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

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Bam! Slate time! PM your top 3 to nightsitter



Current Slate

Kingler (Kinglerite)
Type: Water -> Water/Steel
Abilities: Hyper Cutter, Shell Armor (Sheer Force) -> Weak Armor
New Moves: Iron Head

HP: 55 -> 55
Atk: 130 -> 180 (+50)
Def: 115 -> 115
SpA: 50 -> 50
SpD: 50 -> 80 (+20)
Spe: 75 -> 105 (+30)
BST: 475 -> 575

Kingler becomes a giant enemy crab. Attack its weak point for massive damage.

Competitively, Mega Kingler becomes a deadly sweeper with an opportunity cost. It has to be struck by an attack to really go wild, and a huge 180 attack backed by SD will really hurt.

Mega Kingler
Type: Water -> Water/Ground
Ability: Hyper Cutter/Shell Armor/Sheer Force-> Water Veil
New Moves: Earthquake

HP: 55 -> 55
Atk: 130 -> 150 (+30)
Def: 115 -> 130 (+15)
SpA: 50 -> 50 (+0)
SpD: 50 -> 65 (+15)
Spe: 75 -> 115 (+40)

Flavor Concept: Kingler’s “crown” enlarges and gets jewels, and its whole body is now flecked with sand.

Competitive Concept: Already the user of moves like Mud Slap, Mud Sport, and Mud Shot, I figured Kingler is a decent choice for yet another Water/Ground menace. Earthquake was given to make it even better, and with Crabhammmer, EQ, Rock Slide, and either Swords Dance for power or Agility for speed, Kingler can wreck with that 150 attack and 115 speed. Or, if you don’t mind having no coverage, Swords Dance and Agility can be used on the same set for variety.

The defensive boost is nice, and is bolstered by great defensive typing, but that 55 HP is a real problem, and 65 Special Defense means this titan is still easily destroyed, which is why Agility is probably the way to go here. Either way, thanks to Water Veil, burns won’t be shutting down Kingler’s attack, and thanks to Hyper Cutter in its standard form, it’s even less likely to be diminished. Kingler is simple, but hey, that pincer doesn’t scream subtlety.

Mega Kingler
Type: Water -> Water
Abilities: Hyper Cutter/Shell Armor/Sheer Force -> Hustle
New Moves: Ice Fang

HP: 55 -> 55
Atk: 130 -> 175 (+45)
Def: 115 -> 135 (+20)
SpA: 50 -> 50
SpD: 50 -> 65 (+15)
Spe: 75 -> 95 (+20)
Design: Spikier all over with an even more oversized pincer.

It sounds like a Hustle user from the Pokedex entries that discuss it having trouble aiming its gigantic claw, so Mega Kingler is not trying to get too fancy. It's just smashing things really hard. You can boost up if you want, including patching up the accuracy with Hone Claws, but this thing will mostly be a high-risk, high-reward wallbreaker. It has a 44% chance to OHKO defensive Landorus-T after Intimidate. With a critical hit, Crabhammer OHKOs Latios. Needless to say, Kingler doesn't need much more to round out its damage potential.

Deathly ♛The Kingler
Type: Water -> Water/Steel
Abilities: Hyper Cutter/Shell Armor (Sheer Force) -> Tough Claws
Movepool Additions: Bullet Punch, Ice Punch, Iron Head

HP: 55 -> 55
Atk: 130 -> 170 (+40)
Def: 115 -> 145 (+30)
SpA: 50 -> 80 (+30)
SpD: 50 -> 90 (+40)
Spe: 75 -> 35 (-40)

Design Concept: The spikes on its head grow, and seem more like a crown. Its body becomes covered in a thin metallic layer, and the metal seals the small claw together, making it more like a fist. Its large claw grows even more, but to compensate for that, its arms and legs become less spindly.

Competitive: This thing is powerful. Very powerful. It becomes the kingler of trick room teams. Sadly, trick room only lasts for a few turns, so it would be best as a late game sweeper. Without trick room support, it becomes a tank/bullet puncher. While it may not have as good of bullet punches as scizor, it is still powerful. As well as being able to hit harder than scizor can regularly.





Exeggutor (Exeggutite)
Type: Grass/Psychic -> Grass/Psychic
Abilities: Chlorophyll (Harvest) -> Thick Fat
New Moves: Calm Mind

HP: 95 -> 95
Atk: 95 -> 95
Def: 85 -> 125 (+40)
SpA: 125 -> 165 (+40)
SpD: 65 -> 85 (+20)
Spe: 55 -> 55
BST: 520 -> 620

A Psychic type that doesn't get Calm Mind? Better fix that. With Thick Fat, Exeggutor can use its many resistances to either set up with CM or wall with Leech Seed, Sleep Powder, and even Wish.

Mega Exeggutor
Type: Grass/Psychic -> Grass/Psychic
Ability: Chlorophyll/Harvest -> Parental Bond
New Moves: Calm Mind (why does Exeggutor not get Calm Mind?)

HP: 95 -> 95
Atk: 95 -> 115 (+20)
Def: 85 -> 120 (+35)
SpA: 125 -> 135 (+10)
SpD: 65 -> 100 (+35)
Spe: 55 -> 55 (+0)

Flavor Concept: A levitating swarm of Exeggcute hover around Exeggutor.

Competitive Concept: Poor Exeggutor. Remember when you used to be OU? When that typing was amazing, and not weak to the likes of Dark and a now-useful Bug? And even when they tried to fix you with Harvest, how the only way to improve you involved an item that replaced berries?

Well screw it, buster, you’re getting Parental Bond. With that base 135 Special Attack, surprisingly good 105 Attack, and 95/120/100 bulk, Exeggutor’s viability skyrockets thanks to this incredible ability. Giga Drain and Psyshock hit both defenses for massive damage, and while coverage is a bit of an issue, dual-hitting Ancient Power is decent, as is Sludge Bomb, and let’s not forget the nuclear option that is Leaf Storm. On the physical side, we have Seed Bomb, Zen Headbutt, and Wood Hammer, as well as, erm, Low Kick. And it can potentially hit 10 times in one turn with Barrage! Woohoo!

But that’s not all! Exeggutor still retains Sleep Powder and Leech Seed to cause mischief, and its new Calm Mind boosts its offensive might as well as its lesser defensive stat. Finally, and probably most importantly, it can run a negative nature and Trick Room to temporarily make it a speedy, bulky, high-powered monster.

