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

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Water/Dark ----> Water/Dark

Torrent/Protean ----> Precision

72/95/67/103/71/122 ----> 72/125/77/123/81/152 (--/+30/+10/+20/+10/+30)

New Moves: Whirlpool

Greninja is a ninja, and ninjas need precision when attacking and throwing projectiles, which is why Mega Greninja gets Precision as its ability. Precision boosts several of its moves, including Water Shuriken, Shadow Sneak, Rock Smash, Power-Up Punch, giving it a wide option of Physical moves that it couldn’t use effectively before. Water Shuriken is especially powerful with Precision, having 30 BP per hit and getting priority.
Do you mean Technician by any chance or is this a new ability?
 
Chesnaught (Chesnaughtite)
Type: Grass/Fighting -> Grass/Fighting
Abilities: Overgrow (Bulletproof) -> Mold Breaker
New Moves: Drain Punch

HP: 88 -> 88
Atk: 107 -> 137 (+30)
Def: 122 -> 142 (+20)
SpA: 74 -> 94 (+20)
SpD: 75 -> 105 (+30)
Spe: 64 -> 64
BST: 530 -> 630

Chesnaught can make use of Mold Breaker in more ways than one. Offensively, it can bypass Sturdy, Filter, and Multiscale to deal more damage. With Swords Dance, decent coverage, and a way to heal with Drain Punch, Chesnaught makes an excellent bulky attacker.
If you choose to go a more defensive route, it enables you to ignore Magic Bounce and the rare Immunity to use Leech Seed, Toxic and/or Taunt without interference.

Greninja (Greninjanite)
Type: Water/Dark -> Water/Dark
Abilities: Torrent (Protean) -> Magic Guard
New Moves: Poison Jab Rapid Spin

HP: 72 -> 72
Atk: 95 -> 105 (+10)
Def: 67 -> 107 (+40)
SpA: 103 -> 113 (+10)
SpD: 71 -> 121 (+50)
Spe: 122 -> 112 (-10)
BST: 530 -> 630

Mega Greninja utilizes many great supporting moves like Spikes, Toxic Spikes, U-turn, Taunt and Scald along with great speed and beefed up defenses to act as a surprisingly bulky teammate. Being immune to hazard and Toxic damage is great for it.

Diggersby (Diggersbynite)
Type: Normal/Ground -> Normal/Ground
Abilities: Pickup, Cheek Pouch (Huge Power) -> Huge Power
New Moves: Knock Off

HP: 85 -> 85
Atk: 56 -> 86 (+30)
Def: 77 -> 97 (+20)
SpA: 50 -> 50
SpD: 77 -> 97 (+20)
Spe: 78 -> 108 (+30)
BST: 423 -> 523

Now it has a way to hit Ghost types, that makes some sense as it slaps the item off an enemy.

Talonflame (Talonflamite)
Type: Fire/Flying -> Fire/Flying
Abilities: Flame Body (Gale Wings) -> Sheer Force
New Moves: Air Slash, Hurricane

HP: 78 -> 78
Atk: 81 -> 111 (+30)
Def: 71 -> 81 (+10)
SpA: 74 -> 104 (+30)
SpD: 69 -> 79 (+10)
Spe: 126 -> 146 (+20)
BST: 499 -> 599

BRAVEST BIRD has no need for priority. It trades powerful priority for even more power, functioning as a mixed wallbreaker. I don't think the new moves will make too much of a difference to standard Taloflame as both moves are weaker and less accurate than Brave Bird, and it doesn't have any equivalent to Swords Dance, Bulk Up or U-turn on the special side. It isn't quite as frail, either.
 

Da Pizza Man

Pizza Time
is a Pre-Contributor
Mega Chesnaught
Typing: Grass/Fighting --> Grass
Ability: Overgrow/Bulletproof --> Bulletproof
Stats: 88/107/122/74/75/64 --> 88/127/147/84/100/84

Mega Chesnaught is now a pretty effective mixed tank. It has a lot of physical bulk, a good amount of special bulk with an ability that blocks some pretty common special attacks, and a good physical attack stat to top it all off. Its new typing turns its nasty 4x weakness to Flying and weak to the common fairy type for a much less common bug type weakness. It can run a effective subseed set and a pretty nice curse set. Mega Chesnaught is not really outclassed by Mega Venusaur, although it may look like it, but Mega Chesnaught has access to spikes, plenty of boosting moves, pain split, spiky sheild, and a higher defense stat.

