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

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Well, I don't want to submit my Mega Furfrou. The rest of you guys covered everything I wanted except giving it the Elemental Fangs, but they're rarely useful (maybe Fire Fang for Steel Types). Oh well, it's time for the current slate to end!



Current Slate

Mega Pyroar
Typing: Fire/Normal ----> Fire/Normal
Abilities: Rivalry/Unnerve/Moxie ----> Hubris (Special-based clone of Moxie)
BST: 86/68/72/109/66/106 ----> 86/68/82/159/86/126
New Moves: Calm Mind

In the vein of Moxie Scrafty and Honchkrow, here's Mega Pyroar with Hubris, the special counterpart of Moxie. With Hyper Voice, Dark Pulse and Fire Blast, only Terrakion, Carbink, Diancie and (Mega) Tyranitar isn't hit at least neutrally. 159 Sp.Atk is nothing short of good, and 126 Speed allows it to sweep pretty well with one to two CM boost. However, 86/82/86 bulk is somewhat frail, making it easy to be revenge killed; The aforementioned (Mega) Tyranitar and Terrakion can easily defeat it with a single Stone Edge, while Diancie can easily wall it.

Mega Pyroar
Type: Fire/Normal -> Fire/Normal
Ability: Rivalry/Unnerve/Moxie -> Overwhelm (See OP for description)
New Moves: Slack Off, Boomburst

HP: 86 -> 86
Atk: 68 -> 68
Def: 72 -> 92 (+20)
SpA: 109 -> 129 (+20)
SpD: 66 -> 106 (+40)
Spe: 106-> 126 (+20)

Flavor Concept: Known as the Royal Pokemon, Pyroar overwhelms the opponent with its regal presence. Additionally, its royal status allows it to slack off frequently, hence the move addition. Boomburst is added because it already gets a bunch of sound-based moves like Hyper Voice, Echoed Voice, Noble Roar, Snarl, etc.

Competitive Concept: Stallbreaker with enough offensive presence to do work against all team archetypes. By switching in against a wall or support mon, Mega Pyroar instantly renders all status moves unusable and can proceed to rip through the opponent’s team with WoW/Slack Off/Boomburst/Fire Blast. Fire Spin is an option to trap an unsuspecting wall before Mega Evolving, rendering it dead weight.

Mega Pyroar
Normal/Fire --> Normal/Fire
Unnerve/Rivalry/Moxie(HA) --> Intimidate
86/68/72/109/66/106 --> 86/78/82/159/96/106
+Morning Sun +Calm Mind
Pyroar uses its unique defensive typing to play somewhat defensively in Mega Form. Intimidate speaks for itself and the stats are mostly invested in its bulk and power. Morning Sun gives it recovery, while Calm Mind takes advantage of Intimidate and Pyroar's access to Will-o-Wisp and gives it a better boosting move than Work Up.

Pyroar (Pyroarite)
Type: Fire/Normal -> Fire/Normal
Abilities: Rivalry, Unnerve (Moxie) -> Intimidate
New Moves: Focus Blast

HP: 86 -> 86
Atk: 68 -> 68
Def: 72 -> 82 (+10)
SpA: 109 -> 154 (+45)
SpD: 66 -> 91 (+25)
Spe: 106 -> 126 (+20)
BST: 507 -> 607

Pyroar has just good enough stats, but a bunch of useless abilities and lackluster coverage. The addition of Intimidate and Focus Blast aim to fix its issues, giving it some actual switch-in options besides predicting a Ghost move or Will-O-Wisp. Speaking of Will-O-Wisp, it works well with Intimidate to cripple physical attackers, like a faster but slighlty more frail Arcanine. It gets great coverage in 3 attacks (Fire/Fighting/Dark or Fire/Grass/Fighting), so it can run WOW or Taunt alongside attacks to handle certain threats.

Mega Pyroar
Type: Fire/Normal
Ability: _____[Prevents use of Items by the opponent(Ability form of Embargo)]
Stats: 86/68/72/109/66/106>>>86/78/82/149/88/126
Movepool: same

The Ability is given because it is a way to make unnerve useful as well as being flavorful since embargoes are made by governments(Lions being the king of the jungle)
Competitively it can take out gliscor preventing it from getting the TO to activate, make Chansey's eviolite useless, endure hits from LO'ers, outspeed scarfers, and make leftovers useless

Mega Pyroar
Type: Fire/Normal -> Fire/Normal
Abilities: Rivalry/Unnerve/Moxie -> Charisma (stat drops inflicted on opponents are doubled) This is a clone of Mega Whimsicott's Trickster ability, but with a more generic name it could be used by both
New Moves: N/A

HP: 86 -> 86
Atk: 68 -> 78 (+10)
Def: 72 -> 97 (+25)
SpA: 109 -> 134 (+25)
SpD: 66 -> 91 (+25)
Spe: 106 -> 121 (+15)
BST: 531 -> 631

Pyroar's ability makes Noble Roar worthy of signature move status, giving -2 Attack and Special Attack. In addition to Noble Roar and its Flamethrower/Hyper Voice STAB, it can run Dark Pulse or Hidden Power for more coverage, Will-o-Wisp to further cripple things (or defuse a situation where a Bisharp player is feeling cocky and switches it in on Noble Roar for +2), Roar or Yawn to keep the disruption going once an opposing Pokemon's been crippled with Noble Roar, Endeavor when it's nearly KOed, or even something gimmicky like Bulldoze or Rock Smash to sharply reduce an opponent's Defense/Speed for a teammate.

The stat boosts are more balanced across the board to prevent something that can give -2 Attack and Special Attack at will from being too fast and strong, and also to give Mega Pyroar the flexibility to be more of a defensive crippler if desired

Mega Pyroar
Type: Fire/Normal
Ability: Adaptability
Stats: 86/68/72/109/66/106>>>86/78(+10)/92(+20)/134(+25)/91(+25)/126(+20)
Movepool: Calm Mind, Thunderbolt

Concept: Screw everything else, go all out! Adaptable, but not all that durable... it's less broken than you may think. Even after a calm mind, you canot 2HKO Blissey.

+1 252+ SpA Adaptability Pyroar Fire Blast vs. 4 HP / 252 SpD Blissey: 260-306 (39.8 - 46.9%) -- guaranteed 3HKO after Leftovers recovery

Even if I gave it Boom Bust, and I won't... despite being tempted, Special walls and rock types can easily get around the dual STAB and Thunderbolt doesn't help much in that regard.

Still, it's fast. 134/126 is a really good stat spread for sweeping hard... but it comes up just a bit underwhelming.

Mega Pyroar
Fire/Normal --> Fire/Normal
Rivalry/Unnerve -> Intimidate
Moves: +Parting Shot
HP: 86 -> 86
Atk: 68 -> 68
Def: 72 -> 92(+20)
SpA: 109 -> 139(+30)
SpD: 66 -> 86 (+20)
Spe: 106 -> 136 (+30)

Flavour: Breeding with the Pangoro line, the pyroar line gets a little bit "mischievous and dark" learning Parting Shot. Upon Mega Evolving it gets a little bulkier, especially physically with intimidate as its main grows larger and it has a more "fierce" look. Growing out of the noble look.

Competitive:
You are looking at M-Manetric 2.0. It's job is to be a momentum gainer with parting shot. Mega Pyroar plays a slightly different role than M-manetric because it is supposed to allows sweepers to set up easier against physical attackers with Intimidate + Parting Shot. It hits alot harder than M-Manetric as well with more powerful moves and STAB on both sides. Biggest con which makes him different is his weakness to Stealth Rock. Giving him a limited amount of switch ins compared to M-Manetric. Thanks to his new speed, he is an amazing revenge killer. This pokemon is NOT designed to sweep. It's role is to support other sweepers. Best thing about this set is that most of the time if it's faced in a tough situation it can always just Parting shot out of there.





Mega Gogoat
Grass ---> Grass
Sap Sipper / Grass Pelt ---> Grass Pelt.
123/100/62/97/81/68 ---> 123/120/92/97/101/98
New Moves: N/A
With the addition of megas with Grassy Terrain setting abilities it would be cool do have a nice bulky abuser.

