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

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Since Tabunee is next, I may as well give her a shot while I wait for Cinccino to come ahead on the slate.

Mega Audino (Audinite)

BST: 103/60/86/60/86/50 ==> 103 / 92 [+32] / 100 [+14] / 100 [+40] / 100 [+14] / 50
Ability: Fur Coat
New Moves: Draining Kiss, Softboiled (not sure if she can use these moves normally though)
 
Zebstrika (Zebstrikanite)
Type: Electric -> Electric
Abilities: Lightning Rod, Motor Drive (Sap Sipper) -> Staticate (turns Normal type moves into Electric type moves)
New Moves: Nature Power, Flamethrower, Earthquake

HP: 75 -> 75
Atk: 100 -> 135 (+35)
Def: 63 -> 63
SpA: 80 -> 125 (+45)
SpD: 63 -> 63
Spe: 116 -> 136 (+20)
BST: 497 -> 597

Gotta go fast!
Mega Zebstrika gains stronger physical STAB than Wild Charge thanks to its ability. It also can make use of the only Electric-type priority in the game. It also has an improved movepool with Flamethrower and Earthquake, allowing it to go physical, special, or mixed. It's a great user of Volt Switch thanks to its high speed, which just happens to be 1 point above Mega Manectric.


Gigalith (Gigalithite)
Type: Rock -> Rock
Abilities: Sturdy (Sand Force) -> Energy Crystal (takes 75% damage when hit by a special move and its special attack rises one stage)
New Moves: Flamethrower, Thunderbolt, Ice Beam

HP: 85 -> 85
Atk: 135 -> 160 (+25)
Def: 130 -> 150 (+20)
SpA: 60 -> 95 (+35)
SpD: 80 -> 100 (+20)
Spe: 25 -> 25
BST: 515 -> 615

Mega Gigalith's unique ability allows it to stay in on special attacks and retaliate with its own. Even without the boost, it can use a variety of special attacks to take down physical walls - Ice Beam for Gliscor, Hippowdon and Tangrowth, Flamethrower for Ferrothorn and Skarmory, Thunderbolt for Water types and Skarmory.


Excadrill (Excadrillite)
Type: Ground/Steel -> Ground/Steel
Abilities: Sand Rush, Sand Force (Mold Breaker) -> Iron Barbs
New Moves: Spikes

HP: 110 -> 110
Atk: 135 -> 160 (+25)
Def: 60 -> 110 (+50)
SpA: 50 -> 50
SpD: 65 -> 100 (+35)
Spe: 88 -> 78 (-10)
BST: 508 -> 608

Uh

So, Excadrill is really bulky now. Great defenses, same great typing and high Attack, useful ability. It can lay hazards and spin at the same time.


Audino (Audinonite)
Type: Normal -> Normal/Fairy
Abilities: Healer, Regenerator (Klutz) -> Regenerator
New Moves: Softboiled, Calm Mind, Moonblast

HP: 103 -> 103
Atk: 60 -> 60
Def: 86 -> 120 (+34)
SpA: 60 -> 102 (+42)
SpD: 86 -> 110 (+24)
Spe: 50 -> 50
BST: 445 -> 545

Audino is like a more balanced version of Blissey. Regenerator, a Fairy typing and higher Special Attack distinguish it from Blissey. While it's a very capable cleric, it can also go offensive. With the combination of Regenerator, Softboiled and STAB Draining Kiss, Mega Audino will be hard to take down.
 
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Da Pizza Man

Pizza Time
is a Pre-Contributor
Mega Zebstrika
Typing: Same
Ability: Lightningrod/Motor Drive/Sap Sipper --> Reckless
Stats: 75/100/63/80/63/116 --> 75/140/75/100/75/132
New Moves: Flare Blitz, Submission, Parabolic Charge

Mega Zebstrika is kinda what you would call a Kamikaze. Its attacks can all do some insane amounts of damage. but in the process it will end up hurting or even killing itself. I decided to give it Reckless so it would get some usage out of Wild Charge. Submisson and Flare Blitz are given to give Mega Zebstrika some coverage moves thst are boosted by Reckless. I did Submission over Hi Jump Kick because it makes more sense flavour wize. Parabolic Charge is given to heal Zebstrika when needed.

Mega Gigalith
Typing: Rock --> Rock/Fairy
Ability: Sturdy/Sand Force --> Lightningrod
Stats: 85/135/130/60/80/25 --> 85/135/115/110/100/50
New Moves: Dazzling Gleam, Energy Ball

Mega Gigalith is a pokemon who absorbs light and energy in order to use it for its own attacks. Now, Lightingrod might make no sense competitivly and even less sense falvor wise but I will tell you why they make sense respectively. Competitively,it makes sense by giving Mega Gigalith a nice immunity to Thunder Wave, which can be very deadly for such a slow pokemon. It also helps Mega Gigalith boost up its special attack since its going to need a boost in that area. Flavourwise, think of electricity of light energy, and that is what Mega Gigalith is absorbing. The Fairy type is to boost its Dazzling Gleam, which is my main light attack move here. Energy Ball was given for both flavour reasons and coverage.

Mega Audino
Typing: Same
Ability: Healer/Regenerator/Klutz --> Regenerator
Stats: 103/60/86/60/86/50 --> 103/70/136/90/95/50

Mega Audino is a cleric, first and foremost. Since Chansey and Blissey are more Specially oriented, I thought it would be appropriate to make Audino a Physically oriented wall. It gets Regenerator so it can heal while doing its duties as a cleric at the same time, which is pretty nifty. It gets a nice special attack to use a couple of offensive moves when it needs to use them and can use certain special attacks to give it a advantage in walling.
 
Couldn't keep track of slate schedule since I been away for weeks but...

Mega Audino
Normal>>>>>>>>>Normal/Fairy
Healer, Klutz, Regenerator>>>>>>>>Life Force (heals 1/8 of max HP each turn)
Regular: 103/60/86/60/86/50
Mega: 103/90/106/70/106/70
New Moves: Play Rough, Misty Terrain

Audino's appearance looks like a fairy, hence the typing. With this new ability, it neuters residual damage to either Poison (not Toxic), Burn (the attack drop sucks...), sandstorm, or hail, but not more than one residual damage. Normal and Fairy typing gives opportunities to switch in, and it's defenses and Life Force makes it hard to take down.