So what’s keeping Exeggutor from getting the Kangaskhan kick? That awful, awful, AWFUL defensive typing, weak to Fire, Ice, Flying, Poison, Ghost, Dark, and Bug x4. It’s hard to think of a single offensive threat that doesn’t have at least one of these types in its arsenal, and given Exeggutor’s low speed, it still needs smart switching to make its presence known. Trick Room is practically a requirement if it wants to do lasting damage out there, even with that bulk on its side, and even then, the common Flying priority hurts it hard. Exeggutor is still a mon of flaws, but if you get it just right, it can devastate the opponent.

Exeggutor
Type: Grass/Psychic -> Grass/Psychic
Abilities: Chlorophyll/Harvest -> Seed Drop (Restores 25% health to the Pokemon switching in)
New Moves: N/A

HP: 95 -> 95
Atk: 95 -> 105 (+10)
Def: 85 -> 120 (+35)
SpA: 125 -> 155 (+30)
SpD: 65 -> 90 (+25)
Spe: 55 -> 55
BST: 520 -> 620

Design: Mega Exeggutor has a bunch more Exeggcutes on its tree. Some of them are on the verge of falling off.

Mega Exeggutor's main selling point is the nutritious meals it leaves for it teammates. This is especially important for a Grass type since Talonflame can come in on your strongest attack if you mispredict (although Leaf Storm still does 30-35% to it), and if you give it too many free turns it can easily wear down its checks. The ability synergizes nicely with the desire to spam Leaf Storm and switch out frequently, but Exeggutor has well-rounded enough stat boosts to not be totally predictable with its set.

Exeggutor
Type: Grass/Psychic (same)
Abilities: Chlorophyll (Harvest) -> Barrage (If Exeggutor is hit by a contact move, the attacking pokemon and Exeggutor both lose 1/16th of their health and Exeggutor's speed is increased by 1.5x) If you can't figure out why, just think of the white angry bird.
Movepool Additions: Calm Mind, Dazzling Gleam, Barrier

HP: 95 -> 95
Atk: 95 -> 95
Def: 85 -> 115 (+30)
SpA: 125 -> 155 (+30)
SpD: 65 -> 75 (+10)
Spe: 55 -> 85 (+30)

Design Concept: It becomes thinner, but with more smaller eggs and harder bark. It grows more leaves. When attacked, its eggs might fall off and explode.

Competitive: Well, the ability is definitely fascinating. A different version of weak armor where the two pokemon lose health instead of losing defense. That can be used well for both offensive and defensive, although you need a spot on your moveset for either moonlight, synthesis, or leech seed. It has pretty good defenses, meaning it can take those hits. It has a good special attack and an ability to boost speed, so it can sweep after tanking a few hits. To improve your spD and Def you can use calm mind and/or barrier, letting you take hits even more easily. In short, though, this can either be a unique wall, or it can be a set up sweeper. The choice is yours.

Mega Exeggutor

Grass/Psychic ----> Grass/Psychic

Chlorophyll/Harvest ----> Propagate (Uses Leech Seed on switch in)

95/95/85/125/65/55 ----> 95/95/125/145/105/45 (--/+10/+40/+20/+40/-10)

New Moves: Calm Mind

With increased stats, a great new ability, and a new move, Mega Exeggutor is a poweful Pokemon. Its new ability, Propagate, gives it free recovery each turn, while making sense flavourwise. Calm Mind lets Mega Exeggutor boost its lower Special Defense and its Special Attack, while also giving normal Exeggutor a buff. Even with all these boost, Mega Exeggutor still suffers from a horrible defensive typing, being weak to many attacking types like Fire, Ice, and Dark.





Zapdos (Zapdosite)
Type: Electric/Flying -> Electric/Fyling
Abilities: Pressure (Lightning Rod) -> Drizzle
New Moves: Hurricane

HP: 90 -> 90
Atk: 90 -> 100 (+10)
Def: 85 -> 110 (+25)
SpA: 125 -> 145 (+20)
SpD: 90 -> 115 (+25)
Spe: 100 -> 120 (+20)
BST: 580 -> 680

more like Bulky/Bird type

Mega Zapdos
Type: Electric/Flying -> Electric/Flying
Ability: Pressure/Static -> Technician
New Moves: None

HP: 90 -> 90
Atk: 90 -> 100 (+10)
Def: 85 -> 110 (+25)
SpA: 125 -> 145 (+20)
SpD: 90 -> 115 (+25)
Spe: 100 -> 120 (+20)

Flavor Concept: Zapdos is surrounded by a ring of crackling clouds (in my mind, Articuno gets a similar ring of mist and Moltres gets a ring of dark smoke).

Competitive Concept: Zapdos has a surprisingly wide variety of moves hitting the Technician threshold, including its most powerful special attack Flying STAB, the pitiful 60 BP Air Cutter (55 BP was so Gen III). But Zapdos can use the incredibly fun Ancient Power for nifty (and accurate!) Rock coverage, or Ominous Wind if you just really like Ghost attacks; either way, Zapdos’s bulk and typing mean that it can spam these 8 PP attacks with some security, meaning it’s actually feasible to get that immense +1 to all boost.

Even without that boost, Ancient Power is pretty wonderful coverage. And speaking of coverage, don’t for a second forget about Zapdos’s necessary evil ever since Gen II, the now-90 BP Hidden Power!

In terms of stats, Zapdos’s typing is bulwarked by 90/110/115 bulk, while not ignoring its great Special Attack and Speed. With Roost at the ready and an explosion of coverage options thanks to Technician, along with its still-incredible utility like Defog, Roar, Tailwind, and U-turn/Volt Switch, Mega Zapdos reclaims its legendary stature.

Zapdos
Typing: Electric/Flying (same)
Ability: Pressure (Lightning Rod) -> Conduction (If targeted by an electric type attack, that attack hits the user instead)
Movepool Additions: Air Slash, Earth Power, Water Pulse

HP: 90 -> 90
Atk: 90 -> 90
Def: 85 -> 105 (+20)
SpA: 125 -> 155 (+30)
SpD: 90 -> 110 (+20)
Spe: 100 -> 130 (+30)

Design Concept: Its tail becomes a dark thunder cloud, and reaches over its back like Landorus-Therian's, with lightning bolts sticking out of it. Its beak becomes crooked, like a lightning bolt, and its feet and beak turn black, as well as the feet gaining larger talons.

