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

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Valmanway

My jimmies remain unrustled
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Megs Krookodile
Dark / Ground ----> Dark / Ground
Intimidate / Moxie / Anger Point ----> Moxie
97 / 117 / 80 / 65 / 70 / 92 (519) ----> 97 / 147 (+30) / 100 (+20) / 75 (+10) / 90 (+20) / 112 (+20) (619)
New Moves: Agility

Mega Krookodile becomes a fearsome Moxie sweeper that can run through stall teams and pressure sweepers. His 112 base Speed is pretty good, 147 base Attack is even better, and his defenses are nice and durable now, with the rest going into Special Attack for balancing purposes. Agility is a new move to make Moxie sweeps not only easier to pull off, but also easier to maintain, and having Intimidate before Mega Evolving can provide an ample setup opportunity.
 
Mega Basculin
Type: Water --> Water/Dark
Abillity: Rock Head/Reckless/Adaptability/Mold Breaker --> Adaptability
Stats: 70/92/65/80/55/98 --> 70/132/75/120/65/98
New Moves: Dark Pulse, Agility, Work Up

The idea is to make Mega Basculin a powerful mixed attacker, with the ability to break walls using Work Up and mixed attacks. Ideally, you come in on something threatened by your STABs and set up on a forced switch. With a work up boost under it's belt Basculin OHKOs most walls with the right move. Agility also leaves it with the ability to sweep late game while Dark Pulse is a special secondary STAB.
 
Current Slate

Mega Basculin
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.’

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.

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 Basculin
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.

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 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 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 Basculin
Type: Water --> Water/Dark
Abillity: Rock Head/Reckless/Adaptability/Mold Breaker --> Adaptability
Stats: 70/92/65/80/55/98 --> 70/132/75/120/65/98
New Moves: Dark Pulse, Agility, Work Up

The idea is to make Mega Basculin a powerful mixed attacker, with the ability to break walls using Work Up and mixed attacks. Ideally, you come in on something threatened by your STABs and set up on a forced switch. With a work up boost under it's belt Basculin OHKOs most walls with the right move. Agility also leaves it with the ability to sweep late game while Dark Pulse is a special secondary STAB.





Mega Darmanitan
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

Mega Darmanitan
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.

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.

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 Darmanitan
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.

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.

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.

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 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-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.





Mega Krookodile
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.

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.

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 Krookodile

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.

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 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 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.

Megs Krookodile
Dark / Ground ----> Dark / Ground
Intimidate / Moxie / Anger Point ----> Moxie
97 / 117 / 80 / 65 / 70 / 92 (519) ----> 97 / 147 (+30) / 100 (+20) / 75 (+10) / 90 (+20) / 112 (+20) (619)
New Moves: Agility

Mega Krookodile becomes a fearsome Moxie sweeper that can run through stall teams and pressure sweepers. His 112 base Speed is pretty good, 147 base Attack is even better, and his defenses are nice and durable now, with the rest going into Special Attack for balancing purposes. Agility is a new move to make Moxie sweeps not only easier to pull off, but also easier to maintain, and having Intimidate before Mega Evolving can provide an ample setup opportunity.





Maractus
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.

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.

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.

Mega Maractus
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.

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 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 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.


PM The Pizza Man your votes like normal
 
Crustle: Imgaine Crustle becoms a giand rock with a little shrimp on bottom :D By his dex entry I would go either pure power with no attack boost or maybe moxie with major boost.
Scrafty: Scrafty is a lizard with pants. Yep. Adaptability? Or maybe honor the gangsters and make hi Bulletproof?
Sigilyph: Magic Bounce? Its basicly a better Magic Gaurd :D And why not make him more of an attacker, to prevent cosmic power bullshit..
Cofagrigus: Imagine this mummy coming out of its coffin :D Maybe an ability that doubles its speed? Unburden for mega evos?
 
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Crustle is weird. It's typing isn't the worst, buy it's not too great either.
It is weak to Rock, Water, and Steel, but only resists Normal and Poison. Water Absorb or Dry Skin seem fitting on a desert-dwelling crab like Crustle, and grant it a valuable immunity to Water.

Scrafty could get Slack Off, it seems like something it would do. It's literally the Hoodlum Pokémon, I guess you can call it loitering or something. And it grants it recovery which is amazing. Keep Shed Skin, that's what its design is based on.

