Lightningrod/Battle Armor --> Technician
60/80/110/50/80/45 -->60/130(+50)/120(+10)/50/110(+30)/45
New Moves: Shadow Sneak, Shadow Punch

To get away from Huge/Pure Power, I went with technician. It gives Marowak a 225 Base Power Bonemerang, and with the retyping hard hitting priority and secondary STAB. This obviously wont be outspeeding much, but with priority STAB and great mixed defenses does it really need to?
 
Little disappointing Hypno didn't get the Dark-type while Muk did.



Cloyster

Typing: Water / Ice -> Water / Ice
Abilities: Shell Armor / Skill Link / Overcoat -> Technician
50/95/180/85/45/70 -> 50/135/210/125/95/40 [+40 Atk, 40 Sp.Atk, +30 Def, +20 Sp.Def -30 Spd]
New Moves:

I think Cloyster currently has a good niche. Unlike many people, I'm not one who thinks Ice-typing is a bane that must be removed from all Mega Evolutions. Cloyster's Ice typing is awesome, because Ice is a great offensive type, and Cloyster's offenses are great.

When you think of Cloyster, you think of two things: Shell Smash and Multi-Hit attacks. Mega Cloyster keeps this theme, but with a twist.

Mega Cloyster against regular Cloyster is about Risk vs Reward. Mega Cloyster trades out it's usual abilities for Technician, and gains a large boost in both offenses [Enabling it to run special or mixed sets, unlike regular Cloyster]. However, this power comes at a steep price. Mega Cloyster, due to running a Mega Stone, cannot run White Herb to remove the defense loss incurred by using Shell Smash. In addition, Cloyster loses speed in it's Mega form, meaning it is outpaced even after a Shell Smash by fast pokemon like Jolteon, and many Scarfers. It also still suffers from having only Base 50 HP, as well as a mediocre Base 95 Sp.Def, meaning if Mega Cloyster fails to KO a special attacker, there is a very real chance it will suffer a OHKO in return.

Note: Base 40 Speed puts +Speed 252 Cloyster at 392 after a Shell Smash, just below + Speed Jolteon [394]. This was done on purpose to make Jolteon able to revenge kill this Mega Cloyster.

Note 2: Technician's base power compared to Skill Link:
Skill Link - 25 * 5 = 125
Technician 2 Hit - 37.5 * 2 = 75
Technician 3 Hit - 112.5
Technician 4 Hit - 150
Technician 5 Hit - 187.5

Technician 3 Hit is lower in base power, but the increase in attack makes it comparable to Skill Link [Although significantly worse against Subs]. Technician 2 Hit is worse, but this is the Risk vs Reward concept. Technician also works with Icicle Shard, but this leaves Cloyster with coverage issues if it chooses to run both along with Shell Smash.



Electrode

Typing: Electric -> Electric/Normal
Abilities: Soundproof / Static / Aftermath -> Reckless
60/50/70/80/80/140 -> 60/150/70/80/80/140 [+100 Atk]
New Moves: + Double-Edge

Oh come on, someone had to do this.

What is Voltorb and Electrode INFAMOUS for?

Here's a hint:

They explode.

They use Selfdestruct.

They use Explosion.

So let's not beat around the bush. Adding the Normal typing and bumping Electrode's attack to Base 150 gives Mega Electrode the single most powerful Explosion in the entire game. This allows one to use Mega Electrode to KO almost anything that is not a Rock, Steel or Ghost type, although at the cost of it's own life. That sweeper set up? Mega Electrode can stop it. Adding Double-Edge and Reckless gives Mega Electrode a way of fighting without blowing up, but it won't last long. Reckless suits Electrode well, since you must be pretty Reckless if your first reaction to most things is to blow yourself up.

Mega Electrode is high-yield face removal, and is the definition of a glass cannon. As it should be.

Also; design: Looks like an Ultra Ball. Shiny version is purple like a Master Ball.




Hitmonlee

Typing: Fighting -> Fighting
Abilities: Limber / Reckless / Unburden -> Moxie
50/120/53/35/110/87 -> 50/130/73/55/130/117 [+10 Atk, +20 Def, +20 Sp.Def, +20 Sp.Atk +30 Spd]
New Moves:

Hitmonlee evolves from the Attack-Biased Tyrouges out there, and as such, I made Mega Hitmonlee go to the Gym and focus on it's attack. Kinda. Thing is, like all good fighters, Mega Hitmonlee needs to get warmed up. Hence, Moxie. Mega Hitmonlee is significantly faster, but it dosen't actually hit much harder. In fact, it generally hits for less due to loss of Reckless.