Competitive: It becomes a counter to electric types, as well as being good on rain teams. It can easily best most electric types. It gets a weak water move to use on rain teams, and can easily be paired with thunder for maximum rain boosts. Enemy electric types threatening your water type team members can easily be disposed of by Zapdos.

Mega Zapdos
Electric/Flying -> Electric/Flying
Pressure/(Static) -> Lightning Rod
90/90/85/125/90/100 -> 90/100/95/155/100/120
Moves: None

Zapdos does his job better now that he got better bulk, better speed, better attack, and a better ability. Lightning Rod is amazing for switch-ins, plus it increases special attack. That's a lovely little ability. Don't you agree?

Mega Zapdos
Electric / Flying ----> Electric / Flying
Pressure / Static ----> Technician
90 / 90 / 85 / 125 / 90 / 100 (580) ----> 90 / 135 (+45) / 100 (+15) / 135 (+10) / 100 (+10) / 120 (+20) (680)
New Moves: Brave Bird, Drill Run, and Parabolic Charge

Mega Zapdos takes flight as a fast, mixed sweeper. With 135 / 135 offenses and a blistering base 120 Speed, we have a scary sweeper on our hands. Nothing resists the coverage of its STABs and Drill Run, and being able to set itself apart as one of the few viable mixed sweeping Electric-types in the game is great. Technician is the chosen ability because it makes moves such as Ancientpower, Ominous Wind, Air Cutter, Charge Beam, Parabolic Charge, and Pluck much more viable. Drill Run is for the Rock- and Steel-types that think they can switch into any Flying-type attacks.

Mega Zapdos
Type: Electric/Flying -> Electric/Flying
Ability: Pressure/Static -> Static
New Moves: None

HP: 90 -> 90
Atk: 90 -> 130 (+40)
Def: 85 -> 115 (+30)
SpA: 125 -> 135 (+10)
SpD: 90 -> 110 (+20)
Spe: 100 -> 100

Flavor Concept: Yay Zapdos finally gets Static.

Competitive Concept: Mixed tank with all-around excellent stats. MegaDos is an excellent Defogger with solid defenses and TWave/Roost/Volt Switch. Heat Wave and HP Ice can be used to take out specific ‘mons, but it’s not recommended to go super offensive.





Ariados (Ariadosite)
Type: Bug/Poison -> Bug/Dark
Abilities: Swarm, Insomnia (Sniper) -> Shadow Tag
New Moves: Crunch, Taunt, Swords Dance

HP: 70 -> 70
Atk: 90 -> 110 (+10)
Def: 70 -> 85 (+15)
SpA: 60 -> 60
SpD: 60 -> 85 (+15)
Spe: 40 -> 100 (+60)
BST: 390 -> 490

Like Ledian, Ariados is a weak regional bug that needs a great ability to be usable. It becomes Dark type to parallel Ledian's Fighting type, also because spiders are scary fuckers.

With Shadow Tag, the big spider becomes a deadly trapper. It can easily set Sticky Web or try to sweep with a few boosts and STAB Sucker Punch.

Mega Ariados
Type: Bug/Poison -> Bug/Poison
Abilities: Swarm/Insomnia/Sniper -> Shadow Tag
New Moves: Moonlight, Taunt, Nasty Plot

HP: 70 -> 70
Atk: 90 -> 110 (+20)
Def: 70 -> 110 (+40)
SpA: 60 -> 60 (+0)
SpD: 60 -> 100 (+40)
Spe: 40 -> 40 (+0)

Flavor Concept: Ariados turns around a la Mawile, and its abdomen markings resemble a much scarier face.

Competitive Concept: Because my poor Klefki didn't make it through, I still think Shadow Tag still needs a defensive utility user. With terrific flavor and utility like Sticky Web and Toxic Spikes, Ariados is a great solution. Once those defenses are boosted to 70/110/100, and Moonlight is added to its arsenal, it can set up on many a defensive mon, particularly because of its immunity to Toxic. Taunt keeps opponents from setting up, or more importantly phazing Ariados out before it can do its work.

On top of Sticky Web and Toxic Spikes support, Ariados has Baton Pass up its spindly sleeve, and while it can't use Nasty Plot for itself, it makes for a great passing move, along with Agility and, erm, Hone Claws.

Shadow Tag's utility beyond can be used for so much more than trapping and killing, and I'd love to examine its subtleties in this meta. Klefki was the perfect candidate, but now that it's out, Ariados is the next hope!

Mega Ariados
Type: Bug/Poison -> Bug/Poison
Abilities: Swarm/Insomnia/Sniper -> Spinner (auto-Sticky Web on switch/MEvo)
New Moves: N/A

HP: 70 -> 70
Atk: 90 -> 125 (+35)
Def: 70 -> 95 (+25)
SpA: 60 -> 60
SpD: 60 -> 80 (+20)
Spe: 40 -> 50 (+10)

Ultimate support for Sticky Web teams. Attempting to Defog against this will be a losing battle over the long run. Stats, movepool, and typing kept deliberately blah to make up for the ability.

Ariados
Typing: Bug/Poison -> Bug/Dark
Abilities: Swarm/Insomnia (Sniper) -> Prankster
Movepool Additions: Destiny Bond, Crunch, Dark Pulse

HP: 70 -> 70
Atk: 90 -> 100 (+10)
Def: 70 -> 110 (+40)
SpA: 60 -> 60
SpD: 60 -> 110 (+50)
Spe: 40 -> 30 (-10)

Design Concept: Its body is now wrapped in webs, forming an odd suit of armor around it. After being toyed with for so long by psychic attacks, its mind has gotten stronger and is immune to them. The hooks on the end of its legs grow bigger, and he can detach the legs at will, as they grow back quickly. Until they grow back, however, Ariados uses negative energy to move forward. Its eyes are now pitch black, and its legs have become pure white, just like the webs Ariados is wrapped in.

Competitive: It now has an ok attack, meaning it can deal some damage. But, its main usage is for prankster sticky web and destiny bond. It now has better bulk and can stall. Prankster hazards, dbond, toxic, sub, rest, and disable. With the right moves, this could be very annoying.




The next slate appears to be Crobat, Quagsire, Unown, and Wobbuffet. Get to discussing!
 

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
It's going to take a lot to make Unown relevant lol.

Crobat is pretty cool, has a good movepool with stuff like Nasty Plot that is generally ignored so maybe something with that.

Wobb just needs a defense boost honestly, maybe an additional type. Shadow Tag is its main niche and no reason to add moves on it imo.

Quagsire can go a lot of ways. Make it more bulkier or build around a new concept basically.
 
