Current Slate
Mega Cresselia
Type: Psychic -> Psychic/Fairy
Ability: Levitate -> Air Lock
New Moves: None
HP: 120 -> 120
Atk: 70 -> 80 (+10)
Def: 120 -> 145 (+25)
SpA: 75 -> 100 (+25)
SpD: 130 -> 160 (+30)
Spe: 85 -> 95 (+10)
Flavor Concept: Guided by the spirit of the moon, Cresselia forces all Pokemon to ignore the effects of weather. Fairy typing because why isn't it already a Fairy.
Competitive Concept: Bulky motherfucker designed to inhibit the plethora of new weather-based megas. It's pretty much just a classic stallmon with a decent SpA stat.
Pro Tips: Don't forget that Moonblast is a fantastic attacking move.
Type: Psychic -> Psychic/Fairy
Ability: Levitate -> Air Lock
New Moves: None
HP: 120 -> 120
Atk: 70 -> 80 (+10)
Def: 120 -> 145 (+25)
SpA: 75 -> 100 (+25)
SpD: 130 -> 160 (+30)
Spe: 85 -> 95 (+10)
Flavor Concept: Guided by the spirit of the moon, Cresselia forces all Pokemon to ignore the effects of weather. Fairy typing because why isn't it already a Fairy.
Competitive Concept: Bulky motherfucker designed to inhibit the plethora of new weather-based megas. It's pretty much just a classic stallmon with a decent SpA stat.
Pro Tips: Don't forget that Moonblast is a fantastic attacking move.
Cresselia
Psychic → Psychic
Levitate → Levitate
120/70/120/75/130/85 (600) → 120/80(+10)/150(+30)/95(+20)/160(+30)/95(+10) (700)
+Recover
Recover is a bit more reliable than Moonlight
Psychic → Psychic
Levitate → Levitate
120/70/120/75/130/85 (600) → 120/80(+10)/150(+30)/95(+20)/160(+30)/95(+10) (700)
+Recover
Recover is a bit more reliable than Moonlight
Mega Cresselia
Psychic ----> Psychic / Fairy
Levitate ----> Sleep Walker, can attack normally even when asleep. Basically a built in Sleep Talk with control over your move selection.
120 / 70 / 120 / 75 / 130 / 85 (600) ----> 120 / 90 (+20) / 130 (+10) / 125 (+50) / 140 (+10) / 95 (+10)
New Moves: None
Oh boy, Mega cresselia is quite possibly one of the most broken walls in the game now... at first glance. Sporting 120 / 130 / 140 defenses is impressive enough as it is, but now she can rid herself of status and get back to full health at the same time, but the best part is she can attack even while asleep! But the catch to this is she can't use Rest while she's already asleep, meaning she might have a harder time walling offensive teams than one would first expect. But thankfully, her extra Fairy typing will help her take hits while she lacks recovery during her sleep. Having a drastically increased Special Attack stat means Calm Mind sets are now possible, and she has decent coverage options in Psyshock, Ice Beam, Energy Ball, Shadow Ball, and the newly added Moonblast, but she'll likely only have two extra moveslots for coverage options, so it can be difficult to sweep. With this Mega Evolution, sleep is still an enemy of sorts since you can't heal with Rest while asleep, but also becomes a powerful ally since you can keep fighting on in your sleep protected from status and without wasting a moveslot on Sleep Talk and gambling with it. You could run Moonlight with Rest, but then you'd only have a single attack for the Calm Mind set, so it's a trade-off either way.
Psychic ----> Psychic / Fairy
Levitate ----> Sleep Walker, can attack normally even when asleep. Basically a built in Sleep Talk with control over your move selection.
120 / 70 / 120 / 75 / 130 / 85 (600) ----> 120 / 90 (+20) / 130 (+10) / 125 (+50) / 140 (+10) / 95 (+10)
New Moves: None
Oh boy, Mega cresselia is quite possibly one of the most broken walls in the game now... at first glance. Sporting 120 / 130 / 140 defenses is impressive enough as it is, but now she can rid herself of status and get back to full health at the same time, but the best part is she can attack even while asleep! But the catch to this is she can't use Rest while she's already asleep, meaning she might have a harder time walling offensive teams than one would first expect. But thankfully, her extra Fairy typing will help her take hits while she lacks recovery during her sleep. Having a drastically increased Special Attack stat means Calm Mind sets are now possible, and she has decent coverage options in Psyshock, Ice Beam, Energy Ball, Shadow Ball, and the newly added Moonblast, but she'll likely only have two extra moveslots for coverage options, so it can be difficult to sweep. With this Mega Evolution, sleep is still an enemy of sorts since you can't heal with Rest while asleep, but also becomes a powerful ally since you can keep fighting on in your sleep protected from status and without wasting a moveslot on Sleep Talk and gambling with it. You could run Moonlight with Rest, but then you'd only have a single attack for the Calm Mind set, so it's a trade-off either way.
Mega Cresselia
Psychic --> Psychic
Levitate --> Sweet Dreams (recovers 1/8 of its max HP every turn that it is asleep)
120/70/120/75/130/85 --> 120/90(+20)/130(+10)/105(+30)/150(+20)/105(+20)
Pretty self explanatory, I think. I'm not really seeing the fairy typing here, beyond maybe moon associations, and this thing looks bulky enough as it is without a better defensive typing.
I am not 100% up on my competitive pokemon, so feedback would be appreciated.