However, the additional speed paired with Moxie makes Hitmonlee a very dangerous pokemon once it gets kicking. Base 130 Atk with STAB Hi Jump Kick is still brutal, and Hitmonlee's greatest issue before was it's speed.

This is actually the first Mega I've decided to put dump stats into, due to the potential of Moxie. I don't want to pump it's speed or attack too high, and Hitmonlee should remain rather frail.

Looking forward to Hitmonchan.


I'm not submitting a Marowak, honestly I don't have a good idea for one that won't either completely overshadow normal Marowak or be useless.
 
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Little disappointing Hypno didn't get the Dark-type while Muk did.



Cloyster

Typing: Water / Ice -> Water / Ice
Abilities: Shell Armor / Skill Link / Overcoat -> Technician
50/95/180/85/45/70 -> 50/135/210/125/95/40 [+40 Atk, 40 Sp.Atk, +30 Def, +20 Sp.Def -30 Spd]
New Moves:

I think Cloyster currently has a good niche. Unlike many people, I'm not one who thinks Ice-typing is a bane that must be removed from all Mega Evolutions. Cloyster's Ice typing is awesome, because Ice is a great offensive type, and Cloyster's offenses are great.

When you think of Cloyster, you think of two things: Shell Smash and Multi-Hit attacks. Mega Cloyster keeps this theme, but with a twist.

Mega Cloyster against regular Cloyster is about Risk vs Reward. Mega Cloyster trades out it's usual abilities for Technician, and gains a large boost in both offenses [Enabling it to run special or mixed sets, unlike regular Cloyster]. However, this power comes at a steep price. Mega Cloyster, due to running a Mega Stone, cannot run White Herb to remove the defense loss incurred by using Shell Smash. In addition, Cloyster loses speed in it's Mega form, meaning it is outpaced even after a Shell Smash by fast pokemon like Jolteon, and many Scarfers. It also still suffers from having only Base 50 HP, as well as a mediocre Base 95 Sp.Def, meaning if Mega Cloyster fails to KO a special attacker, there is a very real chance it will suffer a OHKO in return.

Note: Base 40 Speed puts +Speed 252 Cloyster at 392 after a Shell Smash, just below + Speed Jolteon [394]. This was done on purpose to make Jolteon able to revenge kill this Mega Cloyster.

Note 2: Technician's base power compared to Skill Link:
Skill Link - 25 * 5 = 125
Technician 2 Hit - 37.5 * 2 = 75
Technician 3 Hit - 112.5
Technician 4 Hit - 150
Technician 5 Hit - 187.5

Technician 3 Hit is lower in base power, but the increase in attack makes it comparable to Skill Link [Although significantly worse against Subs]. Technician 2 Hit is worse, but this is the Risk vs Reward concept. Technician also works with Icicle Shard, but this leaves Cloyster with coverage issues if it chooses to run both along with Shell Smash.



Electrode

Typing: Electric -> Electric/Normal
Abilities: Soundproof / Static / Aftermath -> Reckless
60/50/70/80/80/140 -> 60/150/70/80/80/140 [+100 Atk]
New Moves: + Double-Edge

Oh come on, someone had to do this.

What is Voltorb and Electrode INFAMOUS for?

Here's a hint:

They explode.

They use Selfdestruct.

They use Explosion.

So let's not beat around the bush. Adding the Normal typing and bumping Electrode's attack to Base 150 gives Mega Electrode the single most powerful Explosion in the entire game. This allows one to use Mega Electrode to KO almost anything that is not a Rock, Steel or Ghost type, although at the cost of it's own life. That sweeper set up? Mega Electrode can stop it. Adding Double-Edge and Reckless gives Mega Electrode a way of fighting without blowing up, but it won't last long. Reckless suits Electrode well, since you must be pretty Reckless if your first reaction to most things is to blow yourself up.

Mega Electrode is high-yield face removal, and is the definition of a glass cannon. As it should be.

Also; design: Looks like an Ultra Ball. Shiny version is purple like a Master Ball.