Sigilyph doesn't need much besides Focus Blast and stat boosts. Magic Guard is what its known for.

Cofagrigus could become Ghost/Steel, since it's made of pure gold. Give it Flash Cannon, keep Mummy, boost defenses and SpA.
 
Crustle is weird. It's typing isn't the worst, buy it's not too great either.
It is weak to Rock, Water, and Steel, but only resists Normal and Poison. Water Absorb or Dry Skin seem fitting on a desert-dwelling crab like Crustle, and grant it a valuable immunity to Water.

Scrafty could get Slack Off, it seems like something it would do. It's literally the Hoodlum Pokémon, I guess you can call it loitering or something. And it grants it recovery which is amazing. Keep Shed Skin, that's what its design is based on.

Sigilyph doesn't need much besides Focus Blast and stat boosts. Magic Guard is what its known for.

Cofagrigus could become Ghost/Steel, since it's made of pure gold. Give it Flash Cannon, keep Mummy, boost defenses and SpA.
So far, I agree with Crustle, Sigilyph, and Co(BAN ME PLEASE)rigus (the sad story of his name as how I see it. Why does he have the (BAN ME PLEASE) on it?).

But Scrafty, making a new ability may work too. But we have to keep in mind the elements that makes Scrafty a Gangsta. The controversial drug usage, the laziness factor, and other factors of gangsters. Asides shed skin, Reckless? I mean, most gangsters are kinda just scatter fire (no aim) with gun shooting I guess. Something that could reflect excessive cigarette smoking.
 
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So far, I agree with Crustle, Sigilyph, and Co(BAN ME PLEASE)rigus (the sad story of his name as how I see it. Why does he have the (BAN ME PLEASE) on it?).

But Scrafty, making a new ability may work too. But we have to keep in mind the elements that makes Scrafty a Gangsta. The controversial drug usage, the laziness factor, and other factors of gangsters. Asides shed skin, Reckless? I mean, most gangsters are kinda just scatter fire (no aim) with gun shooting I guess. Something that could reflect excessive cigarette smoking.
Maybe a physical version of like Solar Power (maybe for the Sand or something)?
 
Cofagrigus' pokedex entry talks about how bad stuff happens to those who touch its coffin, so how about casting Mean Look when hit by a contact move?

For Scrafty, I'm thinking that Moxie with better stats should make it pretty good, especially when it can use Intimidate or Shed Skin before evolving to help it get that first kill.

I agree with making Sigilyph more of an attacker since having a Mega Stone makes it unable to abuse Magic Guard to the fullest. I think the Oracle ability (automatically uses Future Sight upon entry) plus U-turn to punish Dark type switches would make up for its typing.
 
Shadow Tag Cofagrigus would be cool. Like it's a mean looking coffin thing and I assume it traps stuff so why not. Kind of like a worse Mega Gengar then.

For Scrafty we could either keep it's original abilities or go with something like Mold Breaker or Pickpocket which kind of fit the evil like theme Scrafty has. Justified could also be cool that it has suddenly turned out to be a nice person and will lose it's Dark typing from now on and become something like a police officer.

Crustle I have no idea maybe make him lose the Rock on his back and suddenly turn him into a fast Pokemon.

For Sigiliph it would probably be best to just boost his stats. His typing and abilities are great as they are so no real need to change them.
 

AM

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LCPL Champion
Yeah just letting you all know I'll probably be going with Shadow Tag on Cofa personally. It's generally a great ability and it has some neat stuff to work with that benefits the ability greatly. I might go with a new ability on Scrafty just working out the kinks on the concept. Sigilyph might benefit more from being a special attacker or maybe someone can think of a concept that is a fresh take on it. As for Crustle it can go either way honestly and I wouldn't mind seeing both an offensive and defensive take on M-Crustle.
 
i was definitely seeing reckless as an option for scrafty. it fits the theme, and it boosts high jump kick. double-edge could be added to its movepool, but i don't think scrafty would use it when it has bulk up, drain punch, dragon dance, crunch, the elemental punches, and stone edge (or head smash - yeah, it gets head smash, more reckless fun).

i have always wanted to see sucker punch scrafty, too. and slack off is another good choice and works well with reckless, especially considering scrafty has high enough defenses to be bulky and get some use out of recovery, but it has low HP and recoil will take a big toll on it.
 