So, how to counter this? Steel and poison STAB can take care of this problem such as Mega Venusaur and Aegislash.

I might edit this post if I had the mood to make other megas on the current slate.
 
Ooookkkk!!!


Type: Normal -> Normal/Fairy
Abilities: Healer, Regenerator (Klutz) -> Patches: Gives 33% HP (Recover # is from Audino's HP) to the next pokemon Switch In. (Works even if this pokemon Faints)
New Moves: Moonblast, Recover

HP: 103 -> 103
Atk: 60 -> 60
Def: 86 -> 116 (+30)
SpA: 60 -> 100 (+40)
SpD: 86 -> 116 (+30)
Spe: 50 -> 50

A pokemon that you use for a wall and give HP recovery to the next switch in :)



Type: Electric -> Electric/Fire
Abilities: Lightning Rod, Motor Drive (Sap Sipper) -> Electric Field (Summons Electric Terrain) *If anybody forgot, Grounded pokemon cant fall asleep and Grounded pokemon Electric Atks are 50% increased!
New Moves: Flamethrower, Flare Blitz,

HP: 75 -> 75
Atk: 100 -> 140 (+40)
Def: 63 -> 63 (+0)
SpA: 80 -> 130 (+50)
SpD: 63 -> 63 (+0)
Spe: 116 -> 126 (+10)

Mixed attacker, and benifits with electric moves! Volt Switch will hurt at 157 BP. (or Wild Charge at 202 BP). Did I mention.... Discharge= 180 and Thunder= 247 O.o
Dont need to wrry about opponents Rotom getting a boost in Volt Switch too :P



Type: Rock -> Rock
Abilities: Sturdy (Sand Force) -> Sandstream
New Moves:

HP: 85 -> 85
Atk: 135 -> 150 (15)
Def: 130 -> 170 (+40)
SpA: 60 -> 70 (+10)
SpD: 80 -> 115 (+35)
Spe: 25 -> 25

Now a Rock only type Sandstorm user used for just straight up defenses! Rock hard defenses, and that great boost in Special Def :0


Type: Ground/Steel -> Ground/Steel
Abilities: Sand Rush, Sand Force (Mold Breaker) -> Mold Breaker
New Moves:

HP: 110 -> 110
Atk: 135 -> 165 (+30)
Def: 60 -> 100 (+40)
SpA: 50 -> 60 (+10)
SpD: 65 -> 85 (+20)
Spe: 88 -> 88 (+0)
 
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Ooookkkk!!!


Type: Normal -> Normal/Fairy
Abilities: Healer, Regenerator (Klutz) -> Patches: Gives 33% HP (Recover # is from Audino's HP) to the next pokemon Switch In. (Works even if this pokemon Faints)
New Moves: Moonblast, Recover

HP: 103 -> 103
Atk: 60 -> 60
Def: 86 -> 116 (+30)
SpA: 60 -> 100 (+40)
SpD: 86 -> 116 (+30)
Spe: 50 -> 50

A pokemon that you use for a wall and give HP recovery to the next switch in :)



Type: Electric -> Electric
Abilities: Lightning Rod, Motor Drive (Sap Sipper) ->
New Moves:

HP: 75 -> 75
Atk: 100 ->
Def: 63 -> 63
SpA: 80 ->
SpD: 63 ->
Spe: 116 ->
That's an... Interesting zebstrika you got there.
 

Mega Zebstrika

Electric ----> Electric/Fire

Lightningrod/Motor Drive/Sap Sipper ----> Moxie

75/100/63/80/63/116 ----> 75/150/75/90/75/132 (--/+50/+12/+10/+12/+16)

New Moves: Blaze Kick, High Jump Kick, Earthquake

Mega Zebstrika is a very fast and powerful physical sweeper. Its new physical moves give it more coverage, while making sense flavour-wise (it learns Double Kick, so the kick moves make sense, and its Pokedex entry kind of relates to Earthquake), and its ability Moxie helps it become stronger and harder to wall when it knocks out other pokemon.


Mega Gigalith

Rock ----> Rock/Electric

Sand Force/Sturdy ----> Sheer Force

85/135/130/60/80/25 ----> 85/145/140/120/100/25 (--/+10/+10/+60/+20/--)

New Moves: Energy Ball, Flamethrower, Thunderbolt

Mega Gigalith is based off of Gigalith’s Pokedex entry, which states that it attacks using compressed energy from its core. It gets Sheer Force because its Pokedex entry states that it can fire off an attack that can blow away a mountain (if that isn’t sheer force, I don’t know what is), and it can abuse it with its new energy-based moves. The added Electric type is based on the fact that energy can be related to electricity, and also gives it STAB on one of its Sheer Force boosted moves.
 
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Valmanway

My jimmies remain unrustled
is a Smogon Media Contributor Alumnus


Mega Zebstrika

Electric ----> Electric
Lightningrod / Motor Drive / Sap Sipper ----> Thunderate, Electric-type Aerialate
75 / 100 / 63 / 80 / 63 / 116 (497) ----> 75 / 120 (+20) / 73 (+10) / 110 (+30) / 73 (+10) / 146 (+30)
New Moves: Hyper Voice

Mega Zebstrika becomes an interesting mixed attacker with Thunderate, basically an Electric-type Aerialate, and becomes blazingly fast in the process. With Return, Quick Attack, and the new Hyper Voice, Zebstrika seems to have all that he needs to abuse his new ability. 146 base Speed allows Mega Zebstrika to run a nature that focuses more in power, meaning he can outrun the likes of Talonflame, Weavile, and Greninja without needing a positive Speed nature.
 