Mega Diggersby
Typing: Same
Ability: Pickup/Cheek Pouch/Huge Power --> Simple
Stats: 85/56/77/50/77/78 --> 85/106/92/60/92/88

Mega Diggersby is meant to be a powerful setup sweeper. While unfortunately, because of its new ability it is a bit weaker, but Simple also makes up for it by getting a very nice Swords Dance and Agility boost and give it the ability to be a very nice sweeper. Its new bulk lets it take some hits when setting up and with its new speed it can outspeed a nice amount of Pokemon. Mega Diggersby may not have Huge Power anymore, but do not make the mistake that its not a threat
 
It's slightly faster, slightly more powerful and slightly more bulky than LO Greninja. Not exactly sure what's so bad about that. At least I'm not turning Greninja into a Physical/Mixed Attacker that'll probably be worse than LO Greninja.
The point of my submission was to make a Pokemon capable of revenging even Talonflame; its Water Shuriken even outdamages CB Azu's Aqua Jet. Instead of making mine blatantly overpowered, I boosted Greninja's stats a bit and gave it a new role. That's how we're supposed to handle mons that are already OU-viable.
Mega Chesnaught
Typing: Grass/Fighting --> Grass
Ability: Overgrow/Bulletproof --> Bulletproof
Stats: 88/107/122/74/75/64 --> 88/127/147/84/100/84

Mega Chesnaught is now a pretty effective mixed tank. It has a lot of physical bulk, a good amount of special bulk with an ability that blocks some pretty common special attacks, and a good physical attack stat to top it all off. Its new typing turns its nasty 4x weakness to Flying and weak to the common fairy type for a much less common bug type weakness. It can run a effective subseed set and a pretty nice curse set. Mega Chesnaught is not really outclassed by Mega Venusaur, although it may look like it, but Mega Chesnaught has access to spikes, plenty of boosting moves, pain split, spiky sheild, and a higher defense stat.

Mega Greninja
Typing: Water/Dark --> Water/Fighting
Ability: Torrent/Protean --> Skill Link
Stats: 72/95/67/103/71/122 --> 72/135/82/123/88/142
New Moves: Arm Thrust, Bone Rush

Mega Greninja takes on the role that Normal Greninja usually neglects, namely as a physical attacker. It has a nice ability that gives it pretty powerful Water Shurikens, capable of having a total BP close to a Brave Bird from Talonflame without the recoil, a nice coverage move in Bone Rush, and another STAB option in Arm Thrust. It's high attacking stats means that it can run both a Mixed and a Physical set, although for special sets its outclassed by its base form. Mega Greninja has gained its new fighting type so it can obtain STAB on Arm Thrust and I always thought of a Ninja to be more of a Fighting type.

Mega Diggersby
Typing: Same
Ability: Pickup/Cheek Pouch/Huge Power --> Simple
Stats: 85/56/77/50/77/78 --> 85/106/92/60/92/88

Mega Diggersby is meant to be a powerful setup sweeper. While unfortunately, because of its new ability it is a bit weaker, but Simple also makes up for it by getting a very nice Swords Dance and Agility boost and give it the ability to be a very nice sweeper. Its new bulk lets it take some hits when setting up and with its new speed it can outspeed a nice amount of Pokemon. Mega Diggersby may not have Huge Power anymore, but do not make the mistake that its not a threat
I know it's small, but my Greninja submission is practically the same thing. Similar stats, similar move additions, same type, and same ability.
 
The problem with Technician is that it's almost completely outclassed by Protean
No? It gives the same effect as protean to non-stabs 60BP and under while also making things like water shuriken very viable. Different, maybe slightly worse, but by no means outclassed. This is even more true for precision.
 