Cofagrigus has to keep Mummy. It's unique to it, messes with a lot of physical attackers, and there's no ability more fitting for it.

I don't mind changing Scrafty's ability, but its whole design is based around Shed Skin. Like its "clothes" are just that, previously shed (shedded?) skin.

Just don't go crazy with all the new abilities.
 

Da Pizza Man

Pizza Time
is a Pre-Contributor
Alright the votes are in, and there are a lot of ties

Basculin: Tie between Mega Mantine and nightsitter
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.

Mega Basculin
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.


Darmanitan: Tie between FreezeFlame, nightsitter, and Valmanway (Oh god this is Mega Gallade all over again)

Mega Darmanitan
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.


Mega Darmanitan
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.

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.


Krookodile: Tie between Mew King and zerobreaker000

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 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.


Maractus: nightsitter (Finally not a tie)

Mega Maractus
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.


This post starts the submission period for Crustle, Scrafty, Cofagrigus, and Sigilyph
 
Not sure how to fix the Darm issue. Maybe Valmanway's submission could be mono-Fire to differentiate it from mine, and then we could do X, Y, and Z (for Zen!). EDIT: Essentially having 170/170/105 offensive stats backed by 3 decent STABs and crazy-high BP moves could render the first one overpowered. Maybe 10 less speed and 20 less higher attack stat in exchange for 30 more lower attack stat would do the trick. I just worry that not a single Pokemon will be able to reliably check it.

The Krookodile winners will have to be combined. They're too similar to merit separate Megas.

Anyway, on to my next submissions:
Type: Bug/Rock -> Bug/Rock
Ability: Sturdy/ShellArmor/WeakArmor -> Technician
New Moves: None

HP: 70 -> 70
Atk: 95 -> 135 (+40)
Def: 125 -> 85 (-40)
SpA: 65 -> 105 (+40)
SpD: 75 -> 85 (+10)
Spe: 45 -> 95 (+50)

Flavor Concept: Crustle breaks out of most of its shell and uses the shards to add power to its weaker attacks.

Competitive Concept: Mixed Shell Smash sweeper with decent coverage. Rock Blast, Earthquake, Hidden Power, Poison Jab, and Bug Bite are all viable options on Mega Crustle.

Pro Tips: HP Fire should probably be used to handle difficult opponents such as Ferrothorn and Skarmory.
Type: Dark/Fighting -> Dark
Ability: ShedSkin/Moxie/Intimidate -> Bulletproof
New Moves: None

HP: 65 -> 65
Atk: 90 -> 125 (+35)
Def: 115 -> 140 (+25)
SpA: 45 -> 45
SpD: 115 -> 140 (+25)
Spe: 58 -> 73 (+15)

Flavor Concept: The big gang leader always on his guard, hence the attack and defense boosts in addition to Bulletproof.

Competitive Concept: Bulky motherfucker capable of annoying the opponent with classic Drain Punch/Mach Punch shenanigans. Low HP and high defenses make it an ideal DP candidate with other cool coverage in elemental punches and Crunch. Dragon Dance is also a viable alternative now that it has usable speed.

Pro Tips: If you can eliminate all opposing fairies, a DD set with DP, MP, and Crunch can quickly sweep a team.
Type: Psychic/Flying -> Psychic/Flying
Ability: WonderSkin/MagicGuard/TintedLens -> Magic Bounce
New Moves: Heal Bell

HP: 72 -> 72
Atk: 58 -> 58
Def: 80 -> 102 (+22)
SpA: 103 -> 125 (+22)
SpD: 80 -> 102 (+22)
Spe: 97 -> 131 (+34)

Flavor Concept: As "guardians of an ancient city," Sigilyph's mega form can bounce back status moves. Additionally, it can assist the city with Heal Bell (???).

Competitive Concept: Very different from its normal form, Mega Sigilyph is a rapid Magic Bouncer with longevity in Roost and utility in Heal Bell. It can also check certain opponents with versatile attack moves and a decent SpA stat.

Pro Tips: Full investment in Speed, and the rest of the EVs should be split between HP and SpA.
Type: Ghost -> Ghost/Steel
Ability: Mummy -> Mummy
New Moves: Flash Cannon

HP: 58 -> 58
Atk: 50 -> 65 (+15)
Def: 145 -> 175 (+30)
SpA: 95 -> 130 (+35)
SpD: 105 -> 125 (+20)
Spe: 30 -> 30

Flavor Concept: Steel typing and Flash Cannon because of the coffin's steel casing.