Hitmonlee

Typing: Fighting -> Fighting
Abilities: Limber / Reckless / Unburden -> Moxie
50/120/53/35/110/87 -> 50/130/73/55/130/117 [+10 Atk, +20 Def, +20 Sp.Def, +20 Sp.Atk +30 Spd]
New Moves:

Hitmonlee evolves from the Attack-Biased Tyrouges out there, and as such, I made Mega Hitmonlee go to the Gym and focus on it's attack. Kinda. Thing is, like all good fighters, Mega Hitmonlee needs to get warmed up. Hence, Moxie. Mega Hitmonlee is significantly faster, but it dosen't actually hit much harder. In fact, it generally hits for less due to loss of Reckless.

However, the additional speed paired with Moxie makes Hitmonlee a very dangerous pokemon once it gets kicking. Base 130 Atk with STAB Hi Jump Kick is still brutal, and Hitmonlee's greatest issue before was it's speed.

This is actually the first Mega I've decided to put dump stats into, due to the potential of Moxie. I don't want to pump it's speed or attack too high, and Hitmonlee should remain rather frail.

Looking forward to Hitmonchan.


I'm not submitting a Marowak, honestly I don't have a good idea for one that won't either completely overshadow normal Marowak or be useless.
I think your special defence stat on Cloyster is 20 too high. Apart from that, big thumbs up. Technician for that 'risk vs reward' dilemma is nice. I do, however, wonder if the increased physical attack stat would make the mega choice more palatable (which I guess if one of them is going to be it should be the mega).

Mm, Marowak is a tough one to keep from overshadowing itself while maintaining its flavour.
 
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aVocado

@ Everstone
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We shouldn't look at how megas "overshadow" their base forms.. Just look at Mawile, Charizard, and Pinsir and their megas.
 
I have the weird idea that a lot of the submissions for this slate is going to end up being very similar. Anyways, here are mine:

Cloyster-Mega (Cloysterate)



Water/Ice -----> Water/Steel

Shell Armor/Skill Link/Overcoat -----> Filter

50/95/180/85/45/70 (525) -----> 50/125/230/105/65/50 (625)

+ Bullet Punch, + Iron Head, + Aqua Jet

Megas usually capitalize on the strongest Stat. Likewise, Mega Cloyster gets a huge buff to its Defense. While it gains only a meagre amount on Attack, it still has access to Shell Smash. So I decided to de-buff its Speed to make it even. The new dual priorities are as per the flavour of it dex entries. Mega Cloyster essentially becomes a great Spikes setter and Spinner, one that's capable of taking out many Defoggers with its albeit-not-STAB Ice-type moves.

Here are some Calcs against prominent OU Pokémon to prove its defensive capabilities:

0 Atk Landorus-T Earthquake vs. 252 HP / 252+ Def Filter Cloyster: 87-103 (28.6 - 33.8%) -- 0.3% chance to 3HKO

252+ Atk Lucario Close Combat vs. 252 HP / 252+ Def Filter Cloyster: 112-132 (36.8 - 43.4%) -- guaranteed 3HKO

252+ Atk Guts Conkeldurr Drain Punch vs. 252 HP / 252+ Def Filter Cloyster: 126-148 (41.4 - 48.6%) -- guaranteed 3HKO


Electrode-Mega (Electrodate)



Electric -----> Electric

Soundproof/Static/Aftermath -----> Volt Power (Lightning Rod + Volt Absorb + Motor Drive)

60/50/70/80/80/140 (480) -----> 60/60/80/120/100/160 (580)

+ Flash Cannon

Electrode's Dex entries go on about how it lives off electricity and can even cause black-outs in huge cities. So, an Ability that gives it a mixture of three Electric-type abilities, all of which involve absorbing the electricity, fits it more than anything. Its Speed Tier is also fantastic, as it now outspeeds most, if not all, viable scarfers. The best way to use it would be to switch in on an Electric-type attack, restore HP loss if any, gain Speed and Special Attack, Volt Switch for a nifty amount of damage (If you switch in on a Scarfed Electric move, you can use Charge on the switch out for an even more disastrous damage output on what's coming in; Hidden Power Ice is always there to take care of Ground Types), or if it's late game, try to sweep from there. It won't be broken for its Ability because its movepool is too barren.


Hitmonlee-Mega (Hitmonlite)



Fighting -----> Fighting

Limber/Reckless/Unburden -----> Acrobatism (50% chance that its Kicking Moves will hit 2 times; 27.5% chance that it will hit 3 times; 27.5% chance that it will hit 4 times and 12.5% chance that it will hit 5 times. Recharge for 1 turn after using a Kicking Move.)