Valmanway

My jimmies remain unrustled
is a Smogon Media Contributor Alumnus


Mega Talonflame
Fire / Flying ----> Fire / Flying
Flame Body / Gale Wings ----> Aerialate
78 / 81 / 71 / 74 / 69 / 126 (499) ----> 78 / 121 (+40) / 91 (+20) / 74 / 89 (+20) / 146 (+20) (599)
New Moves: None

Mega Talonflame joins the Aerialate club and gains a sizable boost to his Attack stat, as well as a nice balance of boosts to his other stats. Mega Talonflame will have to forgo Gale Wings, but gains Aerialate boosted Returns in return (hehe...). A moderate boost in Speed allows Talonflame to run an Adamant nature while outrunning base 129's. Talonflame plays relatively the same, just relying on pure Speed for all of his attacks instead of relying on priority for a single attack.
 

Valzy

Destroyer of Worlds
is a Contributor Alumnus
Mega Talonflame
Fire/Flying -> Fire/Flying
Flame Body/Gale Wings -> Hot Wings (Flying- and Fire-type moves get +1 Priority)
Moves: +Hurricane,
HP: 78 -> 78
Atk: 81 -> 81
Def: 71 -> 91 (+20)
SpA: 74 -> 114 (+40)
SpD: 69 -> 89 (+20)
Spe: 126 -> 146 (+20)
 
Hey look. It's finally a slate to vote for. PM The Pizza Man your votes



Current Slate

Mega Chesnaught
Grass/Fighting -> Grass/Fighting
Overgrow/Bulletproof -> Bulletproof
88/107/122/74/75/64 -> 88/137/152/74/95/84
Moves: +Superpower

Chesnaught has a GOOD niche in OU right now. It might not be OU but it's certainly usable in it. This tries to add on to its walling powers so it can be OU worthy. I wanted to give it a more powerful fighting move, but to be honest, Close Combat doesn't really make sense with this slow bulky monster. Superpower is definitely good for Chesnaught (though I'd still use Hammer Arm so it doesn't decrease it's main niche). Now it is a better physical wall and it has passable special defense. With Synthesis and Leech Seed, you'll be able to keep it going.

Mega Chesnaught
Type: Grass/Fighting -> Grass/Fighting
Ability: Overgrow/Bulletproof -> Thick Roots (Draining attacks deal 1.5x damage and heal 2/3 of damage dealt)
New Moves: Drain Punch, Horn Leech

HP: 88 -> 88
Atk: 107 -> 127 (+20)
Def: 122 -> 148 (+26)
SpA: 74 -> 89 (+15)
SpD: 75 -> 94 (+19)
Spe: 64 -> 84 (+20)

Flavor Concept: Chestnut trees have very thick roots. As exemplified by the item Big Root, draining moves are associate with roots, so its newly created ability allows it to deal+heal extra damage with draining moves. Chesnaught’s new STAB attacks are added to complement its new ability.

Competitive Concept: Pretty self-explanatory. Mega Chesnaught’s cool defensive typing gives it nice resistances to common Rock, Ground, Water, Electric, and Dark moves. It then has solid power with Drain Punch and Horn Leech, which can then be rounded out with any of SD, SE, Spiky Shield, Leech Seed, Synthesis, or Spikes. Grass/Fighting/Rock achieves solid coverage, though it has a slight case of 4MSS. Chesnaught is easily revenged by the common Flying-type priority, but can bork up its common users with a predicted switch or Spiky Shield.

Mega Chesnaught
Typing: Grass/Fighting ----> Grass/Fighting
Abilities: Overgrow/Bulletproof ----> Iron Barbs
BST: 88/107/122/74/75/64 ----> 88/137/162/74/105/64
New Moves: Slack Off

Come on, it's a hedgehog, of course Iron Barbs is going to fit. Aside from having reliable recovery, Mega Chesnaught's main difference with Ferrothorn is that it got much more weaknesses, including trading the 4x Fire weakness for one from Flying. It also has a greater offensive presence and speed in favor of special bulk, and also has Bulk Up for boosting its Atk and Def.

Mega Chesnaught
Grass/Fighting
Ability: Overgrow/Bulletproof --> No Guard
88/107/122/74/75/64 --> 88/157(+50)/122(+0)/94(+20)/75(+0)/94(+30)
+Power Whip +Cross Chop
With this mega, Chesnaught takes a completely offensive stance rather than being a guard of sorts. No Guard Mega Chesnaught is meant to play as a wallbreaker and is capable of breaking down most, if not all walls in the tier. It can run a few different sets: Spiky Shield + 3 Attacks gives it a safe Mega Evolution and allows it to play as a physical wallbreaker with Power Whip, Cross Chop and Stone Edge; 4 Attacks Mega Chesnaught allows it to go mixed and use Focus Blast alongside the 3 previous attacks, which will 2HKO Skamory and many other physical walls; Swords Dance + 3 Attacks allows it to break through walls with brute force alone. No Guard does present issues like 100% accurate Will-o-Wisp, Hurricane and Fire Blast, but Chesnaught's tired of playing defense.