Competitive Concept: Annoying tank with WoW, Pain Split, and the dreaded Mummy ability. A relatively potent SpA stat also allows Mega Cofagrigus to deal decent damage with its STABs.

Pro Tips: Cool partner for Chansey to absorb Fighting type attacks and most unboosted Knock Offs. Cofagrigus loves the Wish support it gets in return.
 
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AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
Went for these two since the other ones didn't have any real concept behind them but yeah here we go.
Mega Crustle
Type: Bug/Rock -> Bug/Steel
Abilities: Sturdy/ShellArmor/WeakArmor -> Clear Body
New Moves: Iron Head, Diamond Storm, Gyro Ball

HP: 70 -> 70
Atk: 95 -> 115 (+20)
Def: 125 -> 175 (+50)
SpA: 65 -> 65 (+0)
SpD: 75 -> 125 (+50)
Spe: 45 -> 25 (-20)
BST: 475 -> 575

Went for the concept of rocks turning to diamonds in terms of M-Crustle. Basically Crustle becomes more of a dedicated wall/more efficient hazard setter now with high buffs in defense stats, slight increase in attack, and a drop in speed.

Mega Scrafty
Type: Dark/Fighting -> Dark/Fighting
Abilities: Intimidate/Moxie/ShedSkin -> Multiscale
New Moves: N/A

HP: 65 -> 65
Atk: 90 -> 120 (30+)
Def: 115 -> 135 (+20)
SpA: 45 -> 55 (+0)
SpD: 115 -> 135 (+20)
Spe: 58 -> 88 (+30)
BST: 488 -> 588

Just a beefed up version of Scrafty. Multiscale to give the idea that it's now inside of its shed skin and to enhance its durability in tandem with Drain Punch, Wish support, etc. Everything except for its special attack gets an increase allowing it to perform a number of roles more effectively.
 
Mega Crustle
Type: Bug/Rock -> Bug/Rock
Abilities: Sturdy/ShellArmor/WeakArmor -> Unbreakable (The Pokemon cannot lower its own stats)
New Moves: Super Power


HP: 70 -> 70
Atk: 95 -> 120 (+35)
Def: 125 -> 170 (+45)
SpA: 65 -> 65 (+0)
SpD: 75 -> 125 (+50)
Spe: 45 -> 15 (-30)
BST: 475 -> 575

Concept: With Shell Smash NOT lowering your defenses, and Super Power as a sort of upgrade to Earthquake in power with similar coverage and less immunity issues, you'd wonder how this thing isn't broken: it's too slow! By the time it can try and setup, Talonflame will still run circles around you, albeit you'll crush him under rocks, but that's its fault for staying in.



Mega Scrafty
Type: Dark/Fighting -> Dark/Fighting
Abilities: Intimidate/Moxie/ShedSkin -> Simple
New Moves: Play Rough, Slack Off

HP: 65 -> 65
Atk: 90 -> 130 (+40)
Def: 115 -> 140 (+25)
SpA: 45 -> 45 (+0)
SpD: 115 -> 140 (+25)
Spe: 58 -> 68 (+10)
BST: 488 -> 588


Concept: Simple Scrafty? Yes, that's the name of the game. Gang Members tend to be a result of a lack of education. This lack Education makes you ignorant, even stupid, perhaps even Simple. Mega Scrafty is not going to like being a constant victim to Intimidates or other stat reductions. If your foe has Intimidate mons who will switch in on you, Mega AFTER they come in. Even with Simple Dragon Dance, Scrafty's 68 Speed is kinda sad. But again, use stat downs... or Fairies. Most fairies laugh at the dual STAB, and Clefable turns it into nothingness!

Is it broken?



Type: Psychic/Flying -> Psychic/Flying
Ability: Wonder Skin/Magic Guard/TintedLens -> Specialized (Special variation of Brute Force)
New Moves: Brave Bird, Earthquake, Quiver Dance

HP: 72 -> 72
Atk: 58 -> 58
Def: 80 -> 100 (+20)
SpA: 103 -> 153 (+50)
SpD: 80 -> 100 (+20)
Spe: 97 -> 107 (+10)

Flavor Concept: Mega Evolving is a huge change! Becoming a Wall Breaking brute with an assortment of new coverage heavy 'Special' Attacks is welcome. These Special Attacks, mind you, can break the likes of Chansey.

