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

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Type: Ghost/Grass -> Ghost/Grass
Ability: Pickup/Frisk/Insomnia -> Flash Fire
New Moves: None

Flavor Concept: Flash Fire because it literally has fire inside of it. Also, it has a plethora of Fire-type moves.

Competitive Concept: I gave them all very distinct speed tiers, so each one has a niche of defeating certain playstyles. Smaller sizes check more stall and bulky offense teams, whereas bigger sizes check HO and its popular variants such as sand offense.

Consistency: Mega Gourgeist’s sizes all get the following stat boosts: +10 Def, +30 SpD, a flat 100 Atk, and +15 Speed (minus 5 for each size above small). The rest of the base stat points are dumped into SpA.
HP: 55 -> 55
Atk: 85 -> 100 (+15)
Def: 122 -> 132 (+10)
SpA: 58 -> 88 (+30)
SpD: 75 -> 109 (+30)
Spe: 99 -> 114 (+15)

Competitive Concept: Phenomenal subseeder with a cool typing and a very trolly base speed stat. MGS is very anti-meta, checking loads of top-tier threats such as Keldeo, Azumarill, and Terrakion.
HP: 65 -> 65
Atk: 90 -> 100 (+10)
Def: 122 -> 132 (+10)
SpA: 58 -> 98 (+40)
SpD: 75 -> 105 (+30)
Spe: 84 -> 94 (+10)

Competitive Concept: Very similar to Large and Super Size. MGA simply has a better speed tier in exchange for less bulk and power. Choose your size based on what you need Mega Gourgeist to beat.
HP: 75 -> 75
Atk: 95 -> 100 (+5)
Def: 122 -> 132 (+10)
SpA: 58 -> 108 (+50)
SpD: 75 -> 105 (+30)
Spe: 69 -> 74 (+5)

Competitive Concept: Super Size, but with a better speed tier and slightly less tankiness. This one fares a bit better against stall by outrunning its most prominent team members.
HP: 85 -> 85
Atk: 100 -> 100
Def: 122 -> 132 (+10)
SpA: 58 -> 118 (+60)
SpD: 75 -> 105 (+30)
Spe: 54 -> 54
Competitive Concept: Tank with incredible coverage and utility. MGXL suffers from an extreme case of 4MSS, but is still able to make quite an impact on a match by completely walling major threats such as Keldeo and Azumarill. It's important to note that with Flash Fire activated, it gets pseudo-STAB on Fire Blast and the like.
 
Gourgeists: Small: 55/100/132/63/100/154- Ability: Candle(doubles the power of all stabs, but user loses 1/6 of its hp per turn.)

Average: 65/105/152/58/125/84- Ability: Infiltrator

Large: 75/125/152/58/125/59- Ability: Thick Fat

Super: 85/110/167/58/130/44- Ability: Bulletproof

Typing(all): Grass/Ghost
New Moves- Fire Punch
Concept: Gourgeist-Small fire becomes larger and comes out of the Jack-o-lantern, and he becomes a little sprite-like, running around at blistering speed. Gourgesit-A becomes slightly more defensive, but gains the ability to stretch his shadow, hence infiltrator. Gourgeis-L becomes a lot slower, with a much larger pumpkin. It's defenses go up a lot because of it's pumpkin. Gourgeist-Super's pumpkin grows a lot larger too, but it retreats into its pumpkin and becomes a fully defensive pokemon.

Competitive Value: Gourgeist-S sits at a blistering 154 speed, allowing it to out speed most of OU, most notably Gengar. Candle makes its seed bomb, shadow claw, and shadow sneak hurt like crazy, but it's not going to be on the field for long due to the hp loss. GA is the average one, with decent speed, Great mixed bulk, and a decent attack. His Will-o-wisp and leech seed hit through substitute, which is a great advantage over other SubSeeders. Gourgeist-L has a nice advantage in negating 2 of its weaknesses, allowing it to switch into things like Mega Char X's fire punch no problem. Finally, Gourgeist-Super has a great advantage in walling Gengar, which makes it greater than Chesnaught in the Sub-seeder game.
 