Psychic --> Psychic
Levitate --> Sweet Dreams (recovers 1/8 of its max HP every turn that it is asleep)
120/70/120/75/130/85 --> 120/90(+20)/130(+10)/105(+30)/150(+20)/105(+20)
Pretty self explanatory, I think. I'm not really seeing the fairy typing here, beyond maybe moon associations, and this thing looks bulky enough as it is without a better defensive typing.
I am not 100% up on my competitive pokemon, so feedback would be appreciated.
Mega Cresselia
Typing: Psychic-Fairy
Ability: High Tide (or whatever the auto-gravity ability was called)
BST: 120/70/120/75/130/85 -> 120/70/145/110/150/100
New Moves: None
Explanation: As Mega Mantine said, Cresselia has magical moon powers (not to mention its movepool), so by that logic, it should be able to somewhat control gravity as well. I feel like gravity is a very underrated field effect; it makes all ground moves have a thousand-arrows-like effect, and it raises accuracy of all moves on the field, so focus miss will ALWAYS hit. BST was a pretty simple buff, nothing really special about it, and it learns no new moves, because it doesn't really need any.
Typing: Psychic-Fairy
Ability: High Tide (or whatever the auto-gravity ability was called)
BST: 120/70/120/75/130/85 -> 120/70/145/110/150/100
New Moves: None
Explanation: As Mega Mantine said, Cresselia has magical moon powers (not to mention its movepool), so by that logic, it should be able to somewhat control gravity as well. I feel like gravity is a very underrated field effect; it makes all ground moves have a thousand-arrows-like effect, and it raises accuracy of all moves on the field, so focus miss will ALWAYS hit. BST was a pretty simple buff, nothing really special about it, and it learns no new moves, because it doesn't really need any.
Mega Cresselia
Typing: Psychic >> Psychic/Fairy
Ability: Moon Veil (Non-super effective damage is reduced by 25%)
BST: 120/70/120/75/130/85 -> 120/75(+5)/135(+15)/125(+50)/140(+10)/105(+20)
New Moves: Earth Power
Concept: Mega Cress' defenses do not go up enough to quantify Leftovers loss. Instead, its ability demands that you use Super Effective hits, meaning you need a ghost, poison or steel attack to really break through.) That's not to say that weather still doesn't stop moon bitch cold, it does as her recovery is severely hampered by a lack of PP and power when not sunny or clear. Passive damage will break the moon.
Typing: Psychic >> Psychic/Fairy
Ability: Moon Veil (Non-super effective damage is reduced by 25%)
BST: 120/70/120/75/130/85 -> 120/75(+5)/135(+15)/125(+50)/140(+10)/105(+20)
New Moves: Earth Power
Concept: Mega Cress' defenses do not go up enough to quantify Leftovers loss. Instead, its ability demands that you use Super Effective hits, meaning you need a ghost, poison or steel attack to really break through.) That's not to say that weather still doesn't stop moon bitch cold, it does as her recovery is severely hampered by a lack of PP and power when not sunny or clear. Passive damage will break the moon.
Cresselia (Cresseliite)
Type: Psychic -> Psychic/Fairy
Abilities: Levitate -> Sweet Dreams (restores 1/8 of HP each turn while asleep)
New Moves: Draining Kiss, Charm
HP: 120 -> 120
Atk: 70 -> 90 (+20)
Def: 120 -> 130 (+10)
SpA: 75 -> 110 (+35)
SpD: 130 -> 150 (+20)
Spe: 85 -> 100 (+15)
BST: 600 -> 700
ResTalk is viable again! With boosted offenses it can restore even more with Draining Kiss, making it hard to take down with brute strength. However, Taunt cripples it.
Type: Psychic -> Psychic/Fairy
Abilities: Levitate -> Sweet Dreams (restores 1/8 of HP each turn while asleep)
New Moves: Draining Kiss, Charm
HP: 120 -> 120
Atk: 70 -> 90 (+20)
Def: 120 -> 130 (+10)
SpA: 75 -> 110 (+35)
SpD: 130 -> 150 (+20)
Spe: 85 -> 100 (+15)
BST: 600 -> 700
ResTalk is viable again! With boosted offenses it can restore even more with Draining Kiss, making it hard to take down with brute strength. However, Taunt cripples it.
Mega Cresselia
Typing: Psychic --> Psychic/Fairy
Ability: Levitate --> Dry Skin
Stats: 120/70/120/75/130/85 --> 120/80/135/100/150/105
Mega Cresselia is meant to represent the moon. Now, I felt like it would be appropriate to treat it like that. It is now part fairy type so it can represent the moon better than it ever could previously. Dry Skin was given to represent how the moons light is blocked during the day, and because of that it hurts Mega Cresselia. Now, Mega Cresselia can actually be a pretty good wall on a rain team, with a decent typing, access to recovery, and a nice amount of bulk.
Typing: Psychic --> Psychic/Fairy
Ability: Levitate --> Dry Skin
Stats: 120/70/120/75/130/85 --> 120/80/135/100/150/105
Mega Cresselia is meant to represent the moon. Now, I felt like it would be appropriate to treat it like that. It is now part fairy type so it can represent the moon better than it ever could previously. Dry Skin was given to represent how the moons light is blocked during the day, and because of that it hurts Mega Cresselia. Now, Mega Cresselia can actually be a pretty good wall on a rain team, with a decent typing, access to recovery, and a nice amount of bulk.