Mega Zebstrika
Type: Electric -> Electric/Fire
Abilities: Lightning Rod/Motor Drive/Sap Sipper -> Capacitance (Poison Touch with Paralysis)
New Moves: Flare Blitz, Electro Ball

HP: 75 -> 75
Atk: 100 -> 135 (+35)
Def: 63 -> 78 (+15)
SpA: 80 -> 95 (+15)
SpD: 63 -> 78 (+15)
Spe: 116 -> 136 (+20)
BST: 497 -> 597

Zebstrika already learns some Fire moves, and I also figured that an electric zebra living in the savanna would be bound to start some grass fires. Mega Zebra gets more of a physical attacking spread, but it's not devastatingly powerful when compared to the other megas. Instead, Capacitance allows it to ram into things and hopefully spread some status; Flare Blitz now has a 30% chance of paralysis and a 7% chance of burning. Don't sleep on the chance to use a 150 BP STAB Electro Ball on any paralyzed Pokemon Zebstrika naturally outspeeds.

Mega Excadrill
Type: Ground/Steel -> Ground/Steel
Abilities: Sand Force/Sand Rush/Mold Breaker -> Aftershock (uses the move Magnitude at 50% power upon switching out)
New Moves: N/A

HP: 110 -> 110
Atk: 135 -> 170 (+35)
Def: 60 -> 100 (+40)
SpA: 50 -> 50
SpD: 65 -> 100 (+35)
Spe: 88 -> 78 (-10)
BST: 508 -> 608

Mega Excadrill becomes a big, fat mole that can't help but trigger some fault lines when it's digging. Rather than being a fast Sand sweeper, it's more of a tank with some built-in hit-and-run ability thanks to Aftershock. For a quick refresher, Magnitude's base power randomly varies between 10 (Magnitude 4) and 150 (Magnitude 10), with 70 (Magnitude 7) being the most common strength.

Mega Gigalith
Type: Rock -> Rock
Abilities: Sturdy/Sand Force -> Energy Surge (Rough Skin for non-contact Special attacks)
New Moves: Magnet Rise

HP: 85 -> 85
Atk: 135 -> 160 (+25)
Def: 130 -> 150 (+20)
SpA: 60 -> 75 (+15)
SpD: 80 -> 120 (+40)
Spe: 25 -> 25
BST: 515 -> 615

Mega Gigalith's energy crystals become so charged that they're prone to releasing unpredictable bursts of energy that interfere with the opponent's auras, pulses, and projectiles. This makes it quite a fearsome tank as trying to take it down puts you between a rock and a hard place (ha): is it better to move in close and avoid the recoil damage from Energy Surge or to try to avoid its humongous physical defense? Best not to take too many Stone Edges from base 160 Attack while trying to figure it out.

Mega Audino
Type: Normal -> Normal
Abilities: Healer/Regenerator/Klutz -> Guilt Trip (opponent receives -2 Attack and Special Attack when Mega Audino faints)
New Moves: N/A

HP: 103 -> 103
Atk: 60 -> 60
Def: 86 -> 121 (+35)
SpA: 60 -> 80 (+20)
SpD: 86 -> 121 (+35)
Spe: 50 -> 60 (+10)
BST: 445 -> 545

Poor Audino - it can't do too much other than try to keep itself and its teammates alive, and it doesn't even do that in an overpowered way like Chansey and Blissey. That's why anything that hurts it should feel really bad about itself. Mega Audino gets better defenses so it can do the same cleric stuff its base form does against stiffer competition, and when it gets low enough on health you can sacrifice it for a free Memento that you can take advantage of with a set-up sweeper.
 
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Gigalith

Rock ----> Rock/Psychic
Sturdy, Sand Force (Hidden) ----> Photoluminescence (When Gigalith is hit by a special move, its Special Attack is doubled until the end of the next turn. This boost does not stack or refresh, and is lost if Gigalith switches out.)
85/135/130/60/80/25 ---> 85/125 (-10)/140 (+10)/125 (+65)/80/60 (+35)
New Moves: Trick Room, Psychic, Dazzling Gleam

Concept: Gigalith is always fun to use on Trick Room teams, so I decided to go the "energy = Psychic" route and give it the move. Mega Gigalith forces the opponent to either give it the one-turn special attack boost, or try and work through its physical defense, or hit it on the special side hard enough that it can't KO something.

It has plenty of coverage options: STAB Power Gem and Psychic, and then Dazzling Gleam, Earth Power, and Flash Cannon. Power Gem and Earth Power are near-unresisted, and any of its other moves will fill in all the gaps there (except Psychic for Claydol, but that's not really an issue). Psychic might not see much use, but it's there. Dazzling Gleam hits Dark types hard. Gigalith's attack is lower after its mega evolution, but it's still high enough to hurt something like Blissey with Superpower or Explosion.

60 is kind of a risky speed for Trick Room, since at min speed Mega Gigalith is outslowed by base 36s and lower even when they're 31 IV + neutral nature, and some of them can take even a boosted attack from Gigalith and 2HKO it. If Gigalith is faster than something with a special attack (or if that something can't hit hard enough to 2HKO Gigalith) then an already-mega-evolved Gigalith can come in on the attack and do some serious damage even without Trick Room.

A faster + specially based opponent can use Trick Room to its advantage with Gigalith, avoiding a boosted attack by hitting it with a special move after it has already moved, and then avoiding the boost's effects on the next turn with Protect, Prankster Substitute, switching to a resist or immunity, etc. Gigalith's lack of recovery means it can't keep taking special attacks, especially from its weaknesses (of which it has quite a few). It would do well in sand, though.
 



Gigalith

Rock ----> Rock/Psychic
Sturdy, Sand Force (Hidden) ----> Photoluminescence (When Gigalith is hit by a special move, its Special Attack is doubled until the end of the next turn. This boost does not stack or refresh, and is lost if Gigalith switches out.)
85/135/130/60/80/25 ---> 85/125 (-10)/140 (+10)/125 (+65)/80/60 (+35)
New Moves: Trick Room, Psychic, Dazzling Gleam

Concept: Gigalith is always fun to use on Trick Room teams, so I decided to go the "energy = Psychic" route and give it the move. Mega Gigalith forces the opponent to either give it the one-turn special attack boost, or try and work through its physical defense, or hit it on the special side hard enough that it can't KO something.

