That yellow is the most annoying color ever... Also Electrode already gets Volt SwitchI 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)
+ Volt Switch
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 (37.5% chance that its Kicking Moves will hit 2 times and 12.5% chance that it will hit 3 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 9 times (Effectively 180 Base Power). High Jump Kick can hit a maximum of 3 times, with a destructive Base Power of 390. 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).
Here are Hitmonlee's Damage against two of the most Defensive walls in OU:
252 Atk Hitmonlee High Jump Kick vs. 252 HP / 252+ Def Filter Mega Aggron: 397-469 (115.4 - 136.3%) -- guaranteed OHKO
252 Atk Hitmonlee High Jump Kick vs. 252 HP / 252+ Def Hippowdon: 442-522 (105.2 - 124.2%) -- guaranteed OHKO
[In Progress]
Marowak is #230 in usage, he's lower than stupid Chatot :/Thing is Marowak is viable in OU on Trick Room teams. It's a niche, but he doesn't see no play at all.
This is very similar to what I would have submitted and I love it, you have my vote :)ALRIGHT EVERYONE SUBMISSION TIME FOR ROSENFELDIUS:
Mega Marowak
Ground --> Ground/Dark
Rock Head/Lightning Rod/Battle Armor --> Huge Power
60/80/110/50/80/45 --> 60/105(+25)/135(+25)/65(+15)/105(+25)/55(+10)
New Moves: Sucker Punch, Payback, Pursuit
ALRIGHT LADIES AND GENTS,
There have been many creative submissions up to this point. And that's great, one should always look for creative ways of going about things.
However, one should not go about creativity with the sole mindset of "what can I make that's totally different just for the sake of being different?"
No. Sometimes, the simple, boring solution is the best one. And I think, in the case of Marowak, that this could not be more true.
Many people are submitting Ground/Ghost Marowaks. Now, the reason for this is, one Marowak in Gen I was killed by Team Rocket, and its spirit was disturbed. You had to fight the ghost Marowak to bring it peace. Or something.
Anyway, while this is a neat concept, that was one Marowak. Not an entire species. There is a backround event that happened involving one Marowak, and has nothing to do with the pokemon species as a whole.
Now, what the Dex descriptions DO say about the species, is that is a savage Pokemon. It uses bones as weapons. This seems much more characteristic of a Dark or Fighting type, no?
Fighting type is just as valid and has plenty of competitive reasoning as well as flavorful ones, but let me explain why I believe Dark is the better competitive option here:
Fighting and Ground have good coverage, but the combo is walled to hell by Gengar, which in this meta is something nobody wants. Dark, however, fixes this issue, as well as the Psychic weakness brought on by Fighting. Plus, I feel Dark fits a bit more as far as 'Savagery' goes, but this is honestly just opinion-based.
Here are coverage calculations for Fighting/Ground (number of all pokemon hit for varying effectiveness):
3 - No Effect
104 - Not Very Effective
345 - Normal Effectiveness
322 - Super Effective
Not bad, good coverage, mostly. Let's look at Dark/Ground now:
0 - No Effect
18 - Not Very Effective
471 - Normal Effectiveness
285 - Super Effective
At first glance, the less SE coverage looks inferior, but what you DO see is the vastly superior Neutral Coverage. Plus, with the added Dark Typing, and my new movepool, the slow-but-mighty Marowak can now visciously abuse three new, deadly moves. He gains the strongest Sucker Punch in the game, and patches up his speed issue somewhat. What you ALSO get is a terrifyingly powerful Payback, which can take advantage of his low speed to demolish opponents. Gaining the ability to Pursuit Trap is also a godsend for dealing with the S-Tiered Aegislash, many Gengar variants, and the Lati twins.
Now, there is much debate over Marowak's ability.
Why?
Robbing him of Thick Club is the greatest sin you could commit against Marowak, as no matter what you do, you make him WORSE with most abilities, while others make rediculous, unnecessarily complicated abilities that would be difficult to code and make little to no sense flavorwise and competitively.
Parental Bond, the only other rational ability, is the signature ability of Mega Kangaskhan. In my book, we should leave signature abilities alone, as they are 'signature' for a reason
Huge Power is, truthfully, the best option flavorwise and competitively. All arguments saying otherwise are weak by comparison, and not good enough to justify having with the loss of Thick Club
The stat spread is crafted in such a way to make it as PROFESSIONALY done as possible, not creatively. With few exceptions, Game Freak buffs all of the Mega Evolutions stats in proportion to the existing stats.
For example, the SDef stat and Attack stats are still equal. The Defense stat is still higher than both of them. Speed and SAtk are also in the same boat, with SAtk still being a few points higher. As far as stat distribution goes, this is a fairly textbook example for the stat changes of Mega Evolutions.