Mega Phione
Type: Water -> Water/Fairy
Ability: Hydration -> Parental Bond
New Moves: None
HP: 80 -> 80
Atk: 80 -> 95 (+15)
Def: 80 -> 95 (+15)
SpA: 80 -> 95 (+15)
SpD: 80 -> 95 (+15)
Spe: 80 -> 120 (+40)
Flavor Concept: Phione channels the legendary power of Manaphy to attack alongside it. Fairy typing is added because it's very fairy-like.
Competitive Concept: Powerful mixed wallbreaker that can get hella haxy with Scald. Dazzling Gleam, U-Turn, Ice Beam, Waterfall, and Grass Knot are other excellent and usable moves that achieve insane power when coupled with Parental Bond.
Pro Tips: Spam Scald like you've never spammed it before.
Type: Water -> Water/Fairy
Ability: Hydration -> Parental Bond
New Moves: None
HP: 80 -> 80
Atk: 80 -> 95 (+15)
Def: 80 -> 95 (+15)
SpA: 80 -> 95 (+15)
SpD: 80 -> 95 (+15)
Spe: 80 -> 120 (+40)
Flavor Concept: Phione channels the legendary power of Manaphy to attack alongside it. Fairy typing is added because it's very fairy-like.
Competitive Concept: Powerful mixed wallbreaker that can get hella haxy with Scald. Dazzling Gleam, U-Turn, Ice Beam, Waterfall, and Grass Knot are other excellent and usable moves that achieve insane power when coupled with Parental Bond.
Pro Tips: Spam Scald like you've never spammed it before.
Phione
Water → Water
Hydration → Water Absorb
80/80/80/80/80/80 (480) → 80/80/110(+30)/100(+20)/110(+30)/100(+20) (600)
+Recover, heal bell
Unlike its cousin Manaphy, M-Phione attempts to be a bulky water type, Water Absorb recovering ¼th of its HP from opposing water movies and Recover and Heal Bell doing the rest.
Water → Water
Hydration → Water Absorb
80/80/80/80/80/80 (480) → 80/80/110(+30)/100(+20)/110(+30)/100(+20) (600)
+Recover, heal bell
Unlike its cousin Manaphy, M-Phione attempts to be a bulky water type, Water Absorb recovering ¼th of its HP from opposing water movies and Recover and Heal Bell doing the rest.
Mega Phione
Type: Water -> Water/Fairy
Ability: Hydration -> Redress (Gains +1 special attack if an ally fainted the previous turn. The ability can give the boost upon switch-in or mega evolution)
Stats: 80/80/80/80/80/80 -> 80/80/110(+30)/110(+30)/100(+20)/100(+20)
New Moves: Moonblast, Hydro Pump
Type: Water -> Water/Fairy
Ability: Hydration -> Redress (Gains +1 special attack if an ally fainted the previous turn. The ability can give the boost upon switch-in or mega evolution)
Stats: 80/80/80/80/80/80 -> 80/80/110(+30)/110(+30)/100(+20)/100(+20)
New Moves: Moonblast, Hydro Pump
Mega Phione:
Type: Water/Fairy
Ability: Lukewarm (User takes neutral damage from super effective attacks.)
BST: 80/80/80/80/80/80 ===> BST: 80/100/100/100/100/100 (simply, +20 across the board minus HP)
New Moves: Recover, Scald (does it learn this move? I dunno at all)
If Manaphy is the sweeper, Phione will play as the cleric for her ability eliminates her type weaknesses. Since her weakness now is electric, grass, and poison, Lukewarm ability turns those type weaknesses to neutral damage.
Type: Water/Fairy
Ability: Lukewarm (User takes neutral damage from super effective attacks.)
BST: 80/80/80/80/80/80 ===> BST: 80/100/100/100/100/100 (simply, +20 across the board minus HP)
New Moves: Recover, Scald (does it learn this move? I dunno at all)
If Manaphy is the sweeper, Phione will play as the cleric for her ability eliminates her type weaknesses. Since her weakness now is electric, grass, and poison, Lukewarm ability turns those type weaknesses to neutral damage.
Phione (Phionite)
Type: Water -> Water
Abilities: Hydration -> Drizzle
New Moves: Calm Mind, Shadow Ball, Thunder
HP: 80 -> 80
Atk: 80 -> 80
Def: 80 -> 90 (+10)
SpA: 80 -> 110 (+30)
SpD: 80 -> 110 (+30)
Spe: 80 -> 110 (+30)
BST: 480 -> 580
I tried to make Phione good but not too broken... while a weather ability is a bit cliché it's the best and most fitting thing to do. It serves a more bulky role as opposed to Manaphy who boosts sky high with Tail Glow.
Type: Water -> Water
Abilities: Hydration -> Drizzle
New Moves: Calm Mind, Shadow Ball, Thunder
HP: 80 -> 80
Atk: 80 -> 80
Def: 80 -> 90 (+10)
SpA: 80 -> 110 (+30)
SpD: 80 -> 110 (+30)
Spe: 80 -> 110 (+30)
BST: 480 -> 580
I tried to make Phione good but not too broken... while a weather ability is a bit cliché it's the best and most fitting thing to do. It serves a more bulky role as opposed to Manaphy who boosts sky high with Tail Glow.
Mega Phione
Typing: Same
Ability: Hydration --> Hydration
Stats: 80/80/80/80/80/80 --> 80/80/120/100/100/100
Mega Phione is now quite similar to Manaphy. Now, both of these pokes have obvious advatages over the other. Manaphy has better special bulk, can hold leftovers, and doesn't take up a mega slot while Mega Phione has better physical bulk and takes less damage from Foul Play. Both of these two pokes could make a pretty interesting metagame together.