Mega Chesnaught
Grass/Fighting -> Grass/Fighting
Overgrow/Bulletproof -> Iron Barbs

HP: 88 -> 88
Atk: 107 -> 167 (+60)
Def: 122 -> 152 (+30)
SpA: 74 -> 74
SpD: 75 -> 104 (+30)
Spe: 64 -> 44 (-20)

Mega Chesnaught

Grass / Fighting ----> Grass / Fighting
Overgrow / Bulletproof ----> Tough Claws
88 / 107 / 122 / 74 / 75 / 64 (530) ----> 88 / 137 (+30) / 152 (+30) / 74 / 105 (+30) / 74 (+10) (630)
New Moves: Drain Punch

Mega Chesnaught becomes one mean tank. With amazing 88 / 152 / 105 defenses, it becomes very difficult to wear him down without the use of special attacks, and having a meaty 137 base Attack to throw around combined with Tough Claws definitely makes him a powerhouse. Drain Punch is added to keep offensive and defensive pressure up, as it becomes a 97.5 base power STAB attack factoring in Tough Claws that heals Mega Chesnaught. The remaining 10 points go to Speed for balancing purposes.

Mega Chesnaught
Type: Grass/Fighting
Ability: Overgrow/Bulletproof -> Entrenchment (+1 Defense when Speed is lowered)
New Moves: N/A
HP: 88
Attack: 107 -> 137 (+30)
Defense: 122 -> 147 (+25)
Special Attack: 74 -> 84 (+10)
Special Defense: 75 -> 100 (+25)
Speed: 64 -> 74 (+10)

Losing Leftovers makes recovering health from Leech Seed/Spiky Shield less impressive, so this Mega Chesnaught is built to be a huge tank (in both design and battle - imagine its shell looking like a spiky version of one of those war machines da Vinci designed). When it uses Hammer Arm for +1 Defense, nothing short of Choice Band Brave Birds/Mega Pinsir is taking it down from the physical side, and 88/100 on the special side is no slouch either. In fact, it could even lure something like CB Talonflame with a defensive set that uses Curse for +2 Defense per use and take it out with Stone Edge:
252+ Atk Choice Band Talonflame Brave Bird vs. +2 252 HP / 252+ Def Chesnaught: 264-312 (69.4 - 82.1%)

Chesnaught (Chesnaughtite)
Type: Grass/Fighting -> Grass/Fighting
Abilities: Overgrow (Bulletproof) -> Mold Breaker
New Moves: Drain Punch

HP: 88 -> 88
Atk: 107 -> 137 (+30)
Def: 122 -> 142 (+20)
SpA: 74 -> 94 (+20)
SpD: 75 -> 105 (+30)
Spe: 64 -> 64
BST: 530 -> 630

Chesnaught can make use of Mold Breaker in more ways than one. Offensively, it can bypass Sturdy, Filter, and Multiscale to deal more damage. With Swords Dance, decent coverage, and a way to heal with Drain Punch, Chesnaught makes an excellent bulky attacker.
If you choose to go a more defensive route, it enables you to ignore Magic Bounce and the rare Immunity to use Leech Seed, Toxic and/or Taunt without interference.

Mega Chesnaught
Typing: Grass/Fighting --> Grass
Ability: Overgrow/Bulletproof --> Bulletproof
Stats: 88/107/122/74/75/64 --> 88/127/147/84/100/84

Mega Chesnaught is now a pretty effective mixed tank. It has a lot of physical bulk, a good amount of special bulk with an ability that blocks some pretty common special attacks, and a good physical attack stat to top it all off. Its new typing turns its nasty 4x weakness to Flying and weak to the common fairy type for a much less common bug type weakness. It can run a effective subseed set and a pretty nice curse set. Mega Chesnaught is not really outclassed by Mega Venusaur, although it may look like it, but Mega Chesnaught has access to spikes, plenty of boosting moves, pain split, spiky sheild, and a higher defense stat.