Mega Gogoat
Typing: Grass ----> Grass/Normal
Abilities: Sap Sipper/Grass Pelt ----> Cholrophyll
BST: 123/100/62/97/81/68 ----> 123/130/87/97/111/83
New Moves: Knock Off

By adding Normal type to it, Mega Gogoat can now switch into Ghost moves without taking any damage, and promptly set-up Bulk Ups or straight-up attacking. Knock Off allow it to nail Ghost types better, and the normal subtype gives it STAB Return as well. Base 83 Speed combined with Chlorophyll causes it to outspeed up to full investment Timid 135 Speed foes, and it can also take advantage of Sap Sipper before Mega-evolving. Unfortunately, Grass type have a lot of weaknesses, including the ever-present Flying and Fire weakness, and it has no way to break through Skarmory or Ferrothorn

Mega Gogoat
Grass --> Grass/Ground
Sap Sipper / Grass Pelt --> Mold Breaker
123/100/62/87/81/68 --> 123/135(+35)/82(+20)/87/101(+20)/93(+25)
New Moves: +Megahorn +Swords Dance
With Mold Breaker and a new Ground secondary typing, Gogoat gains a STAB Earthquake that ignores Levitate, Bulk Up/Swords Dance without Unaware stopping it, and Grass moves that ignore Sap Sipper as well. Defensively, it also has a Roar that can't be blocked by Soundproof, Suction Cups or Magic Bounce and Leech Seed is only blocked by Grass types. Gogoat gets some extra speed because its Speed is surprisingly slow for a Pokemon that runs so fast and is called GOgoat.

Mega Gogoat
Type: Grass-> Grass/Ground
Ability: Sap Sipper/Grass Pelt -> Natural Cure
New Moves: Agility (we've seen this thing run, it should be able to speed itself up)

HP: 123 -> 123
Atk: 100 -> 130 (+30)
Def: 62 -> 82 (+20)
SpA: 97 -> 103 (+5)
SpD: 81 -> 111 (+30)
Spe: 68 -> 73 (+15)

Flavor Concept: Leaves grow everywhere, turning Gogoat into a walking shrub. But it looks cool? Sure, it still looks cool.

Competitive Concept: Gogoat has a pretty great movepool and tons of recovery options, as well as a terrific HP stat. Considering it gets Bulk Up to boot, I decided to make it a premier Bulk Upper by boosting its Attack and Special Defense the highest. Supplemented by Slack Off, Leech Seed, or Horn Leech, Gogoat has many opportunities to Bulk Up and go wild with its hard-hitting attacks. Horn Leech is probably the way to go, allowing for STAB Earthquake and Rock Slide/Wild Charge to round out his moveset (Grass/Ground/Rock is resisted only by Grass/Fighting mons and Bronzong). But Bulk Up isn't all Gogoat's good for: with its new defenses and massive 112 HP substitutes, Gogoat can make for quite the bothersome Sub-Seeder, particularly if find room for its newfound Agility for speedy subs. Agility also works well with its 130 attack and fantastic coverage to function as a bulky sweeper. For every set, Sap Sipper is easily the best ability pre-evo, but offensive goats particularly like the potential free Attack boost.

With Natural Cure, Gogoat's long-term viability only improves, as the Burns and Toxics that ruin its day disappear upon switching. It also allows makes Gogoat have even more options for healing: now it can use Leech Seed, Horn Leech, Milk Drink, and Rest viably (although they aren't quite as viable if they're all on the same set).

Grass/Ground may give Gogoat a sad 4x weakness to Ice, but still, a more powerful Earthquake and a newfound neutrality to Poison (not to mention an Electric immunity and SR resistance) are pretty handy.

Mega Gogoat
Type: Grass -> Grass
Ability: Sap Sipper/Grass Pelt -> Flower Veil
New Moves: None

HP: 123 -> 123
Atk: 100 -> 120 (+20)
Def: 62 -> 82 (+20)
SpA: 97 -> 117 (+20)
SpD: 81 -> 111 (+30)
Spe: 68 -> 78 (+10)

Flavor Concept: Mega Gogoat grows flowers from the grass on its body, rendering it immune to non-volatile status and stat drops.

Competitive Concept: Bulk Up sweeper with an idea stat spread and fantastic ability. Most physical sweepers are shut down by a burn or an Intimidate, but Flower Veil renders Mega Gogoat immune to both. Unfortunately, it needs to run five moves to be completely unstoppable, so it should be fairly balanced. Bulk Up/Horn Leech/Wild Charge/Earthquake will be its most common set, though Milk Drink and Rock Slide are viable too.

Gogoat (Gogoatite)
Type: Grass -> Grass/Normal
Abilities: Sap Sipper (Grass Pelt) -> Reckless
New Moves: Wood Hammer, Double Edge, Jump Kick

HP: 123 -> 123
Atk: 100 -> 140 (+40)
Def: 62 -> 80 (+18)
SpA: 97 -> 97
SpD: 81 -> 101 (+20)
Spe: 68 -> 90 (+22)
BST: 531 -> 631

I can't be the only one who though Gogoat was part Normal when it was revealed. With the trend of Kalos mons having part-normal typings like Heliolisk and Pyroar, it would fit right in. It might have been considered too similar to Sawsbuck, but it performs a different role. With access to Milk Drink, it can deal heavy damage with STABs, fall back on Jump Kick or Earthquake for coverage, and heal off recoil. It can also roll with Bulk Up and Horn Leech. It has just enough speed to put it above Rotom-W, Excadrill, and various other bulky things.

Mega Gogoat
Type: Grass -> Grass
Abilities: Sap Sipper/Grass Pelt -> Speed Boost
New Moves: N/A

HP: 123 -> 123
Atk: 100 -> 125 (+25)
Def: 62 -> 92 (+30)
SpA: 97 -> 97
SpD: 81 -> 111 (+30)
Spe: 68 -> 83 (+15)
BST: 531 -> 631

The Pokemon you ride around on picks up some Speed, and the ability synergizes nicely with the fact that using Protect will often be needed to ensure you Mega Evolve. Mega Gogoat takes Speed Boost in a different direction; while it can use Bulk Up to eventually become a hard hitter, it can also stay alive for an incredibly long time with its 123/92/111 defenses, a fast Subseed, and Milk Drink.

Mega Gogoat
Grass ---> Grass/Ground
Sap Sipper / Grass Pelt ---> Sap Sipper
123/100/62/97/81/68 ---> 123/125(+25)/102(+40)/117(+20)/106(+25)/58 (-10)
New Moves: Play Rough, Calm Mind, Earth Power

Gogoat never struck me as a bad Pokemon. It has good bulk by way of a surprisingly high health stat mixed with healing and Leech Seeds as well as respectable Attack Stats on both sides... might as well capitalize on those aspects. Sap Sipper serves a ground type very well with a new immunity. There's not much to say except that Play Rough is mostly for coverage and Calm Mind lets you use Special moves like Surf more seriously.

Mega Gogoat
Type: Grass -> Grass/Rock
Ability: Sap Sipper/Grass Pelt -> Gardener (Uses Grassy Terrain on switchin)
New Moves: U-turn

Flavour: Gogoat's leaves completely overgrow, its body becomes more angled, horns much larger and skin more rough to reflect its new Rock typing.

HP: 123 -> 123
Atk: 100 -> 130 (+30)
Def: 62 -> 102 (+40)
SpA: 97 -> 107 (+10)
SpD: 81 -> 111 (+30)
Spe: 68 -> 58 (-10)

Mega Gogoat is here to try and revive a dead playstyle: Sun.
Grassy Terrain is fantastic for sun teams, as it gives a 50% boost to your chlorophyll sweepers' STAB and provides passive healing to keep your sweepers healthy and to lessen the damage of Solar Power. Furthermore, it cuts the damage of Earthquake in half, letting your Fire types have a far easier time getting in safely. I wanted to give an auto grassy terrain to a megamon for a while, and Gogoat seems like the perfect mon for it.

