I assume we PM The Pizza Man?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