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Gourgeist



Typing: Ghost/Grass -> Ghost/Grass
Abilities: Pickup/Frisk -> Pure Intellect (Turns physical moves into special moves; Counterpart of Brute Force)
Movepool Additions: Flare Blitz, Synthesis, Curse

Hp: 75 -> 75
Attk: 95 -> 95
Def: 122 -> 112 (-10)
SpA: 58 -> 133 (+75)
SpD: 75 -> 75
Spe: 69 -> 104 (+35)

I decided to make one of them special, but they all had terrible SpA, so Large gets a +75 Special Attack. Increased speed for better sweeping, and -10 defense because it sacrifices its defenses for moving quickly. It gets Flare Blitz mainly for the other mega evolutions, but this has a powerful special fire type attack. Synthesis for healing, also makes it better on sun teams. Curse because it says it curses things in its Pokedex entry ._.


Typing: Ghost/Grass -> Ghost/Grass
Abilities: Pickup/Frisk -> Prankster
Movepool Additions: Flare Blitz, Synthesis, Curse

Hp: 55 -> 55
Attk: 85 -> 95 (+10)
Def: 122 -> 137 (+15)
SpA: 58 -> 58
SpD: 75 -> 130 (+55)
Spe: 99 -> 119 (+20)

This one gets prankster Will-O-Wisp, Synthesis, Substitute, Leech Seed, Trick-Or-Treat, Pain Split, Disable, Toxic, etc. This is a threat to anything. Luckily for its opponents, it can only have 4 moves. Since it is small it has to rely on its wits and tricks to survive. Well, on to the next one.


Typing: Ghost/Grass -> Ghost/Grass
Abilities: Pickup/Frisk -> Brute Force (Look in OP)
Movepool Additions: Flare Blitz, Synthesis, Curse

Hp: 85 -> 85
Attk: 100 -> 150 (+50)
Def: 122 -> 152 (+30)
SpA: 58 -> 58
SpD: 75 -> 105 (+30)
Spe: 54 -> 44 (-10)

This one is the physical counterpart to Large. This thing grows even more! Getting bulkier and slower as it does. I made this guy a really good trick room abuser. Not much else to say. ON TO THE GRAND FINALE!


Typing: Ghost/Grass -> Ghost/Fire
Abilities: Pickup/Frisk -> Hatred (This pokemon does 1.5x more damage against pokemon of the same type or types)
Movepool Additions: Flare Blitz, Synthesis, Curse

Hp: 65 -> 65
Attk: 90 -> 140 (+50)
Def: 122 -> 112 (-10)
SpA: 58 -> 58
SpD: 75 -> 75
Spe: 84 -> 144 (+60)

Ah, the middle child. Thought of as average and often overlooked. NOT ANYMORE! The fire burning in its heart candle has grown. A lot. It now encompasses the pokemon! It has a pure hatred for any who had downcast it, including its family of ghost types. It used to hide it, but Gourgeist can't take it anymore. Now he goes on angry rampages, torching whatever it sees.
 
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How about we make a Mega for every pokemon except Ambipom?

Anyway:
For all:

Type: Ghost/Grass -> Ghost/Grass
Ability: Pickup/Frisk/Insomnia -> Halloween (Uses Trick or Treat upon Mega Evolution/switching in)
New Moves: Pursuit

Flavor Concept: Gourgeist gains more "hair", thus multiple arms.

Competitive Concept: Copied from an earlier post of mine:

With Halloween, Gourgeist's Ghost STAB is suddenly super effective against any pokemon without Normal or Dark typing, so long as the opponent stays in. Considering it also gets Shadow Sneak and has a minimum of 85 attack in its standard form, its mega form regardless of size could shape up to be quite the avenger, either forcing a switch or KOing a threat. And, if we add Pursuit to its arsenal, it gains a trapping move that's super effective against any foe without Bug, Fighting, or Fairy typing (meaning the only currently existing mon that resists it, barring any new megas I forgot, is Heracross). Shored up by strong defenses, Leech Seed, and Will o Wisp. Fun!