50/120/53/35/110/87 (455) -----> 50/145/63/45/130/112 (555)

+ Stomp, + Low Kick, + Triple Kick

I had the idea of submitting a Kicking Moves version of Iron Fist, but it seems like someone has already done that. So I made an Ability which is basically a psuedo-Parental Bond, but involves a contingency where the user has to Recharge after using a Kicking Move (Flavour from Dex entries). Triple Kick in conjunction with Acrobatism will essentially hit a maximum of 15 times (Effectively 300 Base Power). High Jump Kick can hit a maximum of 5 times, with a destructive Base Power of 650. But all this power is offset by the fact that if a Kicking Move is used, the user cannot switch out and has to Recharge the next turn (Which can be utilized to effectively Burn it or switch into something that can Revenge Kill it). However, rest assured, a successful 5-hit HJK can knock Out anything that isn't a Ghost Type. Even things that have a Quad-resistance to Fighting are 2OHKOed.

Here are Hitmonlee's Damages against some great Defensive walls in OU and an Eviolite Golbat:

252 Atk Hitmonlee High Jump Kick vs. 252 HP / 252+ Def Filter Mega Aggron: 661-780 (192.1 - 226.7%) -- guaranteed OHKO

252 Atk Hitmonlee High Jump Kick vs. 252 HP / 252+ Def Skarmory: 652-768 (195.2 - 229.9%) -- guaranteed OHKO

252 Atk Hitmonlee High Jump Kick vs. 252 HP / 252+ Def Forretress: 652-768 (184.1 - 216.9%) -- guaranteed OHKO

252 Atk Hitmonlee High Jump Kick vs. 252 HP / 252+ Def Eviolite Golbat: 172-203 (48.5 - 57.3%) -- 94.1% chance to 2HKO



Marowak-Mega-X (Marowakite-X)



[In Progress]
 
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We shouldn't look at how megas "overshadowing" their base forms.. Just look at Mawile, Charizard, and Pinsir and their megas.
I think the thing is we don't want to overshadow already OU Viable mons in the same way that Scizor, Garchomp, and Tyranitar cannot completely play the same roles between their base and mega forms.
 

Valzy

Destroyer of Worlds
is a Contributor Alumnus
Little disappointing Hypno didn't get the Dark-type while Muk did.



Cloyster

Typing: Water / Ice -> Water / Ice
Abilities: Shell Armor / Skill Link / Overcoat -> Technician
50/95/180/85/45/70 -> 50/135/210/125/95/40 [+40 Atk, 40 Sp.Atk, +30 Def, +20 Sp.Def -30 Spd]
New Moves:

I think Cloyster currently has a good niche. Unlike many people, I'm not one who thinks Ice-typing is a bane that must be removed from all Mega Evolutions. Cloyster's Ice typing is awesome, because Ice is a great offensive type, and Cloyster's offenses are great.

When you think of Cloyster, you think of two things: Shell Smash and Multi-Hit attacks. Mega Cloyster keeps this theme, but with a twist.

Mega Cloyster against regular Cloyster is about Risk vs Reward. Mega Cloyster trades out it's usual abilities for Technician, and gains a large boost in both offenses [Enabling it to run special or mixed sets, unlike regular Cloyster]. However, this power comes at a steep price. Mega Cloyster, due to running a Mega Stone, cannot run White Herb to remove the defense loss incurred by using Shell Smash. In addition, Cloyster loses speed in it's Mega form, meaning it is outpaced even after a Shell Smash by fast pokemon like Jolteon, and many Scarfers. It also still suffers from having only Base 50 HP, as well as a mediocre Base 95 Sp.Def, meaning if Mega Cloyster fails to KO a special attacker, there is a very real chance it will suffer a OHKO in return.

Note: Base 40 Speed puts +Speed 252 Cloyster at 392 after a Shell Smash, just below + Speed Jolteon [394]. This was done on purpose to make Jolteon able to revenge kill this Mega Cloyster.