Typing: Same
Ability: Hydration --> Hydration
Stats: 80/80/80/80/80/80 --> 80/80/120/100/100/100
Mega Phione is now quite similar to Manaphy. Now, both of these pokes have obvious advatages over the other. Manaphy has better special bulk, can hold leftovers, and doesn't take up a mega slot while Mega Phione has better physical bulk and takes less damage from Foul Play. Both of these two pokes could make a pretty interesting metagame together.
Mega Shaymin
Type: Grass -> Grass
Ability: Natural Cure -> Gardener (Grassy Terrain-summoning ability already given to Mega Celebi)
New Moves: None
HP: 100 -> 100
Atk: 100 -> 112 (+12)
Def: 100 -> 112 (+12)
SpA: 100 -> 120 (+20)
SpD: 100 -> 146 (+46)
Spe: 100 -> 110 (+10)
Flavor Concept: Pokedex entries state that it can turn wasteland into lush fields, so Gardener is a fitting ability.
Competitive Concept: Bulky and fast abuser of powerful Grass-type moves. Giga Drain and Seed Flare can annoy the shit out of any opponent trying to KO Shaymin.
Pro Tips: The decision between this and Mega Celebi can be a tough one, so make your decision wisely.
Type: Grass -> Grass
Ability: Natural Cure -> Gardener (Grassy Terrain-summoning ability already given to Mega Celebi)
New Moves: None
HP: 100 -> 100
Atk: 100 -> 112 (+12)
Def: 100 -> 112 (+12)
SpA: 100 -> 120 (+20)
SpD: 100 -> 146 (+46)
Spe: 100 -> 110 (+10)
Flavor Concept: Pokedex entries state that it can turn wasteland into lush fields, so Gardener is a fitting ability.
Competitive Concept: Bulky and fast abuser of powerful Grass-type moves. Giga Drain and Seed Flare can annoy the shit out of any opponent trying to KO Shaymin.
Pro Tips: The decision between this and Mega Celebi can be a tough one, so make your decision wisely.
Mega Shaymin
Typing: Grass -> Grass
Ability: Natural Cure -> Purify (any Poison-type attack used on it- including coming in on Toxic Spikes - is rendered ineffective and boosts Mega Shaymin's Grass attacks by 50%. Basically Flash Fire with Poison->Grass instead of Fire->Fire)
New Moves: Weather Ball, Defog
Stats: 100/100/100/100/100/100 -> 100/110 (+10) /130 (+30) /120 (+20) /135 (+35) /105 (+5)
Between the defensive boosts and turning a weakness into an immunity, Shaymin becomes that much more tanky and that much more able to wear you down with repeated Seed Flares and/or Leech Seed or serve as a bulky cleric that doesn't easily give up momentum.
Flavor-wise, it fits with the Pokedex and anime stuff about Shaymin being able to absorb toxins and transform them into lush fields of flowers
Typing: Grass -> Grass
Ability: Natural Cure -> Purify (any Poison-type attack used on it- including coming in on Toxic Spikes - is rendered ineffective and boosts Mega Shaymin's Grass attacks by 50%. Basically Flash Fire with Poison->Grass instead of Fire->Fire)
New Moves: Weather Ball, Defog
Stats: 100/100/100/100/100/100 -> 100/110 (+10) /130 (+30) /120 (+20) /135 (+35) /105 (+5)
Between the defensive boosts and turning a weakness into an immunity, Shaymin becomes that much more tanky and that much more able to wear you down with repeated Seed Flares and/or Leech Seed or serve as a bulky cleric that doesn't easily give up momentum.
Flavor-wise, it fits with the Pokedex and anime stuff about Shaymin being able to absorb toxins and transform them into lush fields of flowers
Shaymin
Grass → Grass
Natural Cure → Purifier (Immune to Poison type moves, Poison type moves restore 25% of max HP)
100/100/100/100/100/100 (600) → 100/115(+15)/130(+30)/115(+15)/130(+30)/110(+10) (700)
Shaymin's Pokedex entries mention that it's able to remove toxins from the air in the area it's in, thus the new ability. While not necessarily as good as Natural Cure is, Purifier gives Shaymin not only an immunity instead of a weakness, but also, just as an importantly, an immunity to Toxic which, as a more defensive oriented Pokemon, gives Shaymin a huge amount of walling potential.
Grass → Grass
Natural Cure → Purifier (Immune to Poison type moves, Poison type moves restore 25% of max HP)
100/100/100/100/100/100 (600) → 100/115(+15)/130(+30)/115(+15)/130(+30)/110(+10) (700)
Shaymin's Pokedex entries mention that it's able to remove toxins from the air in the area it's in, thus the new ability. While not necessarily as good as Natural Cure is, Purifier gives Shaymin not only an immunity instead of a weakness, but also, just as an importantly, an immunity to Toxic which, as a more defensive oriented Pokemon, gives Shaymin a huge amount of walling potential.
Mega Shaymin:
Type: Grass/Fairy
Ability: Gratitude (Fully heals an ally pokemon when a partner pokemon protects shaymin. Only works in doubles and triples.)
BST: 100/100/100/100/100/100 ===> 100/140/140/140/140/40.
New Moves: Moonblast, Weather Ball
For shaymin's mega, I applied her dex entry involving gratitude in the form of an ability. I wanted this shaymin to play a unique role in doubles and triple battles whenever another pokemon uses quick guard or wide guard. But in singles, she's the opposite of her sky forme when it comes to roles, for she is now a bulky tank without having Recover as a healing move (which could make her broken though).