Gourgeist Small

HP: 55 -> 55
Atk: 85 -> 85 (+0)
Def: 122 -> 132 (+10)
SpA: 58 -> 100 (+42)
SpD: 75 -> 90 (+15)
Spe: 99 -> 132 (+33)

Competitive Concept: Uses its speed and a heightened Special Attack to take advantage of Gourgeist's Special movepool.

Gourgeist Medium

HP: 65 -> 65
Atk: 90 -> 100 (+10)
Def: 122 -> 132 (+10)
SpA: 58 -> 78 (+20)
SpD: 75 -> 100 (+25)
Spe: 84 -> 119 (+35)

Competitive Concept: Average Gourgeist is Average.

Gourgeist Large

HP: 75 -> 75
Atk: 95 -> 120 (+25)
Def: 122 -> 132 (+10)
SpA: 58 -> 78 (+20)
SpD: 75 -> 100 (+25)
Spe: 69 -> 89 (+20)

Competitive Concept: Buff defenses and nice attack, but neither as good as its big sister; however, a nice speed.

Gourgeist Super

HP: 85 -> 85
Atk: 100 -> 130 (+30)
Def: 122 -> 132 (+10)
SpA: 58 -> 68 (+10)
SpD: 75 -> 115 (+40)
Spe: 54 -> 64 (+10)

Competitive Concept: Heavy attack and great defenses, but shoddy speed.
 
Gorugeist-S (Gourgestite S)
Type: Ghost/Grass -> Ghost/Grass
Abilities: Pickup, Frisk (Insomnia) -> Flash Fire
New Moves: Fire Punch

HP: 55 -> 55
Atk: 85 -> 95 (+10)
Def: 122 -> 122
SpA: 58 -> 88 (+30)
SpD: 75 -> 90 (+15)
Spe: 99 -> 144 (+45)
BST: 474 -> 574


Gourgeist (Gourgestite)
Type: Ghost/Grass -> Ghost/Grass
Abilities: Pickup, Frisk (Insomnia) -> Flash Fire
New Moves: Fire Punch

HP: 65 -> 65
Atk: 90 -> 110 (+20)
Def: 122 -> 122
SpA: 58 -> 88 (+30)
SpD: 75 -> 95 (+20)
Spe: 84 -> 114 (+30)
BST: 474 -> 574


Gourgeist-L (Gourgestite L)
Type: Ghost/Grass -> Ghost/Grass
Abilities: Pickup, Frisk (Insomnia) -> Flash Fire
New Moves: Fire Punch

HP: 75 -> 75
Atk: 95 -> 125 (+30)
Def: 122 -> 122
SpA: 58 -> 88 (+30)
SpD: 75 -> 100 (+25)
Spe: 69 -> 84 (+15)
BST: 474 -> 574


Gourgeist-XL (Gourgestite XL)
Type: Ghost/Grass -> Ghost/Grass
Abilities: Pickup, Frisk (Insomnia) -> Flash Fire
New Moves: Fire Punch

HP: 85 -> 85
Atk: 100 -> 140 (+40)
Def: 122 -> 122
SpA: 58 -> 88 (+30)
SpD: 75 -> 105 (+30)
Spe: 54 -> 54
BST: 474 -> 574
 
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Ehh, I don't feel like making a slate (I'm kind of busy today too). It helps that EVERYONE's post is on one page and I was just going to assemble them by person. So, send your votes to The Pizza Man while we consider what to do.
 
It seems this thread has kinda closed down without acestriker because no ones doing anything. The Gourgeist thing has no results, there is no slate, people are kinda stuck. I mean seriously, no ones said anything for the past 3 days. I think someone needs to work harder.
 
We're all waiting for the Gourgeist results. I don't know what the hold up is, but they should be up by now. This thread hasn't "closed down;" we just haven't been as organized.
 
Maybe we should kinda wait until winter break? Until then lets just do like, 1 or 2 pokemon a slate so there's less work for Mew King. That should give us enough time to get a little more organized, right? I mean school just started, so I understand. (Hooray! Seventh grade...)
 
