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

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Current Slate

Mega Throh
Typing: Fighting ----> Fighting
Abilities: Guts/Inner Focus/Mold Breaker ----> Chi Flow (restores 1/16 health each turn; essentially Leftovers in ability form)
BST: 120/100/85/30/85/45 ----> 120/130/125/30/115/45
New Moves: None

Mega Throh works pretty much the same as regular Throh, only with greater bulk and Atk. By setting up without mega evolving, the opponent may hesitate to status Throh because of Guts, which of course works in reverse when one expects the opposing Throh to be Mega, only to get smacked by a Guts Throh. However, Mega Throh is pretty slow even when not by OU standard, and relies heavily on its stat boosts, making it susceptible to Roar or Whirlwind users.

Throh (Throhite)
Type: Fighting -> Fighting
Abilities: Guts, Inner Focus (Mold Breaker) -> Guts
New Moves: Mach Punch, Drain Punch

HP: 120 -> 120
Atk: 100 -> 130 (+30)
Def: 85 -> 120 (+35)
SpA: 30 -> 30
SpD: 85 -> 120 (+35)
Spe: 45 -> 45
BST: 465 -> 565

Just look at that bulk! Mega Throh can fill a few roles, thanks to welcome movepool additions. It's bread and butter has always been Bulk Up, allowing it to become an incredibly bulky attacker now using Drain Punch as a way to recover without Rest. The rest of its moves can be filled with Stone Edge, Ice Punch, Mach Punch or Payback. It could also run a ResTalk set which works well with Guts or a bulky set with Circle Throw and Mach Punch to pick off weakned opponents.

Throh
Type: Fighting -> Fighting/Ground (becomes much bigger and looks more like a sumo wrestler, hence the ground type adding :-D
Abilities: Guts, Inner Focus (Mold Breaker) -> : Thick Fat
New Moves: Mach Punch, Drain Punch

HP: 120 -> 120
Atk: 100 -> 130 (+30)
Def: 85 -> 135 (+50)
SpA: 30 -> 30
SpD: 85 -> 115 (+30)
Spe: 45 -> 35 (-10)

Very bulky and a new type that kinda seems impossible to make :P Now for the combo analysis...

Fighting/Ground: Offensive. The best 2 types in the game! Yeah its going to hurt :0

Weak to: (5 weaknesses) Flying/Psykic/Fairy and now to grass/water but with thick fat, ice is neutral.
Resist: *Fire (abilty)/Poison/Bug/Dark and quad resist Rock (stealth rock aint got nothing on Mega Throh!) and Elect immune :0

Mega Throh
Typing: Fighting -> Fighting
Abilities: Guts/Inner Focus/Mold Breaker -> Leverage (1.5x damage bonus against foes hit by 100 BP Low Kick/Grass Knot and 2x bonus against foes hit for 120 BP)
BST: 120/100/85/30/85/45 -> 120/120(+20)/120(+35)/30/110(+25)/65(+20)
New Moves: N/A

As a judo Pokemon, Throh uses the opponent's size against it; its Pokedex entry states that Throh relishes the chance to throw larger enemies around. Here's an idea of the power it can reach against the heaviest of the heavy:
252+ Atk Throh Circle Throw vs. 252 HP / 0 Def Heatran: 388-460 (100.5 - 119.1%) -- guaranteed OHKO
Dumped some points into speed partially so Throh could beat some phazers to the punch with Circle Throw and also because it might be a little out of hand with more Attack or higher defenses than Arceus-Fighting.

Mega Throh
Type: Fighting -> Fighting
Abilities: Guts, Inner Focus, Mold Breaker -> Judoka (Deals x1.5 damage to pokemon above 60 kg (132.3 lbs.)
120/100/85/30/85/45 465 -> 120/140(+40)/100(+15)/45(+15)/105(+20)/55(+10)
New Moves: Rock Throw, Submission

Mega Throh is a great pokemon. Bulky with a 120/100/100 and has a nice attack + a boost when fighting a heavy pokemom (As the judo pokemon :D)

Mega Throh
Type: Fighting -> Fighting
Abilities: Guts/Inner Focus/Mold Breaker -> Technician
BST: 120/100/85/30/85/45 (465) -> 120/130(+30)/110(+25)/50(+20)/100(+15)/55(+10) (565)
New Moves: Mach Punch, Feint

Yeah so basically a bulkier, harder hitting Throh. Thought Technician would be nice since a good amount of Throh's moves that it learns naturally would be activated by technician, like Storm Throw for example. Yeah the special attack boost is for the realistic nature of how some of these boosts are given to mons, where they generally would get a boost in a useless stat. Added some much needed priority but other than that though not much else to say.

Mega Throh
Type: Same
Abillity: Guts/Inner Focus/Mold Breaker --> Judo Throw (Negative Priority Moves get a 1.5x boost)
Stats: 120/100/85/30/85/45 --> 120/135/110/30/110/60
New Moves : Avalanche, Mach Punch

Since most of Throh's throwing moves are decreased priority moves, I decided to give Mega Throh an ability that boosts the power of these moves. This actually comes with some pretty powerful results. Throh is now an extremely bulky attacker who can do a ton of damage, using its nicely powerful Vital and Circle Throws to its advantage. Its also got a pretty good coverage move which is boosted by its ability, which is Avalanche. If negative priority is to much for you, then you can always use the positive priority mach punch.

Throh
Type: Fighting -> Fighting
Abilities: Guts, Inner Focus (Mold Breaker) -> Team Shield (Sets up Wide Guard at the start of each turn. Works on the turn Mega Evolving, and the turn switching in.)

HP: 120 -> 120
Atk: 100 -> 125 (+25)
Def: 85 -> 125 (+40)
SpA: 30 -> 30
SpD: 85 -> 120 (+35)
Spe: 45 -> 45





Mega Sawk
Typing: Fighting ----> Fighting
Abilities: Sturdy/Inner Focus/Mold Breaker ----> Rattled
BST: 75/125/75/30/75/85 ----> 75/165/95/40/85/105
New Moves: High Jump Kick

While the ability doesn't quite fit with the flavor (and I'm bad at naming things, or I'd have renamed the ability), Rattled allows Sawk to switch into Bug, Dark and some Ghost attacks, giving it a speed boost and proceed to outspeed most opponents. 165 Atk is pretty good even without boosting, and strong physical moves such as High Jump Kick and Earthquake helps. Being a Fighting type, though, left it pretty vulnerable to priority Flying type attacks, such as that from Talonflame and Mega Pinsir.

Sawk (Sawkite)
Type: Fighting -> Fighting
Abilities: Sturdy, Inner Focus (Mold Breaker) -> Sturdy
New Moves: Mach Punch, Drain Punch

HP: 75 -> 75
Atk: 125 -> 165 (+40)
Def: 75 -> 85 (+10)
SpA: 30 -> 30
SpD: 75 -> 85 (+10)
Spe: 85 -> 125 (+40)
BST: 465 -> 565

Mega Sawk rips teams apart with powerful STAB and already has the necessary coverage in Stone Edge, Earthquake, and Ice Punch. Thanks to Sturdy and Mach Punch, it is adept at revenge killing. It can also use Reversal with Sturdy, but with hazards and priority being so common it'd be hard pressed to find that opportunity.