Anyone who suggests a recovery move for Wobbuffet should be banned from Smogon.

Unown Ability: Proposition (When this Pokemon attacks, it strikes four times. Each hit is treated as an individual attack). The flavor justification behind this idea is that of logical propositions: each sequence of letters carries more meaning than the individual components of the sequence. Mega Unown would be a mesh of different Unown characters that spells out a certain word depending on its original character (Mega E -> ERIE; Mega T -> TIME; etc.), allowing it to attack several times per turn. With a solid boost to SpAtk and (maybe) access to Ancient Power, Mega Unown could be a gimmicky yet powerful wallbreaker in the MFE meta.

That said, it's pretty goddamn silly and the Ancient Power hax would be hella stronk.
 
My Wobbuffet idea, in case I don't make it because of shenanigans, is to give it an ability so all damage done against this Pokemon is typeless. This means that it can beat Special Darks and Physical Ghosts. I was thinking of making all of its attacks spread attacks but I feel that would be broken in doubles (especially with spread Encore or Charm)
 

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
Anyone who suggests a recovery move for Wobbuffet should be banned from Smogon.

Unown Ability: Proposition (When this Pokemon attacks, it strikes four times. Each hit is treated as an individual attack). The flavor justification behind this idea is that of logical propositions: each sequence of letters carries more meaning than the individual components of the sequence. Mega Unown would be a mesh of different Unown characters that spells out a certain word depending on its original character (Mega E -> ERIE; Mega T -> TIME; etc.), allowing it to attack several times per turn. With a solid boost to SpAtk and (maybe) access to Ancient Power, Mega Unown could be a gimmicky yet powerful wallbreaker in the MFE meta.

That said, it's pretty goddamn silly and the Ancient Power hax would be hella stronk.
This is cool and all but do we take into consideration anything other than singles? Cause in a general sense this would be one of the most broken abilities I've ever seen when you take a step back and think about it. Skill Swap + Seismic Toss in doubles = 400 HP damage. lol
 
This is cool and all but do we take into consideration anything other than singles? Cause in a general sense this would be one of the most broken abilities I've ever seen when you take a step back and think about it. Skill Swap + Seismic Toss in doubles = 400 HP damage. lol
Just make it unable to be skill swapped (like WG)
 
Reverse Imposter (or "Alphabetize"): Unown transforms the opponent into an Unown when it Mega Evolves or switches in.

You're welcome, world.
This is definitely what I'm doing for Unown.

There's simply nothing we can do that would make Unown viable in OU. It's probably the literal worst pokemon in the game; it doesn't even have Magikarp's ability to evolve into a good mon. The way to make it useful is by taking advantage of its uselessness by sharing it with the opponent. It puts a dead swap to any sweep, or really any mon, that isn't already transformed (so any mon but Ditto or some Mews/Smeargles).

I've got high hopes for my Crobat, given Crobat is my favorite pokemon. Wobbuffet's just getting bulkier and keeping Shadow Tag, given without Shadow Tag it can be countered by any pokemon via switching. Quagsire loves Unaware, and is just gonna get bulkier. Two boring but effective megas, and two fun ones, coming your way!
 
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My Unown will make a decent annoyer/fodder with Prankster Memento, Taunt, and Encore. It basically exists. to die and let something set up.

Quagsire already has a whole host of moves with which to abuse Serene Grace. There's Scald (60% brn), Mud Bomb/Muddy Water (60% acc drop), Body Slam (60% para), Rock Slide/Headbutt (60% flinch), Water Pulse (40% confuse) and even Ancient Power (20% all-stat boost).

Wobbuffet will get more Speed for Encore and Destiny Bond. Increasing defenses greatly is counterproductive because you reflect less damage.

Crobat... doesn't need too much, just better stats to be more usable. I'm considering Gale Wings.
 
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Winner: clapyourhands

Celebi

Typing: Grass/Psychic -----> Grass/Psychic
Abilities: Natural Cure -----> Gardener (Summons Grassy Terrain upon switch-in)
BST: 100/100/100/100/100/100 -----> 100/130/130/130/130/80
New Moves: Grassy Terrain

Anyone who's watched the Celebi movies knows about its forest powers. This Mega focuses on that ability, its role as a protector of nature, the voice of the forests. First off is its improved defenses, sporting a nice 100/130/130 bulk. This comes at the cost of some Speed, in exchange for Celebi being better able to take hits. It also gets a small boost to its offenses, raising each to a decent 130. Now, for a legendary, especially a Mega, this may all seem a bit underwhelming. That is, however, until one takes a look at its ability. Gardener summons Grassy Terrain upon switch-in for 5 turns, helping Celebi in a few ways. Firstly, it provides some nice passive healing while it is in effect, helpful for a Pokemon with Celebi's bulk. Secondly, it boosts the power of Grass-type moves by 1.5x. This means both its physical and special Grass-type attacks will be coming off of a whopping 195 Attack/Special Attack stat while Grassy Terrain is in effect--stronger than Mega Mewtwo Y. With this, Celebi will really be able to live up to its role as protector of the forest, ripping through anything that doesn't resist Grass-type attacks--that's just what keeps it in check, though. Yes, with Grassy Terrain, Celebi does indeed have amazingly powerful Grass-type attacks, but only Grass-type attacks get the boost, and as we all know, Grass isn't exactly the best offensive typing. There are plenty of things in OU that can resist these moves with ease. Additionally, while 100/130/130 bulk is nice, Grass/Psychic typing isn't nearly as good defensively. Sporting weaknesses to common types like Fire and Dark, Celebi will face some trouble against more common threats it would like. However, when played correctly and with some team support, Celebi can be a great force to be reckoned with.



Winner: Valzy
Mega Quagsire
Water/Ground -> Water/Ground
Damp/Water Absorb/Unaware -> Unaware
HP: 95 -> 95
Atk: 85 -> 115 (+30)
Def: 85 -> 125 (+40)
SpA: 65 -> 75 (+10)
SpD: 65 -> 85 (+20)
Spe: 35 -> 35
BST: 430 -> 530

I decided to keep Mega Quaqsire's ability as Unaware to enhance his niche of stopping stat boosting Pokemon in their tracks. Boosts to both of his defenses make him extremely physically bulky while still allowing him to retain some special bulk.