Now for the forced part, the type change. There's not really any flavour for it being part rock, it learns Rock Slide and Rollout and has horns I guess? The thing is, to revive sun teams you need to provide a solid answer to Talonflame, who practically solos the archetype. Rock typing and great bulk allow Mega Gogoat to stomach talonflames flying and fire STABs and force it back out with a Stone Edge or Rock Slide, letting Sun teams deal with talonflame with a mon that's simultaneously very useful elsewhere.

I wanted to give it Wood Hammer so outside of sun teams it could wall break, but it turned out pretty ridiculous with the Grassy Terrain boost: 252+ Atk Gogoat Wood Hammer vs. 0 HP / 0 Def Mew: 322-381 (94.4 - 111.7%) -- 68.8% chance to OHKO
It's still a bulky wall with passive recovery, reliable recovery and powerful terrain boosted moves, so it has uses besides sun.

Mega Gogoat
Typing: Same
Ability: Sap Sipper/Grass Pelt --> Cloud Step (The ability we gave Mega Meinshao
Stats: 123/100/62/97/81/68 --> 123/125/82/123/101/98
New Movs: Agillity

Mega Gogoat is now the ultimate riding Pokemon, being able to soar through the clouds to bring its trainer to new heights. But yeah, competitively, Mega Gogoat has a good amount going for it. It can preform a variety of roles, such as a subseeder, a bulk up physical attacker,and a nice all around mixed attacker, its ability, Cloud Step, lets it switch into Talonflame and Mega Pinsir, and the the case of the former, even have the potential to take it down with Volt Charge.

Mega Gogoat
Grass--> Grass/Ground
Sap Sipper/Grass Pelt-->Chloryphyll
Moves: Heal Bell
HP: 123 -> 123
Atk: 100 -> 135(+35)
Def: 62-> 82(+20)
SpA: 97 -> 102(+5)
SpD: 81-> 101(+20)
Spe: 68> 88(+20)

Flavour: This thing is heavily influenced by the ground and terrain, emphasizing the growth of plants. It learns bulldonze and Earthquake naturally along with the ability Grassy pelt. So it's only natural that it becomes part ground. Being more of an emphasis on growth with the sun it allows it to "speed" up it's growth. Heal bell is added to his movelist because it learns Milk drink naturally and is a really giving pokemon.

Competitive
You are looking at the bulkiest Sun Sweeper of all time. Not only can it set up it's own sun, it can hit hard with STAB Earthquake+Horn leech/Leaf Blade. Learning bulldoze+EQ naturally it's a surprise this thing isn't part ground(Maybe it's a foreshadow with what's to come O_o) With Growth it can gain a +2 Atk in sun. Though the sun would have to come from an outside source though if it opts for growth. Also it can serve as a really bulky defensive support pokemon, sub seeder, Cleric.Wall, Sun-setter, all out attacker etc. This things has a variety of roles and excelling at all of them. If you though M-venasaur was hard to kill, try this thing on for size!! Just watch for ice beams which is really predictable to see coming.





Mega Furfrou
Type: Normal -> Normal
Ability: Fur Coat-> Fur Coat
New Moves: Crunch

HP: 75 -> 75
Atk: 80 -> 100 (+20)
Def: 60 -> 100 (+40)
SpA: 65 -> 65 (+0)
SpD: 90 -> 120 (+30)
Spe: 102 -> 112 (+10)

Flavor Concept: White fur becomes golden, otherwise identical (this applies to all its trims as well)

Competitive Concept: Furfrou's fantastic defense thanks to Fur Coat is given a gigantic boost to 100. With max investment, it has a virtual defense stat of 656 against any opponent without Mold Breaker; for comparison, Mega Aggron and Shuckle both have max defenses of 614, and both have a lower HP stat. Moreover, 75/120 special defense is nothing to scoff at, nor is a speed of 112. Mega Furfrou has all the makings of an excellent tank. How excellent? If 252+ Mega Heracross's Close Combat crits max defensive Furfrou, it still only has a 12.5% chance to OHKO (doing 86.4-101.6%). I'm not suggesting switching Furfrou into that, as it's a guaranteed 2HKO regardless, but holy crow.

The problem? Well, 100 base attack is hardly groundbreaking, and both offensively and defensively, pure Normal is hardly optimal: the aforementioned Aggron and Shuckle have actual resists to play off. Moreover, no recovery outside Rest is a real bummer, and an offensive movepool of Return, Sucker Punch, Wild Charge, and the new Crunch is decent at best. But thanks to nifty utility like Toxic, Thunder Wave, Roar, and U-Turn, Furfrou can still pull its weight as a status inducer and pivot.

Or, with Cotton Guard, it can raise its defense to obscene levels and just stall out . Remember that Mega Heracross? After one Cotton Guard, that guaranteed 2HKO with Close Combat becomes a 64% chance at a 4HKO, dealing only 23-27%. Meaning Furfrou could feasibly keep a Substitute up on 252+ Mega Heracross's Close Combat. Even Adamant Mega Medicham's High Jump Kick, the strongest Fighting-attack in the game, only has a chance to 3HKO after a single Cotton Guard (and Jolly Medicham, the far more viable version, drops from an 87% chance to 3HKO to a hilarious 2.5% chance, meaning it's actually more likely that Cham loses half its HP by missing than it does to 3HKO Furfrou). After two Cotton Guards, Adamant Megacham's High Jump Kick now only has a chance to 5HKO. That kind of bulk actually makes the likes of Toxic/Cotton Guard/Charm (to foil set-up attackers)/Rest a viable option, which is, pardon my French, quite a fucking thing. Do I suggest that moveset? Probably not. But mon dieu, this dog is tough.

Mega Furfrou
Type: Normal -> Normal
Ability: Fur Coat -> Fur Coat
New Moves: Knock Off

HP: 75 -> 75
Atk: 80 -> 125 (+45)
Def: 60 -> 100 (+40)
SpA: 65 -> 65
SpD: 90 -> 135 (+45)
Spe: 102 -> 72 (-30)

Flavor Concept: Why not give it Knock Off?

Competitive Concept: Crazy bulky tank with little utility beyond that. It can run an annoyer set with TWave/KO/U-Turn/Return, but little else is viable. Toxic and Roar are really the only other moves that stand out.

Furfrou (Furfrounite)
Type: Normal -> Normal
Abilities: Fur Coat -> Fur Coat
New Moves: Brick Break

HP: 75 -> 75
Atk: 80 -> 100 (+20)
Def: 60 -> 100 (+40)
SpA: 65 -> 65
SpD: 90 -> 120 (+30)
Spe: 102 -> 112 (+10)
BST: 472 -> 572

Furfrou matches the strength of (Mega) Mawile and Medicham with its Defense. Besides that, it's just better all around.

252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Fur Coat Furfrou: 255-301 (72 - 85%) -- guaranteed 2HKO
252+ Atk Huge Power Mega Mawile Play Rough vs. 252 HP / 252+ Def Fur Coat Furfrou: 100-118 (28.2 - 33.3%) -- <0.1% chance to 3HKO (needs max damage each hit)
+2 252+ Atk Huge Power Mega Mawile Play Rough vs. 252 HP / 252+ Def Fur Coat Furfrou: 199-235 (56.2 - 66.3%) -- guaranteed 2HKO

Mega Furfrou
Type: Normal
Ability: Guard's Wagers (Heals 1/4 max HP when using a protect clone)
Stats: 75/80/60/65/90/102>>>75/120/90/65/100/122
Movepool: +King's Shield +Quick Guard +Wide Guard

Basically this was to turn Furfrou into a useful Defensive mon without making it get overshadowed by it's base form(healing moves would do this)

Mega Furfrou
Type:Normal-->Normal Dark
Ability: Fur Coat-->Fur Coat
Stats: 75/80/60/65/90/102-->75/100/100/85/100/102
New Moves: Crunch , Howl
Concept- Furfrou's coat becomes darker, and his eyes become red. His teeth are bared. His cry turns
from a bark to more of a howl. He becomes a lot fiercer.

Furfrou becomes the ultimate physical wall, with decent attack, insane defense, decent sp. defense, and good speed. He has a good set-up moves in cotton guard and Howl. He can use howl to boost his attack, and cotton guard to bolster his defense to unbreakable. Return and Crunch make great stab. GG for any physical attacker who lets him set up. Wish support is appreciated.