It has plenty of coverage options: STAB Power Gem and Psychic, and then Dazzling Gleam, Earth Power, and Flash Cannon. Power Gem and Earth Power are near-unresisted, and any of its other moves will fill in all the gaps there (except Psychic for Claydol, but that's not really an issue). Psychic might not see much use, but it's there. Dazzling Gleam hits Dark types hard. Gigalith's attack is lower after its mega evolution, but it's still high enough to hurt something like Blissey with Superpower or Explosion.

60 is kind of a risky speed for Trick Room, since at min speed Mega Gigalith is outslowed by base 36s and lower even when they're 31 IV + neutral nature, and some of them can take even a boosted attack from Gigalith and 2HKO it. If Gigalith is faster than something with a special attack (or if that something can't hit hard enough to 2HKO Gigalith) then an already-mega-evolved Gigalith can come in on the attack and do some serious damage even without Trick Room.

A faster + specially based opponent can use Trick Room to its advantage with Gigalith, avoiding a boosted attack by hitting it with a special move after it has already moved, and then avoiding the boost's effects on the next turn with Protect, Prankster Substitute, switching to a resist or immunity, etc. Gigalith's lack of recovery means it can't keep taking special attacks, especially from its weaknesses (of which it has quite a few). It would do well in sand, though.
Why would you make it faster if it's built around Trick Room?
 
Why would you make it faster if it's built around Trick Room?
to give it some vulnerability to slow bulky hard-hitting pokemon, as well as let it pull hit-and-run non-TR stuff with walls and stuff. its ability is very turn-order based so having a group of pokemon be slower than gigalith (even when they're not trying to speed creep it) mixes things up in terms of strategies to deal with it.

also i'm not so good at theorymonning but most of the stat distributions i tried that left the speed alone made it seem too bulky? but maybe it's too frail now, i don't know.

if i were to not make it so fast i'd probably split the extra points between special defense and attack, though i'm not sure how exactly to make it mixed...

i'm srs about not being good at the theorymons though so this is totally open to suggestions.
 
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Mega Zebstrika
Electric -> Electric/Fire
Lightningrod/Motor Drive/Sap Sipper -> Magic Guard
75/100/63/80/63/116 497 -> 75/145(+45)/90(+27)/80/90(+27)/117(+1)

New Moves: Volt Tackle, Flare Blitz, Head Smash

Concept: Mega Zebra is literally a smasher! Use STAB recoil and kill everything while using improved Rock Head.

Need I say more? A magic fire horsie!


Mega Excadrill
Ground/Steel -> Ground/Steel
Sand Force/Sand Rush/Mold Breaker (Hidden) → Dirt Chew (Volt Absorb for Ground Moves)
110/135/60/50/65/88 → 110/160(+35)/85(+25)/50/90(+25)/103(+15)
New Moves: Dragon Dance, Play Rough

Concept: Mega Ex no longer worries about a Balloonless exist. He absorbs ground moves and hits hard, but isn't perfect. 103 Speed is paltry, and while DD helps to mitigate it, Dirt Chew has a few lackings that Levitate doesn't. The Pokemon is still grounded, so land based effects like Spikes and Arena trap will still work. On the flipside, an enemy cannot SETUP Spikes on your Dirt Chewer, but if they're already in. As a better effect, Gravity doesn't offset Mega Drill. He's just a hard hitter who might want to go double dance.



Mega Audino
Typing: Normal/Fairy
Ability: Healer/Regenerator/Klutz --> Last Gift (Gives allies it stat changes when fainted.)
Stats: 103/60/86/60/86/50 --> 103/60/136(+50)/80/136(+50)/30 (-20)

New Moves: Geomancy

Geomancy is currently a Xerneas exclusive... but Audino wants to remind you that you'd better PHaze it rather than kill it. If you kill it, you might just activate its fuck you button. If you didn't, then you waste its existence and it has to setup again, wasting two more turns. Seriously, this thing doesn't care if it dies, so long as <insert Sweeper here> destroys everything else... broken? I don't know, but use it carefully.


Mega Gigalith

Rock ----> Rock

Sand Force/Sturdy ----> Reflector (Rough Skin for Non-contact attacks)

85/135/130/60/80/25 ----> 85/180(+45)/160(+30)/75(+15)/120(+40)/5(-20)

New Moves: Gyro Ball, Spikes, Recover
Mega Gigalith apparently has reflection... so let it bane Special Attackers the way Ferrothorn disuades physical attackers. The benefits are nice, and not broken. What's also nice is a gigaton Gyro Ball, even without STAB hitting hard against a lot of 'slower' threats.
 
I would say I'm sorry, but we're moving to the point where we post up the slate in the morning and the results in the morning so it all balances out in the end


Current Slate

Excadrill

Ground/Steel → Ground/Steel

Sand Force/Sand Rush/Mold Breaker (Hidden) → Mold Breaker

110/135/60/50/65/88 → 110/160(+25)/80(+20)/60(+10)/85(+20)/113(+25)

Mega Excadrill
Ground/Steel -> Ground/Steel
Sand Force/Sand Rush/Mold Breaker (Hidden) → Tough Claws
110/135/60/50/65/88 → 110/160(+25)/85(+25)/50/90(+25)/113(+25)
New Moves: Drill Peck

I imagine his mega getting a pair of giant claws/drills on its hands :D
Just a fast sweeping machine :3

Excadrill (Excadrillite)
Type: Ground/Steel -> Ground/Steel
Abilities: Sand Rush, Sand Force (Mold Breaker) -> Iron Barbs
New Moves: Spikes

HP: 110 -> 110
Atk: 135 -> 160 (+25)
Def: 60 -> 110 (+50)
SpA: 50 -> 50
SpD: 65 -> 100 (+35)
Spe: 88 -> 78 (-10)
BST: 508 -> 608

Uh

So, Excadrill is really bulky now. Great defenses, same great typing and high Attack, useful ability. It can lay hazards and spin at the same time.