Winner: Rosenfeldius
Mega MachampType: Fighting >>> Fighting
Abilities: Guts/No Guard/Steadfast >>> No Guard
90/130/80/65/85/55 >>> 90/160(+30)/100(+20)/80(+15)/110(+25)/65(+10)
New Moves: +Meteor Mash, +Hammer Arm


FUCK YOU CONKELDURR


Anyway, this is Mega Machamp. Bigger, stronger, and armier than ever before, the 'Champ is prepared to once more join the legion of Fighting-type powerhouses and take on the OU Tier by storm. The big ugly fuck known as Conkeldurr is the Gen V Machamp replacement, unfortunately, and we've had to stare at that hideous abomination in OU for two generations now, and I think that's enough, don't you?

Machamp here is a niche pokemon. Conkeldurr is not. Now, being a niche pokemon is not necessarily a bad thing, as plenty of niche pokemon are excellent in certain metas (like Gastrodon in the rain-war that was Gen V). However, Machamp is the only pokemon in possession of the niche he holds, and that is the only reliable user of the coveted Dynamic Punch.
Dynamic Punch is the best physical Fighting-type move in the game. Or it would be, rather, if it didn't miss half of the fucking time. However, Machamp's ability, No Guard, means that it is guaranteed to hit.

Now, what's great about Dynamic Punch is the 100% confusion chance. Confusion is annoying to deal with; so annoying, in fact, that it resulted in the move Swagger being banned from competitive play. Access to this is the sole reason Machamp hasn't plummeted to RU, as it is a very powerful tool to have access to.

Now, enough about normal Machamp, more about Mega Machamp.

Mega Conkeldurr, on the surface, outclasses Mega Machamp once more. And depending on what they're being used for, Conk still reigns supreme. Why? Mach Punch and Drain Punch, respectively. Now, I could go the obvious route and give Machamp both of those moves, at which point Conkeldurr is matched and we don't have to look at his ugly face anymore. And as much as I'd like that, that just won't do. Having two pokemon, exactly the same, doing the exact same thing? I don't think so.

So, what I've done instead of turning Machamp into Conkeldurr is made Machamp better. His attack his much higher, his bulk is much greater, and his speed got a small, but deadly, boost. It now matches that of Scizor, allowing Fire Punch to do some serious damage. It outspeeds Clefable and Sylveon, threatening a kill with his new move addition in Meteor Mash, and glides past Tyranitar, whom it OHKOs without a scratch. It outpeeds Aegislash, allowing a well-placed Knock Off to smash in its smug, swordy face. And last but not least, fuck you, Porygon2.

Now, let's not skim over the other boosts. It has a nice buff to both defenses, and can take many more hits before going down. What's more, it has a boost to its SAtk, which might seem useless, but I assure you, it is not. With access to strange coverage moves such as Fire Blast, and the excellent boosting move Work Up, the 'Champ can take advantage of this to burn down Skarmory and roast Ferrothorn to a crisp -- All without having to come in contact with those nasty Iron Barbs or the occasional Rocky Helmet.

So, all in all, Machamp is, at the core, Machamp. Not Conkeldurr. Machamp. It will punch you so hard you'll be punching yourself. And with his big, strong arms, you can do nothing but sit and admire how swiftly and gracefully he smashes in your face (ohhh Machamp-senpai~)

Anyway, all in all, if you want an outstanding Fighting-type that isn't a diseased clown but gets the job done just as well, Machamp's your man.



Winner: Mega Mantine
Raichu (Raichunite)
Type: Electric -> Electric
Abilities: Static (Lightning Rod) -> Speed Boost
New Moves: Shadow Ball, Play Rough, Swords Dance

HP: 60 -> 60
Atk: 90 -> 120 (+25)
Def: 55 -> 75 (+20)
SpA: 90 -> 120 (+25)
SpD: 80 -> 90 (+10)
Spe: 110 -> 130 (+20)
BST: 485 -> 585

So now Raichu might be able to sweep. Play Rough is good for coverage. It can create setup opportunities with Encore, and is able to go physical or special. Fake Out, Encore, Thunder Wave and Volt Switch allow it to annoy opponents, chipping away and spreading paralysis.



Winner: nightsitter (RIP meta)
Mega Kingler
Type: Water -----> Water
Abilities: Hyper Cutter/Shell Armor/Sheer Force -----> Sheer Force
New Moves: Icicle Crash

HP: 55 -> 55
Atk: 130 -> 190 (+60)
Def: 115 -> 115
SpA: 50 -> 50
SpD: 50 -> 70 (+20)
Spe: 75 -> 95 (+20)
BST: 475 -> 575

Flavor Concept: Kingler learns Icicle Crash because it can already learn two Ice-type attacks, but they’re both special.

Competitive Concept: Mega Kingler just SCREAMS Agility sweeper. With Sheer Force and powerful coverage in Crabhammer, Icicle Crash, Knock Off, and X-Scissor, it can break the toughest of physical walls. However, its awkward stat distribution leaves it vulnerable to special attacks and in an “almost-there” speed tier.


This also begins the submission period for the slate of Empoleon, Bibarel, Roserade, and Kricketune
I don't think Quagsire is up next; we already had it done a while ago. Also, I'm assuming that my Kingler and clapyourhands' Celebi were rejected by the balancing council (and rightfully so. Honestly, what was I thinking?)

EDIT: Now that I see that Raichu, I'll bet it was rejected too. That power+coverage+priority is way too good. But I see no reason to reject Valzy's Quagsire
 
Just thought I'd throw this out here. I have an idea for M-Unown's ability, if anyone wants to use it.

Hidden Knowledge: This Pokémon is immune to all types except its Hidden Power type.

Unown is tricky, since no matter how you distribute those 100 points, its stats will still suck, and giving it more moves will not only go against its central gimmick, but in all likelihood will not do a whole lot to rectify its usefulness. Hidden Knowledge not only plays up its gimmick of only knowing Hidden Power, but also acts as a super-Wonder Guard that requires the opponent to puzzle out what type of attack to use or resort to non-direct methods of defeating it, which might buy M-Unown enough time to actually deal noticeable damage to the opposing team, especially if its given a fair boost to its Special Attack. The other restrictions on Wonder Guard (doesn't block indirect damage, can't be Skill Swapped or Role Played) apply to Hidden Knowledge, and I don't see any reason to make it immune to Trace when Wonder Guard isn't.
 
Just thought I'd throw this out here. I have an idea for M-Unown's ability, if anyone wants to use it.

Hidden Knowledge: This Pokémon is immune to all types except its Hidden Power type.