Mega Aromatisse
Type: Fairy -> Fairy/Flying
Ability: Healer/Aroma Veil -> Aroma Veil
New Moves: Air Slash (regular Aromatisse can summon lightning, I hardly think using air to spread its smell into the world is a flavor stretch)

HP: 101 -> 101
Atk: 72 -> 72 (+0)
Def: 72 -> 102 (+30)
SpA: 99 -> 134 (+35)
SpD: 89 -> 119 (+30)
Spe: 29 -> 34 (+5)

Flavor Concept: Aromatise becomes the mask, turning into a weirdo with a bird beak into an actual flying fairy

Competitive Concept: Already a decent cleric in the lower tiers, Aromatise combines its new 101/102/119 bulk with a wonderful secondary Flying type to bring healing to the higher tiers. But while Aromatisse functions just fine with a Moonblast/Wish/Aromatherapy/Protect (or Toxic, or coverage move) moveset, that's hardly the only role it brings to the table.

Beyond its new STAB Air Slash, Aromatisse has always had a surprisingly good offensive movepool, with the likes of Thunderbolt, Psychic/Psyshock, Energy Ball, and even Flash Cannon for coverage. Moreover, with Calm Mind at its side, Aromatisse can make for a thoroughly competent bulky attacker, particularly with its new 134 special attack.

However, what really sets Aromatisse apart is Trick Room. Offensively, it can use its terrible speed (improved by five points to 34 to let it outspeed base 30s like Slowbro and Amoonguss) to become a lightning-fast bulky attacker. Defensively, it makes Aromatisse the perfect cleric for Trick Room teams, healing HP and status as well as keeping the field's speed reversed. Moreover, thanks to Aromatherapy, its utility options can't be foiled by Taunt, Encore, or the odd Disable (or Torment or Attract or Heal Block if you're playing against lousy opponents).

Finally, Fairy/Flying is an excellent type combination that gives our fragrant friend ample switch-ins despite a Stealth Rock weakness: immunities and quad-resists to common physical attacking types Ground, Dragon, Bug, and Fighting make its 101/102 defenses, already decent, even more viable in this meta.

Mega Aromatisse
Type: Fairy -> Fairy/Poison
Ability: Healer/Aroma Veil -> Aroma Veil
New Moves: Sludge Bomb

HP: 101 -> 101
Atk: 72 -> 92 (+20)
Def: 72 -> 112 (+40)
SpA: 99 -> 129 (+30)
SpD: 89 -> 99 (+10)
Spe: 29 -> 29

Flavor Concept: It is known to produce not only appealing odors, but also despicable ones. Hence, the Poison type and Sludge Bomb.

Competitive Concept: Bulky cleric with unique defensive typing that makes a phenomenal partner for Chansey. Mega Aromatisse walls most physical attackers while absorbing status, Taunt, and Knock Off for its team. It can also Wishpass and deal decent damage with its STABs. Most sets will probably run Wish/Protect/Moonblast/Aromatherapy, though several other options are viable.

Aromatisse (Aromatissite)
Type: Fairy -> Fairy/Poison
Abilities: Healer (Aroma Veil) -> Aroma Veil
New Moves: Sludge Bomb, Dark Pulse

HP: 101 -> 101
Atk: 72 -> 72
Def: 72 -> 102 (+30)
SpA: 99 -> 129 (+30)
SpD: 89 -> 129 (+40)
Spe: 29 -> 29
BST: 462 -> 562

Aromatisse is known to create various scents, some of which can be unpleasant. In that way, it's similar to Weezing, which produces gases that can be diluted into perfumes. The addition of a Poison typing grants Aromatisse resistances to Grass and Fairy as well as an immunity to Toxic, but it does come with a Ground weakness.

Mega Aromatisse
Type: Fairy -> Fairy/Poison
Ability: Healer/Aroma Veil -> Aroma Veil
New Moves: Sludge Wave, Toxic Spikes

HP: 101 -> 101
Atk: 72 -> 72
Def: 72 -> 117 (+45)
SpA: 99 -> 144 (+45)
SpD: 89 -> 104 (+15)
Spe: 29 -> 24 (-5)


Concept: Aromatisse isn't much of threat, usually, but the addition of Toxic Spikes alone gives it some merit, being a dragon immune setter. The typing lets it outright laugh at Conkeldurr too, who can at best do neutral damage, or worse yet, be forced to run Earthquake.

Mega Aromatisse
Typing: Same
Ability: Healer/Aroma Veil --> Aroma Veil
Stats: 101/72/72/99/89/29 --> 101/92/112/119/99/39

Mega Aromatisse is a great Cleric. It has a great amount of bulk, a very nice defensive typing, and a great ability that makes it immune to Taunt. It can run a cleric set and if it wants to it can run a nice Calm Mind set. On a trick room team, Mega Aromatisse also shines quite nicely, as said ealier because of its ability it is immune to Taunt so it cannot be stopped from setting it up without being KOd, it can also run offensively, while its Special Attack is not exactly as high as the other Megas, it makes up for it by having a untauntable Calm Mind
I assume we PM The Pizza Man?
 
So the next slate is for Slurpuff, Malamar, Barbaracle, and Dragalge.

Slurpuff's current claim to fame is Unburden Belly Drum, but considering that's impossible for Mega Slurpuff to pull off, it needs a different role.

We just decided to remove Mr. Mime's Topsy Turvy and give it Field Warp, as MegaMime wasn't voted on and Field Warp fits its flavor way better. Moreover, this allows Malamar to retain its signature move as, well, a signature move. The obvious route (and the one I'm going for) is Prankster Topsy Turvy.

Barbaracle is one of many shell smashers out there, so we oughtta make sure it stands out somehow. I'm gonna give it No Guard to capitalize on its low-accuracy attacks.

Dragalge. Poor Dragalge. We made Goodra a poisonous dragon with huge special defense, making Dragalge's role even more obsolete than it already was. This one's gonna be fun to think around. I have an idea in mind, but I'll wait until submission.
 

Da Pizza Man

Pizza Time
is a Pre-Contributor
So the next slate is for Slurpuff, Malamar, Barbaracle, and Dragalge.

Slurpuff's current claim to fame is Unburden Belly Drum, but considering that's impossible for Mega Slurpuff to pull off, it needs a different role.

We just decided to remove Mr. Mime's Topsy Turvy and give it Field Warp, as MegaMime wasn't voted on and Field Warp fits its flavor way better. Moreover, this allows Malamar to retain its signature move as, well, a signature move. The obvious route (and the one I'm going for) is Prankster Topsy Turvy.

Barbaracle is one of many shell smashers out there, so we oughtta make sure it stands out somehow. I'm gonna give it No Guard to capitalize on its low-accuracy attacks.

Dragalge. Poor Dragalge. We made Goodra a poisonous dragon with huge special defense, making Dragalge's role even more obsolete than it already was. This one's gonna be fun to think around. I have an idea in mind, but I'll wait until submission.
I don't see any Goodra submission on the spreadsheet, but yeah that is kinda the case there
 
Poison/Dragon is a fantastic typing, so if Mega Goodra isnt part poison it can still retain a niche defensively. Dragalge is such a cool design so we need to do it justice, unlike Game Freak. I would however change Malamar's type, Dark/Psychic is just so so bad for what it tries to do- nothing cares how many defense boosts you have when you're 4x weak to bug and only have a single immunity.

This is a pretty cool slate tbh :>
 

Valzy

Destroyer of Worlds
is a Contributor Alumnus
Poison/Dragon is a fantastic typing, so if Mega Goodra isnt part poison it can still retain a niche defensively. Dragalge is such a cool design so we need to do it justice, unlike Game Freak. I would however change Malamar's type, Dark/Psychic is just so so bad for what it tries to do- nothing cares how many defense boosts you have when you're 4x weak to bug and only have a single immunity.

This is a pretty cool slate tbh :>
Good thing nobody uses Bug moves
 
Dragalge should retain adaptability imo. maybe give it flamethrower to take care of steel(it is a dragon)
Slurpuff should be special(it has calm mind and a great special movepool). maybe give it sheer force.
 