Mega Greninja
Water/Dark -> Water/Dark
Torrent/Protean -> Protean
72/95/67/103/71/122 ->72/155/97/103/101/102
Moves: +Ice Punch, +Sucker Punch, +Bullet Punch

Physical Wallbreaker Greninja. To be honest, if you want to make it Protean, you're going to need to reduce the speed to something that won't actually be broken. Protean is what makes Greninja good. I did the Mega Heracross Method of boosts. I gave it +60 attack while decreasing its speed by 20 points. To begin with, this Greninja is a bit of a lure compared to regular Greninja. With now three forms of priority (four if you count Sucker Punch), you can actually make a whole moveset of just priorty. Aside from Sucker Punch, I can't see any real advantages in using physical regular Greninja with these powers, but it's certainly cool as a cucumber with its new moves and new physical power. And it gets a bulk boost so, it can survive something now (Hey, my Greninja survived a +6 Aegislash's Shadow Sneak. Now it can survive it and be able to launch another attack and not kill itself!)

Mega Greninja
Type: Water/Dark -> Water/Fighting
Ability: Torrent/Protean -> Skill Link
New Moves: Icicle Spear, Arm Thrust

HP: 72 -> 72
Atk: 95 -> 140 (+45)
Def: 67 -> 82 (+15)
SpA: 103 -> 113 (+10)
SpD: 71 -> 91 (+20)
Spe: 122 -> 132 (+10)

Flavor Concept: It’s a fighting ninja, so it gains the Fighting type. Skill Link because ninjas are skilled (and it fits with its signature move Water Shuriken), and then it gets the other two moves to complement the ability. Rock Blast is NOT added because there’s no real flavor for it.

Competitive Concept: Revenge killer with solid power and sweeping potential. Mega Greninja can finally abuse its fantastic priority move and other coverage options. Water Shuriken/Icicle Spear/Arm Thrust/U-Turn provides options for punching holes in the opponent’s team and surprising an incoming special wall hoping to beat out a standard set. Power-Up Punch is its only boosting option, however, so replacing U-Turn with it is justifiable. An important thing to note is that it outspeeds and OHKOs GW Talonflame with Water Shuriken.

Mega Greninja
Typing: Water/Dark ----> Water/Dark
Abilities: Torrent/Protean ----> Protean
BST: 72/95/67/103/71/122 ----> 72/145/57/118/86/152
New Moves: Knock Off, Leaf Blade, X-Scissor

While it gets frailer on the physical side, Mega Greninja gains a huge boost in its Atk, allowing it to run a physical set; Its Sp.Atk isn't bad by any means as well, gaining a moderate boost. Most form of priority absolutely ruins it, though.

Mega Greninja
Water/Dark
Ability: Torrent/Protean --> Dark Aura
72/95/67/103/71/122 --> 72/135(+40)/67/138(+35)/71/147(+25)
+ Knock Off +Pursuit +Brick Break (Poison Jab if too good on regular Greninja)
This mega plays a distinct role from normal Greninja and works really well as a pursuit trapper, and does not mostly rely on its coverage to do its job. Dark Aura comes as a gift from Kalos legendary Yveltal and powers up Knock Off, Pursuit, and Dark Pulse by 33%. Brick Break is something that should have been on Greninja from the get-go and allows it to beat other Dark types and helps it against Steel types and Chansey as well.

Mega Greninja
Water/Dark -> Water/Dark
Torrent/Protean -> Protean

HP: 72 -> 72
Atk: 95 -> 100 (+5)
Def: 67 -> 77 (+10)
SpA: 103 -> 168 (+65)
SpD: 71 -> 81 (+10)
Spe: 122 -> 132 (+10)

Mega Greninja

Water/Dark ----> Water/Dark

Torrent/Protean ----> Precision

72/95/67/103/71/122 ----> 72/125/77/123/81/152 (--/+30/+10/+20/+10/+30)

New Moves: Whirlpool

Greninja is a ninja, and ninjas need precision when attacking and throwing projectiles, which is why Mega Greninja gets Precision as its ability. Precision boosts several of its moves, including Water Shuriken, Shadow Sneak, Rock Smash, Power-Up Punch, giving it a wide option of Physical moves that it couldn’t use effectively before. Water Shuriken is especially powerful with Precision, having 30 BP per hit and getting priority.