Excadrill
Type: Ground/Steel -> Ground/Steel
Abilities: Sand Rush, Sand Force (Mold Breaker) -> Mold Breaker
New Moves:

HP: 110 -> 110
Atk: 135 -> 165 (+30)
Def: 60 -> 100 (+40)
SpA: 50 -> 60 (+10)
SpD: 65 -> 85 (+20)
Spe: 88 -> 88 (+0)

Mega Excadrill
Type: Ground/Steel -> Ground/Steel
Abilities: Sand Force/Sand Rush/Mold Breaker -> Aftershock (uses the move Magnitude at 50% power upon switching out)
New Moves: N/A

HP: 110 -> 110
Atk: 135 -> 170 (+35)
Def: 60 -> 100 (+40)
SpA: 50 -> 50
SpD: 65 -> 100 (+35)
Spe: 88 -> 78 (-10)
BST: 508 -> 608

Mega Excadrill becomes a big, fat mole that can't help but trigger some fault lines when it's digging. Rather than being a fast Sand sweeper, it's more of a tank with some built-in hit-and-run ability thanks to Aftershock. For a quick refresher, Magnitude's base power randomly varies between 10 (Magnitude 4) and 150 (Magnitude 10), with 70 (Magnitude 7) being the most common strength.

Mega Excadrill
Ground/Steel -> Ground/Steel
Sand Force/Sand Rush/Mold Breaker (Hidden) → Dirt Chew (Volt Absorb for Ground Moves)
110/135/60/50/65/88 → 110/160(+35)/85(+25)/50/90(+25)/103(+15)
New Moves: Dragon Dance, Play Rough

Concept: Mega Ex no longer worries about a Balloonless exist. He absorbs ground moves and hits hard, but isn't perfect. 103 Speed is paltry, and while DD helps to mitigate it, Dirt Chew has a few lackings that Levitate doesn't. The Pokemon is still grounded, so land based effects like Spikes and Arena trap will still work. On the flipside, an enemy cannot SETUP Spikes on your Dirt Chewer, but if they're already in. As a better effect, Gravity doesn't offset Mega Drill. He's just a hard hitter who might want to go double dance.





Audino

Normal → Normal

Healer/Regenerator/Klutz(hidden) → Regenerator

103/60/86/60/86/50 (445) → 103/75(+15)/116(+30)/75(+15)/116(+30)/60(+10) (545)

Mega Audino
Normal -> Normal
Healer/Regenerator/Klutz -> Castrophany (Sound based moves do x1.5 damage)
103/60/86/60/86/50 445 -> 103/70(+10)/111(+25)/110(+50)/111(+25)/40(-10) 545
New Moves: Chatter, Boomburst, Bug Buzz

As the hearing pokemon, Audino mega should gain a more offensive form, which also can copy other pokemons sound and make them stronger, like a good pianist can do :D
It also get a very nice 103/111/111 defenses which will keep it in the battle longer.

Mega Audino (Audinite)

BST: 103/60/86/60/86/50 ==> 103 / 92 [+32] / 100 [+14] / 100 [+40] / 100 [+14] / 50
Ability: Fur Coat
New Moves: Draining Kiss, Softboiled (not sure if she can use these moves normally though)

Audino (Audinonite)
Type: Normal -> Normal/Fairy
Abilities: Healer, Regenerator (Klutz) -> Regenerator
New Moves: Softboiled, Calm Mind, Moonblast

HP: 103 -> 103
Atk: 60 -> 60
Def: 86 -> 120 (+34)
SpA: 60 -> 102 (+42)
SpD: 86 -> 110 (+24)
Spe: 50 -> 50
BST: 445 -> 545

Audino is like a more balanced version of Blissey. Regenerator, a Fairy typing and higher Special Attack distinguish it from Blissey. While it's a very capable cleric, it can also go offensive. With the combination of Regenerator, Softboiled and STAB Draining Kiss, Mega Audino will be hard to take down.

Mega Audino
Typing: Same
Ability: Healer/Regenerator/Klutz --> Regenerator
Stats: 103/60/86/60/86/50 --> 103/70/136/90/95/50

Mega Audino is a cleric, first and foremost. Since Chansey and Blissey are more Specially oriented, I thought it would be appropriate to make Audino a Physically oriented wall. It gets Regenerator so it can heal while doing its duties as a cleric at the same time, which is pretty nifty. It gets a nice special attack to use a couple of offensive moves when it needs to use them and can use certain special attacks to give it a advantage in walling.

Mega Audino
Normal>>>>>>>>>Normal/Fairy
Healer, Klutz, Regenerator>>>>>>>>Life Force (heals 1/8 of max HP each turn)
Regular: 103/60/86/60/86/50
Mega: 103/90/106/70/106/70
New Moves: Play Rough, Misty Terrain

Audino's appearance looks like a fairy, hence the typing. With this new ability, it neuters residual damage to either Poison (not Toxic), Burn (the attack drop sucks...), sandstorm, or hail, but not more than one residual damage. Normal and Fairy typing gives opportunities to switch in, and it's defenses and Life Force makes it hard to take down.

So, how to counter this? Steel and poison STAB can take care of this problem such as Mega Venusaur and Aegislash.

Audino
Type: Normal -> Normal/Fairy
Abilities: Healer, Regenerator (Klutz) -> Patches: Gives 33% HP (Recover # is from Audino's HP) to the next pokemon Switch In. (Works even if this pokemon Faints)
New Moves: Moonblast, Recover

HP: 103 -> 103
Atk: 60 -> 60
Def: 86 -> 116 (+30)
SpA: 60 -> 100 (+40)
SpD: 86 -> 116 (+30)
Spe: 50 -> 50

A pokemon that you use for a wall and give HP recovery to the next switch in :)

Mega Audino
Type: Normal -> Normal
Abilities: Healer/Regenerator/Klutz -> Guilt Trip (opponent receives -2 Attack and Special Attack when Mega Audino faints)
New Moves: N/A

HP: 103 -> 103
Atk: 60 -> 60
Def: 86 -> 121 (+35)
SpA: 60 -> 80 (+20)
SpD: 86 -> 121 (+35)
Spe: 50 -> 60 (+10)
BST: 445 -> 545

Poor Audino - it can't do too much other than try to keep itself and its teammates alive, and it doesn't even do that in an overpowered way like Chansey and Blissey. That's why anything that hurts it should feel really bad about itself. Mega Audino gets better defenses so it can do the same cleric stuff its base form does against stiffer competition, and when it gets low enough on health you can sacrifice it for a free Memento that you can take advantage of with a set-up sweeper.