Mega Sawk
Fighting>>>>>>>>>Fighting
Sturdy, Inner Focus, Mold Breaker>>>>>>>>>>No Guard
Stats: 75/125/75/30/75/85
Mega: 75/150/100/30/100/110
New Moves: Dynamic Punch

This mega attempts to outclass Machamp. It is faster, bulkier, and more powerful than Machamp and it does the job better for Dynamicpunching opponents and confusing them.

Sawk
Type: Fighting -> Fighting
Abilities: Sturdy, Inner Focus (Mold Breaker) -> Martial Artist: "Fighting Type" Moves with 50 or lower base power are doubled
New Moves: Mach Punch

HP: 75 -> 75
Atk: 125 -> 165 (+40)
Def: 75 -> 90 (+15)
SpA: 30 -> 30
SpD: 75 -> 90 (+15)
Spe: 85 -> 115 (+30)

Yeah, Strong *** Moves now with upping atk, priority, high critical, etc :)

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)

Mega Sawk
Typing: Fighting -> Fighting
Abilities: Sturdy/Inner Focus/Mold Breaker -> Combo Artist (Moves do 1.5x damage against foes with lowered Speed
BST: 75/125/75/30/75/85 -> 75/160(+35)/95(+20)/30/95(+20)/110(+25)
New Moves: N/A

Sawk's boosts parallel Throh's while keeping it the more offensive of the two. Its ability gives it reason to run Low Sweep/Rock Tomb or to make it a primary sweeper on a Sticky Web team. Flavorwise, bringing the opponent to the ground (such as with a Low Sweep) is one way to score points in full-contact karate, and doing so pumps Mega Sawk up. For an idea of Mega Sawk's raw power, if a 252 HP Gyarados switches into SR and is hit on the switch with Rock Tomb, Sawk has a chance at taking it out the next turn with Close Combat. Yes, this is all at -1 Attack: pack a Ghost against Mega Sawk.

Mega Sawk

Typing: Fighting -> Fighting

Abilities: Sturdy/Inner Focus/Mold Breaker -> Martial Instincts (Punching, Kicking, and Chopping Moves always Critical Hit)*

BST: 75/125/75/30/75/85 -> 75/175(+50)/90(+15)/30/90(+15)/105(+20)

New Moves: Mach Punch, High Jump Kick


*Affects all moves affected by Iron fist, in addition to Blaze Kick, Brick Break, Close Combat, Cross Chop, Double Kick, Dual Chop, Force Palm, High Jump Kick, Jump Kick, Karate Chop, Low Kick, Mega Kick, Rock Smash, Rolling Kick, Triple Kick.


Seeing as Sawk is the personification of Karate, and as thus in karate one is trained to watch for and strike at openings in an opponent’s guard. This is demonstrated by M-Sawk always getting critical hits when using any martial arts based moves (Punches, Kicks, and Chops). Added Mach Punch for priority and High Jump Kick as it seemed fitting flavour-wise for a Martial Artist.

Mega Sawk
Type: Fighting -> Fighting
Abilities: Sturdy, Inner Focus, Mold Breaker -> Sensei (Punching+Choping moves do x1.5 the damage)
75/125/75/30/75/85 465 -> 75/160(+35)/90(+15)/40(+10)/100(+25)/100(+15)
New Moves: Mach Punch, Drain Punch, Sucker Punch

Let's go karate! Sensei ability is just a better Iron Fist, Who will give Sawk the upper hand on other pokemon. Also has some nice defenses, still less than Throh.

Mega Sawk
Typing: Fighting -> Fighting
Abilities: Sturdy/Inner Focus/Mold Breaker -> Last Resort (+1 Priority on every move when at 1/3 HP or less)
BST: 75/125/75/30/75/85 -> 75/140(+15)/85(+10)/50(+30)/85(+10)/120(+35)
New moves: Meditate, Cross Chop
This Sawk focuses on the philosophy of Karate. Having Reversal, Sturdy and it's custon ability, this Sawk aims to sweep at low health.

Mega Sawk
Type: Fighting -> Fighting
Abilities: Sturdy/Inner Focus/Mold Breaker -> Competitive
BST: 75/125/75/30/75/85 (465) -> 75/130(+5)/75/100(70+)/85(+10)/100(+15) (565)
New Moves: Vacuum Wave, Aura Sphere

Somewhat of a different take on Sawk where now it can pull off a mixed set with some of the move additions. Chose Competitive as the ability to allow M-Sawk a chance to gain a +2 Special attack boost and or to be used as a check to defog. A bit of speed added, slight special defense and attack boost, and the big special attack boost to show that M-Sawk is used much differently than regular Sawk.
Edit: Took out the Psyshock since after taking a second glance it didn't make sense on how it would learn it initially. Kept it to pure fighting type as well.

Mega Sawk
Type: Same
Ability: Sturdy/Inner Focus/Mold Breaker --> Technician
Stats: 75/125/75/30/75/85 --> 75/160/100/75/100/100
New Moves: Mach Punch

Since most moves with some type of relationship with Karate have a base power of less than 60, I decided to give Sawk Technician. This ability is extremely helpful. It makes Mega Sawk a more powerful Technican user than Mega Scizor, although with not as good defenses and typing. Mega Sawk is also kinda bulky, so it will definitely be taking some hits and dishing out damage in return. Its speed is also really helpful.

Sawk
Type: Fighting -> Fighting
Abilities: Sturdy, Inner Focus (Mold Breaker) -> Lightning Parry (Sets up Quick Guard at the start of every turn. Works on the turn Mega Evolving, and the turn switching in.)

HP: 75 -> 75
Atk: 125 -> 155 (+30)
Def: 75 -> 100 (+25)
SpA: 30 -> 35
SpD: 75 -> 85 (+10)
Spe: 85 -> 120 (+35)





Leavanny (Leavannite)
Type: Bug/Grass -> Bug/Grass
Abilities: Swarm, Chlorophyll (Overcoat) -> Silk Shroud (This Pokemon takes half damage from attacks. But when attacked, the Pokémon drops this silk, laying Sticky Web)
New Moves: Cross Chop

HP: 75 -> 75
Atk: 103 -> 143 (+40)
Def: 80 -> 100 (+20)
SpA: 70 -> 80 (+10)
SpD: 80 -> 100 (+20)
Spe: 92 -> 102 (+10)
BST: 500 -> 600

Leavanny is more gimmicky than anything, but has decent coverage between Cross Chop, Shadow Claw, and one of its STABs. A Hone Claws or Swords Dance set are viable, and even after it already has laid Sticky Web, its ability still provides it with what is essentially Multiscale.

Mega Leavanny
Grass/bug>>>>>>>>>grass/bug
Swarm, chlorophyll, overcoat>>>>>>>>Silk Trap (similar to arena trap, only fire types and Pokemon with the abilities Flame Body and Magma Armor can escape.) (Not even U turn or Volt Switch can save you) (this ability stops working if Mega Leavanny is Burned).
Stats: 75/103/80/70/80/92
Mega: 75/133/100/70/100/122

Mega Leavanny's Silk Trap is based of stringing the opponent, this trapping them. It's speed tier matches Grenenja and makes it a faster dugtrio. This ability wrecks water, ground, rock, psychics, dark, and opposing grass types.