+1 252 SpA Sigilyph Brave Bird vs. 252 HP / 252+ Def Eviolite Chansey: 439-517 (62.3 - 73.4%) -- guaranteed 2HKO

Make sure to roost up when you're finished, it might sting. Fortunately, Quiver Dance is a fun move, as Mega Sigil has a way to attract bugs to dance around it in worship. You should worship it too... with ballots.



Type: Ghost -> Ghost/Steel
Ability: Mummy -> Mummy
New Moves: Flash Cannon, Recover, Stealth Rocks

HP: 58 -> 58
Atk: 50 -> 50 (0)
Def: 145 -> 175 (+30)
SpA: 95 -> 130 (+25)
SpD: 105 -> 150 (+45)
Spe: 30 -> 20 (-10)


You ever want to set unspinnable Rocks and TSpikes without being forced to use Golurk? Well, you now can! Here's a toxic immune mummy who can heal itself and take a lot of punishment. With DoT status flying around, you might want to use Hex instead of Shadow Ball. No, seriously.
 
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Da Pizza Man

Pizza Time
is a Pre-Contributor
I can break the tie since i forgot the vote :# (Yea, kinda stupid)
But I'm not sure if it's ok.. is it?
Probably not, I'm trying to see if there would be a less biased way to do it

Edit: I discussed it over with Mew King, and we decided we will give the Darmanitan win to Valmanway. Sorry nightsitter and Freezeflame. He also dropped his Krookodile submission so zerobreaker000 is now the winner for Krookodile, that is all
 
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The current Google Spreadsheet doesn't seem terribly current anymore. Someone should probably work on updating it with the most recent winning Megas.
 

Da Pizza Man

Pizza Time
is a Pre-Contributor
The current Google Spreadsheet doesn't seem terribly current anymore. Someone should probably work on updating it with the most recent winning Megas.
Problem is the only people who have permission to edit the spreadsheet are acestriker19 and some other guy, so we cant really
 

Type: Bug/Rock -> Bug/Ground
Ability: Sturdy/ShellArmor/WeakArmor -> Speed Boost
New Moves: None

HP: 70 -> 70
Atk: 95 -> 145 (+50)
Def: 125 -> 105 (-20)
SpA: 65 -> 65 (+0)
SpD: 75 -> 100 (+25)
Spe: 45 -> 85 (+35)

Its definitely flavorable! Gets out the shell and carrying all that weight then taking it off makes a good call for Speed Boost imo. Also we got no Bug/Ground Pokemon (Nicada nope, and wormadam? C'mon :p)
With Shell Smash O.o




Type: Ghost -> Ghost/Normal
Ability: Mummy -> Mummy
New Moves:

HP: 58 -> 58
Atk: 50 -> 60 (+10)
Def: 145 -> 155 (+10)
SpA: 95 -> 145 (+50)
SpD: 105 -> 145 (+30)
Spe: 30 -> 30

Something has to come out of it. Adding Normal typing makes it only weak to Dark and have 3 immunitys :0
 
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Mega Scrafty
Type: Dark/Fighting -> Dark/Fighting
Abilities: Intimidate/Moxie/Shed Skin -> Moxie
New Moves: n/a

HP: 65 -> 65
Atk: 90 -> 110 (+20)
Def: 115 -> 135 (+20)
SpA: 45 -> 45 (+0)
SpD: 115 -> 135 (+20)
Spe: 58 -> 98 (+40)
BST: 488 -> 588

Mega Scrafty is more of a refined, John Dillinger type of gangster now. Rather than rocking the baggy look, its Shed Skin is now looking much more sleek and tailored. As a result, it can move around much more freely and doesn't need as many Dragon Dance boosts to out speed things. It can hold off Mega evolving for as long as it needs to before the Moxie boost kicks in.