Greninja (Greninjanite)
Type: Water/Dark -> Water/Dark
Abilities: Torrent (Protean) -> Magic Guard
New Moves: Poison Jab Rapid Spin

HP: 72 -> 72
Atk: 95 -> 105 (+10)
Def: 67 -> 107 (+40)
SpA: 103 -> 113 (+10)
SpD: 71 -> 121 (+50)
Spe: 122 -> 112 (-10)
BST: 530 -> 630

Mega Greninja utilizes many great supporting moves like Spikes, Toxic Spikes, U-turn, Taunt and Scald along with great speed and beefed up defenses to act as a surprisingly bulky teammate. Being immune to hazard and Toxic damage is great for it.





Mega Diggersby
Normal/Ground -> Normal/Ground
Pickup/Cheek Pouch/Huge Power -> Huge Power
85/56/77/50/77/78 -> 85/96/97/50/97/98

Don't fix what ain't broke. This submission keeps it simple. Both Mega Mawile and Mega Medicham have about 100 Base Attack with their Double Power antics so I added enough attack to Mega Diggersby to approach it. I then added 20 points to its defenses and speed. Now it might be able to survive some attacks and it can outspeed some stuff. It's not too bad. It's already pretty viable in OU (It's BL right now) so this Mega just patches up some of its rough spots without changing it.

Mega Diggersby
Type: Normal/Ground -> Normal/Ground
Ability: Pickup/Cheek Pouch/Huge Power -> Parental Bond
New Moves: None

HP: 85 -> 85
Atk: 56 -> 121 (+65)
Def: 77 -> 92 (+15)
SpA: 50 -> 50
SpD: 77 -> 87 (+10)
Spe: 78 -> 88 (+10)

Flavor Concept: Rabbits breed quickly, so Diggersby manages to produce offspring by the time it Mega Evolves. Its baby helps it battle by dealing additional damage to the opponent.

Competitive Concept: Powerful sweeper with means to dismantle most of its checks with different sets. After a PuP boost, Mega Diggersby can sweep through offensive teams with Quick Attack and break walls with Return/EQ. Wild Charge can be used to beat Skarmory, but is otherwise inferior to other options. However, certain faster Pokemon can stomach a Quick Attack and hastily KO it, so it should be fairly balanced.

Mega Diggersby
Normal/Ground
Ability: Cheek Pouches/Pickup/Huge Power --> Huge Power
85/56/77/56/77/78 --> 85/96(+40)/87(+10)/66(+10)/87(+10)/108(+30)

Diggersby (Diggersbynite)
Type: Normal/Ground -> Normal/Ground
Abilities: Pickup, Cheek Pouch (Huge Power) -> Huge Power
New Moves: Knock Off

HP: 85 -> 85
Atk: 56 -> 86 (+30)
Def: 77 -> 97 (+20)
SpA: 50 -> 50
SpD: 77 -> 97 (+20)
Spe: 78 -> 108 (+30)
BST: 423 -> 523

Now it has a way to hit Ghost types, that makes some sense as it slaps the item off an enemy.

Mega Diggersby
Typing: Same
Ability: Pickup/Cheek Pouch/Huge Power --> Simple
Stats: 85/56/77/50/77/78 --> 85/106/92/60/92/88

Mega Diggersby is meant to be a powerful setup sweeper. While unfortunately, because of its new ability it is a bit weaker, but Simple also makes up for it by getting a very nice Swords Dance and Agility boost and give it the ability to be a very nice sweeper. Its new bulk lets it take some hits when setting up and with its new speed it can outspeed a nice amount of Pokemon. Mega Diggersby may not have Huge Power anymore, but do not make the mistake that its not a threat





Mega Talonflame
Fire/Flying -> Fire/Flying
Flame Body -> Gale Wings -> Feathery Cushion (Rock Head Clone)
78/81/71/74/69/126 -> 78/121/111/74/109/96

Here's a completely new take for Talonflame. And it's kind of an obvious one considering it gets two recoil moves for STAB. First thing I did was destroy the speed. As my one friend would put it, this Talonflame got fluffy and a lot cuter (as fluffy birds tend to be). To be honest, it lost a bit of power since it can't carry items and it loses a LOT of speed. However, its bulk and its ability really helps it a lot. Instead of being a Choice Band user, Mega Talonflame becomes a Set-Up Sweeper. Remember Bulk Up Talonflame? This set does it MARVOUSLY better with its newly added bulk