Type: Grass/Fairy
Ability: Gratitude (Fully heals an ally pokemon when a partner pokemon protects shaymin. Only works in doubles and triples.)
BST: 100/100/100/100/100/100 ===> 100/140/140/140/140/40.
New Moves: Moonblast, Weather Ball
For shaymin's mega, I applied her dex entry involving gratitude in the form of an ability. I wanted this shaymin to play a unique role in doubles and triple battles whenever another pokemon uses quick guard or wide guard. But in singles, she's the opposite of her sky forme when it comes to roles, for she is now a bulky tank without having Recover as a healing move (which could make her broken though).
Mega Shaymin
Typing: Grass-Ground (fairy makes sense, but ground makes more sense)
Ability: Herbify (auto grassy terrain on switch-in for 5 turns)
BST: 100/100/100/100/100/100 -> 100/110/120/130/140/100
New Moves: Grassy Terrain lol
Explanation: Shaymin is the nature god of pokemon. What more do you need for proof of the ability? For those who don't know, grassy terrain auto regens all grounded pokemons' HP, and it powers up grass type moves, so it's essentially +1 seed flare spam all day long for shaymin, and basically leftovers recovery. Grass ground is there because its a nature god, it has to interact with the ground AND the grass. Plus it makes sense when its alternate form is shaymin sky. BST forms a neat little pattern that actually fits pretty well for shaymin, so I'll keep it, and for some reason Shaymin doesn't learn grassy terrain, so i'll have to give it the move.
Herbify comes from Herbi (grass) and Fy (make/create).
Typing: Grass-Ground (fairy makes sense, but ground makes more sense)
Ability: Herbify (auto grassy terrain on switch-in for 5 turns)
BST: 100/100/100/100/100/100 -> 100/110/120/130/140/100
New Moves: Grassy Terrain lol
Explanation: Shaymin is the nature god of pokemon. What more do you need for proof of the ability? For those who don't know, grassy terrain auto regens all grounded pokemons' HP, and it powers up grass type moves, so it's essentially +1 seed flare spam all day long for shaymin, and basically leftovers recovery. Grass ground is there because its a nature god, it has to interact with the ground AND the grass. Plus it makes sense when its alternate form is shaymin sky. BST forms a neat little pattern that actually fits pretty well for shaymin, so I'll keep it, and for some reason Shaymin doesn't learn grassy terrain, so i'll have to give it the move.
Herbify comes from Herbi (grass) and Fy (make/create).
Mega Shaymin
Typing: Grass
Ability: Herbal Cure (removes status effects on incoming allied pokemon)
BST: 100/100/100/100/100/100 > 100/125(+25)/120(+20)/125(+25)/120(+20)/110(+10)
New Moves: Earthquake, Quiver Dance
Concept: Mega Shaymin is a great aid to allow your teammates to actually use REST, but be careful, it has a double edge. You will NEVER switch a status abuser in after mega Shaymin because it'll lose its boost. No Gliscor or Guts Conkeldurr wants to enter the fray.
On the other hand, you can do rest on anything else and it's practically a heal and switch deal. That is, of course, predictable, and can lead to self baiting, which is bad. Use carefully.
It's also got some extra power to abuse Quake with Sword Dance, or to go Special Seed Flare machine with Quiver Dance... doesn't fix the accuracy issues though, which probably still means its weak.
Typing: Grass
Ability: Herbal Cure (removes status effects on incoming allied pokemon)
BST: 100/100/100/100/100/100 > 100/125(+25)/120(+20)/125(+25)/120(+20)/110(+10)
New Moves: Earthquake, Quiver Dance
Concept: Mega Shaymin is a great aid to allow your teammates to actually use REST, but be careful, it has a double edge. You will NEVER switch a status abuser in after mega Shaymin because it'll lose its boost. No Gliscor or Guts Conkeldurr wants to enter the fray.
On the other hand, you can do rest on anything else and it's practically a heal and switch deal. That is, of course, predictable, and can lead to self baiting, which is bad. Use carefully.
It's also got some extra power to abuse Quake with Sword Dance, or to go Special Seed Flare machine with Quiver Dance... doesn't fix the accuracy issues though, which probably still means its weak.
Shaymin (Shayminite)
Type: Grass -> Grass
Abilities: Natural Cure -> Full Bloom (Lays Grassy Terrain upon switching in or Mega Evolving)
New Moves: Wish, U-turn
HP: 100 -> 100
Atk: 100 -> 110 (+10)
Def: 100 -> 120 (+20)
SpA: 100 -> 130 (+30)
SpD: 100 -> 130 (+30)
Spe: 100 -> 110 (+10)
BST: 600 -> 700
Shaymin gets some new tools to support its team. U-turn is also good for standard Shaymin what with Natural Cure.
Type: Grass -> Grass
Abilities: Natural Cure -> Full Bloom (Lays Grassy Terrain upon switching in or Mega Evolving)
New Moves: Wish, U-turn
HP: 100 -> 100
Atk: 100 -> 110 (+10)
Def: 100 -> 120 (+20)
SpA: 100 -> 130 (+30)
SpD: 100 -> 130 (+30)
Spe: 100 -> 110 (+10)
BST: 600 -> 700
Shaymin gets some new tools to support its team. U-turn is also good for standard Shaymin what with Natural Cure.