Mega Audino
Typing: Normal/Fairy
Ability: Healer/Regenerator/Klutz --> Last Gift (Gives allies it stat changes when fainted.)
Stats: 103/60/86/60/86/50 --> 103/60/136(+50)/80/136(+50)/30 (-20)

New Moves: Geomancy

Geomancy is currently a Xerneas exclusive... but Audino wants to remind you that you'd better PHaze it rather than kill it. If you kill it, you might just activate its fuck you button. If you didn't, then you waste its existence and it has to setup again, wasting two more turns. Seriously, this thing doesn't care if it dies, so long as <insert Sweeper here> destroys everything else... broken? I don't know, but use it carefully.





Zebstrika

Electric → Electric

Lightningrod/Motor Drive/Sap Sipper (Hidden) → Lightningrod

75/100/63/80/63/116 (497) → 75/120(+20)/75(+12)/120(+40)/75(+12)/132(+16) (597)

+Aqua Tail, Earthquake

Zebstrika's main issue is having a much higher attack stat but with a ridiculously shallow physical movepool. Instead of giving it three random physical moves to help its coverage, I decided to take the other route and just increase its SpA by a much higher margin.stuff

Mega Zebstrika
Electric -> Electric/Dark
Lightningrod/Motor Drive/Sap Sipper -> Ionate (This Pokemon's Normal moves become Electric-type and do 1.3x damage)
75/100/63/80/63/116 497 -> 75/140(+40)/80(+17)/90(+10)/75(+12)/137(+21)
New Moves: Knock Off, Foul Play, Play Rough

Still being physical, Zebstrika gains a cool new ability and a new type to make it sort of a counter part to Mega Pinsir :3
Also, outspeeds Mega Manectric :O.

Zebstrika (Zebstrikanite)
Type: Electric -> Electric
Abilities: Lightning Rod, Motor Drive (Sap Sipper) -> Staticate (turns Normal type moves into Electric type moves)
New Moves: Nature Power, Flamethrower, Earthquake

HP: 75 -> 75
Atk: 100 -> 135 (+35)
Def: 63 -> 63
SpA: 80 -> 125 (+45)
SpD: 63 -> 63
Spe: 116 -> 136 (+20)
BST: 497 -> 597

Gotta go fast!
Mega Zebstrika gains stronger physical STAB than Wild Charge thanks to its ability. It also can make use of the only Electric-type priority in the game. It also has an improved movepool with Flamethrower and Earthquake, allowing it to go physical, special, or mixed. It's a great user of Volt Switch thanks to its high speed, which just happens to be 1 point above Mega Manectric.

Mega Zebstrika
Typing: Same
Ability: Lightningrod/Motor Drive/Sap Sipper --> Reckless
Stats: 75/100/63/80/63/116 --> 75/140/75/100/75/132
New Moves: Flare Blitz, Submission, Parabolic Charge

Mega Zebstrika is kinda what you would call a Kamikaze. Its attacks can all do some insane amounts of damage. but in the process it will end up hurting or even killing itself. I decided to give it Reckless so it would get some usage out of Wild Charge. Submisson and Flare Blitz are given to give Mega Zebstrika some coverage moves thst are boosted by Reckless. I did Submission over Hi Jump Kick because it makes more sense flavour wize. Parabolic Charge is given to heal Zebstrika when needed.

Zebstrika
Type: Electric -> Electric/Fire
Abilities: Lightning Rod, Motor Drive (Sap Sipper) -> Electric Field (Summons Electric Terrain) *If anybody forgot, Grounded pokemon cant fall asleep and Grounded pokemon Electric Atks are 50% increased!
New Moves: Flamethrower, Flare Blitz,

HP: 75 -> 75
Atk: 100 -> 140 (+40)
Def: 63 -> 63 (+0)
SpA: 80 -> 130 (+50)
SpD: 63 -> 63 (+0)
Spe: 116 -> 126 (+10)

Mixed attacker, and benifits with electric moves! Volt Switch will hurt at 157 BP. (or Wild Charge at 202 BP). Did I mention.... Discharge= 180 and Thunder= 247 O.o
Dont need to wrry about opponents Rotom getting a boost in Volt Switch too :P

Mega Zebstrika

Electric ----> Electric
Lightningrod / Motor Drive / Sap Sipper ----> Thunderate, Electric-type Aerialate
75 / 100 / 63 / 80 / 63 / 116 (497) ----> 75 / 120 (+20) / 73 (+10) / 110 (+30) / 73 (+10) / 146 (+30)
New Moves: Hyper Voice

Mega Zebstrika becomes an interesting mixed attacker with Thunderate, basically an Electric-type Aerialate, and becomes blazingly fast in the process. With Return, Quick Attack, and the new Hyper Voice, Zebstrika seems to have all that he needs to abuse his new ability. 146 base Speed allows Mega Zebstrika to run a nature that focuses more in power, meaning he can outrun the likes of Talonflame, Weavile, and Greninja without needing a positive Speed nature.

Mega Zebstrika
Type: Electric -> Electric/Fire
Abilities: Lightning Rod/Motor Drive/Sap Sipper -> Capacitance (Poison Touch with Paralysis)
New Moves: Flare Blitz, Electro Ball

HP: 75 -> 75
Atk: 100 -> 135 (+35)
Def: 63 -> 78 (+15)
SpA: 80 -> 95 (+15)
SpD: 63 -> 78 (+15)
Spe: 116 -> 136 (+20)
BST: 497 -> 597

Zebstrika already learns some Fire moves, and I also figured that an electric zebra living in the savanna would be bound to start some grass fires. Mega Zebra gets more of a physical attacking spread, but it's not devastatingly powerful when compared to the other megas. Instead, Capacitance allows it to ram into things and hopefully spread some status; Flare Blitz now has a 30% chance of paralysis and a 7% chance of burning. Don't sleep on the chance to use a 150 BP STAB Electro Ball on any paralyzed Pokemon Zebstrika naturally outspeeds.