While not the most creative Marowak, I believe it to be very solid on paper, truthful to the Dex descriptions, flavorful, and competitively excellent but not broken.
Creativity is welcomed. But creativity isn't everything.
It's like Mega Mawile but better in every way. Definitely a cool idea.ALRIGHT EVERYONE SUBMISSION TIME FOR ROSENFELDIUS:
Mega Marowak
Ground --> Ground/Dark
Rock Head/Lightning Rod/Battle Armor --> Huge Power
60/80/110/50/80/45 --> 60/105(+25)/135(+25)/65(+15)/105(+25)/55(+10)
New Moves: Sucker Punch, Payback, Pursuit
ALRIGHT LADIES AND GENTS,
There have been many creative submissions up to this point. And that's great, one should always look for creative ways of going about things.
However, one should not go about creativity with the sole mindset of "what can I make that's totally different just for the sake of being different?"
No. Sometimes, the simple, boring solution is the best one. And I think, in the case of Marowak, that this could not be more true.
Many people are submitting Ground/Ghost Marowaks. Now, the reason for this is, one Marowak in Gen I was killed by Team Rocket, and its spirit was disturbed. You had to fight the ghost Marowak to bring it peace. Or something.
Anyway, while this is a neat concept, that was one Marowak. Not an entire species. There is a backround event that happened involving one Marowak, and has nothing to do with the pokemon species as a whole.
Now, what the Dex descriptions DO say about the species, is that is a savage Pokemon. It uses bones as weapons. This seems much more characteristic of a Dark or Fighting type, no?
Fighting type is just as valid and has plenty of competitive reasoning as well as flavorful ones, but let me explain why I believe Dark is the better competitive option here:
Fighting and Ground have good coverage, but the combo is walled to hell by Gengar, which in this meta is something nobody wants. Dark, however, fixes this issue, as well as the Psychic weakness brought on by Fighting. Plus, I feel Dark fits a bit more as far as 'Savagery' goes, but this is honestly just opinion-based.
Here are coverage calculations for Fighting/Ground (number of all pokemon hit for varying effectiveness):
3 - No Effect
104 - Not Very Effective
345 - Normal Effectiveness
322 - Super Effective
Not bad, good coverage, mostly. Let's look at Dark/Ground now:
0 - No Effect
18 - Not Very Effective
471 - Normal Effectiveness
285 - Super Effective
At first glance, the less SE coverage looks inferior, but what you DO see is the vastly superior Neutral Coverage. Plus, with the added Dark Typing, and my new movepool, the slow-but-mighty Marowak can now visciously abuse three new, deadly moves. He gains the strongest Sucker Punch in the game, and patches up his speed issue somewhat. What you ALSO get is a terrifyingly powerful Payback, which can take advantage of his low speed to demolish opponents. Gaining the ability to Pursuit Trap is also a godsend for dealing with the S-Tiered Aegislash, many Gengar variants, and the Lati twins.
Now, there is much debate over Marowak's ability.
Why?
Robbing him of Thick Club is the greatest sin you could commit against Marowak, as no matter what you do, you make him WORSE with most abilities, while others make rediculous, unnecessarily complicated abilities that would be difficult to code and make little to no sense flavorwise and competitively.
Parental Bond, the only other rational ability, is the signature ability of Mega Kangaskhan. In my book, we should leave signature abilities alone, as they are 'signature' for a reason
Huge Power is, truthfully, the best option flavorwise and competitively. All arguments saying otherwise are weak by comparison, and not good enough to justify having with the loss of Thick Club
The stat spread is crafted in such a way to make it as PROFESSIONALY done as possible, not creatively. With few exceptions, Game Freak buffs all of the Mega Evolutions stats in proportion to the existing stats.
For example, the SDef stat and Attack stats are still equal. The Defense stat is still higher than both of them. Speed and SAtk are also in the same boat, with SAtk still being a few points higher. As far as stat distribution goes, this is a fairly textbook example for the stat changes of Mega Evolutions.
While not the most creative Marowak, I believe it to be very solid on paper, truthful to the Dex descriptions, flavorful, and competitively excellent but not broken.
Creativity is welcomed. But creativity isn't everything.
Totally different typing though (defensively Marowak's is much worse), they check completely different things. This Marowak can handle Heatran but falls to Conkeldurr and Breloom, whereas Mawile is the exact opposite. Marowak dies to Azumarill which Mawile handles, but Marowak can handle an unboosted Zard X.It's like Mega Mawile but better in every way... not sure whether that's good or bad. Definitely a cool idea though.
Um, why would Cloyster invest in Def when investing in HP is much better?