Leavanny
Type: Bug/Grass -> Bug/Grass
Abilities: Swarm, Chlorophyll (Overcoat) -> Silk Shot: Intimidate but with speed drop instead.
New Moves:

HP: 75 -> 75
Atk: 103 -> 143 (+40)
Def: 80 -> 100 (+20)
SpA: 70 -> 70
SpD: 80 -> 100 (+20)
Spe: 92 -> 112 (+20)

Mega Leavanny
Typing: Bug/Grass -> Bug/Grass
Abilities: Chlorophyll/Swarm/Overcoat -> Parental Bond
BST: 75/103/80/70/80/92 -> 75/123(+20)/100(+20)/85(+15)/100(+20)/117(+25)
New Moves: Fury Cutter

Can't you just see Mega Leavanny carrying a Swadloon around in one of those baby bjorn things made out of leaves? As has been discussed, Mega Leavanny doesn't pack quite the whallop that Mega Kangaskhan does and has worse typing/coverage, but it's fast and gets to try some different moves with Parental Bond. When factoring in Parental Bond and the two chances to crit, Leaf Blade's essentially a 143 BP STAB move. Fury Cutter's sort of an alternative version of PuP on Mega Kanga that doesn't provide coverage and requires you use it consecutively, but the reward can be immense if you get it up to 160 BP (whether that takes one or two turns with Parental Bond, I'm unsure, but Kangaskhan can learn Fury Cutter in Emerald so it should be easy enough to test).

Mega Leavanny

Grass / Bug ----> Grass / Bug
Swarm / Chlorophyll / Overcoat ----> New Leaf, Grass-type moves used by this Pokemon can't be resisted
75 / 103 / 80 / 70 / 80 / 92 (500) / 75 / 123 (+20) / 90 (+10) / 110 (+40) / 90 (+10) / 112 (+20) (600)
New Moves: Leaf Storm

Okay, so Mega Leavanny has an interesting niche in having all his Grass-type moves unresisted, meaning that Mega Leavanny works as a great revenge killer of sorts, finishing off weakened foes with unresisted STAB. 112 base Speed is there to outrun important foes, such as Thundurus, Latios, and Terrakion, while having 123 / 110 offenses really helps fit your needs, and having good moves in Leaf Blade and the new Leaf Storm help the cause greatly. The rest of the stat boosts are added to defenses, largely to avoid making Mega Leavanny too powerful.

Mega Leavanny
Type: Bug/Grass -> Bug/Grass
Abilities: Swarm, Chlorophyll, Overcoat -> Gooey
75/103/80/70/80/92 500 ->75/120(+17)/110(+30)/80(+10)/110(+30)/105(+13)
New Moves: Cotton Gaurd, Amnesia

Leavanny always seemed to me like a nice warming defensive pokemon. This mega make it a really nice tank with sticky web. You don't want this thing against you..

Mega Leavanny
Type: Grass/Bug -> Grass/Bug
Abilities: Swarm/Chlorophyll/ Overcoat -> Wonder Skin
BST: 75/103/80/70/80/92 (500) -> 75/110(+7)/95(+15)/110(+40)/95(+15)/115(+23) (600)
New Moves: N/A

Generic mixed sweeper basically. Wonder Skin cause it's the only logical ability I can think of without making it something ridiculous or something that is practically useless. Left the typing as it is to compensate for the increases.

Mega Leavanny
Typing: Bug/Grass --> Bug
Ability: Swarm/Chlorophyll/Overcoat --> Simple
Stats: 75/103/80/70/80/92 --> 75/123/100/90/100/112
New Moves: Bug Buzz

Mega Leavanny can now use its bug type to the fullest potential. It is a great sticky web setter due to its nice speed and a moderate amount of bulk. It can also be a quite deadly setup sweeper, using its hone claws for a very nice physical attacking set and calm mind for a nice special attacking set. Mega Leavanny can really preform a nice amount of roles when you think about it. Grass type was removed to give it a better defensive typing





Mega Scolipede
Typing: Bug/Poison ----> Bug/Poison
Abilities: Poison Point/Swarm/Speed Boost ----> Toxic Armor (clone of Rough Skin)
BST: 60/100/89/55/69/112 ----> 60/120/149/65/109/92
New Moves: Horn Leech, Wild Charge, Coil

No idea why, but the first time I saw Scolipede and its pre-evo Whirlipede I thought of Ouroboros. So here, have a Mega Scolipede based on the legendary serpent. With it coiled up, the Mega is much bulkier than before, able to take much more hits. The addition of Coil allows Scolipede to use Gunk Shot and Megahorn better, and Horn Leech and Wild Charge both adds to its coverage. Accumulating Speed Boost before Mega evolving can let Mega Scolipede outspeed many foes despite its lowered speed, but it will still be beaten by Flying-type priorities.

Scolipede (Scolipedenite)
Type: Bug/Poison -> Bug/Poison
Abilities: Poison Point, Swarm (Speed Boost) -> Technician
New Moves: Fell Stinger, Coil

HP: 60 -> 60
Atk: 100 -> 148 (+48)
Def: 89 -> 100 (+11)
SpA: 55 -> 55
SpD: 69 -> 90 (+21)
Spe: 112 -> 132 (+20)
BST: 485 -> 585

Mega Scolipede has a few options to use with Technician. Rock Tomb becomes a better Rock Slide and Bug Bite a better X-scissor, while Bulldoze is slightly weaker than EQ it does lower speed, and if you get lucky with Pin Missile you can deal a lot of damage (25 per hit, 2-5 hits. That's slightly weaker than X-scissor at worst). Coil is another move, it's fitting and has the benefit of fixing inaccurate moves like Megahorn, Pin Missile, and Rock Tomb. It also can be used with BP, which has been nerfed enough that it's manageable.

Mega Scolipede
bug/poison>>>>>>>>>>>>>>>bug/poison
Poison Point, Swarm, Speed Boost (Quick Feet 5th gen)>>>>>>>>>Toxicate (makes Normal moves become Poison moves with a 30% boost)
Stats: 60/100/89/55/69/112
Mega: 60/135/100/55/100/135

Toxicate can help buff some normal type moves such as Retuen or Rock Climb.

Mega Scolipede
Type: Bug/Poison -> Bug/Poison
Abilities: Poison Point, Swarm, Speed Boost -> Sharp Tail (Tail Moves do x1.5 Damage)
60/100/89/55/69/112 485 -> 60/140(+40)/110(+21)/55/80(+11)/140(+28)
New Moves: Dragon Tail, Fell Stinger

Scolipede for ubers!

Mega Scolipede
Type: Bug/Poison -> Bug/Poison
Abilities: Swarm/Poison Point/Speed Boost -> Clean Slate (Stat increases or decreases on the user are set back to normal at the end of the turn)
BST: 60/100/89/55/69/112 (485) -> 60/135(+35)/120(+31)/60(+5)/80(+11)/130(+18) (585)
New Moves: N/A

Physical sweeper. Gets a buff on the physical side, negligible special attack increases, light special defense buff, and speed increase. The ability would generally be to keep it under control as the stat increases are quite significant, while also bringing the decreases back to neutral to maintain itself as a threat.

Scolipede
Bug / Poison ---> Bug / Poison
Poison Point / Swarm / Speed Boost ---> Speed Boost
60/100/89/55/69/112 ---> 60/130/119/65/84/127
New Moves: Coil, Gunk Shot.

Extremely powerful set up sweeper
utilizing both Coil and Speed Boost. Two powerful STABs in Gunk Shot and Mega Horn synergies incredibly well with Coil.
However, with an SR weakness, horrid SpD and no reliable recovery, it may struggle to find more than one opportunity to get set up.
 