Unown is tricky, since no matter how you distribute those 100 points, its stats will still suck, and giving it more moves will not only go against its central gimmick, but in all likelihood will not do a whole lot to rectify its usefulness. Hidden Knowledge not only plays up its gimmick of only knowing Hidden Power, but also acts as a super-Wonder Guard that requires the opponent to puzzle out what type of attack to use or resort to non-direct methods of defeating it, which might buy M-Unown enough time to actually deal noticeable damage to the opposing team, especially if its given a fair boost to its Special Attack. The other restrictions on Wonder Guard (doesn't block indirect damage, can't be Skill Swapped or Role Played) apply to Hidden Knowledge, and I don't see any reason to make it immune to Trace when Wonder Guard isn't.
What if something without Hidden Power traces this? Does it just have no effect?
 
Thanks for the multiple votes this time, everyone! This should prevent a ton of future ties.

Kingler: GG Unit
Mega Kingler
Type: Water -> Water
Abilities: Hyper Cutter/Shell Armor/Sheer Force -> Hustle
New Moves: Ice Fang

HP: 55 -> 55
Atk: 130 -> 175 (+45)
Def: 115 -> 135 (+20)
SpA: 50 -> 50
SpD: 50 -> 65 (+15)
Spe: 75 -> 95 (+20)
Design: Spikier all over with an even more oversized pincer.

It sounds like a Hustle user from the Pokedex entries that discuss it having trouble aiming its gigantic claw, so Mega Kingler is not trying to get too fancy. It's just smashing things really hard. You can boost up if you want, including patching up the accuracy with Hone Claws, but this thing will mostly be a high-risk, high-reward wallbreaker. It has a 44% chance to OHKO defensive Landorus-T after Intimidate. With a critical hit, Crabhammer OHKOs Latios. Needless to say, Kingler doesn't need much more to round out its damage potential.


Exeggutor: GG Unit
Mega Exeggutor
Type: Grass/Psychic -> Grass/Psychic
Abilities: Chlorophyll/Harvest -> Seed Drop (Restores 25% health to the Pokemon switching in)
New Moves: N/A

HP: 95 -> 95
Atk: 95 -> 105 (+10)
Def: 85 -> 120 (+35)
SpA: 125 -> 155 (+30)
SpD: 65 -> 90 (+25)
Spe: 55 -> 55
BST: 520 -> 620

Design: Mega Exeggutor has a bunch more Exeggcutes on its tree. Some of them are on the verge of falling off.

Mega Exeggutor's main selling point is the nutritious meals it leaves for it teammates. This is especially important for a Grass type since Talonflame can come in on your strongest attack if you mispredict (although Leaf Storm still does 30-35% to it), and if you give it too many free turns it can easily wear down its checks. The ability synergizes nicely with the desire to spam Leaf Storm and switch out frequently, but Exeggutor has well-rounded enough stat boosts to not be totally predictable with its set.


Zapdos: nightsitter
Mega Zapdos
Type: Electric/Flying -> Electric/Flying
Ability: Pressure/Static -> Static
New Moves: None

HP: 90 -> 90
Atk: 90 -> 130 (+40)
Def: 85 -> 115 (+30)
SpA: 125 -> 135 (+10)
SpD: 90 -> 110 (+20)
Spe: 100 -> 100

Flavor Concept: Yay Zapdos finally gets Static.

Competitive Concept: Mixed tank with all-around excellent stats. MegaDos is an excellent Defogger with solid defenses and TWave/Roost/Volt Switch. Heat Wave and HP Ice can be used to take out specific ‘mons, but it’s not recommended to go super offensive.


Ariados: JayHankEdLyon
Mega Ariados
Type: Bug/Poison -> Bug/Poison
Abilities: Swarm/Insomnia/Sniper -> Shadow Tag
New Moves: Moonlight, Taunt, Nasty Plot

HP: 70 -> 70
Atk: 90 -> 110 (+20)
Def: 70 -> 110 (+40)
SpA: 60 -> 60 (+0)
SpD: 60 -> 100 (+40)
Spe: 40 -> 40 (+0)

Flavor Concept: Ariados turns around a la Mawile, and its abdomen markings resemble a much scarier face.

Competitive Concept: Because my poor Klefki didn't make it through, I still think Shadow Tag still needs a defensive utility user. With terrific flavor and utility like Sticky Web and Toxic Spikes, Ariados is a great solution. Once those defenses are boosted to 70/110/100, and Moonlight is added to its arsenal, it can set up on many a defensive mon, particularly because of its immunity to Toxic. Taunt keeps opponents from setting up, or more importantly phazing Ariados out before it can do its work.

On top of Sticky Web and Toxic Spikes support, Ariados has Baton Pass up its spindly sleeve, and while it can't use Nasty Plot for itself, it makes for a great passing move, along with Agility and, erm, Hone Claws.

Shadow Tag's utility beyond can be used for so much more than trapping and killing, and I'd love to examine its subtleties in this meta. Klefki was the perfect candidate, but now that it's out, Ariados is the next hope!

This commences the submission period for Crobat, Quagsire, Unown, and Wobbuffet. Let's see some creative brilliance!
 
As I think of more I will update this post.
Typing: Poison/Flying (same)
Abilities: Inner Focus (Infiltrator) -> Speed Boost
Movepool Additions: Swords Dance, Shadow Sneak, Earthquake (Charizard and slowbro get it, why not the 5'11" bat?)

Hp: 85 -> 85
Attk: 90 -> 120 (+30)
Def: 80 -> 110 (+30)
SpA: 70 -> 90 (+20)
SpD: 80 -> 110 (+30)
Spe: 130 -> 120 (-10)

Design Concept: Its body grows larger, making it harder for its wings to lift it off the ground. Once off the ground, however, it becomes fast. It becomes a darker shade of purple, better concealing it in the dark caves. Its eyes glow as if they were radiating energy, and the feet-like shapes at the bottom of its body elongate and start to look like bat feet. The spikes at the edges of its wings grow longer and become sharper, allowing crobat to use them as knives.

Competitive: The drop in speed can easily be countered by mega evolving and using protect or substitute, or you could use the fact that the pokemon doesn't use the speed drop until the next turn after mega evolving, and by then you will have a speed boost up already. So this is a fast pokemon that becomes even faster, gets better bulk, and becomes an ok attacker. The best way to play crobat would probably be as a set up sweeper, since 120 Atk and 90 SpA aren't anything to brag about. It now has the bulk to set up a swords dance or nasty plot, maybe two. Once that is set up, few things can hardwall it (one of them being mega aggron, even with earthquake, unless you run a mixed set.)


