Megas For All V2 (Induction Phase)

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Type: Normal -> Normal
Ability: Forecast -> Parental Bond
New Moves: Recover, Tri Attack

HP: 70 -> 70
Atk: 70 -> 70
Def: 70 -> 105 (+35)
SpA: 70 -> 110 (+40)
SpD: 70 -> 105 (+35)
Spe: 70 -> 60 (-10)

Flavor Concept: Castform is based on a cloud, so it only makes sense that upon Mega evolution, a small part of the cloud breaks off, which is considered its child. Tri Attack hits with all three major elements it uses, and Recover because clouds can do that.

Competitive Concept: Bulky annoyer with power and pressure. Fantastic coverage backed by decent stats and a wonderful ability make for an excellent Pokemon; however, it desperately wants to run six moves: Recover/Tri Attack/Scald/Thunderbolt/Ice Beam/Flamethrower. Scald provides a massive burn chance, while the other moves provide better coverage or more power. It’s ultimately up to the user.
Type: Psychic/Grass -> Psychic/Grass
Ability: Natural Cure -> Natural Cure
New Moves: None

HP: 100 -> 100
Atk: 100 -> 130 (+30)
Def: 100 -> 115 (+15)
SpA: 100 -> 130 (+30)
SpD: 100 -> 115 (+15)
Spe: 100 -> 110 (+10)

Flavor Concept: Not much to explain here.

Competitive Concept: Gardener will make Celebi OP. Don’t do that. Better speed tier, power, and bulk make this Mega Celebi more viable than its nonmega counterpart.
Type: Psychic -> Psychic/Electric
Ability: Levitate -> Disruption (When user enters the battle, the opponent’s Defense and Special defense drop by one stage each.
New Moves: Parting Shot

HP: 65 -> 65
Atk: 50 -> 60 (+10)
Def: 70 -> 120 (+50)
SpA: 95 -> 125 (+30)
SpD: 80 -> 115 (+35)
Spe: 65 -> 40 (-25)

Flavor Concept: It already learns a bunch of electric moves, so why not give it the Electric type? Parting Shot and Disruption because noise-based moves have a reputation for lowering stats (Metal Sound, Screech, etc.).

Competitive Concept: Trolly pivot. Mega Chimecho switches in and lowers the opponent’s defenses. Will it go for a Parting Shot or an attack? Prediction is key to outplay Mega Chimecho, who is primarily intended to be used as a team supporter with Parting Shot/Recover/Heal Bell/Attack Move. Minimum Speed is key to outslow opposing Pokemon with VoltTurnShot. This thing is more annoying (but less haxy) than Shaymin-S.

Edit: Lol I have the first post on each page so far
 
Mega Celebi
Celebi-Mega
Type: Psychic/Grass -> Psychic/Grass
Ability: Natural Cure -> Time Travel (All offensive moves experience a 2-turn delay similar to Future Sight and a 30% power boost. Future Sight and Doom Desire are unaffected. If the user switches out before an attack occurs, any effects that the attack has on the user affect the Pokemon in play.)
New Moves: None

HP: 100 -> 100
Atk: 100 -> 140 (+40)
Def: 100 -> 120 (+20)
SpA: 100 -> 140 (+40)
SpD: 100 -> 120 (+20)
Spe: 100 -> 80 (-20)

Flavor Concept: Celebi is a time traveler. That's the gist.

Competitive Concept: Celebi turns into a momentum-exploiting machine. Leaf Storm and Psyshock hit like trucks, and a passed U-turn can simultaneously take a chunk out of the opponent and grab momentum. Meanwhile, 100/120/120 bulk means that Celebi can also operate like a tank with its excellent support options.
 
Type: Psychic -> Psychic/Ghost
Ability: Levitate -> Ward Evil (Disables the use of dark moves from all Pokemon in place)
New Moves: Moonblast, Nasty Plot

HP: 65 -> 65
Atk: 50 ->
Def: 70 -> 100 (+30)
SpA: 95 -> 110 (+25)
SpD: 80 -> 115 (+35)
Spe: 65 -> 70 (+10)

Concept: Chimeco is kinda based on that cliche anime sticky thingie that supposedly wards evil things. I'd have added ghost, since Chimeco has bad stats and deserves to have no weak, but blocking dark is good. Keep in mind: it effects you too, so make sure you use Knock Off or your newly gained Nasty Plot BEFORE you go mega. In fact, that is your very reason for having NP: set up and go mega! Between Ghost/Psychic/Fairy, not much can resist you unless a Normal/Steel type comes into existence. It's sadly still slow.


Type: Normal -> Normal/Ghost
Abilities: Forecast -> Wild Tempest (Upon switch in or Mega evolution, a random weather effect starts for 8 turns and Castform's first type becomes that weather's counterpart. Fire/Water/Rock/Ice... ya know the drill. If the weather changes, Castform's type will also change)

HP: 70 -> 70
Atk: 70 -> 70 (+0)
Def: 70 -> 75 (+5)
SpA: 70 -> 110 (+40)
SpD: 70 -> 75 (+5)
Spe: 70 -> 120 (+50)
BST: 420 -> 520
New Moves: Giga Drain, Moonblast, Quiver Dance

Concept: Castform throws his hand in with lady luck and becomes a weather ghost... just go with it! Weatherball will be damn near required to abuse the weather it makes, but should keep its movepool neutral. With STAB Shadowball for neutral coverage, you'll want type neutral moves like Thunderbolt or Giga Drain, and moon blast represents the clear nights skies that Castform wishes it could predict... it's totally not just there for neutral coverage! Quiver Dance is there to help it boost. Calm Mind won't cut it with the speed being only 120 without an item to boost it. If not, Castform would probably be weak.
 