It doesn't matter to me. I've been going all year round since roughly 2011. My workload is light enough in general that I can do it and it's more of getting people to show up and junk.
 
We should definitely have something up and running with Megas for everything but Hoenn Pokemon before ORAS. It'd be good to get the initial adjustments out of the way before having to make new Megas based on what did and didn't get one in the new games.
 
We should just finish up all the rest of the Megas. When GF introduces new ones, we can remove their MFA counterparts. They'll conceivably introduce some from other generations that we already created, so we might as well just finish the rest.
 

Da Pizza Man

Pizza Time
is a Pre-Contributor
Alright guys here are the results, and please read what I have to say after you see the votes, its very important

Gourgsist: nightsitter
Type: Ghost/Grass -> Ghost/Grass
Ability: Pickup/Frisk/Insomnia -> Flash Fire
New Moves: None

Flavor Concept: Flash Fire because it literally has fire inside of it. Also, it has a plethora of Fire-type moves.

Competitive Concept: I gave them all very distinct speed tiers, so each one has a niche of defeating certain playstyles. Smaller sizes check more stall and bulky offense teams, whereas bigger sizes check HO and its popular variants such as sand offense.

Consistency: Mega Gourgeist’s sizes all get the following stat boosts: +10 Def, +30 SpD, a flat 100 Atk, and +15 Speed (minus 5 for each size above small). The rest of the base stat points are dumped into SpA.

HP: 55 -> 55
Atk: 85 -> 100 (+15)
Def: 122 -> 132 (+10)
SpA: 58 -> 88 (+30)
SpD: 75 -> 109 (+30)
Spe: 99 -> 114 (+15)

Competitive Concept: Phenomenal subseeder with a cool typing and a very trolly base speed stat. MGS is very anti-meta, checking loads of top-tier threats such as Keldeo, Azumarill, and Terrakion.

HP: 65 -> 65
Atk: 90 -> 100 (+10)
Def: 122 -> 132 (+10)
SpA: 58 -> 98 (+40)
SpD: 75 -> 105 (+30)
Spe: 84 -> 94 (+10)

Competitive Concept: Very similar to Large and Super Size. MGA simply has a better speed tier in exchange for less bulk and power. Choose your size based on what you need Mega Gourgeist to beat.
HP: 75 -> 75
Atk: 95 -> 100 (+5)
Def: 122 -> 132 (+10)
SpA: 58 -> 108 (+50)
SpD: 75 -> 105 (+30)
Spe: 69 -> 74 (+5)

Competitive Concept: Super Size, but with a better speed tier and slightly less tankiness. This one fares a bit better against stall by outrunning its most prominent team members.

HP: 85 -> 85
Atk: 100 -> 100
Def: 122 -> 132 (+10)
SpA: 58 -> 118 (+60)
SpD: 75 -> 105 (+30)
Spe: 54 -> 54
Competitive Concept: Tank with incredible coverage and utility. MGXL suffers from an extreme case of 4MSS, but is still able to make quite an impact on a match by completely walling major threats such as Keldeo and Azumarill. It's important to note that with Flash Fire activated, it gets pseudo-STAB on Fire Blast and the like.


We have no idea what the next slate is, so please either dicuss the winners of this slate or what the next slate could be

Also, I am retiring from collecting the votes for personal reasons, we have not determined who will be the new vote collector, and starting next slate you must send your votes to the new vote collector, any votes sent to me will be null and void
 
Alright folks! Next slate is Fearow, Nidoqueen, Dugtrio, and Poliwrath, and this slate will close on Monday as per Mew King.

I'll post my entries in a separate post to keep announcement posts separate from submission posts, but I can't wait to see what everyone submits!
 
Mega Fearow
Type: Normal/Flying -> Ground/Flying
Ability: Keen Eye/Sniper-> Raider (uses Pluck on Mega Evolve or switch-in)
New Moves: Brave Bird (poor Fearow doesn't even get Brave Bird!)