Da Pizza Man

Pizza Time
is a Pre-Contributor
The next slate is Basculin, Krookodile, Maractus, and Darmanitan, kinda curious what you guys are going to do. Right now for Darmanitan I'm kinda thinking of a physical Zen mode version (Can keep the ability Sheer Force or get a better one) and for Maractus I'm thinking of some kind of useful sand sweeper/wall.
 
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Valmanway

My jimmies remain unrustled
is a Smogon Media Contributor Alumnus
Darmanitan better not get too much Speed, otherwise that combined with his monstrous Attack stat will wreck everything. In terms of abilities, Brute seems very appropriate here.
 
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AM

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I've been brainstorming ideas for Maractus. I always wanted Maractus to be good but maybe it's the fact its movepool is so barren and the stat distribution is sort of weird for what it has. Darmanitan is probably going to get some overpowered submissions lol it's already pretty strong. I'm pretty interested in what people will do with Basculin and Krookodile so looking forward to those.
 
I honestly want to see a more useful version of Zen Mode on Mega Darmanitan, say, moderately slow and bulky when it's over 50% health, then powerful but frail when under 50% HP. Hopefully that'd work.

As for Maractus, I have this strange idea for it to be a wallbreaker. Not sure how that'll work out.
 

Da Pizza Man

Pizza Time
is a Pre-Contributor
Alright Guys here are the results

Throh: Mczatar
Mega Throh
Type: Fighting -> Fighting
Abilities: Guts, Inner Focus, Mold Breaker -> Judoka (Deals x1.5 damage to pokemon above 60 kg (132.3 lbs.)
120/100/85/30/85/45 465 -> 120/140(+40)/100(+15)/45(+15)/105(+20)/55(+10)
New Moves: Rock Throw, Submission

Mega Throh is a great pokemon. Bulky with a 120/100/100 and has a nice attack + a boost when fighting a heavy pokemom (As the judo pokemon :D)


Sawk: GG Unit
Mega Sawk
Typing: Fighting -> Fighting
Abilities: Sturdy/Inner Focus/Mold Breaker -> Combo Artist (Moves do 1.5x damage against foes with lowered Speed
BST: 75/125/75/30/75/85 -> 75/160(+35)/95(+20)/30/95(+20)/110(+25)
New Moves: N/A

Sawk's boosts parallel Throh's while keeping it the more offensive of the two. Its ability gives it reason to run Low Sweep/Rock Tomb or to make it a primary sweeper on a Sticky Web team. Flavorwise, bringing the opponent to the ground (such as with a Low Sweep) is one way to score points in full-contact karate, and doing so pumps Mega Sawk up. For an idea of Mega Sawk's raw power, if a 252 HP Gyarados switches into SR and is hit on the switch with Rock Tomb, Sawk has a chance at taking it out the next turn with Close Combat. Yes, this is all at -1 Attack: pack a Ghost against Mega Sawk.


Leavanny: GG Unit
Mega Leavanny
Typing: Bug/Grass -> Bug/Grass
Abilities: Chlorophyll/Swarm/Overcoat -> Parental Bond
BST: 75/103/80/70/80/92 -> 75/123(+20)/100(+20)/85(+15)/100(+20)/117(+25)
New Moves: Fury Cutter

Can't you just see Mega Leavanny carrying a Swadloon around in one of those baby bjorn things made out of leaves? As has been discussed, Mega Leavanny doesn't pack quite the whallop that Mega Kangaskhan does and has worse typing/coverage, but it's fast and gets to try some different moves with Parental Bond. When factoring in Parental Bond and the two chances to crit, Leaf Blade's essentially a 143 BP STAB move. Fury Cutter's sort of an alternative version of PuP on Mega Kanga that doesn't provide coverage and requires you use it consecutively, but the reward can be immense if you get it up to 160 BP (whether that takes one or two turns with Parental Bond, I'm unsure, but Kangaskhan can learn Fury Cutter in Emerald so it should be easy enough to test).


Scolipede: Mega Mantine
Scolipede (Scolipedenite)
Type: Bug/Poison -> Bug/Poison
Abilities: Poison Point, Swarm (Speed Boost) -> Technician
New Moves: Fell Stinger, Coil

HP: 60 -> 60
Atk: 100 -> 148 (+48)
Def: 89 -> 100 (+11)
SpA: 55 -> 55
SpD: 69 -> 90 (+21)
Spe: 112 -> 132 (+20)
BST: 485 -> 585

Mega Scolipede has a few options to use with Technician. Rock Tomb becomes a better Rock Slide and Bug Bite a better X-scissor, while Bulldoze is slightly weaker than EQ it does lower speed, and if you get lucky with Pin Missile you can deal a lot of damage (25 per hit, 2-5 hits. That's slightly weaker than X-scissor at worst). Coil is another move, it's fitting and has the benefit of fixing inaccurate moves like Megahorn, Pin Missile, and Rock Tomb. It also can be used with BP, which has been nerfed enough that it's manageable.


This post starts the submission period for Basculin, Darmanitan, Krookodile, and Maractus
 
Darmanitan is a special case due to its zen mode. When it mega evolves, it is the same pokemon but for this mega evolution, its stats overall differs from 1 of 2 stat distributions! So mega evolving from regular Darmanitan and Zen mode Darmanitan will have differ stats despite the same Mega Evolution!



Type: Fire (Fire/Psykic) -> Fire/Psykic
Abilities: Sheer Force (Zen Mode) -> Ancient Healings: When Mega Evolving, this pokemon HP is fully Recovered (1 time use only, even after switching out)
New Moves:

""REGULAR""
HP: 105 -> 105
Atk: 140 -> 180 (+40)
Def: 55 -> 85 (+30)
SpA: 30 -> 35 (+5)
SpD: 55 -> 75 (+20)
Spe: 95 -> 100 (+5)

""ZEN MODE""
HP: 105 -> 105
Atk: 30 -> 35 (+5)
Def: 105 -> 115 (+10)
SpA: 140 -> 180 (+40)
SpD: 105 -> 135 (+30)
Spe: 55 -> 70 (+15)

Hope people like this, I kno there will be better ideas then this for Darmanitan, but im basing this off on the Zen mode as well :0
 
Darmanitan is a special case due to its zen mode. When it mega evolves, it is the same pokemon but for this mega evolution, its stats overall differs from 1 of 2 stat distributions! So mega evolving from regular Darmanitan and Zen mode Darmanitan will have differ stats despite the same Mega Evolution!



Type: Fire (Fire/Psykic) -> Fire/Psykic
Abilities: Sheer Force (Zen Mode) -> Ancient Healings: When Mega Evolving, this pokemon HP is fully Recovered (1 time use only, even after switching out)
New Moves:

""REGULAR""
HP: 105 -> 105
Atk: 140 -> 180 (+40)
Def: 55 -> 85 (+30)
SpA: 30 -> 35 (+5)
SpD: 55 -> 75 (+20)
Spe: 95 -> 100 (+5)

""ZEN MODE""
HP: 105 -> 105
Atk: 30 -> 35 (+5)
Def: 105 -> 115 (+10)
SpA: 140 -> 180 (+40)
SpD: 105 -> 135 (+30)
Spe: 55 -> 70 (+15)

Hope people like this, I kno there will be better ideas then this for Darmanitan, but im basing this off on the Zen mode as well :0
Hold up hold up, so if you replaced Darm's ability Zen Mode, which allows it to transform, then how on Earth do you transform...?
 