By the way, shouldn't Zangoose and Seviper be together on the slate as well? What with being rivals and all.

With regards to Gardener Celebi I don't think it will be OP as Grass is a bad typing, and makes sense as the point of this project is to make things better.
Celebi is UU and very uncommon in OU, and the benefits that come with the ability should make it relevant again.
 
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Normal ----> Normal

Forecast ----> Meteorology (Switches type and weather based on type of move used BEFORE move is used. Fire move = Sun and Fire type, Water move = Rain and Water type, Ice move = Hail and Ice type, Ground/Rock/Steel move = Sandstorm and Ground/Rock/Steel type, otherwise no change.)

70/70/70/70/70/70 ----> 70/70/100/130/100/50 (--/--/+30/+60/+30/-20)

New Moves: Earth Power, Power Gem, Flash Cannon

Mega Castform is the ultimate weather Pokemon, capable of summoning any of the four weathers and changing its type by simply using a certain move! This is all thanks to its ability Meteorology, which acts like a weather based Protean. It's new movepool helps it summon sandstorms more effectively, while improved stats allow Mega Castform to take some hits and deal quite a bit of damage back.
 
Time to send your votes to nightsitter


Current Slate

Mega Castform
Type: Normal -> Normal
Abilities: Forecast -> Inclement Weather (Upon switch in or Mega evolution, The first weather move in Castform's moves is used for a duration of 8 turns, and Castform's type is changed to that of the move.)
New Moves: Recover

HP: 70 -> 70
Atk: 70 -> 70 (+0)
Def: 70 -> 115 (+45)
SpA: 70 -> 90 (+20)
SpD: 70 -> 115 (+45)
Spe: 70 -> 60 (-10)
BST: 420 -> 520
Castform finally gains a rock type form for sandstorm! Also more importantly he gains the ability to autoset weather with the equivalent of him holding the weather's respective stone. Castform also gains some bulk so that he is a more reliable weather setter and an increase special attack to utilize is plethora of special moves. However Castform has to use on of his move slots for a weather move. He also doesn't hit particularly hard and isn't even that bulky.

Mega Castform
Type: Normal
Ability: Forecast
Stats: 70/70/85(+15)/130(+60)/85(+15)/80(+10)
Moves: +Recover, +Calm Mind +Giga Drain
With this Mega Evolution, Castform becomes much stronger and gains a little extra speed and bulk so that it can keep firing attacks and setting up. Calm Mind allows it to sweep, while Recover and Giga Drain allow it to last longer in battle.

Mega Castform
Typing: Normal -> Normal/Flying
Abilities: Forecast -> Storm Magic (Turns Normal typing to a different type, depending on the weather condition; Rock for sand, Water for rain, Fire for sun, Ice for hail. Mainly this is forecast but with ground typing and dual typings; if too complicated just use forecast and make me cry.)
Movepool Additions: Earth Power, Air Slash, Tri Attack (If you use forecast then remove earth power and give it hurricane, and take 10 points away from SpA and put it on either defense or spe.)

HP: 70 -> 70
Atk: 70 -> 70
Def: 70 -> 70
SpA: 70 -> 120 (+50)
SpD: 70 -> 70
Spe: 70 -> 120 (+50)

Design Concept: It becomes surrounded by dark clouds. It turns white, and the mask turns pitch black. The smile on its face disappears, and the hair on top is straightened out into a horn.

Competitive: 120 spA isn't bad, or at least not when you get stab on so many moves depending on the weather. Now it can also work on sand teams, setting up the sand for sweepers like excadrill. Or you can just go on the offensive and use the STABs to deal more damage.

Castform (Castformite)
Type: Normal -> Normal
Abilities: Forecast -> Weather Report (Type changes to suit the weather -- rain=water, sun=fire, sand=rock, hail=ice. When the opponent changes the weather, gains +2 Special Attack)
New Moves: Earth Power, Calm Mind

HP: 70 -> 70
Atk: 70 -> 70
Def: 70 -> 90 (+20)
SpA: 70 -> 110 (+40)
SpD: 70 -> 70
Spe: 70 -> 110 (+40)
BST: 420 -> 520

Castform really likes to be in control over the weather. It can act as a counter to the weather abusers all around this meta.

Mega Castform
Type: Normal -> Normal
Abilities: Forecast -> Strange Front (In addition to Forecast's effects, the weather automatically changes to one of Hail, Rain Dance, Sandstorm or Sunny Day based on whether the opponent is hit super effectively by Ice/Water/Fire/Rock. In the event of multiple or zero super effective hits, order of preference is Hail > Rain > Sun > Sand. Weather change activates once per turn at +5 priority)
New Moves: Nasty Plot

HP: 70 -> 70
Atk: 70 -> 70 (+0)
Def: 70 -> 80 (+10)
SpA: 70 -> 110 (+40)
SpD: 70 -> 80 (+10)
Spe: 70 -> 110 (+40)
BST: 420 -> 520

Castform, the Pokemon made to predict the weather, now has a pseudo ability to predict the opponent's switch-in. You can choose Weather Ball and something's going down regardless of whether your opponent stays in with Ferrothorn or switches to Heatran:

252 SpA Castform Weather Ball (100 BP Water) vs. 248 HP / 220+ SpD Heatran in Rain: 290-344 (75.3 - 89.3%)

The ability seems complex, but 1) Castform is terrible and 2) the weather change would use the same mechanics that are already in place for Anticipation (the last part of it is similar to Magic Bounce to ensure that two Mega Castforms don't get into an infinite loop of changing the weather).