Mega Shaymin
Typing: Grass --> Grass/Ground
Abillity: Natural Cure --> Sheer Force
Stats: 100/100/100/100/100/100 --> 100/115/115/130/130/110
Here, I tried to make Mega Shaymin pretty much the exact opposite of its sky form. Now, obviously because of the stats that wont be to possible, but it can still work. I gave it the ground type to be the opposite of sky's flying type and I gave it the Sheer Force ability to be the opposite of Sky's Serene Grace ability. Now, Mega Shaymin is actually a pretty powerful attacker, it can use a base 120 BP move that has stab and is boosted by its ability, and thats pretty powerful. It has enough speed to outspeed certain threats and enough bulk to live attacks.
Typing: Grass --> Grass/Ground
Abillity: Natural Cure --> Sheer Force
Stats: 100/100/100/100/100/100 --> 100/115/115/130/130/110
Here, I tried to make Mega Shaymin pretty much the exact opposite of its sky form. Now, obviously because of the stats that wont be to possible, but it can still work. I gave it the ground type to be the opposite of sky's flying type and I gave it the Sheer Force ability to be the opposite of Sky's Serene Grace ability. Now, Mega Shaymin is actually a pretty powerful attacker, it can use a base 120 BP move that has stab and is boosted by its ability, and thats pretty powerful. It has enough speed to outspeed certain threats and enough bulk to live attacks.
Mega Victini
Type: Psychic/Fire -> Fire
Ability: Victory Star -> Dedication (This Pokémon's speed cannot be lowered)
New Moves: None
HP: 100 -> 100
Atk: 100 -> 125 (+25)
Def: 100 -> 125 (+25)
SpA: 100 -> 125 (+25)
SpD: 100 -> 125 (+25)
Spe: 100 -> 100
Flavor Concept: Victini is dedicated to victory, so it doesn't stop running.
Competitive Concept: V-Create spam without the speed drop! Of course, it's still hella weak to priority and hates the defense drops, but it can maintain a constant speed while spamming one of the most powerful moves in the game. However, it sacrifices the sheer power of Banded Victini.
Pro Tips: Go all-out attacking with the insane coverage that Victini's event-based movepool allows.
Type: Psychic/Fire -> Fire
Ability: Victory Star -> Dedication (This Pokémon's speed cannot be lowered)
New Moves: None
HP: 100 -> 100
Atk: 100 -> 125 (+25)
Def: 100 -> 125 (+25)
SpA: 100 -> 125 (+25)
SpD: 100 -> 125 (+25)
Spe: 100 -> 100
Flavor Concept: Victini is dedicated to victory, so it doesn't stop running.
Competitive Concept: V-Create spam without the speed drop! Of course, it's still hella weak to priority and hates the defense drops, but it can maintain a constant speed while spamming one of the most powerful moves in the game. However, it sacrifices the sheer power of Banded Victini.
Pro Tips: Go all-out attacking with the insane coverage that Victini's event-based movepool allows.
Mega Victini
Typing: Fire/Psychic -> Fire/Psychic
Ability: Victory Star -> Victory SuperStar (accuracy buff now 20%)
Stats: 100/100/100/100/100/100 -> 100/125 (+25) /110 (+10) /125 (+25) /110 (+10) /130 (+30)
New Moves: Calm Mind
This Mega Evolution is one last trick Victini can pull out to grab a win for its trainer. As Mega Evolutions are all about turning the tide of the battle, the Victory Pokemon - like the greatest competitors in other arenas - achieves an even deeper level of focus when the pressure's on. Amidst the chaos, everything starts to slow down for Mega Victini and its already preternatural ability to anticipate its opponent's movements is augmented further.
Victini's first turn on the field is sure to to be a pivotal moment in the battle as your opponent must solve the mind game of whether to expect a Choice Banded or Trick Room V-Create spammer or a speedy Mega-Victini that might Calm Mind up and start firing off 100% accurate Blue Flares along with 85% accurate Thunders/Focus Blasts.
Typing: Fire/Psychic -> Fire/Psychic
Ability: Victory Star -> Victory SuperStar (accuracy buff now 20%)
Stats: 100/100/100/100/100/100 -> 100/125 (+25) /110 (+10) /125 (+25) /110 (+10) /130 (+30)
New Moves: Calm Mind
This Mega Evolution is one last trick Victini can pull out to grab a win for its trainer. As Mega Evolutions are all about turning the tide of the battle, the Victory Pokemon - like the greatest competitors in other arenas - achieves an even deeper level of focus when the pressure's on. Amidst the chaos, everything starts to slow down for Mega Victini and its already preternatural ability to anticipate its opponent's movements is augmented further.
Victini's first turn on the field is sure to to be a pivotal moment in the battle as your opponent must solve the mind game of whether to expect a Choice Banded or Trick Room V-Create spammer or a speedy Mega-Victini that might Calm Mind up and start firing off 100% accurate Blue Flares along with 85% accurate Thunders/Focus Blasts.
Victini
Fire/Psychic → Fire/Psychic
Victory Star → Simple
100/100/100/100/100/100 (600) → 100/133(+33)/134(+34)/100/133(+33)/100 (700)
+Play Rough
Victini is one of those Pokemon that it's difficult to give a 100 point stat increase too without making it OP. Normally giving Simple to a Pokemon is pretty ridiculous since it's such a good ability. Vicitini, however, has only three moves that give it a positive boost all of which are very weak (Flame Charge, Charge Beam and Power-Up Punch) and very unlikely to be useful on any M-Victini set.
Meanwhile the move it loves to spam in V-Create has its drawback heavily increased since it now decreases Victini's defense, SpD and speed by two stages every time it uses which combined with Victini losing 25% of its HP every time it switches in if Stealth Rock is up and no form of recovery outside of rest means it's usually not going to last long.