Fire ----> Fire/Dark (Standard Mode) or Fire/Psychic (Zen Mode)

Sheer Force/Zen Mode ----> Stance Change*
*Note: It changes to Standard Mode by using a Physical attack and changes to Zen Mode by using a Special attack.

Standard Mode (Non-Mega): 105/140/55/30/55/95
Standard Mode (Mega): 105/170/90/40/70/105 (--/+30/+35/+10/+15/+10)
Zen Mode (Mega): 105/40/70/170/90/105

New Moves: Crunch, Fire Fang

Upon Mega Evolving, Darmanitan gets Stance Change. Stance Change allows Mega Darmanitan to switch between the physically-oriented Standard Form and the specially-oriented Zen Form, simply by using a Physical or Special move, which makes it extremely difficult to wall. Crunch and Fire Fang were added to Darmanitan's movepool because of its big, sharp teeth.



Ground/Dark ----> Ground/Dark

Intimidate/Moxie/Anger Point ----> Dark Aura

95/117/80/65/70/92 ----> 95/160/96/80/96/92 (--/+43/+16/+15/+26/--)

New Moves : Close Combat

Mega Krookodile is a very interesting Pokemon. The increased Attack stat combined with Dark Aura allows Krookodile to be a powerful wallbreaker, while the boost in defensive stats can be used to support the team with moves like Knock Off and Taunt. Close Combat was added because its Pokedex entry says that it is a very violent Pokemon.



Water ----> Water/Dark

Reckless/Rock Head/Adaptability/Mold Breaker ----> Mega Launcher

70/92/65/80/55/98 ----> 70/92/70/130/70/128 (--/--/+5/+50/+15/+30)

New Moves: Aura Sphere, Water Pulse, Dark Pulse

Mega Basculin swaps its role as a Physical Attacker in exchange for an increased Special Attack, a new ability, and a better Special move set. All of Mega Basculin’s new moves are boosted by Mega Launcher, and when combined with base 130 Special Attack allows Mega Basculin to do a lot of damage. The added Dark type is because Basculin looks evil and its species name is ‘Hostile Pokemon.’



Grass ---> Grass/Steel

Water Absorb/Chlorophyll/Storm Drain ----> Iron Barbs

75/86/67/106/67/60 ----> 75/86/117/106/137/40 (--/--/+50/--/+70/-20)

New Moves: Spiky Shield, Synthesis, Heal Bell

With its new ability, improved defensive stats, and its new movepool, Mega Maractus becomes a strong wall. Spiky Shield gives Maractus an option for stalling that can potentially hurt the opponent, while Synthesis gives it a good recovery move. Heal Bell lets Mega Maractus support the team, removing harmful statuses like a burn or poison. Its defensive spread is geared more towards Special Defense because it has Iron Barbs and Spiky Shield to stop Physical attackers.
 
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Basculin (Basculinite)
Type: Water -> Water/Fighting
Abilities: Reckless/Rock Head, Adaptability (Mold Breaker) -> Adaptability
New Moves: Close Combat, Vacuum Wave

HP: 70 -> 70
Atk: 92 -> 130 (+38)
Def: 65 -> 55 (-10)
SpA: 80 -> 120 (+40)
SpD: 55 -> 55
Spe: 98 -> 130 (+32)
BST: 460 -> 560

Basculin is based off the rather violent betta, or "fighting fish", which are highly territorial and fight to the death with intruders. This manifests as an additional Fighting type and Close Combat, which is as powerful as it is fitting. It also gets Vacuum Wave because it has solid mixed attacking stats and what else can actually use it? Adaptability is generally a good ability and allows Mega Basculin to really hurt opponents.


Krookodile (Krookodilite)
Type: Ground/Dark -> Ground/Dark
Abilities: Intimidate, Moxie (Anger Point) -> Arena Trap
New Moves: Fire Blast

HP: 95 -> 95
Atk: 117 -> 147 (+30)
Def: 80 -> 90 (+10)
SpA: 65 -> 85 (+20)
SpD: 70 -> 90 (+20)
Spe: 92 -> 112 (+20)
BST: 519 -> 619

Pokédex: "They never allow prey to escape." There's some justification for Arena Trap. So far everything with Arena Trap is a Ground type, and like Trapinch it lives in a desert. Mega Krookodile has improved in every area, and makes great use of its access to Hone Claws and Bulk Up. While Ghost types are now immune to trapping effects, they won't appreciate STAB Pursuit. It also gains Fire Blast, which can allow it to take on Steel types. Overall, Krookodile is greatly improved.


Darmanitan (Darmaninite)
Type: Fire -> Fire
Abilities: Sheer Force (Zen Mode) -> Sheer Force
New Moves: Force Palm, Bulk Up

HP: 105 -> 105
Atk: 140 -> 180 (+40)
Def: 55 -> 75 (+20)
SpA: 30 -> 40 (+10)
SpD: 55 -> 75 (+20)
Spe: 95 -> 105 (+10)
BST: 480 -> 580

Mega Darmanitan is interesting... while 180 Atk might look scary, it's weaker (but faster) than LO Darm and more bulky so it can take a few neutral hits. It plays a different role from standard Darm, not a wallbreaker so much as a sweeper. This is espescially true if it gets to use Bulk Up as even a single boost brings its attack to scary levels.

While 105 Speed is pretty good, it means there are quite a few things that can outspeed it and revenge kill with SE STAB like Keldeo, ScarfChomp, and Greninja, and more that can take it out after it's weakened like Lati@s, Gengar, and Thundurus.
There are also many priority users and it doesn't help to be vulnerable to all hazards - especially having a weakness to SR.


Maractus (Maractusite)
Type: Grass -> Grass/Ground
Abilities: Water Absorb, Chlorophyll (Storm Drain) -> Drought
New Moves: Earth Power, Fiery Dance, Quiver Dance
HP: 75 -> 75
Atk: 86 -> 86
Def: 67 -> 97 (+30)
SpA: 106 -> 136 (+30)
SpD: 67 -> 82 (+15)
Spe: 60 -> 85 (+25)
BST: 461 -> 561

Drough provides a sort of third STAB, Grass/Ground/Fire has great coverage and it can potentially sweep with Quiver Dance.
 
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Hold up hold up, so if you replaced Darm's ability Zen Mode, which allows it to transform, then how on Earth do you transform...?
They both Mega evolve into the same Mega, just stats are different depending on what you mega from (regular darmanitan or Zen Mode). Dunno if that answers your Q. :s
 
They both Mega evolve into the same Mega, just stats are different depending on what you mega from (regular darmanitan or Zen Mode). Dunno if that answers your Q. :s
That seems like a pain in the ass to make and seems confusing, no offense. Stance Change sounds like a better option for Darm, someone needs to make a good one with a Stance Change clone imo :3
 
Just saying, there's not a single mega that changes forms. Even the ones made here, Mega Aegislash for example gets a new ability and the same stats regardless of its form before Mega Evolving. Keeping separate forms for the individual 'mon and its Mega would be a bit of a hassle.
 
Hey! Look, I finally have time to make Megas. I got inspired by the ideas to make Zen Mode viable so here we go.




