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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.
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.
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
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.
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)
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.
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.
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
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.
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.
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.
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)
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.
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.
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.
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.
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.
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.
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)
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.
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.
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)
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).
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.
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..
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.
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
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.
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.
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.
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!
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.
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.
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.