Barbaracle is not a terrible Pokemon but what it needs it just something to stand out. There are already enough Shell Smash users with a similar type as it is so Barbaracle either needs to change it's niche or be the best at and for me being the best Shell Smash user seems like the best option. Sheer Force would be good for it since it has a big movepool to benefit from it like Razor Shell, Rock Slide and Poison Jab.

For Slurpuff I really don't know what to do. We could maybe do something weird and give it Regenerator along with U-Turn and some new physical coverage moves like Earthquake and Fire Punch. Either that or make it defensive but defensive variants will be outclassed by Clefable, Aromatisse, Sylveon and Florges.

Dragalge could maybe be off good with just a decent boost to it's stats along with Recover. Really those are the main things that are keeping it from being so I think that will do. Maybe throw in Fire Blast too since Dragon types breath Fire and will have something against Steel types.
 
I think Tough Claws is fine for Barbaracle, a 100bp water move with a 50% chance to cut defense in the form of tough claws Razor Shell is lovely, whereas sheer force would be less powerful and lack the side effect. It could use some more moves to abuse it perhaps- aqua jet would be great.
 
I don't see any Goodra submission on the spreadsheet, but yeah that is kinda the case there
Huh, I must be going nuts, I very specifically recall Goodra's Dragon/Poison typing standing out when I first saw the Mega checklist because I thought even back then "welp, there goes Dragalge". But yeah, sure enough, it's not there.

Still though, even if Goodra ends up not being Dragon/Poison, its role as Dragon-type special tank would still outclass poor Dragalge. And honestly, I'm totally for Mega Goodra being Dragon/Poison if it isn't already and is just hiding.

Dragalge should retain adaptability imo. maybe give it flamethrower to take care of steel(it is a dragon)
The problem is that Dragalge is so slow, and has such low HP, and has no recovery, and I just can't imagine it getting more than one big hit in before dying, as it has to find a way to switch in and also survive another hit before it can do anything. Even if we add 50 to its speed (leaving not much room for improved bulk or its mediocre base 97 special attack) it only ends up at the super trollish base 94.

Also it lives underwater, so Flamethrower makes little sense. That Corrosion ability that lets Poison hit Steel would be great if its BST didn't require a better ability.

My plan for Dragalge (seeing more discussion here made me change my mind about talking about my plan) is to take into account its status as a camouflaged predator. Animals like Dragalge are slow and still while they wait, yes, but they're lighting fast when they finally attack. So I'm keeping Dragalge's low speed (hell, I'm making it even lower) but I'm giving it Dragon-type Gale Wings. Priority Draco Meteor is a brilliant niche in this meta, and is kept from being OP by Dragalge's inability to boost its stats, or heal itself, or hold a Choice item. I'm also giving it Acid Spray, both because it has great flavor (already learns Acid) and so that it can play mind games. Will it launch a Draco Meteor, or predict a switch and Acid Spray your Special Defense away, forcing yet another switch or a nuclear strike?

Its inability to hit Steel with its STABs is also key to keeping this thing balanced, but moves like Scald are still wonderful coverage.

(I also really considered Protean and Contrary with Leaf Storm, but it's too slow for Protean to work defensively and, as I said with Malamar, Contrary is a dime a dozen in this meta, and needs faster users).

I think Tough Claws is fine for Barbaracle, a 100bp water move with a 50% chance to cut defense in the form of tough claws Razor Shell is lovely, whereas sheer force would be less powerful and lack the side effect. It could use some more moves to abuse it perhaps- aqua jet would be great.
Actually, Tough Claws and Sheer Force give the same 33% boost. Sheer Force is probably superior, given it lets Barbaracle use a more accurate and more powerful Rock Slide. The defense drop from Razor Shell is great until you remember that after a Shell Smash, we've got horrible Rock/Water defensive typing (assuming Barbaracle keeps this typing, and if it changes, then the Water type will go away because Rock is primary type, and Razor Shell is no longer STAB) on top of lowered defenses. If the opponent is alive enough for the defense drop to take place, it's probably killing Barbaracle that turn. Secondary effects really don't matter for a mon like Barbaracle, so Sheer Force is certainly an upgrade from Tough Claws.
 
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Rock/Water isn't horrible tbh, it's not great but it has very solid resistances to Fire and Flying that allow it to set up easily enough.

It's true that for the large part secondary effects dont matter for Barbaracle, but getting rid of tough claws means you also lose quite a bit of power on its best third slot coverage move, Cross Chop, just for the 10% increase in accuracy with Rock slide (Which is still slightly weaker than stone edge, and while its minor Sheer Force does only offer a 30% boost compared to Claws' 33%).
 
Rock/Water isn't horrible tbh, it's not great but it has very solid resistances to Fire and Flying that allow it to set up easily enough.
Weaknesses to the ever-common Ground, Fighting, and Electric, and a quad weakness to Grass, means plenty of coverage moves destroy it, particularly when its defenses are lowered. Setting up isn't the problem, it's staying alive once it's set up if the opponent survives a hit.

It's true that for the large part secondary effects dont matter for Barbaracle, but getting rid of tough claws means you also lose quite a bit of power on its best third slot coverage move, Cross Chop, just for the 10% increase in accuracy with Rock slide (Which is still slightly weaker than stone edge, and while its minor Sheer Force does only offer a 30% boost compared to Claws' 33%).
Hooray for conflicting reports! Serebii claims Sheer Force is 33%, while Bulbapedia says it's 30%. Regardless, I'd definitely take a slightly weaker attack if it actually hits when I need it to. But fair point on Cross Chop.

This is why I'm giving Barbaracle No Guard, though. Yes, it might hit a bit softer than if it had Tough Claws or Sheer Force, but that bit is mitigated by a raised Attack stat (and without a power-boosting ability I'm free to put a lot more into attack without worrying about it being OP) and Shell Smash, and Barbaracle sure as hell likes firing off Stone Edge and Cross Chop without worrying if it's going to miss. Barbaracle's biggest enemy isn't its power, it's its inherent riskiness, and riskiness is no good when Shell Smash's defense drops punish you harshly for missing.
 
Looking at Dragalge's level up moves, it gets some useful ones relatively early, like Sludge Bomb, Hydro Pump, and Dragon Pulse before level 53, and this culminates at level 67 when it learns.. Twister?! The Pokedex entries both talk about Dragalge being rough on ships, and I wanted to see if Twister could possibly be useful (since it's apparently the ultimate technique for Dragalgae to learn), so I thought of an ability that automatically uses Twister on the switch/evolution. Offensively, it's some free priority/chip damage for a slow Pokemon that will likely end up with decent Special Attack. Defensively (where Dragalgae's stats are focused) I think it could even cooler because Twister's flinch chance gives Mega Dragalgae a 20% of switching in for free on a non-Fairy. That could really help mitigate its tendency to get worn down with low Speed and no recovery.
 
Alright guys here are the results, and once again read the message after you see the results

Chesnaught: Tie between Valmanway and GG Unit
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%)


Greninja: nightsitter
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.


Diggersby: Mew King
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.


Talonflame: Tie between Jaguar360 and GG Unit
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.


The Submission Period for the Next Slate will not open just yet. It is still the discussion period for Furfrou, Pyroar, Gogaot, and Male Meowstic. The reason for this is the bapancing council has not gotten a clear verdict on how we are doing Meowstic, but don't worry the wait shouldn't be nearly as long as before (Giving them one Mega, giving them one Mega for each Gender and doing them separately, or giving them one mega for each Mega and doing them like other alternat form Pokemon like Tornadus) (Btw, only 2 of us have said our opinion, me and Mew King, and we both have clearly opposite opinions, so yeah)
Apologies for not visiting for some time due to lots of college work. But well, the winning Greninja sensei is nice. Looks like my winning entry just gets contested, again... I'll just pair them together instead. But it surprises me about the sluggishness that's just happening on this thread as of the moment. I ain't sure when could I actively participate again, but I'll try to do so next week.