Mega Darmanitan
Fire/(Psychic) -> Fire/Psychic
Sheer Force/(Zen Mode) -> Mental Force (All Attacks are Special Attacks)
105/140/55/30/55/95 (105/30/105/140/105/55) -> 105/30/145/180/145/35
Moves: +Psyshock, +Shadow Ball

You want a viable Zen Mode styled Darmanitan? Here it is! Lower speed, much higher bulk, and high special attack. Here's your special attacking tank Darmnitan that Zen Mode was trying to produce. Now it can also use all its physical attacks as special attacks (And look at that sexy Superpower that doesn't lower its main attacking stat). It's got Earthquake, Stone Edge, Psyshock, Fire Blast, and Shadow Ball for moves along with others I can't remember right now.



Mega Krookodile
Ground/Dark -> Ground/Dark
Intimidate/Moxie/(Anger Point) -> Intimidate
95/117/80/65/70/92 -> 95/157/110/65/100/92

More bulk! More fun! Here's a bulky Krookodile that hits stronger and survives a bit better. Not faster but it's ok for the +30 to each defense and +40 to attack. Imagine huge jaws and a big bulky body



Mega Basculin
Water -> Water/Dark
Reckless-Rock Head/Adaptability/(Mold Breaker) -> Adaptability
70/92/65/80/55/98 -> 70/132/85/80/75/118
Moves: +Ice Fang

Here's Magenta-Striped Basculin! This represents the "old variety" of Basculin before they formed the two different forms and became weaker (totally fanon, but hey, it works). Simple to imagine. I chose an ability common to both. Adaptability is common on both and it's a good ability to have in general so there we go
 
Mega Basculin
Water -> Water
Reckless-Rock Head/Adaptability/Mold Breaker -> Relentless (switching foes automatically take Pursuit damage)
70/92/65/80/55/98 -> 70/137/75/90/65/123
Moves: n/a

Mega Basculin is vicious and won't let anything escape without at least taking a chunk out of it. Still frail and still has no coverage to speak of, but its ability means you can trap weakened foes with it without getting locked into Pursuit.

Mega Maractus
Type: Grass -> Grass
Abilities: Water Absorb/Chlorophyll/Storm Drain -> Sharp Needles (Spike/Needle based attacks do 1.5x damage and deposit a layer layer of Spikes
New Moves: Spike Cannon, Spiky Shield
HP: 75 -> 75
Atk: 86 -> 126 (+40)
Def: 67 -> 97 (+30)
SpA: 106 -> 106
SpD: 67 -> 97 (+30)
Spe: 60 -> 60
BST: 461 -> 561

Spiker that's not affected by Taunt - it can do some damage and lay hazards simultaneously. Against faster Defoggers it can end each turn with at least one layer while wearing them down (think Pin Missile against Latias).

Spiky Shield protects it while Mega Evolving and deposits a layer (and also does 3/16ths to contact moves); Spikes deposits two layers per usage. Needle Arm is 90 BP and can flinch (something that's really slow), while Spike Cannon and Pin Missile are now STAB. Kind of a weird oversight that Icicle Spear and Rock Blast were buffed to 25 a hit while Spike Cannon stayed at 20, but oh well: it can do enough damage to make Talonflame think twice about switching.
 
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Hiatus over!
Type: Water -> Water/Poison
Ability: Rock Head/Reckless/Adaptability/Mold Breaker -> Strong Jaw
New Moves: Poison Fang, Coil, Ice Fang

HP: 70 -> 70
Atk: 92 -> 128 (+36)
Def: 65 -> 80 (+15)
SpA: 80 -> 80
SpD: 55 -> 74 (+19)
Spe: 98 -> 128 (+30)

Flavor Concept: Basculin significantly elongates upon Mega Evolution, and its teeth grow and gain toxins. That should pretty much justify the new type, ability, and moves.

Competitive Concept: Coil sweeper capable of taking out many of attacking waters' usual checks. Not particularly outstanding, but could see some niche usage.

Pro Tips: 4MSS is a problem, so know what moveset you're using before designing a team around Mega Basculin.
Type: Ground/Dark -> Ground/Dark
Ability: Intimidate/Moxie/Anger Point -> Moxie
New Moves: Quick Attack

HP: 95 -> 95
Atk: 117 -> 146 (+29)
Def: 80 -> 110 (+30)
SpA: 65 -> 76 (+11)
SpD: 70 -> 90 (+20)
Spe: 92 -> 102 (+10)

Flavor Concept: Not really much to explain here. Why not add Quick Attack?

Competitive Concept: Decently fast Moxie sweeper with very solid bulk. Intimidate is recommended as the first ability to maximize physical tankiness and then let Moxie do the rest.

Pro Tips: Loses to most priority users like Scizor, Azu, and Conk, so try to eliminate them before attempting a sweep.
Type: Fire -> Fire/Psychic
Ability: Sheer Force/Zen Mode -> Awareness (Ignores entry hazards)
New Moves: Recover

HP: 105 -> 105
Atk: 140 -> 30 (-110)
Def: 55 -> 105 (+50)
SpA: 30 -> 140 (+110)
SpD: 55 -> 105 (+50)
Spe: 95 -> 95

Flavor Concept: Improved Zen Mode, basically. Darmanitan sharpens its mind to the point that it can avoid all forms of entry hazards. Recover because it should already have that.

Competitive Concept: Special Tank with recovery and utility in the forms of Recover and WoW. Despite phenomenal base stats and a great ability, Mega Darmanitan's typing still lets it down with weaknesses to the common Ground, Rock, Ghost, Dark, and Water types.

Pro Tips: Use Mega Darm to lure regular Darm's checks or vice versa.
Type: Grass -> Grass/Fire
Ability: Water Absorb/Chlorphyll/Storm Drain -> Scarecrow (This Pokemon is immune to Flying-type moves)
New Moves: Flamethrower, Fire Blast, Will-O-Wisp

HP: 75 -> 75
Atk: 86 -> 86
Def: 67 -> 122 (+55)
SpA: 106 -> 126 (+20)
SpD: 67 -> 122 (+55)
Spe: 60 -> 30 (-30)

Flavor Concept: Mega Evolution transforms an ordinary cactus into a fire-y, terrifying behemoth. The ability Scarecrow is added because what bird would want to approach a giant thing with spikes and fire? Other Fire moves added to complement changes made.

Competitive Concept: Bulky Spikes user capable of Defog-blocking. Spikes/WoW/Synthesis/Fire Blast should comprise most sets, although either Leech Seed or Giga Drain could replace the latter move.

Pro Tips: For a tank like this, a specially defensive spread is recommended. Only sporting weaknesses to uncommon special attacking types Rock and Poison, Maractus can take most hits. Additionally, WoW can help patch any lacking physical bulk.
 

Valmanway

My jimmies remain unrustled
is a Smogon Media Contributor Alumnus


Mega Darmanitan

Fire ----> Fire / Psychic
Sheer Force / Zen Mode ----> Brute, special attacks become physical attacks for the user
105 / 140 / 55 / 30 / 55 / 95 (480) ----> 105 / 180 (+40) / 90 (+35) / 30 / 90 (+35) / 85 (-10) (580)
New Moves: None

Mega Darmanitan becomes one hell of a wallbreaker now, thanks to Brute making his special movepool not only usable, but also lethal. While Overheat from Mega Darmanitan just narrowly exceeds regular Darmanitan's Flare Blitz, there's no cost to using it, since the Special Attack drop is meaningless. Speed was dropped to make Mega Darmanitan a bulky wallbreaker, though Flame Charge shenanigans could possibly rise up. The extra Psychic typing is also reminiscent of Zen Mode, while also acting as a nerf in some ways to avoid making him OP.
 