HP: 65 -> 65
Atk: 90 -> 115 (+25)
Def: 65 -> 85 (+20)
SpA: 61 -> 61 (+0)
SpD: 61 -> 81 (+25)
Spe: 100 -> 135 (+35)

Flavor Concept: Fearow's weird chicken comb becomes a spiky crest, and its beak sharpens. Also let's give it a bandolier with some machine guns and an eyepatch and, like, a cigarette in its beak. Don't fuck with Fearow is the vibe I'm going for.

Competitive Concept: Fearow's a nasty ole cuss, but a terribly weak one. There's really no feasible stat solution to its pitiful BST, so it needs some serious help from typing and ability.

For typing, I decided to give Fearow STAB on Drill Run, a handy Electric immunity, and a fun Rock neutrality with Ground. It certainly looks like a vulture mixed with a chicken, and both feed from the ground, so its flavor isn't entirely out of nowhere. Not entirely. Shut up, it's useful as hell.

The real gem is Mega Fearow's new ability, which not only gives it a wonderful free 90 BP (including STAB) Flying-type attack every time it appears, but eats up the odd berry an opposing mon might have just for fun. Add its 115 attack, 135 speed, and slightly more respectable bulk (but let's not kid ourselves), as well as Brave Bird and Drill Run for excellent dual STAB and U-turn to pivot (and thus another opportunity to switch-in/Pluck), and Mega Fearow might, wow, actually be used by somebody.

Mega Nidoqueen
Type: Poison/Ground -> Poison/Ground
Ability: Poison Point/Rivalry/Sheer Force -> Shield Dust (if we don't like its mothy flavor then a clone ability, but that seems like a waste of coding time)
New Moves: Does the Nido family really need more moves?

HP: 90 -> 90
Atk: 92 -> 102 (+10)
Def: 87 -> 127 (+40)
SpA: 75 -> 85 (+10)
SpD: 85 -> 125 (+40)
Spe: 76 -> 76 (+0)

Flavor Concept: More armor, more spikes, more muscles, more Nidoqueen all around.

Competitive Concept: Very simple changes, but to great effect. The stat boosts for Nidoqueen are obvious enough, with a little added to her offense and a ton to her defense. But the real kicker here is Shield Dust, which renders our fair Queen immune to additional effects like Scald's burn chance or Crunch's defense drop chance. This isn't just a great ability, particularly on a tanky pokemon that's already immune to poison and Thunder Wave, but it makes for wonderful flavor when pairing her with Mega Nidoking, who retained Sheer Force as an ability; with Sheer Force, Nidoking can't produce additional effects, and with Shield Dust, Nidoqueen can't be hit by them, fitting their offense/defense duality to a T.

Mega Dugtrio
Type: Ground -> Ground/Dark
Ability: Sand Veil/Arena Trap/Sand Force -> Arena Trap
New Moves: U-Turn

HP: 35 -> 35
Atk: 80 -> 130 (+50)
Def: 50 -> 70 (+20)
SpA: 50 -> 50 (+0)
SpD: 70 -> 70 (+0)
Spe: 120 -> 150 (+30)

Flavor Concept: Dugtrio's claws come out of the ground.

Competitive Concept: Dugtrio's role revolves around the revenge kill, and its Mega simply makes that more viable in this meta, and OU in general. A massive attack spike and a boost to its already-great speed tightens its grip on the foe, and a new secondary Dark typing gives it much-appreciated STAB on Sucker Punch to outspeed even priority users (flavor-wise, Dugtrio is a wicked trapper whose full body is shrouded in mystery, and it notably learns both Night Slash and Sucker Punch on level-up already).

That's pretty much all Dugtrio can do, though, as that 35 HP won't let it do anything else. Bulk is improved a little bit, but Ground/Dark typing with 35/70/70 defenses struggles to survive against the likes of Igglybuff. And even if it traps the perfect opponent, a choice-locked mon stuck on an Electric or Psychic move, Dugtrio's best boosting move is Hone Claws, which is far too gimmicky for any other scenario.