Note 2: Technician's base power compared to Skill Link:
Skill Link - 25 * 5 = 125
Technician 2 Hit - 37.5 * 2 = 75
Technician 3 Hit - 112.5
Technician 4 Hit - 150
Technician 5 Hit - 187.5

Technician 3 Hit is lower in base power, but the increase in attack makes it comparable to Skill Link [Although significantly worse against Subs]. Technician 2 Hit is worse, but this is the Risk vs Reward concept. Technician also works with Icicle Shard, but this leaves Cloyster with coverage issues if it chooses to run both along with Shell Smash.



Electrode

Typing: Electric -> Electric/Normal
Abilities: Soundproof / Static / Aftermath -> Reckless
60/50/70/80/80/140 -> 60/150/70/80/80/140 [+100 Atk]
New Moves: + Double-Edge

Oh come on, someone had to do this.

What is Voltorb and Electrode INFAMOUS for?

Here's a hint:

They explode.

They use Selfdestruct.

They use Explosion.

So let's not beat around the bush. Adding the Normal typing and bumping Electrode's attack to Base 150 gives Mega Electrode the single most powerful Explosion in the entire game. This allows one to use Mega Electrode to KO almost anything that is not a Rock, Steel or Ghost type, although at the cost of it's own life. That sweeper set up? Mega Electrode can stop it. Adding Double-Edge and Reckless gives Mega Electrode a way of fighting without blowing up, but it won't last long. Reckless suits Electrode well, since you must be pretty Reckless if your first reaction to most things is to blow yourself up.

Mega Electrode is high-yield face removal, and is the definition of a glass cannon. As it should be.

Also; design: Looks like an Ultra Ball. Shiny version is purple like a Master Ball.




Hitmonlee

Typing: Fighting -> Fighting
Abilities: Limber / Reckless / Unburden -> Moxie
50/120/53/35/110/87 -> 50/130/73/55/130/117 [+10 Atk, +20 Def, +20 Sp.Def, +20 Sp.Atk +30 Spd]
New Moves:

Hitmonlee evolves from the Attack-Biased Tyrouges out there, and as such, I made Mega Hitmonlee go to the Gym and focus on it's attack. Kinda. Thing is, like all good fighters, Mega Hitmonlee needs to get warmed up. Hence, Moxie. Mega Hitmonlee is significantly faster, but it dosen't actually hit much harder. In fact, it generally hits for less due to loss of Reckless.

However, the additional speed paired with Moxie makes Hitmonlee a very dangerous pokemon once it gets kicking. Base 130 Atk with STAB Hi Jump Kick is still brutal, and Hitmonlee's greatest issue before was it's speed.

This is actually the first Mega I've decided to put dump stats into, due to the potential of Moxie. I don't want to pump it's speed or attack too high, and Hitmonlee should remain rather frail.

Looking forward to Hitmonchan.


I'm not submitting a Marowak, honestly I don't have a good idea for one that won't either completely overshadow normal Marowak or be useless.
Mega Marowak SHOULD overshadow regular Marowak because we are trying to make OU worthy Megas, since Marowak is nowhere near OU worthy, Mega Marowak must overshadow regular Marowak to do that.
 
Here are my ideas.

Electrode (Electrodite)
Type: Electric -> Electric/Steel
Abilities: Soundproof, Static (Aftermath) -> Aftermath
New Moves: Nasty Plot, Flash Cannon, Shadow Ball.

HP: 60 -> 60
Atk: 50 -> 50
Def: 70 -> 110 (+40)
SpA: 80 -> 90 (+10)
SpD: 80 -> 110 (+30)
Spe: 140 -> 160 (+20)
BST: 480 -> 580

There, now Electrode can use something besides Taunt and Thunder Wave, although its increased speed does help it with those antics. It has more bulk than Rotom-A (50/107/107).
Mega Electrode has a great defensive type and can actually set up with its buffed defenses. A Special Attack stat of 90 isn't too stellar even at +2, but it allows Electrode to do some real damage.