Fire/Psychic → Fire/Psychic
Victory Star → Simple
100/100/100/100/100/100 (600) → 100/133(+33)/134(+34)/100/133(+33)/100 (700)
+Play Rough
Victini is one of those Pokemon that it's difficult to give a 100 point stat increase too without making it OP. Normally giving Simple to a Pokemon is pretty ridiculous since it's such a good ability. Vicitini, however, has only three moves that give it a positive boost all of which are very weak (Flame Charge, Charge Beam and Power-Up Punch) and very unlikely to be useful on any M-Victini set.
Meanwhile the move it loves to spam in V-Create has its drawback heavily increased since it now decreases Victini's defense, SpD and speed by two stages every time it uses which combined with Victini losing 25% of its HP every time it switches in if Stealth Rock is up and no form of recovery outside of rest means it's usually not going to last long.
Mega Victini:
Type: Fire/Fairy
Ability: Warrior Spirit (Enemies KO'd by Stab moves will increase user's attack, sp.attack, and speed by one stage)
BST: 100/100/100/100/100/100 ===> 100/150/75/150/75/150. (some defensive stats are transferred to the attack stats
New Moves: Moonblast, Play Rough
Simply, whenever Mega victini defeats an enemy with a Fairy or Fire type attack, he can kill things quicker. Since V-create lowers its defenses, it leaves himself more prone to priority due to his weaker defenses.
Type: Fire/Fairy
Ability: Warrior Spirit (Enemies KO'd by Stab moves will increase user's attack, sp.attack, and speed by one stage)
BST: 100/100/100/100/100/100 ===> 100/150/75/150/75/150. (some defensive stats are transferred to the attack stats
New Moves: Moonblast, Play Rough
Simply, whenever Mega victini defeats an enemy with a Fairy or Fire type attack, he can kill things quicker. Since V-create lowers its defenses, it leaves himself more prone to priority due to his weaker defenses.
Mega Victini
Typing: Fire-Psychic -> Fire-Psychic
Ability: Magic Guard
BST: 100/100/100/100/100/100 -> 100/140/120/140/120/80
New Moves: None
Explanation: I really liked zerobreaker000's idea in making a bulkier victini rather than a fast, op nuke. I tried to do something similar when i created this victini; base 80 speed means it is slow enough to get killed by lots of pokemon, but base 140 attacking stats help it destroy things. 100/120/120 defenses with magic guard aren't half bad, allowing it to sponge at least 1 super effective hit before going down. Magic guard is there because the dex says that victini creates infinite energy, and this made the most sense flavourwise. Helps with stealth rock and makes flare blitz an alternative too.
Thing is, no bulk up and calm mind, because it's against the rules to give megas set-up moves.
Typing: Fire-Psychic -> Fire-Psychic
Ability: Magic Guard
BST: 100/100/100/100/100/100 -> 100/140/120/140/120/80
New Moves: None
Explanation: I really liked zerobreaker000's idea in making a bulkier victini rather than a fast, op nuke. I tried to do something similar when i created this victini; base 80 speed means it is slow enough to get killed by lots of pokemon, but base 140 attacking stats help it destroy things. 100/120/120 defenses with magic guard aren't half bad, allowing it to sponge at least 1 super effective hit before going down. Magic guard is there because the dex says that victini creates infinite energy, and this made the most sense flavourwise. Helps with stealth rock and makes flare blitz an alternative too.
Thing is, no bulk up and calm mind, because it's against the rules to give megas set-up moves.
Mega-Victini
Type: Psychic/Fire -> Psychic/Fire
Ability: Victory Star -> Victorious Aura (Moves that lower the users stats have 1.3x power, but the stat drops are doubled.)
Stats: 100/100/100/100/100/100 -> 100/130 (+30)/120 (+20)/130 (+30)/120 (+20)/100
With Mega-Victini's new ability, it can really destroy teams. Victorious aura essentially turns v-crate into a 234 bp move before stab. Coming off of a good 130 attack stat, this thing will hurt! That combined with good coverage and nice defensive stats make mega-victini a go-to wallbreaker. You can also go mixed with overheat (169 bp) if you want to.
Hey, I've done a bit of talking, but let's see what this thing can really do. Call in the calcs!
252+ Atk Victini Victorious Aura V-create vs. 252 HP / 0 Def Thick Fat Mega Venusaur: 354-416 (97.2 - 114.2%) -- 81.3% chance to OHKO
252+ Atk Victini Victorious Aura V-create vs. 252 HP / 184+ Def Gliscor: 271-321 (76.5 - 90.6%) -- guaranteed 2HKO after Poison Heal
252+ Atk Victini Victorious Aura V-create vs. 252 HP / 252+ Def Eviolite Chansey: 556-655 (78.9 - 93%) -- guaranteed 2HKO
252+ Atk Victini Victorious Aura V-create vs. 252 HP / 0 Def Filter Mega Aggron: 301-355 (87.5 - 103.1%) -- 18.8% chance to OHKO
So as you can see, Mega-Victini will be a huge threat. The ability to at least 2hko most pokemon is an amazing ability. But, don't worry, the second part of it's ability and sub-par speed will keep it from getting too out of hand.
Type: Psychic/Fire -> Psychic/Fire
Ability: Victory Star -> Victorious Aura (Moves that lower the users stats have 1.3x power, but the stat drops are doubled.)