The order of preference for weathers is to ensure that Mega Castform disrupts as many Swift Swim/Chlorophyll/Sand Rush users as possible while also hitting as hard as possible (since Rain and Sun Weather Balls hit 1.5 times harder). It doesn't have the stats to break down Chansey or set up and sweep through teams, but its ability makes it an excellent response to opposing weather abusers and gives it a highly spammable Weather Ball - and if one Pokemon should be abusing Weather Ball, it's Mega Castform.

Mega Castform
Type: Normal -> Normal
Ability: Forecast -> Parental Bond
New Moves: Recover, Tri Attack

HP: 70 -> 70
Atk: 70 -> 70
Def: 70 -> 105 (+35)
SpA: 70 -> 110 (+40)
SpD: 70 -> 105 (+35)
Spe: 70 -> 60 (-10)

Flavor Concept: Castform is based on a cloud, so it only makes sense that upon Mega evolution, a small part of the cloud breaks off, which is considered its child. Tri Attack hits with all three major elements it uses, and Recover because clouds can do that.

Competitive Concept: Bulky annoyer with power and pressure. Fantastic coverage backed by decent stats and a wonderful ability make for an excellent Pokemon; however, it desperately wants to run six moves: Recover/Tri Attack/Scald/Thunderbolt/Ice Beam/Flamethrower. Scald provides a massive burn chance, while the other moves provide better coverage or more power. It’s ultimately up to the user.

Mega Castform
Type: Normal -> Normal/Ghost
Abilities: Forecast -> Wild Tempest (Upon switch in or Mega evolution, a random weather effect starts for 8 turns and Castform's first type becomes that weather's counterpart. Fire/Water/Rock/Ice... ya know the drill. If the weather changes, Castform's type will also change)

HP: 70 -> 70
Atk: 70 -> 70 (+0)
Def: 70 -> 75 (+5)
SpA: 70 -> 110 (+40)
SpD: 70 -> 75 (+5)
Spe: 70 -> 120 (+50)
BST: 420 -> 520
New Moves: Giga Drain, Moonblast, Quiver Dance

Concept: Castform throws his hand in with lady luck and becomes a weather ghost... just go with it! Weatherball will be damn near required to abuse the weather it makes, but should keep its movepool neutral. With STAB Shadowball for neutral coverage, you'll want type neutral moves like Thunderbolt or Giga Drain, and moon blast represents the clear nights skies that Castform wishes it could predict... it's totally not just there for neutral coverage! Quiver Dance is there to help it boost. Calm Mind won't cut it with the speed being only 120 without an item to boost it. If not, Castform would probably be weak.

Mega Castform
Normal ----> Normal

Forecast ----> Meteorology (Switches type and weather based on type of move used BEFORE move is used. Fire move = Sun and Fire type, Water move = Rain and Water type, Ice move = Hail and Ice type, Ground/Rock/Steel move = Sandstorm and Ground/Rock/Steel type, otherwise no change.)

70/70/70/70/70/70 ----> 70/70/100/130/100/50 (--/--/+30/+60/+30/-20)

New Moves: Earth Power, Power Gem, Flash Cannon

Mega Castform is the ultimate weather Pokemon, capable of summoning any of the four weathers and changing its type by simply using a certain move! This is all thanks to its ability Meteorology, which acts like a weather based Protean. It's new movepool helps it summon sandstorms more effectively, while improved stats allow Mega Castform to take some hits and deal quite a bit of damage back.





Mega Celebi
Type: Psychic/Grass
Ability: Aroma Veil
Stats: 100/120/120/120/120/120
Moves: +Growth
Mega Celebi is capable of setting up with ease without fear of Taunt or Encore, and can attack from either side of the P/S spectrum. This versatility allows to either provide great team support with Baton Pass, Thunder Wave, Heal Bell, Perish Song and Trick Room, or sweep with Nasty Plot, Swords Dance, Growth, Calm Mind or Substitute.

Mega Celebi
Typing: Psychic/Grass (same)
Abilities: Natural Cure -> Magic Bounce
Movepool Additions: Nasty Plot, Horn Leech

Hp: 100 -> 100
Atk: 100 -> 130 (+30)
Def: 100 -> 95 (-5)
SpA: 100 -> 130 (+30)
SpD: 100 -> 95 (-5)
Spe: 100 -> 150 (+50)

Design Concept: I have no ideas.

Competitive: A set up sweeper or a recipient of a baton pass. Magic bounce to keep from being taunted, it still has good defenses, now has boosted offenses, and a sky-high speed. Any set you can imagine is probably viable with these stats, although some more than others.

Celebi (Celebite)
Type: Psychic/Grass -> Psychic/Grass
Abilities: Natural Cure -> Gardener (automatically creates Grassy Terrain effect on switch-in or Mega Evolution)
New Moves: none

HP: 100 -> 100
Atk: 100 -> 120 (+20)
Def: 100 -> 120 (+20)
SpA: 100 -> 120 (+20)
SpD: 100 -> 120 (+20)
Spe: 100 -> 120 (+20)

Grassy Terrain sees little use, but has great benefits for Celebi and make it better offensively and defensively. It provides what is equivalent to Leftovers recovery and a 50% boost to its Grass STAB. The stat boosts are straightforward, providing great 100/120/120 bulk and 120 Speed to provide excellent support with Heal Bell, Thunder Wave, or various ways to use Baton Pass.