AM

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LCPL Champion
Yeah so here we go.
Mega Basculin
Type: Water -> Water/Fighting
Abilities: RockHead/Reckless/Adaptability/MoldBreaker -> Scrappy
New Moves: Close Combat, Submission

HP: 70 -> 70
Atk: 92 -> 142 (+50)
Def: 65 -> 80 (+15)
SpA: 80 -> 90 (+10)
SpD: 55 -> 70 (+15)
Spe: 98 -> 108 (+10)
BST: 460 -> 560

"Red and blue striped Basculin are very violent and always fighting. They are also remarkably tasty." Outside of that morbid last sentence lol, the fighting type that is added was inspired by its Pokemon X dex entry. Gave it some move additions and then went with the ability Scrappy, since I always thought that was a cool ability on similar things like Pangoro. As far as stats go it's your basic physical attacker and with Aqua Jet being part of it's move pool it can be a solid revenge killer as well.

Mega Krookodile
Type: Dark/Ground -> Dark/Ground
Abilities: Intimidate/Moxie/AngerPoint/ -> Intimidate
New Moves: N/A

HP: 95 -> 95
Atk: 117 -> 157 (+40)
Def: 80 -> 120 (+40)
SpA: 65 -> 65 (+0)
SpD: 70 -> 100 (+30)
Spe: 92 -> 82 (-10)
BST: 519 -> 619

Physically oriented wall breaker basically. Intimidate to make it more physically defensive, buffs in attack and both defenses. Drop in speed as aesthetic wise I imagined it to be more bulkier. No new move additions cause it's already pretty solid in that department.

Mega Maractus
Type: Grass -> Grass/Fairy
Abilities: WaterAbsorb/Chlorophyll/StormDrain -> Amplifier
New Moves: Disarming Voice

HP: 75 -> 75
Atk: 86 -> 86 (+0)
Def: 67 -> 77 (+10)
SpA: 106 -> 141 (+35)
SpD: 67 -> 97 (+30)
Spe: 60 -> 85 (+25)
BST: 461 -> 561

Considering Maractus is based off of a maraca and its movepool has many sound moves in its arsenal, I went for the Amplifier ability that was used for Noivern. Gave it a bump in its special stats and speed with a slight boost in defense. Disarming voice for a move that correlates to the mega typing and the ability it would receive.

Mega Darmanitan
Type: Fire -> Dark/Fire
Abilities: SheerForce/ZenMode -> Mold Breaker
New Moves: Sucker Punch, Pursuit

HP: 105 -> 105
Atk: 140 -> 175 (+35)
Def: 55 -> 80 (+25)
SpA: 30 -> 30 (+0)
SpD: 55 -> 85 (+30)
Spe: 95 -> 105 (+10)
BST: 480 -> 580

So yeah, Darmanitan is already pretty strong so just emphasized on that more. Went with an additional dark typing on the mega. Went for Mold Breaker as it gets some more uses out of it with things like Taunt and Will-O-Wisp on Magic Bounce mons, negating abilities such as Thick Fat and Levitate, pretty much just useful stuff to work with.
 
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Yeah so here we go.
Mega Basculin
Type: Water -> Water/Fighting
Abilities: RockHead/Reckless/Adaptability/MoldBreaker -> Scrappy
New Moves: Close Combat, Submission

HP: 70 -> 70
Atk: 92 -> 142 (+50)
Def: 65 -> 80 (+15)
SpA: 80 -> 95 (+10)
SpD: 55 -> 70 (+15)
Spe: 98 -> 108 (+10)
BST: 460 -> 560

"Red and blue striped Basculin are very violent and always fighting. They are also remarkably tasty." Outside of that morbid last sentence lol, the fighting type that is added was inspired by its Pokemon X dex entry. Gave it some move additions and then went with the ability Scrappy, since I always thought that was a cool ability on similar things like Pangoro. As far as stats go it's your basic physical attacker and with Aqua Jet being part of it's move pool it can be a solid revenge killer as well.

Mega Krookodile
Type: Dark/Ground -> Dark/Ground
Abilities: Intimidate/Moxie/AngerPoint/ -> Intimidate
New Moves: N/A

HP: 95 -> 95
Atk: 117 -> 157 (+40)
Def: 80 -> 120 (+40)
SpA: 65 -> 65 (+0)
SpD: 70 -> 100 (+30)
Spe: 92 -> 82 (-10)
BST: 519 -> 619

Physically oriented wall breaker basically. Intimidate to make it more physically defensive, buffs in attack and both defenses. Drop in speed as aesthetic wise I imagined it to be more bulkier. No new move additions cause it's already pretty solid in that department.

Mega Maractus
Type: Grass -> Grass/Fairy
Abilities: WaterAbsorb/Chlorophyll/StormDrain -> Amplifier
New Moves: Disarming Voice

HP: 75 -> 75
Atk: 86 -> 86 (+0)
Def: 67 -> 77 (+10)
SpA: 106 -> 141 (+35)
SpD: 67 -> 97 (+30)
Spe: 60 -> 85 (+25)
BST: 461 -> 561

Considering Maractus is based off of a maraca and its movepool has many sound moves in its arsenal, I went for the Amplifier ability that was used for Noivern. Gave it a bump in its special stats and speed with a slight boost in defense. Disarming voice for a move that correlates to the mega typing and the ability it would receive.

Mega Darmanitan
Type: Fire -> Dark/Fire
Abilities: SheerForce/ZenMode -> Mold Breaker
New Moves: Sucker Punch, Pursuit

HP: 105 -> 105
Atk: 140 -> 175 (+35)
Def: 55 -> 80 (+25)
SpA: 30 -> 30 (+0)
SpD: 55 -> 85 (+30)
Spe: 95 -> 105 (+10)
BST: 480 -> 580

So yeah, Darmanitan is already pretty strong so just emphasized on that more. Went with an additional dark typing on the mega. Went for Mold Breaker as it gets some more uses out of it with things like Taunt and Will-O-Wisp on Magic Bounce mons, negating abilities such as Thick Fat and Levitate, pretty much just useful stuff to work with.
It looks like you accidentally gave Basculin an extra 5 SpA -it says +10, but you went from 80 to 95. Everything else looks good.
 
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Mega Basculin
Type: Water --> Water/Fighting
Abillity: Rock Head or Reckless/Adaptability/Mold Breaker --> Rock Head
Stats: 70/92/65/80/55/98 --> 70/122/75/110/65/118
New Moves: Submission, Head Smash, Wild Charge

Opon its Mega Evolution, Basculin becomes a extremely powerful physical attacker. Mega Basculin can abuse a nice amount of recoil moves and not have to worry about taking any recoil damage. Mega Basculin can go either purely physical or mixed. When it goes mixed, it has the option for BoltBeam in the form of Wild Charge and Ice Beam. Fighting type was given because it made the most sense.