Also, for dragalge, I think I like Jay's idea the best: Sluggish, but reflexive. Sadly, I don't have the time to vote now thanks to a history project of mine
 
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We made Mega Goodra a Poison type even though Water would have made much more sense. It learns a lot of Water moves, evolved under rain, and has Hydration as one of its abilities. So why not make Mega Dragalge a Water type?

The type combo of Water/Dragon is shared only with Kingdra. The only important resistance it loses is Fighting, and maybe Electric, but it has fewer weaknesses. As well, Water/Dragon backed by Adaptability is much better than Poison/Dragon.
 
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Da Pizza Man

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

Pyroar: Tie between zerobreaker000and Jaguar360
Mega Pyroar
Typing: Fire/Normal ----> Fire/Normal
Abilities: Rivalry/Unnerve/Moxie ----> Hubris (Special-based clone of Moxie)
BST: 86/68/72/109/66/106 ----> 86/68/82/159/86/126
New Moves: Calm Mind

In the vein of Moxie Scrafty and Honchkrow, here's Mega Pyroar with Hubris, the special counterpart of Moxie. With Hyper Voice, Dark Pulse and Fire Blast, only Terrakion, Carbink, Diancie and (Mega) Tyranitar isn't hit at least neutrally. 159 Sp.Atk is nothing short of good, and 126 Speed allows it to sweep pretty well with one to two CM boost. However, 86/82/86 bulk is somewhat frail, making it easy to be revenge killed; The aforementioned (Mega) Tyranitar and Terrakion can easily defeat it with a single Stone Edge, while Diancie can easily wall it.

Mega Pyroar
Normal/Fire --> Normal/Fire
Unnerve/Rivalry/Moxie(HA) --> Intimidate
86/68/72/109/66/106 --> 86/78/82/159/96/106
+Morning Sun +Calm Mind
Pyroar uses its unique defensive typing to play somewhat defensively in Mega Form. Intimidate speaks for itself and the stats are mostly invested in its bulk and power. Morning Sun gives it recovery, while Calm Mind takes advantage of Intimidate and Pyroar's access to Will-o-Wisp and gives it a better boosting move than Work Up.


Gogoat: JayHankEdLyon
Mega Gogoat
Type: Grass-> Grass/Ground
Ability: Sap Sipper/Grass Pelt -> Natural Cure
New Moves: Agility (we've seen this thing run, it should be able to speed itself up)

HP: 123 -> 123
Atk: 100 -> 130 (+30)
Def: 62 -> 82 (+20)
SpA: 97 -> 103 (+5)
SpD: 81 -> 111 (+30)
Spe: 68 -> 73 (+15)

Flavor Concept: Leaves grow everywhere, turning Gogoat into a walking shrub. But it looks cool? Sure, it still looks cool.

Competitive Concept: Gogoat has a pretty great movepool and tons of recovery options, as well as a terrific HP stat. Considering it gets Bulk Up to boot, I decided to make it a premier Bulk Upper by boosting its Attack and Special Defense the highest. Supplemented by Slack Off, Leech Seed, or Horn Leech, Gogoat has many opportunities to Bulk Up and go wild with its hard-hitting attacks. Horn Leech is probably the way to go, allowing for STAB Earthquake and Rock Slide/Wild Charge to round out his moveset (Grass/Ground/Rock is resisted only by Grass/Fighting mons and Bronzong). But Bulk Up isn't all Gogoat's good for: with its new defenses and massive 112 HP substitutes, Gogoat can make for quite the bothersome Sub-Seeder, particularly if find room for its newfound Agility for speedy subs. Agility also works well with its 130 attack and fantastic coverage to function as a bulky sweeper. For every set, Sap Sipper is easily the best ability pre-evo, but offensive goats particularly like the potential free Attack boost.

With Natural Cure, Gogoat's long-term viability only improves, as the Burns and Toxics that ruin its day disappear upon switching. It also allows makes Gogoat have even more options for healing: now it can use Leech Seed, Horn Leech, Milk Drink, and Rest viably (although they aren't quite as viable if they're all on the same set).

Grass/Ground may give Gogoat a sad 4x weakness to Ice, but still, a more powerful Earthquake and a newfound neutrality to Poison (not to mention an Electric immunity and SR resistance) are pretty handy.

Furfrou: JayHankEdLyon
Mega Furfrou
Type: Normal -> Normal
Ability: Fur Coat-> Fur Coat
New Moves: Crunch

HP: 75 -> 75
Atk: 80 -> 100 (+20)
Def: 60 -> 100 (+40)
SpA: 65 -> 65 (+0)
SpD: 90 -> 120 (+30)
Spe: 102 -> 112 (+10)

Flavor Concept: White fur becomes golden, otherwise identical (this applies to all its trims as well)

Competitive Concept: Furfrou's fantastic defense thanks to Fur Coat is given a gigantic boost to 100. With max investment, it has a virtual defense stat of 656 against any opponent without Mold Breaker; for comparison, Mega Aggron and Shuckle both have max defenses of 614, and both have a lower HP stat. Moreover, 75/120 special defense is nothing to scoff at, nor is a speed of 112. Mega Furfrou has all the makings of an excellent tank. How excellent? If 252+ Mega Heracross's Close Combat crits max defensive Furfrou, it still only has a 12.5% chance to OHKO (doing 86.4-101.6%). I'm not suggesting switching Furfrou into that, as it's a guaranteed 2HKO regardless, but holy crow.

The problem? Well, 100 base attack is hardly groundbreaking, and both offensively and defensively, pure Normal is hardly optimal: the aforementioned Aggron and Shuckle have actual resists to play off. Moreover, no recovery outside Rest is a real bummer, and an offensive movepool of Return, Sucker Punch, Wild Charge, and the new Crunch is decent at best. But thanks to nifty utility like Toxic, Thunder Wave, Roar, and U-Turn, Furfrou can still pull its weight as a status inducer and pivot.

Or, with Cotton Guard, it can raise its defense to obscene levels and just stall out . Remember that Mega Heracross? After one Cotton Guard, that guaranteed 2HKO with Close Combat becomes a 64% chance at a 4HKO, dealing only 23-27%. Meaning Furfrou could feasibly keep a Substitute up on 252+ Mega Heracross's Close Combat. Even Adamant Mega Medicham's High Jump Kick, the strongest Fighting-attack in the game, only has a chance to 3HKO after a single Cotton Guard (and Jolly Medicham, the far more viable version, drops from an 87% chance to 3HKO to a hilarious 2.5% chance, meaning it's actually more likely that Cham loses half its HP by missing than it does to 3HKO Furfrou). After two Cotton Guards, Adamant Megacham's High Jump Kick now only has a chance to 5HKO. That kind of bulk actually makes the likes of Toxic/Cotton Guard/Charm (to foil set-up attackers)/Rest a viable option, which is, pardon my French, quite a fucking thing. Do I suggest that moveset? Probably not. But mon dieu, this dog is tough.


Aromatisse: nightsitter
Mega Aromatisse
Type: Fairy -> Fairy/Poison
Ability: Healer/Aroma Veil -> Aroma Veil
New Moves: Sludge Bomb

HP: 101 -> 101
Atk: 72 -> 92 (+20)
Def: 72 -> 112 (+40)
SpA: 99 -> 129 (+30)
SpD: 89 -> 99 (+10)
Spe: 29 -> 29

Flavor Concept: It is known to produce not only appealing odors, but also despicable ones. Hence, the Poison type and Sludge Bomb.

Competitive Concept: Bulky cleric with unique defensive typing that makes a phenomenal partner for Chansey. Mega Aromatisse walls most physical attackers while absorbing status, Taunt, and Knock Off for its team. It can also Wishpass and deal decent damage with its STABs. Most sets will probably run Wish/Protect/Moonblast/Aromatherapy, though several other options are viable.


This post starts the submission period for Dragalge, Slurpuff, Barbaracle, and Malamar[/user][/user]
 
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Yeahhh zerobreaker's Pyroar completely outclasses Jaguar's. Anyway, on to submissions:
Type: Poison/Dragon -> Poison/Dragon
Ability: Poison Point/Poison Touch/Adaptability -> Adaptability
New Moves: Flamethrower, Fire Blast

HP: 65 -> 65
Atk: 75 -> 107 (+32)
Def: 90 -> 120 (+30)
SpA: 97 -> 135 (+38)
SpD: 123 -> 123
Spe: 44 -> 44

Flavor Concept: It already gets cool coverage with the likes of Thunderbolt, so Fire type attacks are hardly unjustified. It’s a dragon, so it can shoot fire from its snout.