Mega Celebi
Type: Psychic/Grass -> Psychic/Grass
Ability: Natural Cure -> Natural Cure
New Moves: None

HP: 100 -> 100
Atk: 100 -> 130 (+30)
Def: 100 -> 115 (+15)
SpA: 100 -> 130 (+30)
SpD: 100 -> 115 (+15)
Spe: 100 -> 110 (+10)

Flavor Concept: Not much to explain here.

Competitive Concept: Gardener will make Celebi OP. Don’t do that. Better speed tier, power, and bulk make this Mega Celebi more viable than its nonmega counterpart.

Celebi-Mega
Type: Psychic/Grass -> Psychic/Grass
Ability: Natural Cure -> Time Travel (All offensive moves experience a 2-turn delay similar to Future Sight and a 30% power boost. Future Sight and Doom Desire are unaffected. If the user switches out before an attack occurs, any effects that the attack has on the user affect the Pokemon in play.)
New Moves: None

HP: 100 -> 100
Atk: 100 -> 140 (+40)
Def: 100 -> 120 (+20)
SpA: 100 -> 140 (+40)
SpD: 100 -> 120 (+20)
Spe: 100 -> 80 (-20)

Flavor Concept: Celebi is a time traveler. That's the gist.

Competitive Concept: Celebi turns into a momentum-exploiting machine. Leaf Storm and Psyshock hit like trucks, and a passed U-turn can simultaneously take a chunk out of the opponent and grab momentum. Meanwhile, 100/120/120 bulk means that Celebi can also operate like a tank with its excellent support options.





Mega Chimecho
Typing: Psychic -> Psychic/Steel
Abilities: Levitate -> Psychokinate (Psychic type pixilate. Please god find something to change the name to.)
Movepool Additions: Metal Burst, Flash Cannon, Bug Buzz (I know it has no flavor, but if you don't agree with it then just don't vote for it)

Hp: 65 -> 65
Atk: 50 -> 50
Def: 70 -> 100 (+30)
SpA: 95 -> 145 (+50)
SpD: 80 -> 110 (+30)
Spe: 65 -> 55 (-10)

Design Concept: It becomes a lot heavier and can no long float on the wind. It has to hold itself up with psychic powers, but while flying it usually just rolls around. The banner becomes a detailed image of a gory battle scene, and it becomes coated with steel.

Competitive: It becomes an odd mix between sylveon and jirachi. With a boosting ability, multiple powerful moves, 145 spA, and some stally aspects, it can be used in a variety of different ways. Bulky attacker, Trick room attacker, Staller (If you are insane, that health is just too low), or support. Primarily bulky sweeper and support. It has heal bell, recover, and a few other moves to support, and a few good attacking moves.

Chimecho (Chimechonite)
Type: Psychic -> Psychic
Abilities: Levitate -> Field Warp
New Moves: Defog, Hurricane, Will-o-Wisp

HP: 65 -> 65
Atk: 50 -> 50
Def: 70 -> 70
SpA: 95 -> 125 (+30)
SpD: 80 -> 90 (+10)
Spe: 65 -> 125 (+60)
BST: 425 -> 525

Chimecho can set up screens and rain as well as use Heal Bell, Thunder Wave, Taunt, Will-o-Wisp, Defog and Healing Wish to offer many support options. It can also effectively abuse its own rain.

Mega Chimecho
Type: Psychic -> Psychic/Electric
Ability: Levitate -> Disruption (When user enters the battle, the opponent’s Defense and Special defense drop by one stage each.
New Moves: Parting Shot

HP: 65 -> 65
Atk: 50 -> 60 (+10)
Def: 70 -> 120 (+50)
SpA: 95 -> 125 (+30)
SpD: 80 -> 115 (+35)
Spe: 65 -> 40 (-25)

Flavor Concept: It already learns a bunch of electric moves, so why not give it the Electric type? Parting Shot and Disruption because noise-based moves have a reputation for lowering stats (Metal Sound, Screech, etc.).

Competitive Concept: Trolly pivot. Mega Chimecho switches in and lowers the opponent’s defenses. Will it go for a Parting Shot or an attack? Prediction is key to outplay Mega Chimecho, who is primarily intended to be used as a team supporter with Parting Shot/Recover/Heal Bell/Attack Move. Minimum Speed is key to outslow opposing Pokemon with VoltTurnShot. This thing is more annoying (but less haxy) than Shaymin-S.

Chimecho
Type: Psychic -> Psychic/Ghost
Ability: Levitate -> Ward Evil (Disables the use of dark moves from all Pokemon in place)
New Moves: Moonblast, Nasty Plot

HP: 65 -> 65
Atk: 50 ->
Def: 70 -> 100 (+30)
SpA: 95 -> 110 (+25)
SpD: 80 -> 115 (+35)
Spe: 65 -> 70 (+10)

Concept: Chimeco is kinda based on that cliche anime sticky thingie that supposedly wards evil things. I'd have added ghost, since Chimeco has bad stats and deserves to have no weak, but blocking dark is good. Keep in mind: it effects you too, so make sure you use Knock Off or your newly gained Nasty Plot BEFORE you go mega. In fact, that is your very reason for having NP: set up and go mega! Between Ghost/Psychic/Fairy, not much can resist you unless a Normal/Steel type comes into existence. It's sadly still slow.