Typing: Water/Ground (same)
Abilities: Damp, Water Absorb (Unaware) -> Rain Summon (Drizzle, but acts as if the user was holding a Damp Rock, making it last 8 turns.)
Movepool Additions: Aqua Jet, Aqua Ring, Soak

HP: 95 -> 95
Atk: 85 -> 100 (+15)
Def: 85 -> 85
SpA: 65 -> 105 (+40)
SpD: 65 -> 84 (+19)
Spe: 35 -> 61 (+26)

Design Concept: Quagsire loses a definite shape, becoming more of a puddle.

Competitive: It can be used as an offensive rain setter, setting up with curse and using aqua jet, or going the special route and and spam scalds. Also, it could be used defensively, with multiple moves to help it, mainly recover.


Typing: Psychic (same)
Abilities: Levitate -> Visible Power (Doubles the base power of hidden power attacks, making them 120)
Movepool Additions: None, as what makes it unique is having only hidden power. (Well, and all of the different forms)

HP: 48 -> 48
Atk: 72 -> 72
Def: 48 -> 38 (-10)
SpA: 72 -> 112 (+40)
SpD: 48 -> 48
Spe: 48 -> 118 (+70)

Design Concept: Remains the same letter as before, but the inside (not the eye, but the black; still retains the outlines) becomes a dull pink or blue, depending on what letter it is (dull pink for vowels, and blue for consonants.) Also, as the animation the color's movement is a few frames ahead of the outline.

Competitive: Gets a lot stronger. A 120 power move of any type off of an ok spA stat can do wonders. It is a guessing game as to what type the move is, so nothing is guaranteed to be safe on a switch in.


Typing: Psychic -> Psychic/Dark
Abilities: Shadow Tag (Telepathy) -> Mastery (Can hit any pokemon with any move: Fairy Types with Dragon Tail, magic bouncers with encore, etc. Also, block can prevent ghost types from escaping)
Movepool Additions: Block, Dragon Tail, Taunt

HP: 190 -> 190
Atk: 33 -> 83 (+50)
Def: 58 -> 53 (-5)
SpA: 33 -> 33
SpD: 58 -> 58
Spe: 33 -> 88 (+55)

Design Concept: Its tail grows longer and hangs over Wobbuffet's head, as well as being surrounded in a dark mist. The eyes on the tail glow red, piercing through the mist.

Competitive: It now can hit back after being hit, and it can hit enemies that it couldn't before. It has an ok speed, so it can taunt some enemies. You now have to pick between your moves, as there are more options. The attack boost is so that dragon tail might be able to touch some frail dragons like noivern, but it still can't both much else.
 
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What if something without Hidden Power traces this? Does it just have no effect?
I'm pretty sure that even if a Pokémon doesn't actually know Hidden Power, it still has a type for it, since its type is based on the Pokémon's IV's. Though now that I think of it, someone Tracing this ability would make it even more of a guessing game than it would be on M-Unown, so that might be an issue.
 
Yep, everything has a Hidden Power type. Haha watch out for a Trace Gardevoir with 31/0/31/31/31/31 IVs, that's HP Dragon! All 31s is HP Dark. Those would probably be the only ones you'd see on anything with Trace that doesn't use Hidden Power.
 

AM

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Mega Crobat
Type: Poison/Flying -> Poison/Flying
Abilities: Inner Focus/Infiltrator -> Sheer Force
New Moves: N/A

HP: 85 -> 85
Atk: 90 -> 115 (+25)
Def: 80 -> 90 (+10)
SpA: 70 -> 95 (+25)
SpD: 80 -> 90 (+10)
Spe: 130 -> 160 (+30)
BST: 535 -> 635

Flavor Concept: The wings now represent something that looks like a cape similar to a vampire. It is a darker shade of purple with black surrounding its eyes.

Competitive Concept: I feel like Crobat's special moveset is ignored because it's simply outclassed in usefulness compared to its other common sets. I wanted to change that with the ability Sheer Force and an increase in its offensive presence. Crobats mega is designed solely to be a revenge killer and can now run mixed or physical/special based sets to cater to the teams needs.


Mega Quagsire
Type: Water/Ground -> Water/Ground
Abilities: Damp/Water Absorb/Unaware -> Regenerator
New Moves: N/A

HP: 95 -> 95
Atk: 85 -> 95 (+10)
Def: 85 -> 117 (+32)
SpA: 65 -> 81 (+16)
SpD: 65 -> 107 (+42)
Spe: 35 -> 35 (+0)
BST: 430 -> 530

Flavor Concept: Quagsire now sits on a bubble. The darker tones in the back of its body is now on the front as well.

Competitive Concept: Wanted Quagsire to go from a check to set up sweepers to being a defensive behemoth. Improved defensive capabilities with slight increases in offensive stats. Regenerator for longevity on stall and balanced teams.


Mega Unown
Type: Psychic -> Psychic
Abilities: Levitate -> Prophecy (Opposing Pokemon directly in front of M-Unown have all stats dropped by one stage. Can't be Traced, Skill Swapped, etc. exclusive to M-Unown)
New Moves: Ancientpower

HP: 48 -> 48
Atk: 72 -> 92 (+20)
Def: 48 -> 68 (+20)
SpA: 72 -> 92 (+20)
SpD: 48 -> 68 (+20)
Spe: 48 -> 48 (+20)
BST: 336 -> 436

Flavor Concept: Clear in terms of color, eye now has a light glow shining off of it.

Competitive Concept: Unown is literally just garbage, and it needed something pretty big to make it stand out. This was the best I could come up with as now it has some actual competitive use. It's designed to be a pivot of sorts to help various archetypes such as stall to Wish pass more easily, HO to allow set up sweepers more ease, things like that basically. Ancientpower seemed like a logical move it would get. Ability sounds a bit overpowered but I mean it's Unown, it needed an overhaul. Don't mega evolve this on Defiant users though, that might not end up with good results lol.


Mega Wobbuffet
Type: Psychic -> Psychic/Dark
Abilities: Shadow Tag/Telepathy -> Shadow Tag
New Moves: N/A

HP: 190 -> 190
Atk: 33 -> 42 (+9)
Def: 58 -> 88 (+30)
SpA: 33 -> 42 (+9)
SpD: 58 -> 88 (+30)
Spe: 33 -> 55 (+22)
BST: 535 -> 635

Flavor Concept: The tail in its back now is longer and hangs over Wobbuffets head with an evil smirk on its face and a shadow casted over Wobbuffet. Wobb nows smile instead of frowning.