Mega Zebstrika

Electric ----> Electric/Fire

Lightningrod/Motor Drive/Sap Sipper ----> Moxie

75/100/63/80/63/116 ----> 75/150/75/90/75/132 (--/+50/+12/+10/+12/+16)

New Moves: Blaze Kick, High Jump Kick, Earthquake

Mega Zebstrika is a very fast and powerful physical sweeper. Its new physical moves give it more coverage, while making sense flavour-wise (it learns Double Kick, so the kick moves make sense, and its Pokedex entry kind of relates to Earthquake), and its ability Moxie helps it become stronger and harder to wall when it knocks out other pokemon.

Mega Zebstrika
Electric -> Electric/Fire
Lightningrod/Motor Drive/Sap Sipper -> Magic Guard
75/100/63/80/63/116 497 -> 75/145(+45)/90(+27)/80/90(+27)/117(+1)

New Moves: Volt Tackle, Flare Blitz, Head Smash

Concept: Mega Zebra is literally a smasher! Use STAB recoil and kill everything while using improved Rock Head.

Need I say more? A magic fire horsie!





Gigalith

Rock → Rock/Grass

Sturdy/Sand Force (Hidden) → Solar Power

85/135/130/60/80/25 (515) → 85/135/130/125(+65)/90(+10)/50(+25) (615)

+Fire Blast

Gigalith's Pokedex entries talk about how it absorbs solar rays and uses them as attacks. It's also able to learn Solar Beam via TM, Earth Power via tutoring in B/W2 and it is one of thefew Pokemon to learn the only decent special rock type move, Power Gem, which happened to get a ten point power buff in Gen VI. So I thought “what would a special attacking Gigalith be like?” Well unfortunately 60 base SpA makes such a set completely unviable.

With a mega evolution, however, that can all change. Gigalith gains a secondary grass typing that gives STAB to Solarbeam. Most of its stat increase goes in to SpA improving it into respectable 125; another 25 points goes into speed to put Gigalith in a less terrible speed range. Solar Power gives it +1 SpA in sunlight which Gigalith really needs since it also removes the charge up turn for Solar Beam.

Gigalith (Gigalithite)
Type: Rock -> Rock
Abilities: Sturdy (Sand Force) -> Energy Crystal (takes 75% damage when hit by a special move and its special attack rises one stage)
New Moves: Flamethrower, Thunderbolt, Ice Beam

HP: 85 -> 85
Atk: 135 -> 160 (+25)
Def: 130 -> 150 (+20)
SpA: 60 -> 95 (+35)
SpD: 80 -> 100 (+20)
Spe: 25 -> 25
BST: 515 -> 615

Mega Gigalith's unique ability allows it to stay in on special attacks and retaliate with its own. Even without the boost, it can use a variety of special attacks to take down physical walls - Ice Beam for Gliscor, Hippowdon and Tangrowth, Flamethrower for Ferrothorn and Skarmory, Thunderbolt for Water types and Skarmory.

Mega Gigalith
Typing: Rock --> Rock/Fairy
Ability: Sturdy/Sand Force --> Lightningrod
Stats: 85/135/130/60/80/25 --> 85/135/115/110/100/50
New Moves: Dazzling Gleam, Energy Ball

Mega Gigalith is a pokemon who absorbs light and energy in order to use it for its own attacks. Now, Lightingrod might make no sense competitivly and even less sense falvor wise but I will tell you why they make sense respectively. Competitively,it makes sense by giving Mega Gigalith a nice immunity to Thunder Wave, which can be very deadly for such a slow pokemon. It also helps Mega Gigalith boost up its special attack since its going to need a boost in that area. Flavourwise, think of electricity of light energy, and that is what Mega Gigalith is absorbing. The Fairy type is to boost its Dazzling Gleam, which is my main light attack move here. Energy Ball was given for both flavour reasons and coverage.

Gigalith
Type: Rock -> Rock
Abilities: Sturdy (Sand Force) -> Sandstream
New Moves:

HP: 85 -> 85
Atk: 135 -> 150 (15)
Def: 130 -> 170 (+40)
SpA: 60 -> 70 (+10)
SpD: 80 -> 115 (+35)
Spe: 25 -> 25

Now a Rock only type Sandstorm user used for just straight up defenses! Rock hard defenses, and that great boost in Special Def :0

Mega Gigalith

Rock ----> Rock/Electric

Sand Force/Sturdy ----> Sheer Force

85/135/130/60/80/25 ----> 85/145/140/120/100/25 (--/+10/+10/+60/+20/--)

New Moves: Energy Ball, Flamethrower, Thunderbolt

Mega Gigalith is based off of Gigalith’s Pokedex entry, which states that it attacks using compressed energy from its core. It gets Sheer Force because its Pokedex entry states that it can fire off an attack that can blow away a mountain (if that isn’t sheer force, I don’t know what is), and it can abuse it with its new energy-based moves. The added Electric type is based on the fact that energy can be related to electricity, and also gives it STAB on one of its Sheer Force boosted moves.

Mega Gigalith
Type: Rock -> Rock
Abilities: Sturdy/Sand Force -> Energy Surge (Rough Skin for non-contact Special attacks)
New Moves: Magnet Rise

HP: 85 -> 85
Atk: 135 -> 160 (+25)
Def: 130 -> 150 (+20)
SpA: 60 -> 75 (+15)
SpD: 80 -> 120 (+40)
Spe: 25 -> 25
BST: 515 -> 615

Mega Gigalith's energy crystals become so charged that they're prone to releasing unpredictable bursts of energy that interfere with the opponent's auras, pulses, and projectiles. This makes it quite a fearsome tank as trying to take it down puts you between a rock and a hard place (ha): is it better to move in close and avoid the recoil damage from Energy Surge or to try to avoid its humongous physical defense? Best not to take too many Stone Edges from base 160 Attack while trying to figure it out.