Mega Cinccino
Type: Normal -> Normal/Fairy
Abilities: Cute Charm/Technician (Skill Link) -> Precision (Look in spreadsheet)
Movepool Additions: Play Rough

HP: 75 -> 75
Atk: 95 -> 145 (+50)
Def: 60 -> 50 (-10)
SpA: 65 -> 75 (+10)
SpD: 60 -> 80 (+20)
Spe: 115 -> 145 (+30)

Design Concept: I have no clue, other than the fur loses the oil that protects it from attacks.

Competitive: Thank god this thing doesn't get quick attack. Unless this thing gets two double hits in a row with tail slap, it is a guaranteed KO to 4 Hp 252+ Def eviolite chansey. And it can outspeed most things. And it has knock off, play rough, bullet seed, and rock blast for types that are immune to or resist it.The only reason this isn't too OP is the weakness to priority. It literally begs for a mach punch. If the opponent doesn't have priority though, you have the upper hand. (Unless there is a focus sash shedinja on their team, which is one of the things that you can't 1 shot) The best set is probably something like Tail whip, Knock off, and then any two out of rock blast/bullet seed/knock off.

Cinccino (Cinccinoite)
Type: Normal -> Normal/Fighting
Abilities: Cute Charm, Technician (Skill Link) -> Skill Link
New Moves: Arm Thrust, Icicle Spear

HP: 75 -> 75
Atk: 95 -> 125 (+40)
Def: 60 -> 70 (+10)
SpA: 65 -> 75 (+10)
SpD: 60 -> 70 (+10)
Spe: 115 -> 145 (+30)
BST: 470 -> 570

A generally improved Cinccino with a great speed tier and okay bulk

Mega Cinccino
Abilities: Cute Charm, Technician,Skill Link ( Hidden ) --> Scarf Shield ( damage from attacks is reduced by 1/3 )
Type: Normal --> Normal/Ghost
Stats:
HP: 75 --> 75
Attack: 95 --> 95
Defense: 65 --> 100 ( +35 )
Special Attack: 60 --> 110 ( +50)
Special Defense: 65 --> 75( +10)
Speed: 115 --> 120 (+100)

New moves: Scarf Drain ( pow 80 acc 100 drains 50% of the damage inflicted )

Cinccino makes a shift to a CM booster.
Scarf Coat gives it a sizable bulk.
Scarf Drain gives it a recovery.

Done cuz my old favourite and i dont really did it to win, however, if you like the idea... feel free to vote me.
 
sry but i miscalc'd 'ccino's stats.
Same apart 70 def.
btw scarf drain is ghost type
If you look carefully, the title of this thread reads "Please read entire OP before posting." As fun as it sounds, you're not allowed to create new moves for mega evolution submissions.

Anyway, please discuss Delcatty, Drapion, Flygon, and Glalie.
 
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Flygon has a lot of things that can go for it. Sand Stream, possible part Bug or Flying types, Sand Rush, Sheer Force, Arena Trap...Plus it has a pretty wide movepool already capable of physical attacking, special attacking, mixed attacking or support. It will definitely be interesting.
Can't say the same for Delcatty though. It's probably hopeless unless we give it some OP status move to use with Normalize (pls no).
 
Fur Coat Delcatty is obvious, and probably the most viable option.
Drapion would make perfect sense with Tough Claws. It's slow and bulky, so hopefully it won't be considered too similar to Mega Sharpedo and others.
Flygon is Ground/Dragon, so Bug/Dragon isn't an option. Meanwhile, Ground/Bug is an interesting typing. I'm thinking a Compound Eyes user with STAB Megahorn... or maybe keep it Dragon, and give it Dragon Rush?
Glalie is another Ice type, but luckily its speed isn't too low. With a decent boost it could be an offensive threat, Sheer Force can make it work. Probably with a Dark typing and a special focus to distinguish it from Weavile.
 
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I think delcatty will require something drastic to make it good. Maybe like normal/ghost with a strong ability?
Drapion I think should be defensive rather than offensive, based on its size and design. I'm also thinking that maybe giving it an ability to let it strongly poison an opponent with any attack would be nice.
Flygon is interesting. Compound eyes would be nice, as mentioned by Mega Mantine, although I'm thinking sheer force or something of that effect that helps it as a mixed attacker.
Physical glalie with ice/ghost. Probably a bulky sweeper.
I might not post these ideas for the slate, so you guys can use them if you want.
 
I think delcatty will require something drastic to make it good. Maybe like normal/ghost with a strong ability?
Drapion I think should be defensive rather than offensive, based on its size and design. I'm also thinking that maybe giving it an ability to let it strongly poison an opponent with any attack would be nice.
Flygon is interesting. Compound eyes would be nice, as mentioned by Mega Mantine, although I'm thinking sheer force or something of that effect that helps it as a mixed attacker.
Physical glalie with ice/ghost. Probably a bulky sweeper.
I might not post these ideas for the slate, so you guys can use them if you want.
Normal/Ghost Mega Delcatty + Normalize + Skill Swap. Go go go!

I prefer Tinted Lens for Flygon. I hope someone tries it out. It just has a lot of flavor and eases prediction a bit. Of course Levitate is still a good idea. I just needs more stats to be good.
 
btw scarf drain is gho
If you look carefully, the title of this thread reads "Please read entire OP before posting." As fun as it sounds, you're not allowed to create new moves for mega evolution submissions.

Anyway, please discuss Delcatty, Drapion, Flygon, and Glalie.
K, got it.
 