Mega Krookodile
Typing: Same
Ability: Intimidate/Moxie/Anger Point --> Hustle
Stats: 95/117/80/65/70/92 --> 95/150/110/75/80/109

Mega Krookodile can now be hustling down the streets yo! Jokes aside, Hustle actually really help out Mega Krookodile. It is bulky enough on the physical side to use Hone Claws so it can raise its accuracy back up in order to sweep. Hustle's attack boost also gives Krookodile a nice and powerful Earthquake that it can use in order to deal lots of damage. Its also nice and fast so it can outspeed a good amount of threats

Mega Darmanitan
Typing: Fire --> Fire/Psychic
Ability: Sheer Force/Zen Mode --> Blaze
Stats: 105/140/55/30/55/95 -- > 105/170/80/70/80/75

Mega Darmanitan is somewhat of a mixture between its normal and its zen modes. Its a powerful physical attacker, but its also a psychic type and its moderately fast and has moderate bulk. This actually comes out into some really cool results. It is a nice bulky attacker who can really pack a punch when needed. Its Flare Blitz and Zen Headbutt can do a nice amount of damage coming from a base attack of 170. When its health is down low, it gets even more powerful with its blaze ability, again doing a lot of damage. Blaze was given for both balance and flavour reasons and since we gave Articuno a legendary exclusive move whats so wrong about giving Darmanitan a starter exclusive ability.

Mega Maractus
Type: Grass --> Grass/Ground
Ability: Water Absorb/Chlorophyll/Storm Drain --> Sand Force
Stats: 75/86/67/106/67/60 --> 75/110/80/130/80/86
New Moves: Earthquake, Earth Power

Mega Maractus is a fairly good pokemon in the sand. Unlike most pokemon in sand teams, Mega Maractus is more of a special attacker, so it can be used well when their needs to be a hit on the special side. Its got fairly powerful giga drains and its Earth Power will really punch some holes in some teams. Mega Maractus can also deal with Politoed quite well, using its Storm Drain or Water Absorb to take up the water attack before Mega Evolving and then mega evolving to take Politoed out.
 
Mega Basculin
Typing: Water ----> Water/Dragon
Abilities: Reckless/Rock Head/Adaptability/Mold Breaker ----> Moxie
BST: 70/92/65/80/55/98 ----> 70/137/86/85/60/122
New Moves: Dragon Dance, Outrage, Poison Jab

Basculin really need a boost in both Atk and Speed for it to be viable in OU, but then after I gave it Dragon Dance I thought 'hey, why not give it the Dragon typing as well?' So there you go, Water/Dragon Mega Basculin. The increased Atk, while not the best by mega standard, is good enough for it to work in OU. Outrage is Mega Basculin's only Dragon move, but the move lock might be detrimental if there are fairies on the other side. Ah well, at least you can smack them with a Poison Jab, as long as they aren't Mega Mawile or Klefki.

Mega Krookodile
Typing: Ground/Dark ----> Ground/Dark
Abilities: Intimidate/Moxie/Anger Point ----> Intimidate
BST: 95/117/80/65/70/92 ----> 95/132/120/70/105/97
New Moves: Sucker Punch

Yup, another bulky Ground type. Ground/Dark isn't exactly the best defensive typing out there, but at least it resists the ever-present Ghost types. Intimidate further dampens opponent's Atk, and Sucker Punch helps with the Mega's slow speed.

Mega Darmanitan
Typing: Fire(Standard) / Fire/Psychic(Zen) ----> Fire/Steel(Standard-Shogun) / Fire/Dragon(Berserk)
Abilities: Sheer Force/Zen Mode ----> Shogun Armor (Turns into Berserk forme under 50% HP)
BST: 105/140/55/30/55/95(Standard) / 105/30/105/140/105/55(Zen) ----> 105/145/120/55/120/85 (Standard-Shogun) / 105/170/60/65/60/110(Berserk)
New Moves: Iron Head, Cross Chop, Outrage

I would have changed the submission to something other than forme changing, but I'm kind of busy today. Ah well.
This is an attempt to make a working variation of the Zen Mode-style forme change. Standard Mega Darmanitan, with its 105/120/120 bulk and the Fire/Steel typing, can easily accumulate Bulk Ups for use when its health reaches under 50%, and transforms into Berserk forme. With the boosted 180 Atk and 110 Speed, it can sweep teams with ease. There are ways to deal with Mega Darmanitan of course. Heatran resists every single one of its STAB, which means unless Mega Darmanitan sacrifices one of its STAB for Cross Chop, it's not likely getting through. Azumarill also resists Fire mohes and is even immune from Dragon moves, and can revenge kill with Aqua Jet, as long as Mega Darmanitan hasn't accumulated too many Bulk Up boosts. Fainting Mega Darmanitan before it reaches under 50%, preferrably with Ground moves, is also a way to avoid confronting its more destructive forme.

Mega Maractus
Typing: Grass ----> Grass/Rock
Abilities: Water Absorb/Chlorophyll/Storm Drain ----> Storm Drain
BST: 75/86/67/106/67/60 ----> 75/101/87/161/102/35
New Moves: Power Gem, Synthesis, Focus Blast

Unlike Cradily, Mega Maractus is a much more offensively oriented Storm Drain Grass/Rock type. 161 Sp.Atk, compounded with Storm Drain, allows Mega Maractus to come into and act as wallbreaker against Water type tank/walls. Its bulk is also improved, and with Synthesis can take a few hits. However, it is incredibly slow, just barely 5 points faster than the sluggish Reuniclus. That makes it relatively likely to be outsped and faikted.
 
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Tbh, however I love the idea of Zen mode Darmanitan, people's ideas just aren't making much sense to me. We have one idea where you have to use Zen Mode on normal Darmanitan in order to get it into Mega Zen Darmanitan. Another where it goes from Darmanitan ---> Mega Darmanitan Zen mode and normal Mega Darmanitan doesn't even exist, also it shows Dramanitan's base stats but the megas stats are based off Zen-mode, effectively giving normal Darmanitan a 160 stat boost upon mega evolving. One where it is like STance Change but there are no trigger moves... what moves does it use to change stance? And lastly the SHogun and Berserk one where the Zen mode ---> Berserk mode the stats take away Def/SpA/SpD and the BST is only 30 than Zen mode. WTF IS GOING ON?????
I really hope my Darmanitan makes more sense. :/

Mega-Darmanitan
Mega Zen Mode Darmanitan

Fire ---> Fire / Fighting (Standard)
Fire / Psychic ---> Fire / Psychic (Zen)
Sheer Force / Zen Mode ---> Mode Change
(While the Trick Room is up this pokemon changes to Zen mode. Upon Trick room expiring or switching changes back to standard mode).
105/140/55/30/55/95 ---> 105/180/80/40/80/105 (Standard)
105/30/105/140/105/55 ---> 105/40/130/180/130/55 (Zen)
New Moves: Trick Room, Recover, High Jump Kick

I like this concept because it is so easy to choose against Trick Room and just have a standard mega-Darmanitan. I noticed that even with 180 ATk, normal Darmanitan out damages and out speeds this thing with Sheer Force and Choice Scarf. So I added Fighting and High Jump Kick so that this thing had a powerful secondary STAB so it could still be a powerful wall breaker. I wanted this form to still be viable so that you could win the surprise factor as people would usually expect Zen mode. 105/80/80 defenses is pretty solid.

Upon using Trick Room, you become one of the most powerful special trick room sweepers in the game, and one of the best bulky Fire types. With the addition of Recover Mega Zen Mode Darmanitan is extremely hard to bring down and Darmanitan doesn't struggle as much with its SR weakness. With 180 SpA and STAB on Psychic and Overheat/Fire Blast this thing can hit extremely hard, especially with Focus Blast coverage.
 
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