Gigalith

Rock ----> Rock/Psychic
Sturdy, Sand Force (Hidden) ----> Photoluminescence (When Gigalith is hit by a special move, its Special Attack is doubled until the end of the next turn. This boost does not stack or refresh, and is lost if Gigalith switches out.)
85/135/130/60/80/25 ---> 85/125 (-10)/140 (+10)/125 (+65)/80/60 (+35)
New Moves: Trick Room, Psychic, Dazzling Gleam

Concept: Gigalith is always fun to use on Trick Room teams, so I decided to go the "energy = Psychic" route and give it the move. Mega Gigalith forces the opponent to either give it the one-turn special attack boost, or try and work through its physical defense, or hit it on the special side hard enough that it can't KO something.

It has plenty of coverage options: STAB Power Gem and Psychic, and then Dazzling Gleam, Earth Power, and Flash Cannon. Power Gem and Earth Power are near-unresisted, and any of its other moves will fill in all the gaps there (except Psychic for Claydol, but that's not really an issue). Psychic might not see much use, but it's there. Dazzling Gleam hits Dark types hard. Gigalith's attack is lower after its mega evolution, but it's still high enough to hurt something like Blissey with Superpower or Explosion.

60 is kind of a risky speed for Trick Room, since at min speed Mega Gigalith is outslowed by base 36s and lower even when they're 31 IV + neutral nature, and some of them can take even a boosted attack from Gigalith and 2HKO it. If Gigalith is faster than something with a special attack (or if that something can't hit hard enough to 2HKO Gigalith) then an already-mega-evolved Gigalith can come in on the attack and do some serious damage even without Trick Room.

A faster + specially based opponent can use Trick Room to its advantage with Gigalith, avoiding a boosted attack by hitting it with a special move after it has already moved, and then avoiding the boost's effects on the next turn with Protect, Prankster Substitute, switching to a resist or immunity, etc. Gigalith's lack of recovery means it can't keep taking special attacks, especially from its weaknesses (of which it has quite a few). It would do well in sand, though.

Mega Gigalith

Rock ----> Rock

Sand Force/Sturdy ----> Reflector (Rough Skin for Non-contact attacks)

85/135/130/60/80/25 ----> 85/180(+45)/160(+30)/75(+15)/120(+40)/5(-20)

New Moves: Gyro Ball, Spikes, Recover
Mega Gigalith apparently has reflection... so let it bane Special Attackers the way Ferrothorn disuades physical attackers. The benefits are nice, and not broken. What's also nice is a gigaton Gyro Ball, even without STAB hitting hard against a lot of 'slower' threats.




Same plan as before. PM The Pizza Man your votes
 
Hmmm...... Next in line!

Throh
Sawk
Leavanny
Scolipede

This should be interesting :0 Especially Throh+Sawk, Give them new abilitys! Red Power and Blue Power :P
 
Mega Leavanny's gonna need something serious to be useful, considering its 2 double weaknesses (I can't see a viable way of changing its typing); a 4x Flying weakness especially sucks given the Flying-type priority in OU (Talonflame, Mega Pinsir).
 
Throh's Pokedex entry has a lot about how whenever it sees a bigger Pokemon, it wants to throw it around. I propose an ability where Throh's attacks do 1.5x damage against opponents that would be hit by a 100 BP Low Kick and 2x damage against foes hit by a 120 BP Low Kick.

Sawk's style of fighting it's modeled after seems to be be based on getting a lot of combos, so I think an ability where its moves do 1.5x damage against foes with lowered Speed would open it up to some combos where it uses Rock Tomb/Low Sweep on something switching in and then unleashes a vicious Close Combat would be cool. And if that happens to make it awesome on Sticky Web teams, that's another good niche for it to stand out from all the other Fighting types.

Leavanny just screams Parental Bond to me. Its typing and coverage wouldn't make it as strong as Kangaskhan, so rather than battering things with an attack as strong as Return, Leavanny would probably be faster and try to clean after using Swords Dance.

Not sure on what to do with Scolipede because a slower, bulkier Mega could still boost its speed up before evolving and essentially get the best of both worlds.
 

Valmanway

My jimmies remain unrustled
is a Smogon Media Contributor Alumnus
I know this is going to sound crazy, but what if Leavanny's ability is to invert its offensive coverage, and we call it New Leaf? It sounds like such a bad joke, I know, but I'm going with it anyways.
 
(according to the pokedex) Leavanny is known for making clothes for baby pokemon with sticky silk. It's also one of the few things to get Sticky Web. My idea is that it uses the silk to protect itself, which halves all damage. Now, that might sound broken, but there's a catch: Any attack will cause it to drop the silk, laying Sticky Web. So it's like Multiscale + auto Sticky Web. Leavanny is pretty shit so I think such a useful ability is justified. Maybe make it have half speed before it gets hit?

Throh and Sawk would both love Mach Punch. Throh could use Drain Punch, Sawk could get like High Jump Kick or something. Otherwise, it's just straightforward stat boosts.

Scoipede would probably get something cliche like Tough Claws. I'm tempted to give it Coil, because it's fitting and not as broken with the BP ban.
 
Give Leavanny Huge Power and a bit of extra speed don't worry won't be broken because typing stats and movepool still suck ass. Seriously like the only way to make it usable in OU.
 
Sawk has 125 atk and 85speed. Even adding just 10 to each makes this pokemon DEADLY With this new abilty!

Mega Sawk: Martial Artist⇒ Fighting Moves with 50 (or 40 if OP) or lower power are doubled in power. (this means including stab, moves hit hard)

Movelist (added Mach Punch)

Move Power~Abilty(+)~Stab!

Mach Punch 40⇒80⇒120 (Priority)
Rock Smash 40⇒80⇒120 (50% chance of lowering opponents def)
Double Kick 30⇒60⇒90 (hits twice)
Power Up Punch 40⇒80⇒120 (+1Atk)
*Karate Chop 50⇒100⇒150 (high chance of critical hit)
 
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