Dammit, my submissions weren't put up on the vote for some reason. Guess it's too late now, but that really sucks, I liked my Castform a lot.

Anyway, Strong Jaws Drapion is fantastic, while Tinted Lens Flygon with the right stat boosts can be devastating (fortunately Dragon and Ground both have immunities, but only Togekiss would be a full stop to Flygon's STABs when Tinted Lens comes to play).

Hyrule Warriors is entirely too fun and is consuming free time I might be spending on this, so nothing for Delcatty or Glalie. Well, maybe Inversion for Glalie.
 
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Hey guys, the winners are in!

Castform: Jaguar360 (though four other submissions were just 1 vote away from winning)
Mega Castform
Type: Normal
Ability: Forecast
Stats: 70/70/85(+15)/130(+60)/85(+15)/80(+10)
Moves: +Recover, +Calm Mind +Giga Drain
With this Mega Evolution, Castform becomes much stronger and gains a little extra speed and bulk so that it can keep firing attacks and setting up. Calm Mind allows it to sweep, while Recover and Giga Drain allow it to last longer in battle.


Celebi: Mega Mantine (gg meta)
Celebi (Celebite)
Type: Psychic/Grass -> Psychic/Grass
Abilities: Natural Cure -> Gardener (automatically creates Grassy Terrain effect on switch-in or Mega Evolution)
New Moves: none

HP: 100 -> 100
Atk: 100 -> 120 (+20)
Def: 100 -> 120 (+20)
SpA: 100 -> 120 (+20)
SpD: 100 -> 120 (+20)
Spe: 100 -> 120 (+20)

Grassy Terrain sees little use, but has great benefits for Celebi and make it better offensively and defensively. It provides what is equivalent to Leftovers recovery and a 50% boost to its Grass STAB. The stat boosts are straightforward, providing great 100/120/120 bulk and 120 Speed to provide excellent support with Heal Bell, Thunder Wave, or various ways to use Baton Pass.


Chimecho: Mega Mantine
Chimecho (Chimechonite)
Type: Psychic -> Psychic
Abilities: Levitate -> Field Warp
New Moves: Defog, Hurricane, Will-o-Wisp

HP: 65 -> 65
Atk: 50 -> 50
Def: 70 -> 70
SpA: 95 -> 125 (+30)
SpD: 80 -> 90 (+10)
Spe: 65 -> 125 (+60)
BST: 425 -> 525

Chimecho can set up screens and rain as well as use Heal Bell, Thunder Wave, Taunt, Will-o-Wisp, Defog and Healing Wish to offer many support options. It can also effectively abuse its own rain.


Cinccino: Mega Mantine (I had to fix the math issues here)
Cinccino (Cinccinoite)
Type: Normal -> Normal/Fighting
Abilities: Cute Charm, Technician (Skill Link) -> Skill Link
New Moves: Arm Thrust, Icicle Spear

HP: 75 -> 75
Atk: 95 -> 135 (+40)
Def: 60 -> 70 (+10)
SpA: 65 -> 75 (+10)
SpD: 60 -> 70 (+10)
Spe: 115 -> 145 (+30)
BST: 470 -> 570

A generally improved Cinccino with a great speed tier and okay bulk

Let's get to submissions!
 
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How can I submit my mega ideas?
Post 'em here. Preferrably in hide tags like so: {hide=submission}stuff you want to hide{/hide} but replace the curly brackets with square ones { } --> [ ]

Also nightsitter, I'd prefer you add the 10 points to attack like I meant to do (it did say +40 initially). I don't think the 10-point difference will make it broken.

Delcatty (Delcattynite)
Type: Normal -> Normal
Abilities: Cute Charm, Normalize (Wonder Skin) -> Fur Coat
New Moves: Taunt

HP: 70 -> 70
Atk: 65 -> 85 (+20)
Def: 65 -> 85 (+20)
SpA: 55 -> 55
SpD: 55 -> 95 (+40)
Spe: 70 -> 90 (+20)
BST: 385 -> 485

Delcatty grows more luxurious fur, and has a bell around its neck.

As a Fur Coat user, Delcatty makes its mark as a more support-oriented role as the only one with Fake Out, Thunder Wave, Heal Bell, Taunt. It can even run Cosmic Power and Baton Pass
Drapion (Drapionite)
Type: Poison/Dark -> Poison/Dark
Abilities: Battle Armor, Sniper (Keen Eye) -> Strong Jaw
New Moves: none

HP: 70 -> 70
Atk: 90 -> 130 (+40)
Def: 110 -> 140 (+30)
SpA: 60 -> 60
SpD: 75 -> 95 (+20)
Spe: 95 -> 105 (+10)
BST: 500 -> 600

Drapion makes the perfect candidate for Strong Jaws as it learns all the moves that are boosted by that ability. With all-around upgraded stats, it is more than capable of sweeping or wallbreaking. Unfortunately, it suffers 4MSS between Swords Dance, Crunch, Poison, Fire, Ice, and Thunder Fang, and Earthquake.
Flygon (Flygonite)
Type: Ground/Dragon -> Ground/Bug
Abilities: Levitate -> Compound Eyes
New Moves: Megahorn

HP: 80 -> 80
Atk: 100 -> 130 (+30)
Def: 80 -> 100 (+20)
SpA: 80 -> 90 (+10)
SpD: 80 -> 100 (+20)
Spe: 100 -> 120 (+20)
BST: 520 -> 620