Mega Sigilyph
Type: Psychic/Flying -> Psychic/Flying
Ability: Wonder Skin/Magic Guard/Tinted Lens -> Oracle (uses Future Sight when switching in)
New Moves: U-Turn

HP: 72 -> 72
Atk: 58 -> 58
Def: 80 -> 100 (+20)
SpA: 103 -> 138 (+35)
SpD: 80 -> 100 (+20)
Spe: 97 -> 122 (+25)

Mega Sigilyph goes on the offensive with the aid of Future Sight, which has been buffed to a 100 accuracy 120 BP Psychic attack. Once it enters the field, something will get damaged, so the opponent will be pressured to switch a Psychic resist/specially defensive Pokemon out when Future Sight hits. You can take advantage of the chaos it creates by U-turning to an advantageous matchup or Roosting to keep Mega Sigilyph alive longer.

Mega Cofagrigus
Type: Ghost -> Ghost
Ability: Mummy -> Crypt Keeper (Shadow Tags when hit with a contact move)
New Moves: n/a

HP: 58 -> 58
Atk: 50 -> 70 (+20)
Def: 145 -> 180 (+35)
SpA: 95 -> 115 (+20)
SpD: 105 -> 130 (+25)
Spe: 30 -> 30

The high defenses on this make it possible to trap certain physical attackers and set up Calm Mind and/or Trick room before disposing of them - kind of like a Gothitelle on steroids. Some points dumped into Attack so a +6/+6 MegaCofag can't sweep too easily.

Mega Crustle
Type: Bug/Rock -> Bug/Rock
Ability: Sturdy/Shell Armor/Weak Armor -> Sturdy
70/140(+45)/150(+25)/65/105(+30)/45
New moves: n/a

Bulkier. Harder hitting. Doesn't necessarily need to Shell Smash to put a dent into things.
 
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Da Pizza Man

Pizza Time
is a Pre-Contributor
Mega Crustle
Type: Same
Ability: Sturdy/Shell Armor/Weak Armor --> Water Absorb
Stats: 70/95/125/65/75/45 --> 70/125/155/65/100/45

Mega Crustle is quite a nice wall. It only has 2 weaknesses, Rock and Steel. One of these is unfortunately quite common, but the other is really not seen much outside of Scizor. It can switch into Water type moves in order to heal itself, which is really nice espically when considering how common it is. Mega Crustle can also serve as a Shell Smasher, with plenty of attacking powers and a immunity to scald.

Mega Scrafty
Type: Same
Ability: Shed Skin/Moxie/Intimidate --> Shed Skin
Stats: 65/90/115/45/115/58 --> 65/120/125/45/125/108
New Moves: Coil

Mega Scrafty is now a powerful set up sweeper. It can use Coil to get perfectly accurate High Jump Kick and if it boosts high enough, Head Smash goes under the same situation. Its got a moderate amount of bulk on both sides and its new speed lets it outspeed a certain amount of threats. It can also run a double dance set that will also let it get its speed up. Shed Skin lets Mega Scrafty gets rid of some of those nasty burns and it also makes a lot of sense flavour wise.

Mega Sigilyph
Typing: Same
Ability: Wonder Skin/Magic Guard/Tinted Lens --> Wonder Skin
Stats: 72/58/80/103/80/97 --> 72/68/100/143/100/107

Mega Sigilyph is a powerful user of the move Stored Power. It is immune to Hazards other than Stealth Rock and it is immune to Earthquake. Its wonder skin helps it out by not making it completely immune to Taunt and Whirlwind, but it does make them rather inaccurate against Sigilpyh. It also gets some nice STAB to hit dark types with who are immune to Stored Power.

Mega Cofagrigus
Type: Ghost --> Ghost/Steel
Ability: Mummy --> Mummy
Stats: 58/50/145/95/105/30 --> 58/80/155/110/125/40
New Moves: Flash Cannon

Mega Cofagrigus is pretty much a improved form of its base form. It gets a good amount of special bulk so it can be usable on special attacking/walling sets and its new type gives it a immunity to toxic. It is weak to some common attacking types, but its typing is overall pretty good, as you can see with Aegislash, a poke who shares Mega Cofagrigus' typing. It keeps its ability since its a rather good one and there is no reason to change it.

Diamond Storm is also a welcome upgrade to Stone Miss... but if people are butthurt over signature move status, then pretend it's not there and vote regardless.
Please don't say stuff like this, its rude, thoughtless, and just makes people want to vote for it even less. Not likeing a submission just because it contains a signature move, especially a legendary signature move, is perfectly reasonable (Although I only do the latter.) when it comes to flavour.
 
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