Mega Talonflame
Type: Fire/Flying -> Fire/Flying
Ability: Flame Body/Gale Wings -> Heat Seek
New Moves: Fire Spin

HP: 78 -> 78
Atk: 81 -> 81
Def: 71 -> 96 (+25)
SpA: 74 -> 84 (+10)
SpD: 69 -> 124 (+55)
Spe: 126 -> 136 (+10)

Flavor Concept: It’s Fire type and fast, so its Fire attacks will always manage to find their targets.

Competitive Concept: Well THAT role changed. Mega Talonflame can better check its most common switch-ins with vastly improved bulk and an even better speed tier. Heat Seek guarantees that its WoW and Fire Spin will always hit, two moves that can trap and cripple any switch-in. U-Turn can be used following an unfortunate switch to escape danger and bring in a counter. WoW/Fire Spin/Roost/U-Turn provides the best utility, but Brave Bird can be thrown onto a set in the case that it wants to secure an emergency revenge kill.

Mega Talonflame
Typing: Fire/Flying ----> Fire/Flying
Abilities: Flame Body/Gale Wings ----> Awareness (Immunity to Entry Hazard Damage)
BST: 78/81/71/74/69/126 ----> 78/101/101/74/119/126
New Moves: None

Mega Talonflame is more of a pivot, with it being immune to entry hazards it can switch a lot more often, and Will-O-Wisp can cripple many physical attackers when paired up with Talonflame's great 126 speed. As most Rock-types are physical attackers, this can really save Mega Talonflame's life. compensating for the lost of Gale Wings and item slot, its Atk is boosted to 101, letting it hit things harder without boosts. Of course, you can use Bulk Up to further boost its power.

Mega Talonflame
Fire/Flying
Ability: Flame Body/Gale Wings --> Moxie
78/81/71/74/69/126 --> 78/111(+30)/91(+20)/94(+20)/89(+20)/136(+10)
Mega Talonflame is a very dangerous late-game sweeper that is balanced by its shallow movepool and only slightly above average Attack stat. Moxie helps Talonflame a ton, allowing it to get an attack boost right after revenge killing something with priority Brave Bird (with the right prediction, of course). Talonflame is still walled by physical walls, Rotom-Wash and Heat, and bulky Rock types that it can't quite break through with Steel Wing, so it's far from broken and needs wallbreaking and Stealth Rock support to sweep.

Mega Talonflame
Type: Fire/Flying
Ability: Flame Body/Gale Wings -> Reckless
New Moves: N/A
HP: 78
Attack: 80 -> 110 (+30)
Defense: 74 -> 94 (+20)
Special Attack: 74 -> 94 (+20)
Special Defense: 69 -> 89 (+20)
Speed: 126 -> 136 (+10)

Mega Talonflame's Flare Blitz/Brave Bird hit about as hard as they would coming from CB Talonflame, but it can switch moves while also geting a bit faster and bulkier. The cost to all of that is the sweet, sweet priority. In essence, several Scarfers/priority users become better Talonflame checks than they once were, but that's only after your opponent's figured out Talonflame's your Mega. One of those Megas that's pretty awesome but comes at the teambuilding cost of potentially using your Mega slot on something else while still being able to use good old normal Talonflame.

Talonflame (Talonflamite)
Type: Fire/Flying -> Fire/Flying
Abilities: Flame Body (Gale Wings) -> Sheer Force
New Moves: Air Slash, Hurricane

HP: 78 -> 78
Atk: 81 -> 111 (+30)
Def: 71 -> 81 (+10)
SpA: 74 -> 104 (+30)
SpD: 69 -> 79 (+10)
Spe: 126 -> 146 (+20)
BST: 499 -> 599

BRAVEST BIRD has no need for priority. It trades powerful priority for even more power, functioning as a mixed wallbreaker. I don't think the new moves will make too much of a difference to standard Taloflame as both moves are weaker and less accurate than Brave Bird, and it doesn't have any equivalent to Swords Dance, Bulk Up or U-turn on the special side. It isn't quite as frail, either.