Flygon is the other bug-but-not-Bug-type of this slate. Compound Eyes enhances not juat its STAB Megahorn, but other options like Stone Edge, Iron Tail, and Fire Blast. Meanwhile, upgraded defenses make it a better user of Defog.
Glalie (Glalinite)
Type: Ice -> Ice/Dark
Abilities: Inner Focus, Ice Body (Moody) -> Sheer Force
New Moves: Nasty Plot, Sludge Bomb

HP: 80 -> 80
Atk: 80 -> 80
Def: 80 -> 90 (+10)
SpA: 80 -> 120 (+40)
SpD: 80 -> 80
Spe: 80 -> 130 (+50)
BST: 480 -> 580

Mega Glalie exemplifies the Ice type's strengths in all-out offense, firing off powerful Ice Beams. Its sinister appearance lends to the Dark typing, granting it an equally powerful Dark Pulse. Along eith its STAB, Sheer Force boosts Sludge Bomb and Water Pulse to round out its coverage, and you can try to set up and sweep with Nasty Plot. Or set up Spikes and threaten to keep them up with Taunt or offense.
 
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Cookie Butter

formerly the someone
Glalie
Type: Ice -> Ice/Ground
Abilities: Inner Focus, Ice Body, (Moody) -> Freezing Assimilation (This Pokemon's defense is boosted every turn under Hail, its special defense is boosted every turn under Sandstorm. Both of this Pokemon's defenses are lowered every turn under Sunlight.)
New moves: Head Smash, Icicle Crash, Sandstorm

HP: 80 -> 80
Atk: 80 -> 160 (+80)
Def: 80 -> 120 (+40)
SpA: 80 -> 80
SpD: 80 -> 120 (+40)
Spe: 80 -> 20 (-60)
BST: 480 -> 580

Flavor Concept: "A GLALIE has the power to instantaneously freeze moisture in the atmosphere. A dazzling cloud of diamondlike ice crystals forms around its body." The ice on Glalie's body becomes so hard and the temperature around it becomes so low, everything it touches is frozen and assimilated to it. By touching the surroundings, components of the ground are attached to it. It also assimilates weather effects. Glalie becomes incredibly bigger and heavier but slower.

Competitive Concept: MegaGlalie is the definition of an absolute zero TANK. It is great with support, especially Hail/Sandstorm and Trick Room (Wish and SubPass are also of big help). It can abuse Avalanche with high defenses, but Ice Shard (stronger than Mamoswine's) is also viable.


Drapion
Type: Poison/Dark -> Poison/Dark
Abilities: Battle Armor, Sniper (Keen Eye) -> Stinger Tail (Tail moves are 30% stronger, have a 50% chance of badly poisoning the target and never miss.)
New Moves: Tail Glow, Dragon Tail, Tail Slap

HP: 70 -> 70
Atk: 90 -> 120 (+30)
Def: 110 -> 110
SpA: 60 -> 65 (+5)
SpD: 75 -> 110 (+35)
Spe: 95 -> 115 (+30)
BST: 500 -> 600

Flavor Concept: Drapion is a beastly scorpion, and the scorpion's trademark is its tail. The Ogre Scorp Pokemon's posture becomes that of an actual scorpion. Its tail grows and curves forward. Its arms shrink but its claws get bigger, allowing it to use them for defensive purposes. It gets thinner and its center of mass gets closer to the ground, making it faster.

Competitive Concept: It is a straightforward physical attacker (that can also be special with Tail Glow). While its ability's affected moves are kinda bad and scarce (Poison Jab would still be better than +50% Poison Tail, and the ability gives a +30% boost), its other effects make it useful. Tail Slap is almost guaranteed to poison the target (3.125% of not poisoning) since it hits 5 times. Iron Tail and Aqua Tail become never-missing 130 BP and 117 BP respectively, and Aqua Tail covers its ground weakness.
 
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Will write more when I get outta work.

Mega Flygon
Type: Ground/Dragon -> Ground/Dragon
Abilities: Levitate -> Compound Eyes
New Moves: Dragon Rush

HP: 80 -> 80
Atk: 100 -> 130 (+30)
Def: 80 -> 90 (+10)
SpA: 80 -> 90 (+10)
SpD: 80 -> 90 (+10)
Spe: 100 ->140 (+40)
BST: 520 -> 620

Flygon now claims the spot of fastest dragon type, and has access to higher base power moves thanks to compound eyes! Now I did want to give him sandstream seeing as he has got the whole "desert spirit that summons sandstorms" thing going for him, but sandstream doesn't particularly accomplish anything for him. So I chose to go the more insectoid route with compound eyes
 
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Flygon
Type: Ground/Dragon -> Bug/Dragon
Abilities: Levitate -> Terrate (This Pokemon's Normal moves get boosted in power by 30% and become Ground type)
New Moves: X-Scissor

HP: 80 -> 80
Atk: 100 -> 130 (+30)
Def: 80 -> 100 (+20)
SpA: 80 -> 80
SpD: 80 -> 100 (+20)
Spe: 100 -> 130 (+30)
BST: 520 -> 620
You cannot change a pokemon's primary type, only its secondary type.
 
Welp, Mega Mantine snatched up my Strong Jaw, so no need to submit anything for Drapion.

Mega Flygon
Type: Ground/Dragon -> Ground/Dragon
Abilities: Levitate -> Tinted Lens
New Moves: Dragon Rush

HP: 80 -> 80
Atk: 100 -> 130 (+30)
Def: 80 -> 100 (+20)
SpA: 80 -> 80
SpD: 80 -> 100 (+20)
Spe: 100 -> 130 (+30)

Flavor Concept: Flygon trades his red shades for Cyclops's big lens. Optic Blast!