Competitive Concept: Adaptability tank with cool coverage interesting utility. Sludge Bomb/Fire Blast/Draco Meteor/Scald provides perfect neutral coverage and immense power.
Type: Fairy -> Fairy/Grass
Ability: Sweet Veil/Unburden -> Pixie Dust (Fairy-type moves get +1 priority)
New Moves: None

HP: 82 -> 82
Atk: 80 -> 100 (+20)
Def: 86 -> 116 (+30)
SpA: 85 -> 115 (+30)
SpD: 75 -> 85 (+10)
Spe: 72 -> 82 (+10)

Flavor Concept: Slurpuff gets a bunch of Grass type moves by level-up, so it becomes the Grass type upon Mega evolution. Additionally, its stone contains pixie dust, which allows it to use priority Fairy-type attacks.

Competitive Concept: Belly Drum sweeper with priority of ridiculously good typing and power. Mega Slurpuff can sweep through most offensive teams, though it struggles against common opponents like Talonflame and Mega Scizor, both of which can strike with supereffective priority. Additionally, several Poison types can tank a Play Rough and strike back with a 4x effective attack. While it requires a great amount of support, Mega Slurpuff is an enormous threat that should not be ignored. Alternatively, a Calm Mind set may be run to capitalize on its higher Special attack stat. BD/PR/Return/Flamethrower and CM/DG/EBall/Flamethrower will probably be its best sets.
Type: Dark/Psychic -> Dark/Water
Ability: Suction Cups/Contrary/Infiltrator -> Prankster
New Moves: Thunder Wave, Knock Off, Scald

HP: 86 -> 86
Atk: 92 -> 110 (+18)
Def: 88 -> 108 (+20)
SpA: 68 -> 110 (+42)
SpD: 75 -> 105 (+30)
Spe: 73 -> 63 (-10)

Flavor Concept: Water and Scald because squids are water-based. Thunder Wave because it already gets Thunderbolt and why the hell not. Knock Off because Dark type and yet again, why the hell not. Oh yeah and then Prankster is added for obvious reasons.

Competitive Concept: FINALLY, Prankster+TT is a real thing! Mega Malamar stops setup sweepers right in their tracks, and can further cripple them with access to highly spammable moves like TWave, Knock Off, and Scald. It can even do work against stall teams lacking setup moves with priority taunt. TT and Taunt should be on every set, but the other two are up to the user.
Didn't do Barbaracle because I'm confident that whoever makes the No Guard submission will do a good job of it.
 

Valmanway

My jimmies remain unrustled
is a Smogon Media Contributor Alumnus


Mega Dragalge
Dragon / Poison ----> Dragon / Poison
Poison Point / Poison Touch / Adaptability ----> Corrosion
65 / 75 / 90 / 97 / 123 / 44 (494) ----> 65 / 75 / 120 (+30) / 127 (+30) / 143 (+30) / 54 (+10) (594)
New Moves: Aqua Ring

"Their poison is strong enough to eat through the hull of a tanker, and they spit it indiscriminately at anything that enters their territory." Okay, how could I not give him Corrosion?

Mega Dragalge is designed to be a bulky tank that can hit back hard. Thanks to Corrosion, Dragalge now has great neutral coverage with his STABs alone, making his job of damaging foes easier. The Pokemon that do happen to resist the coverage are neutral to Scald, so you can use the 4th moveslot for Aqua Ring to keep your longevity, or perhaps you can use Toxic Spikes to wear down foes more easily, though Scald can do that just fine. The extra bit put into Speed helps to outrun Azumarill that don't invest in Speed, and the rest of the stat boosts are pretty straightforward.
 
Slurpuff (Slurpuffite)
Type: Fairy -> Fairy
Abilities: Sweet Veil (Unburden) -> Simple
New Moves: Swords Dance, Aura Sphere

HP: 82 -> 82
Atk: 80 -> 110 (+30)
Def: 86 -> 106 (+20)
SpA: 85 -> 115 (+30)
SpD: 75 -> 105 (+30)
Spe: 72 -> 62 (-10)
BST: 480 -> 580

Slurpuff is used mainly as a sweeper due to its Unburden ability along with access to Calm Mind and Belly Drum. However, there isn't really any way to make that work due to mega stones. Instead, Slurpuff acts as a slow, bulky attacker. With Cotton Guard and Calm Mind, it becomes unbreakable. Its Fairy/Fire coverage it resisted only by opposing Fire-types, and in OU that's limited to Heatran (others take neutral damage from Fairy). Meanwhile, Swords Dance is much better for Mega Slurpuff than for regular Slurpuff, so it is an option.

Malamar (Malamarite)
Type: Dark/Psychic -> Dark/Fighting
Abilities: Suction Cups, Contrary (Infiltrator) -> Contrary
New Moves: Close Combat, Hammer Arm, Drill Peck

HP: 86 -> 86
Atk: 92 -> 122 (+30)
Def: 88 -> 108 (+20)
SpA: 68 -> 68
SpD: 75 -> 115 (+40)
Spe: 73 -> 83 (+10)
BST: 482 -> 582

Malamar now has actual resistances. Drill Peck complements Fighting STAB, and it makes sense as it already learns Peck.

Dragalge (Dragalgenite)
Type: Poison/Dragon -> Poison/Dragon
Abilities: Poison Point, Poison Touch (Adaptability) -> Levitate
New Moves: Thunder Wave, Fire Blast
HP: 65 -> 65
Atk: 75 -> 75
Def: 90 -> 120 (+30)
SpA: 97 -> 117 (+20)
SpD: 123 -> 173 (+50)
Spe: 44 -> 44
BST: 494 -> 594

One major issue with Dragalge is a weakness to Earthquake, hitting it on its weqker physical side. Levitate changes it into a useful immunity.
 
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Man, I didn't even vote for my own Furfrou, but thanks folks! They were all pretty much the same anyway except for the Guard's Wages one. Also, I definitely said Gogoat gets Slack Off instead of Milk Drink, whoops. Anyway, here:

Mega Slurpuff
Typing: Fairy -> Fairy/Fire
Ability: Sweet Veil/Unburden--> Sweet Veil
New Moves: Moonblast (sort of absurd it doens't already get it)
HP: 82 -> 82
Atk: 80 -> 80 (+0)
Def: 86 -> 126 (+40)
SpA: 85 -> 125 (+40)
SpD: 75 -> 95 (+20)
Spe: 72 -> 72 (+0)

Flavor Concept: Sweet Slurpuff gets the flambé treatment, and sporadically spouts into flame.

Competitive Concept: Slurpuff already has a fantastic Belly Drum Unburden set, but Unburden can hardly be used by a Mega form. Thus, I’ve given it a new role as Calm Mind master, with a nifty 125 Special Attack and 85/126/95 defenses that maximize Calm Mind’s effectiveness (and nicely reflects standard Slurp’s base stat arrangement). Moreover, its new Fire typing is a great boon offensively (Fairy/Fire is resisted only by fellow Fire-types, and with Thunderbolt in the mix it’s only walled by Camerupt and Rotom-H) and defensively (Fairy/Fire resists Fire, Grass, Ice, Fighting, Dark, Bug (x4), and is immune to Dragon, giving plenty of switch-in opportunities so long as hazards are kept at bay). Thanks to Sweet Veil, Slurpuff is now immune to both Sleep and Burn, making it that much harder to take down.

If you don’t mind having others take care of your fiery foes, Slurpuff can also opt for a Moonblast/Flamethrower/Calm Mind/Wish set to keep itself alive and well as it boosts away. Despite a few new weaknesses to Water, Ground, and Rock, Mega Slurpuff greatly appreciates the ability to switch in and threaten/set up on the likes of Scizor, Heatran (if it uses Thunderbolt), Dragonite, Ferrothorn, Mawile, Bisharp, and Breloom (good luck with Spore on the switch, buddy).