Cloyster (Cloysterite)
Type: Water/Ice -> Water/Steel
Abilities: Shell Armor, Skill Link (Overcoat) -> Sturdy
New Moves: Mirror Shot, Reflect, Stealth Rock
HP: 50 -> 70(+20)
Atk: 95 -> 110(+15)
Def: 180 -> 180
SpA: 85 -> 95(+10)
SpD: 45 -> 85(+40)
Spe: 70 -> 75(+5)
BST: 525 -> 625
Mega Cloyster takes a defensive route, being like a Deoxys-D with decent offenses.Sturdy allows it to set up hazards easier, but it is total set-up bait. Just look at this:
252+ Atk Aegislash-Blade Sacred Sword vs. 0 HP / 252+ Def Mega Cloyster through Reflect: 56-67 (23.2 - 27.8%) -- 77.6% chance to 4HKO
Bulkeh.
You're not allowed to raise the HP Stat on any mega evolution. No exceptions.
Cloyster (Cloysterite)
Type: Water/Ice -> Water/Steel
Abilities: Shell Armor, Skill Link (Overcoat) -> Sturdy
New Moves: Mirror Shot, Reflect, Stealth Rock
HP: 50 -> 70(+20)
Atk: 95 -> 110(+15)
Def: 180 -> 180
SpA: 85 -> 95(+10)
SpD: 45 -> 85(+40)
Spe: 70 -> 75(+5)
BST: 525 -> 625
Mega Cloyster takes a defensive route, being like a Deoxys-D with decent offenses.Sturdy allows it to set up hazards easier, but it is total set-up bait. Just look at this:
252+ Atk Aegislash-Blade Sacred Sword vs. 0 HP / 252+ Def Mega Cloyster through Reflect: 56-67 (23.2 - 27.8%) -- 77.6% chance to 4HKO
Bulkeh.
FixedYou're not allowed to raise the HP Stat on any mega evolution. No exceptions.
Yeah, it was just my first impression. Definitely a cool idea, maybe lower Atk a tiny bit? Like +20 instead of +25, doesn't make a huge (hehe) difference but ehTotally different typing though (defensively Marowaks is much worse), they check completely different things. This Marowak can handle Heatran but falls to Conkeldurr and Breloom, whereas Mawile is the exact opposite. Marowak dies to Azumarill which Mawile handles, but Marowak can handle an unboosted Zard X.
Similar stats, same ability, totally different checks and counters.
yeah check your math.SpA: 85 -> 95(+30)
I could, but then I'd have to lower SDef to keep the ratios ideal. I don't think lowering Atk is really necessary, he's got the same Atk and better speed + bulk than Mawile, but his typing defensively is so much worse that I really don't see it as overkill at all.Yeah, it was just my first impression. Definitely a cool idea, maybe lower Atk a tiny bit? Like +20 instead of +25, doesn't make a huge (hehe) difference but eh
Hey, this idea is cool! I think there are pokes that deserve Huge/Pure Power more, and Marowak can do without that.
Mega Marowak
Ground ----> Ground
Rock Head / Lightningrod / Battle Armor ----> Grounder, Ground-type moves can hit Flying-types for neutral damage, and also hits Levitators and those with Air Balloon and Magnet Rise. Enemies hit after this are knocked onto the ground, like Smack Down.
60 / 80 / 110 / 50 / 80 / 45 (425) ----> 60 / 130 / 120 / 50 / 100 / 65 (525)
New Moves: none
Everyone's going with Huge Power shenanigans, so I thought I'd try a different approach. I can understand why people like Huge Power on Mega Marowak, but I thought it'd be interesting to prevent anything from switching in for free instead of mindlessly powering him up. Airborne Pokemon beware, as you can no longer come in for free. Charizard, Skarmory, Zapdos, Air Balloon Aegislash and Excadrill, Landorus, Thundurus, Talonflame, and everything else now must take extra caution when handing Marowak, lest they find themselves getting Marowak'd. No new moves were added since Ground / Fire coverage in Bonemerang and Fire Punch isn't resisted by anything now, and he already has boosting moves in Swords Dance and Rock Polish, so he can actually pull off a fairly effective Double-Dance set.
It's a pretty cool idea, but to say that there are other pokemon that deserve Huge Power more... other than the ones that already have it, that's just not true, with the one exception being Farfetch'd because it's Pure Shit without it.Hey, this idea is cool! I think there are pokes that deserve Huge/Pure Power more, and Marowak can do without that.
"From its birth, this savage Pokémon constantly holds bones. It is skilled in using them as weapons."nor does it have the raw savagery and wildness of mawile.
Don't forget Delibird, you're favorite ... humm... favorite... Santa Claus bird? That thing really needs those Huge Power Rapid Spins and Presents, I mean Ice Shards and Aerial Aces? Yeah it's bad.It's a pretty cool idea, but to say that there are other pokemon that deserve Huge Power more... other than the ones that already have it, that's just not true, with the one exception being Farfetch'd because it's Pure Shit without it.
Okay, pokedex, take it awaynor does it have the raw savagery and wildness of mawile.