Competitive Concept: With Tinted Lens, only Togekiss stands in the way of Flygon's dual STAB. All it needs, then is a coverage move like, say, Stone Edge to give it amazing coverage. Outrage is nice, but the new Dragon Rush doesn't lock Flygon in, and with Hone Edge as its only boosting moves, it can shore up its lousy accuracy (alongside its coverage options like Stone Edge or even Iron Tail) while getting that decent 130 attack way up there. Or, bite the bullet on accuracy and be a great Defog user.
 
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Mega Glalie
Type: Ice -> Ice/ Steel
Abilities: Inner Focus / Ice Body / Moody-> Filter
New Moves: Iron Head, Flash Cannon
Hp: 80 -> 80
Atk: 80 -> 95 (+15)
Def: 80 -> 125 (+45)
SpA: 80 ->95 (+15)
SpD: 80 ->125 (+45)
Spd: 80 -> 60 (-20)

Competitive Concept: Glalie become a bulky attacker with a major boost to both defense and a minor boost to both attack with losing some speed. Glalie gain a new type with the steel type.


Mega Drapion
Type: Poison/ Dark -> Poison/ Dark
Abilities: Battle Armor / Sniper / Keen Eye-> Adaptability
New Moves: N/A

Hp: 70 -> 70
Atk: 90 -> 130 (+40)
Def: 110 -> 135(+25)
SpA: 60 ->60 (0)
SpD: 75 -> 100 (+25)
Spd: 95 -> 105 (+10)

Competitive Concept: Mega Drapion is a force to be wrecking with. Mega Drapion get Adaptability with a massive attack stat. Also it have a lot of bulk to live hits.
 
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Typing: Normal -> Normal/Ghost
Abilities: Cute Charm/Normalize (Wonder Skin) -> Warder (Becomes immune to a type depending on its IVs; Same as hidden power type. [Ex] 31 in all stats = Immunity to dark)
Movepool Additions: Shadow Claw

HP: 70 -> 70
Atk: 65 -> 125 (+60)
Def: 65 -> 75 (+10)
SpA: 55 -> 55
SpD: 55 -> 75 (+20)
Spe: 70 -> 80 (+10)

Flavor Concept: It becomes darker and slightly translucent. Its tail splits into nine bladed edges, like a cat-o-nine tails (Did I put that in correctly? I hope so.) The purple turns to blue.

Competitive Concept: I said it needed a good ability to make it ok, and here it is. No weaknesses if you choose dark, and if you don't choose dark then you can play mind games. Immunities to Ghost/Normal/Fighting/Filler is pretty good.


Typing: Poison/Dark (Same)
Abilities: Battle Armor/Sniper (Keen Eye) -> Venomous (30% to badly poison opponents on contact)
Movepool Additions: Heal Order (This doesn't make regular drapion any better, as he doesn't have the stats to abuse it.)

HP: 70 -> 70
Atk: 90 -> 125 (+35)
Def: 110 -> 130 (+20)
SpA: 60 -> 60
SpD: 75 -> 115 (+40)
Spe: 95 -> 100 (+5)

Flavor Concept: Now surrounded by a few tiny, harmless (compared to the master,) Scorupis. Grows even larger and the dark purple turns black.

Competitive Concept: It can now be a unique defensive 'mon. With only one weakness (2x at that!) a good ability, and reliable healing with ok defensive and offensive stats, it can be a good tank, even though it is quite mediocre in most stats. 70/130/115 bulk is ok, but is amplified by the one weakness and healing. The ability to use toxic with any contact move is quite good. Rather than wasting a moveslot for toxic, you get it automatically applied to all of your moves, and its moves can all be as haxy as scald.


Typing: Ground/Dragon (same)
Abilities: Levitate -> Sheer Force
Movepool Additions: Dragon Pulse, Volt Switch

HP: 80 -> 80
Atk: 100 -> 125 (+25)
Def: 80 -> 80
SpA: 80 -> 125 (+45)
SpD: 80 -> 80
Spe: 100 -> 130 (+30)

Flavor Concept: idk

Competitive Concept: Most likely used for Superpower/Volt Switch or Draco Meteor/U-turn to deal maximum damage. And off of a 130 speed and ok defensive stats, the only thing hindering it is the forced -def/spD nature. A good mixed pivot to dig holes in the enemy's team.


Typing: Ice -> Ice/Ghost (It is the counterpart to froslass...)
Abilities: Inner Focus/Ice Body (Moody) -> Strong Jaw
Movepool Additions: Thunder Fang, Fire Fang, Shadow Sneak

HP: 80 -> 80
Atk: 80 -> 130 (+50)
Def: 80 -> 115 (+35)
SpA: 80 -> 80
SpD: 80 -> 115 (+35)
Spe: 80 -> 60 (-20)

Flavor Concept: Becomes entwined in webs of ice. You can barely see its eyes, but what you can see is a dark, bloody red. It now calls itself Jason. It gets ice fang and crunch (and the useless bite) so why not the other two? Shadow Sneak to abuse its new typing.

Competitive Concept: It now has 2 STAB priority moves, 4 biting moves, a helpful ability, more bulk, and a higher attack. What more could it want? (Other than a higher attack, higher speed, stronger priority moves, a better ability, stronger stabs, better bulk, and a better offensive typing) If anything, this is a bit underwhelming, but it can be a shock to the other team, as they won't know much about it.
 
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