Stats: 100/100/100/100/100/100 -> 100/130 (+30)/120 (+20)/130 (+30)/120 (+20)/100
With Mega-Victini's new ability, it can really destroy teams. Victorious aura essentially turns v-crate into a 234 bp move before stab. Coming off of a good 130 attack stat, this thing will hurt! That combined with good coverage and nice defensive stats make mega-victini a go-to wallbreaker. You can also go mixed with overheat (169 bp) if you want to.
Hey, I've done a bit of talking, but let's see what this thing can really do. Call in the calcs!
252+ Atk Victini Victorious Aura V-create vs. 252 HP / 0 Def Thick Fat Mega Venusaur: 354-416 (97.2 - 114.2%) -- 81.3% chance to OHKO
252+ Atk Victini Victorious Aura V-create vs. 252 HP / 184+ Def Gliscor: 271-321 (76.5 - 90.6%) -- guaranteed 2HKO after Poison Heal
252+ Atk Victini Victorious Aura V-create vs. 252 HP / 252+ Def Eviolite Chansey: 556-655 (78.9 - 93%) -- guaranteed 2HKO
252+ Atk Victini Victorious Aura V-create vs. 252 HP / 0 Def Filter Mega Aggron: 301-355 (87.5 - 103.1%) -- 18.8% chance to OHKO
So as you can see, Mega-Victini will be a huge threat. The ability to at least 2hko most pokemon is an amazing ability. But, don't worry, the second part of it's ability and sub-par speed will keep it from getting too out of hand.
Mega Victini
Typing: Fire/Psychic -> Fire/Fairy
Ability: Absolute Victory (Victini increases accuracy of all teammates by 20%. It doesn't need to be in battle, but it must not faint or the effect disappears)
BST: 100/100/100/100/100/100 >>> 100/120(+20)/111(+11)/140(+40)/111(+11)/118(+18)
New Moves: Play Rough, Moon Blast, Stone Edge
Concept: Mega Vici is a team player. In fact, his best asset is NOT fighting and letting your teammates consider using 84 Accuracy Thunder/Blizzard/Focus Blast or Fire Blasts/WoWs that won't miss. In fact, Fire Blast is kinda a goto move now that it cannot miss and the boosted SpAtk of 40 pretty much demands it.
There are so many benefits to 20% accuracy that I wonder if its broken... but Victory Star is an ability that had potential that simply couldn't be tapped because it didn't help allies when you weren't in play.
A Victini set of Fireblast/Thunder/FocusNotSoMiss is now perfectly viable.
Typing: Fire/Psychic -> Fire/Fairy
Ability: Absolute Victory (Victini increases accuracy of all teammates by 20%. It doesn't need to be in battle, but it must not faint or the effect disappears)
BST: 100/100/100/100/100/100 >>> 100/120(+20)/111(+11)/140(+40)/111(+11)/118(+18)
New Moves: Play Rough, Moon Blast, Stone Edge
Concept: Mega Vici is a team player. In fact, his best asset is NOT fighting and letting your teammates consider using 84 Accuracy Thunder/Blizzard/Focus Blast or Fire Blasts/WoWs that won't miss. In fact, Fire Blast is kinda a goto move now that it cannot miss and the boosted SpAtk of 40 pretty much demands it.
There are so many benefits to 20% accuracy that I wonder if its broken... but Victory Star is an ability that had potential that simply couldn't be tapped because it didn't help allies when you weren't in play.
A Victini set of Fireblast/Thunder/FocusNotSoMiss is now perfectly viable.
Victini (Victinite)
Type: Fire/Psychic -> Fire/Psychic
Abilities: Victory Star -> Victory Supernova (Increases accuracy and damage by 20%)
New Moves: Play Rough, Fire Spin
HP: 100 -> 100
Atk: 100 -> 135 (+35)
Def: 100 -> 110 (+10)
SpA: 100 -> 135 (+35)
SpD: 100 -> 110 (+10)
Spe: 100 -> 110 (+10)
BST: 600 -> 700
Mega Victini is incredibly powerful with a perfectly accurate Fire Blast and basically the LO boost without losing health. It is balanced by a poor defensive typing.
Type: Fire/Psychic -> Fire/Psychic
Abilities: Victory Star -> Victory Supernova (Increases accuracy and damage by 20%)
New Moves: Play Rough, Fire Spin
HP: 100 -> 100
Atk: 100 -> 135 (+35)
Def: 100 -> 110 (+10)
SpA: 100 -> 135 (+35)
SpD: 100 -> 110 (+10)
Spe: 100 -> 110 (+10)
BST: 600 -> 700
Mega Victini is incredibly powerful with a perfectly accurate Fire Blast and basically the LO boost without losing health. It is balanced by a poor defensive typing.
Mega Victini
Typing: Same
Ability: Victory Star --> Simple
Stats: 100/100/100/100/100/100 --> 100/140/120/130/120/80
Mega Victini is meant to be more of a trick room user here. It can get enough bulk to let it set up trickroom on the first turn and then it can use the speed drop from V-Create to its advantage by letting it slow down. Simple was given to give it a good speed fast enough and the speed had to be dropped so it doesn't overshadow normal Victini and so it can preform better on trick room teams
Typing: Same
Ability: Victory Star --> Simple
Stats: 100/100/100/100/100/100 --> 100/140/120/130/120/80
Mega Victini is meant to be more of a trick room user here. It can get enough bulk to let it set up trickroom on the first turn and then it can use the speed drop from V-Create to its advantage by letting it slow down. Simple was given to give it a good speed fast enough and the speed had to be dropped so it doesn't overshadow normal Victini and so it can preform better on trick room teams
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