So no, nothing fancy. Dugtrio traps foes, hits hard and fast, and flees, and to solidify this role I've given it U-Turn to help it slink away. While I had my worries that U-Turn would improve standard Dugtrio too much, as it can carry a Choice Band for more power, it would still struggle to perform in this faster, buffer meta; more importantly, U-Turn's utility only matters after the avenging strike, and Dugtrio's opportunities to use it are limited if it's choice-locked.

Mega Poliwrath
Type: Water/Fighting -> Water/Fighting
Ability: Damp/Water Absorb/Swift Swim -> Sap Sipper
New Moves: Drain Punch

HP: 90 -> 90
Atk: 95 -> 125 (+30)
Def: 95 -> 125 (+30)
SpA: 70 -> 100 (+30)
SpD: 90 -> 120 (+30)
Spe: 70 -> 50 (-20)

Flavor Concept: Poliwrath hits the weights and goes the Mega Swampert route of crazy new bulk.

Competitive Concept: First off, it's a crime that Poliwrath, one of the first bulky fighting types out there, doesn't get Drain Punch. Let's nip that shit in the bud right there.

Second, Poliwrath is one of those jack of all stats, master of none mons, so I've given it simple +30 to each of its stats except Speed, which is nerfed. This makes it sit pretty at 90/125/120 bulk, and great mixed 125/100 attack stats. While it can run all-physical, with Drain Punch, Waterfall, and whatever coverage or utility you want (Substitute, Bulk Up, Encore, the tadpole's got some range), it can also run mixed to use that sweet, sweet Scald. A pure defensive investment with Scald and Circle Throw also works behind Poliwrath's new defenses. Either way, Poli can afford to run a speed-lowering nature to keep its mixed movepool hitting hard.

Sap Sipper not only rids Poliwrath of a weakness, but boosts its attack even further; moreover, it's rendered immune to many powder moves and Leech Seed. Water Absorb still allows for some great switch-ins pre-mega, but a grass immunity that boosts attack is just perfect for Poli, leaving it weak only to Electric, Fairy, Flying, and Psychic; if that sounds like a lot, bear in mind it ignores Grass and resists Fire, Water, Ice, Rock, Bug, Dark, and Steel. Scizor? Heatran? Tyranitar? Just a few of the mons walled by this monster. Water/Fighting is terrific defensive typing, and Mega Poliwrath uses it to its fullest.
 
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Hey guys, I'm the new vote collector!

When Mew King closes the current slate, PM your votes to me no differently than you would to The Pizza Man. I'm not exactly sure what stage we're in right now, but I'm excited to take this new role and continue contributing to the project :)
 
alright, i will try

Typing: Normal/Flying, stays the same
Ability: Keen Eye/Sniper => Sharp Beak (like Infiltrator, but also ignores Defense boosts)

HP: 65, stays the same
Atk : 90 => 125
Def : 65 => 85
SpAtk : 61, stays the same
SpDef : 61 => 71
Spe : 90 => 125

Additional moves: Brave Bird, Acrobatics, Hone Claws

Art Concept: It would grow a second head, become darker in tone, get larger wings and it's crest would become spiky.

Competitive: Would probably not be used in OU but maybe UU. Would have a niche against subs and boosting walls.


Typing: Poison/Ground, stays the same
Ability: Poison Point/Rivalry => Sheer Force (same old nido standby)

HP: 90, stays the same
Atk: 82 => 103
Def: 87 => 114
SpA: 75 => 90
SpD: 85 => 108
Spe : 76 => 90

Appearance : A more "armored" appearance, maybe two blue colors. It would also grow a longer horn and more and longer spine spikes. I'm not too sure how I see MegaNidoqueen TBH.

Metagame use: Can be used as special scarfed revenge killer like Nidoking but I see it more as either a physical revenge killer, or an actual tank. It has decent defenses, resists Fighting, Rock and Electric and can counter frail threats with 103 attack and most especially Sheer Force and a LO/Choice Scarf/Choice Band.