Mega Malamar
Type: Dark/Psychic-> Dark/Psychic
Ability: Suction Cups/Contrary/Infiltrator-> Prankster
New Moves: None

HP: 86 -> 86
Atk: 92 -> 117 (+25)
Def: 88 -> 98 (+10)
SpA: 68 -> 98 (+30)
SpD: 75 -> 95 (+20)
Spe: 73 -> 88 (+15)

Flavor Concept: Malamar flips back around, but remains looking like Malamar.

Competitive Concept: Contrary Superpower is old hat in this meta, particularly as Malamar doesn’t have any STAB moves barring the exclusive Psycho Boost that it could manipulate. Moreover, in general, any movepool additions to improve Contrary Mega Malamar would obviously improve the standard form as well, and considering the standard form can hold a choice item to boost power or speed, that's no good.

Do you know what’s not old hat? Prankster Topsy Turvy. Well, I mean technically Mr. Mime currently “has it”, but the higher-ups have deemed Malamar’s signature move unworthy for the mime, leaving this niche wide open for the squid to grab. This well-deserved buff makes Malamar the bane of all set-up: unless the opponent has a priority move of its own, Malamar twists its precious boosts into debuffs.

That alone is enough to make Malamar an incredible pokemon, but throw in Prankster Destiny Bond and you’ve got yourself a terrific anti-offense meddler. Sound too good to be true? Well, I made sure to spread its stat boosts around so that it’s good, but hardly great; 86/98/95 defenses are decent, but hardly insurmountable, especially as Malamar has neither recovery outside of Rest nor a single resistance, with only a Psychic immunity to its name. Malamar is hit by all forms of hazards and forms of status, and seriously hates U-turn. Its above-average 117/98 offenses can only be boosted by Calm Mind, which it has no room for when using Topsy Turvy and/or Destiny Bond, and 88 Speed isn’t winning it any awards: this is great news for Mega Banette, whose superior typing, massively better Attack, STAB priority, and Will o Wisp allow it to not be entirely outclassed. Still, let’s not kid ourselves here: priority Topsy Turvy is a serious gamechanger, and when you add priority Destiny Bond to the mix, Malamar’s viability skyrockets.

Mega Barbaracle
Type: Rock/Water -> Rock/Water
Ability: Sniper/Tough Claws/Pickpocket-> No Guard
New Moves: None

HP: 72 -> 72
Atk: 105 -> 135 (+30)
Def: 115 -> 145 (+30)
SpA: 65 -> 75 (+10)
SpD: 86 -> 106 (+20)
Spe: 68 -> 78 (+10)

Flavor Concept: More Binacles! Binacles coming out of everywhere!

Competitive Concept: A very simple change that makes all the difference. While it misses Tough Claws to boost its contact moves’ power, No Guard makes Barbaracle’s powerful but inaccurate moves like Stone Edge and Cross Chop shine. It gets perfect neutral coverage with Razor Shell/Stone Edge/Cross Chop/Shell Smash, and given its great bulk prior to smashing, it can really wreak some havoc. The fact that one of its moves has a 50% chance to lower the foe’s defense while the other two have high critical hit ratios is just icing on the cake.

A Shell Smasher with 125 attack, 78 speed, perfect neutral coverage, and perfect accuracy might sound insane, but fear not. Rock/Water remains godawful defensive typing, limiting both switch-ins and opportunities to smash. Unlike Cloyster, its attacks can’t pierce substitutes or break sashes. And, in the end, Mega Barbar falls victim to all the standard countermeasures to smashers, like Mach Punch, priority burn, or Unaware.

Mega Dragalge
Type: Poison/Dragon -> Poison/Dragon
Ability: Poison Point/Poison Touch/Adaptability -> Looming (+1 priority to all Dragon-type moves)
New Moves: Acid Spray

HP: 65 -> 65
Atk: 75 -> 72 (+0)
Def: 90 -> 120 (+30)
SpA: 97 -> 127 (+30)
SpD: 123 -> 153 (+30)
Spe: 44 -> 34 (-10)

Flavor Concept: Dragalge becomes even more spindly and terrifying and grows many more fake leaves.

Competitive Concept: Mega Goodra is a Dragon mon specializing in Special Defense, and has a BST of 700 to Mega Dragalge’s 594 (including a far superior HP stat). This isn’t the first time Dragalge has been shafted: we’re talking about a pokemon whose final level-up move is, erm, Twister. What’s a Mock Kelp to do?

I gave a lot of consideration to a lot of abilities Dragalge could get. Protean came to mind as a flavor-filled defensive tool, but it’s just too slow to use properly and would end up similar to Color Change Kecleon, gimmicky and easily outplayed by the opponent. An ability that automatically poisons opponents on the switch or guaranteed poison on contact sounded promising, allowing it a niche of near-guaranteed Venom Drench and Venoshock, but even that didn’t sound good enough for this poor soul (I do want to try it on something else, though).

But then I thought, hey, this is a camouflage-based sea pokemon, but it’s also an incredibly deadly predator. In the wild, such predators can stay perfectly slow and still and blend into their surroundings, but when they strike it’s hard and it’s fast.

So, to give Dragalge a considerable niche over its slimy cousin, I’ve given it Looming, the Dragon-type Gale Wings. And holy crow does it do wonders. Even at a wretched base 34 speed, nothing says terror like priority Draco Meteor off a base 127 Special Attack. Dragalge is a dragon that eats other dragons for breakfast, and can singlehandedly turn the tide against the likes of Charizard and Garchomp. Moreover, its STAB Sludge Bomb/Wave takes care of the Fairies that laugh at Dragon type moves, and Flamethrower/Fire Blast handles Steel. But that’s not all: with Scald, Toxic, Toxic Spikes, Dragon Tail, and Haze, Dragalge can have all sorts of utility fun once its Special Attack is whittled away. Of course, Dragon Pulse is also an option for sustained attacks, but the sheer power of Draco Meteor is too good to pass up.

While Sludge Bomb/Wave does take care of Fairies better, I've also gifted Dragalge with Acid Spray to seriously mess with opponents. Whenever Dragalge switches in, it certainly might attack with Draco Meteor's might, but it could also predict a switch and, assuming no Steels are there to ruin your day (thank god for Steels keeping Dragalge from being OP) it can use Acid Spray to make the switch-in hit even harder by Draco Meteor. With hazards on the stage (including potentially Toxic Spikes, which Dragalge itself can lay) Dragalge is a serious terror on the field. A set like Draco Meteor/Acid Spray/Focus Blast/Toxic Spikes could make for some wonderful mindfuckery.

Dragalge is kept at bay by the aforementioned Steel type, but also its terrible speed, inability to boost or heal itself, and weakness to common moves like Earthquake and Ice Beam that, even with its great bulk, eventually take their toll. But regardless, let me repeat: priority Draco Meteor. We needed something radical to distinguish it from Goodra, and by god, radical is what we’ve got.

(Oh, also, fun fact: if the programming gives EVERY Dragon move +1 priority, then Dragalge’s Dragon Tail joins Prankster Roar/Whirlwind among the fastest phaze moves in the game, for whatever that’s worth.)
 
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Mega Mantine, giving Slurpuff Drain Punch would make its Unburden Belly Drum set WAY too good. Also, Dragalge is Poison/Dragon, not Dragon/Poison, so you can't change the Poison typing (no non-flyer has ever had its primary type changed).

But most importantly, I mentioned No Guard in discussion, so sorry that my submission for Barbar is similar to yours, but there's evidence that I'm not taking your idea, so yay.
 
Mega Mantine, giving Slurpuff Drain Punch would make its Unburden Belly Drum set WAY too good. Also, Dragalge is Poison/Dragon, not Dragon/Poison, so you can't change the Poison typing (no non-flyer has ever had its primary type changed).

But most importantly, I mentioned No Guard in discussion, so sorry that my submission for Barbar is similar to yours, but there's evidence that I'm not taking your idea, so yay.
Ya beat me to it. And with regards to Prankster Malamar, I hope ours are different enough to be present in the same slate.
 
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