Cloyster (Cloysterite)
Type: Water/Ice -> Water/Ghost
Abilities: Shell Armor, Skill Link (Overcoat) -> Bulletproof
New Moves: Shadow Ball, Recover, Thunder Wave

HP: 50 -> 50
Atk: 95 -> 105 (+10)
Def: 180 -> 190 (+10)
SpA: 85 -> 105 (+20)
SpD: 45 -> 95 (+50)
Spe: 70 -> 80 (+10)
BST: 525 -> 625

Bulletproof is a perfect ability for Cloyster. Like Golem before, it is able to withstand bomb blasts.
The practical use is an immunity to Shadow Ball, (Ghost + immune to shadow ball = fuk u) Sludge Bomb, Energy Ball, Gyro Ball (meaning it totally walls Forretress) and even Seed Bomb.
This allows it to make the most of access to Rapid Spin, Spikes, Toxic Spikes and its new Thunder Wave to be a great supporter.
A SpA boost and Shadow Ball allow it to go special with Shell Smash, and physically it isn't that crazy because of no Skill Link. Recover makes it an excellent wall but it still goes down to Toxic and has a pretty hard time with Rotom-W.
That's all there is to it. Great typing, excellent check/counter to some important 'mons, more support options than ever.



Marowak (Marowakite)
Type: Ground -> Ground/Ghost
Abilities: Rock Head, Lightning Rod (Battle Armor) -> Parental Bond
New Moves: Shadow Claw, Shadow Sneak

HP: 60 -> 60
Atk: 80 -> 110 (+30)
Def: 110 -> 140 (+30)
SpA: 50 -> 60 (+10)
SpD: 80 -> 130 (+50)
Spe: 45 -> 25 (-20)
BST: 425 -> 525

Mega Marowak is like a weaker but a bit more defensive version of Mega Kangaskhan. The new typing and ability come from Cubone and Marowak's infamous backstory.
Balance-wise, Parental Bond makes up for the Thick Club boost with the added bonus of breaking subs. It also affects special moves unlike the Thick Club, which is actually useful as Marowak gets Fire Blast to muscle past Forretress, Skarmory, and Ferrothorn.
Snadow Sneak is there for some priority, Shadow Claw for reliable STAB. With Stealth Rock, Knock Off, and Icy Wind (-2 Spe thanks to Parental Bond), it can also make use of its great defenses and offer some support to teams.


Hitmonlee (Hitmonlite? Hitmonite L?)
Type: Fighting -> Fighting
Abilities: Limber, Reckless (Unburden) -> No Guard
New Moves: Zen Headbutt, Low Kick

HP: 50 -> 50
Atk: 120 -> 150 (+30)
Def: 53 -> 73 (+20)
SpA: 35 -> 45
SpD: 110 -> 110
Spe: 87 -> 137 (+50)
BST: 455 -> 555

Hitmonlee reprises his role as a physical sweeper. Without Unburden, though, he's not quite as fast as before.
No Guard is a fitting ability for Hitmonlee, being far from defensive both by stats and its style of fighting. The way it fights with almost exclusively kicking leaves it open to attack. You know that thing they do in karate somtimes, where if you were to kick them they would grab your leg? Hitmonlee would probably be really weak to that.
I raised its defenses to be just a bit more prepared for attacks and also because any more Atk or Spe might be broken. Let's just say that it built up a resistance to attacks after battling for so long.
It gets a lot of innacurate moves like Blaze Kick, Stone Edge, High Jump Kick, and now Zen Headbutt. I feel that Zen Headbutt fits because Hitmonlee can also learn Meditate and those have a similar theme to them. Plus a lot of other things learn it.


Thoughts?
 
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We shouldn't look at how megas "overshadow" their base forms.. Just look at Mawile, Charizard, and Pinsir and their megas.
Yeah, Megas should overshadow their base forms unless their base forms are already OU viable (like how Mega Chomp is totally different from its base form).
 

Valzy

Destroyer of Worlds
is a Contributor Alumnus
Electrode-Mega
Type: Electric
Stats: 60/50/70/80/80/140>>>60/100/80/100/90/150
Ability: Whatever its old abilities are>>>Pure Velocity(attacks using its speed stat)
Movepool: Same
It would have made no sense to change his type.
His stats are mainly to prevent brokenness with his ability.
His ability isn't broken because there are megas and pokemon in general with higher offenses with coverage, good defenses, and the ability to boost their offensive prowess on their own, things which Electrode cannot do/does not have.

Marowak-Mega
Type: Ground>>>Ground/Fighting
Stats: 60/80/110/50/80/45>>>60/100/130/60/130/45
Ability: Whatever its old abilities are>>>Pure Power
Movepool: +Mach Punch +Drain Punch
I believe all of these things have been explained already
Edit: Pure Power is given because it is a fighting type.
Drian Punch for longevity
Mach Punch for priority
The only Pokemon I can think of that had better offensive stats than Mega Electrode is... Deoxys A
 
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