Competitive Concept: Basically a better version of Wobbuffet with the lack of leftovers and Sitrus Berry. Can come in and break stall more efficiently with higher speed and Encore, more bulk to last longer with Counter and Mirror coat, and speed now allows it to utilize Destiny Bond more.
 
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AM145, you forgot to switch the ability line for Mega Wobb. Probably want it with Shadow Tag.

Mega Unown
Type: Psychic -> Psychic/Rock
Abilities: Levitate -> Awakened Power (Sp. Atk stat is doubled and secondary effects have a 100% chance of activating)
New Moves: Ancient Power

HP: 48 -> 48
Atk: 72 -> 72
Def: 48 -> 78 (+40)
SpA: 72 -> 72
SpD: 48 -> 78 (+40)
Spe: 48 -> 68 (+20)
BST: 336 -> 436

The Mega Evolving animation would show a few other Unown emerging from that alternate dimension like they do in the HGSS Arceus event and bringing some ancient artifacts along with them. Competitively, there aren't any Rock types that attack from the special side, especially when Lunatone may get its own Mega Evolution soon in ORAS. With max investment Mega Unown's Special Attack sits at 534, the equivalent of base 193. That sounds cool until you remember the whole no boosting items and no moves over 60 BP part.

The mysterious Mega Unown has unlocked Ancient Power's prehistoric secrets, doing good STAB damage and boosting 5 stats each use. At +1 Speed, it can outrun positive-natured 110 Speed Pokemon. It's not obscenely powerful, doing 58-68% to uninvested Latias at +1 Special Attack, but it can get that way if allowed to use Ancient Power a couple times before being taken down. Hidden Power types such as Ground, Fighting, Fire, and Grass can round out Ancient Power's coverage, and HP Psychic for dual STAB might even be an option. Mega Unown definitely needs to be able to get off an Ancient Power before taking a hit if it wants to sweep, because otherwise it will get worn down into priority range since it still has to deal with 48 base HP and an iffy defensive typing. Among common OU Pokemon, priority like Bisharp's Sucker Punch and Azumarill's Aqua Jet will cut it down to size even at +1 Defense and Quagsire can handle non-HP Grass variants since Earthquake will ignore any defensive boosts.



Mega Quagsire
Type: Water/Ground -> Water/Ground
Abilities: Damp/Water Absorb/Unaware -> Poison Heal
New Moves: N/A

HP: 95 -> 95
Atk: 85 -> 110 (+25)
Def: 85 -> 120 (+35)
SpA: 65 -> 80 (+15)
SpD: 65 -> 90 (+25)
Spe: 35 -> 35 (+0)
BST: 430 -> 530

Regular Quagsire's already good, so this Mega is meant to allow you to hold off on evolving it until it's absolutely necessary rather than making just a flat-out better version of Quagsire. You can use it in its normal form to check set-up sweepers and then completely turn the tables on your opponent if something tries to take down Quagsire with Toxic. Just the threat of Mega Evolving will make your opponent shy away from using Toxic if Quagsire doesn't have Leftovers recovery. The stats also make it a nice Curse user that can't be easily brought down by passive damage.
 
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Crobat (Crobatite)
Type: Poison/Flying -> Poison/Flying
Abilities: Inner Focus (Infiltrator) -> Infiltrator
New Moves: Clear Smog, Gunk Shot

HP: 85 -> 85
Atk: 90 -> 120 (+30)
Def: 80 -> 100 (+20)
SpA: 70 -> 70
SpD: 80 -> 100 (+20)
Spe: 130 -> 160 (+30)
BST: 535 -> 635

Crobat fills an effective support role with moves like Roost, Defog, Taunt and Super Fang. Its great speed allows it to do what it needs to do, and can use Roost to eliminate some weaknesses. It also gains Clear Smog to act as an emergency stop to setup sweepers Its typing provides it with an immunity to Ground and key resistances to Fighting and Fairy.

Quagsire (Quagsirite)
Type: Water/Ground -> Water/Ground
Abilities: Damp, Water Absorb (Unaware) -> Serene Grace
New Moves: Calm Mind

HP: 95 -> 95
Atk: 85 -> 105 (+20)
Def: 85 -> 105 (+20)
SpA: 65 -> 85 (+20)
SpD: 65 -> 85 (+20)
Spe: 35 -> 55 (+20)
BST: 430 -> 530

Hope you like burns. And accuracy drops. With Serene Grace and boosted speed, Quagsire can run a paraflinch set. It can also run CM with its improved Special Attack.

Unown (Unownite)
Type: Psychic -> Psychic/Ghost
Abilities: Levitate -> Prankster
New Moves: Taunt, Encore, Memento

HP: 48 -> 48
Atk: 72 -> 72
Def: 48 -> 113 (+65)
SpA: 72 -> 72
SpD: 48 -> 113 (+65)
Spe: 48 -> 18 (-30)
BST: 336 -> 436

Wobbuffet (Wobbuffetite)
Type: Psychic -> Psychic
Abilities: Shadow Tag (Telepathy) -> Shadow Tag
New Moves: none

HP: 190 -> 190
Atk: 33 -> 33
Def: 58 -> 78 (+20)
SpA: 33 -> 33
SpD: 58 -> 78 (+20)
Spe: 33 -> 93 (+60)
BST: 405 -> 505
 
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Valmanway

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Mega Crobat
Poison / Flying ----> Poison / Flying
Inner Focus / Infiltrator ----> Adaptability
85 / 90 / 80 / 70 / 80 / 130 (535) ----> 85 / 100 (+10) / 90 (+10) / 120 (+50) / 90 (+10) / 150 (+20) (635)
New Moves: None

Mega Crobat becomes a special sweeper capable of firing off powerful STAB attacks with Adaptability. Thanks to Adaptabilty, Air Slash becomes a fairly powerful move, and Sludge Bomb becomes a very deadly weapon to deliver a powerful blow to bulkier foes and possibly OHKO less defensive foes. With a good base 120 Special Attack, Mega Crobat can abuse moves such as Giga Drain and Heat Wave, and can also use Nasty Plot to potentially pull off a sweep against offensive teams; alternatively, Mega Crobat can run a mixed attacking set with Brave Bird to catch special walls off guard. 150 base Speed means Mega Crobat can run a positive offensive nature to maximize damage while still outspeeding base 130s, and his defenses received a decent buff so he can take hits a little better.
 
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