Additional moves: Wild Charge, Flame Charge, Gunk Shot

Typing: Ground => Ground/Dark
Ability: Sand Veil/Arena Trap => Arena Trap

HP: 35, unchanged
Atk : 80 => 120
Def: 50 => 70
SpA: 50 => 60
SpD: 70 (unchanged)
Spe: 120 => 150

Appearance: Gets it's claws out of the ground, and 3 additional Digletts join. (Considering Dugtrio IS three Digletts by fluff)

Additional Moves : Beat Up, Land's Wrath, Assist

Metagame use : Niche revenge killer in OU, now gets STAB on Pursuit. Also can sweep frail pokés. More fitted to UU tbh.

Typing: Water/Fighting (doesn't change)
Ability: Water Absorb/Damp => Water Sprint (when struck by a water attack, Speed increases by 1. Immune to water attacks)

HP: 90 (doesn't change)
Atk: 85 => 115
Def: 95 => 120
SpA: 70 => 90
SpD: 95 => 120
Spe: 70 (doesn't change)

Appearance: It gets bulkier and more muscular, also gets more defined fingers and toes, as well as webbed fingers/toes (since it is a good swimmer).

Metagame: It's a tank. It has very nice bulk, excellent offensive STAB, decent attack and no glaring weaknesses. It can switch on Rock or Ice or Fire moves for a resist or Water moves for a free +1 speed boost. I expect this one to be seen in OU.

Additional moves: Close Combat, Ice Punch, Mach Punch
 
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Fearow (Fearowite)
Type: Norma/Flying -> Ground/Flying
Abilities: Keen Eye (Sniper) -> Intimidate
New Moves: Brave Bird, Glare

HP: 65 -> 65
Atk: 90 -> 110 (+20)
Def: 65 -> 85 (+20)
SpA: 61 -> 61
SpD: 61 -> 91 (+30)
Spe: 100 -> 130 (+30)
BST: 442 -> 542

Fearow lives in rough terrain, sharing its territory with many Ground types. It also feeds primarily on the ground with its long beak, making it a fitting Ground type.

This new typing grants it STAB Drill Run, an Electric immunity, Rock neutrality, and Fighting resistance. Its new ability, Intimidate, is another way for it to improve its bulk. With moves like Defog, Roost, and Whirlwind that are standard for Flying types, it has its use.

Nidoqueen (Nidoqueenite)
Type: Poison/Ground -> Posion/Ground
Abilities: Poison Point, Rivalry (Sheer Force) -> Thick Fat
New Moves: Slack Off, Play Rough

HP: 90 -> 90
Atk: 92 -> 112 (+20)
Def: 87 -> 117 (+30)
SpA: 75 -> 75
SpD: 85 -> 125 (+40)
Spe: 76 -> 86 (+10)
BST: 505 -> 605

Nidoqueen is the bulkier counterpart of Nidoking, and its Mega emphasizes that. Thick Fat should be familiar as the ability that makes Mega Venusaur so difficult to take down. It's the same case here, as Nidoqueen loses a weakness and gains a resistance all at once. Reliable recovery seals the deal.

Poliwrath (Poliwrathite)
Type: Water/Fighting -> Water/Fighting
Abilities: Water Abosrb, Damp (Swift Swim) -> Technician
New Moves: Storm Throw, Mach Punch, Aqua Jet
HP: 90 -> 90
Atk: 95 -> 115 (+20)
Def: 95 -> 125 (+30)
SpA: 70 -> 70
SpD: 90 -> 125 (+35)
Spe: 70 -> 85 (+15)
BST: 510 -> 610

Poliwrath has a unique typing and the rare Belly Drum. Unfortunately, it lacks the tools to use it effectively and is built bulky but without recovery.

Thanks to Technician, it has powerful STAB priority as well as coverage options in Thief and Rock Tomb, both turned in to usable 90 BP attacks. Meanwhile, 85 base speed allow it to outspeed walls and bulky attackers to hit them harder without priority.

+6 252+ Atk Technician Poliwrath Aqua Jet vs. 252 HP / 0 Def Mew: 394-465 (97.5 - 115%) -- 81.3% chance to OHKO
+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 252 HP / 0 Def Mew: 318-375 (78.7 - 92.8%) -- guaranteed 2HKO after Leftovers recovery
 
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