Mega Talonflame
Fire / Flying ----> Fire / Flying
Flame Body / Gale Wings ----> Aerialate
78 / 81 / 71 / 74 / 69 / 126 (499) ----> 78 / 121 (+40) / 91 (+20) / 74 / 89 (+20) / 146 (+20) (599)
New Moves: None

Mega Talonflame joins the Aerialate club and gains a sizable boost to his Attack stat, as well as a nice balance of boosts to his other stats. Mega Talonflame will have to forgo Gale Wings, but gains Aerialate boosted Returns in return (hehe...). A moderate boost in Speed allows Talonflame to run an Adamant nature while outrunning base 129's. Talonflame plays relatively the same, just relying on pure Speed for all of his attacks instead of relying on priority for a single attack.

Mega Talonflame
Fire/Flying -> Fire/Flying
Flame Body/Gale Wings -> Hot Wings (Flying- and Fire-type moves get +1 Priority)
Moves: +Hurricane,
HP: 78 -> 78
Atk: 81 -> 81
Def: 71 -> 91 (+20)
SpA: 74 -> 114 (+40)
SpD: 69 -> 89 (+20)
Spe: 126 -> 146 (+20)
 
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Next slate seems pretty mediocre overall, but that just lets us give them crazy fun abilities:
Pyroar
Gogoat
Furfrou
Male Meowstic
(I think we should also include female meowstic in this one- that way, we can vote on a set of submissions with the same stats and a different ability)
Ooh can I make Mega Ambipom? If so:
Mega Ambipom
Ability: Technician
Stats: 75/100/66/60/66/115 --> 75/120/86/60/86/155
Type: Normal
New Moves- Quick Attack, Mach Punch, Bullet Punch, Shadow Punch

This Ambipom is designed to abuse technician. Start off the battle with a Fake out, hitting 90 bp and promptly sweep with Double Hit/Return, Mach Punch, and Shadow punch. All around a very simple mega that might make it BL.
This guy has trolled the thread before; he should definitely know the rules by now.
 
Next slate seems pretty mediocre overall, but that just lets us give them crazy fun abilities:
Pyroar
Gogoat
Furfrou
Male Meowstic
(I think we should also include female meowstic in this one- that way, we can vote on a set of submissions with the same stats and a different ability)

This guy has trolled the thread before; he should definitely know the rules by now.
I've never posted on this thread... So I can't have trolled it before, right? (btw 100th post!)

P.S. Chlorophyll for gogoat
P.P.S Boomburst for Pyroar. And Intimidate.
 
Pyroar could be made fire/dark so his secondary stab isn't so useless. I don't know how you could justify it but it'd be cool.
Furfrou is interesting since it can't be given fur coat without being useless/outclassed by it's base form(by giving it recovery).
 
I've never posted on this thread... So I can't have trolled it before, right? (btw 100th post!)

P.S. Chlorophyll for gogoat
P.P.S Boomburst for Pyroar. And Intimidate.
My mistake, though I do remember seeing you blatantly not following the rules in some other OM thread. Read the OP before posting here, please
 
What's the consensus regarding Female Meowstic? The only way it differs from its male counterpart is hidden ability; they are otherwise completely the same Pokemon. I think there are three general options.

1. Regard Male and Female Meowstic as the same Pokemon and give them the exact same Mega version.

2. Regard Male and Female Meowstic as a set of Pokemon and vote on one set of Megas from the same user.

3. Regard Male and Female Meowstic as different Pokemon and allow their respective Megas to be submitted and voted upon separately.
 
I say let's do them as the same Pokemon in my opinion. That's how I would produce. Maybe giving it a good median ability that would fit both types. But that might hurt Male Meowstic while helping Female. It's an interesting conundrum
 

Da Pizza Man

Pizza Time
is a Pre-Contributor
I think separately, their entire gimmick is that each gender is different from one another, with a different movepool, a different hidden ability, and an entirely different role, we even treat them as seprate forms on the simulator. Giving them both the same mega would destroy their gimmick
 
I think separately, their entire gimmick is that each gender is different from one another, with a different movepool, a different hidden ability, and an entirely different role, we even treat them as seprate forms on the simulator. Giving them both the same mega would destroy their gimmick
we also treat keldeo/keldeo-r and both basculins as different forms
 
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