Megas For All V2 (Induction Phase)

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Flygon
Typing: Ground/Dragon --> Ground/Flying
Ability: Levitate --> Sand Stream
Stats: 80/100/80/80/80/100 --> 80/140/80/115/80/125
New moves: Brave Bird, Air Slash, Hurricane
Sand Stream takes the flavor from Flygon's many Pokedex entries, which often say the it stirs up sandstorms. The Flying type keeps Flygon true to its name and gives it powerful STAB in Brave Bird. Flygon can play as a nice offensive support Pokemon and momentum provider thanks to its access to U-turn, Defog and Roost and can hold its own in battle with good offenses that match the power of Life Orb Flygon's. (For clarification, Hurricane's accuracy remains 70% in Sand and Brave Bird fits for Flygon even though it is not a bird: "The user tucks in its wings and charges from a low altitude. This also damages the user quite a lot.")

Glalie
Typing: Ice
Ability: Solid Rock
Stats: 80/80/80/80/80/80 --> 80/120/120/80/120/60
New moves: Icicle Crash, Recover
Mega Glalie is mostly made to be a bulky Spikes setter. Solid Rock helps to compensate for its typing and it has gained solid bulk with good attack. It has great tools as a lead, such as Ice Shard, Recover, Taunt, Explosion and Super Fang (with Crunch and EQ to cover the two normal moves) and can stay alive throughout the match with Recover, bulk and weakened weaknesses.
 
Type: Normal -> Normal
Ability: Cute Charm/Normalize/Wonder Skin -> Fur Coat
New Moves: Slack Off

HP: 70 -> 70
Atk: 65 -> 65
Def: 65 -> 89 (+24)
SpA: 55 -> 65 (+10)
SpD: 55 -> 88 (+33)
Spe: 70 ->103 (+33)

Flavor Concept: Delcatty's dex entries state that it's prized for its fur, which grows very thick upon Mega Evolution. Additionally, "it prefers to live an unfettered existence in which it can do as it pleases at its own pace," hence Slack Off.

Competitive Concept: Utilitymon with awesome physical bulk and a cool speed tier. Mega Delcatty can tank Knock Offs especially well in addition to its cleric role.
Type: Ice -> Ice
Ability: Inner Focus/Ice Body/Moody -> Accumulation (See spreadsheet for description)
New Moves: Ice Ball, Defense Curl (by level up)

HP: 80 ->80
Atk: 80 ->125 (+45)
Def: 80 -> 90 (+10)
SpA: 80 -> 80
SpD: 80 -> 90 (+10)
Spe: 80 ->115 (+35)

Flavor Concept: It's literally a ball of Ice. No move makes more sense on a Pokemon than Ice Ball on Glalie. Defense Curl is also added because it's a goddamn ball.

Competitive Concept: Weird setup sweeper, and sorta the fast equivalent to the bulky Lickilicky (my own submission from months ago). Glalie maximizes Rollout/Ice Ball's power with Defense Curl before going on a rampaging sweep of no forgiveness.
 
Just a question, because I've never legitimately considered the whole Defense Curl/Ice Ball strategy: What is the real advantage of running Defense Curl? If you use Ice Ball instead of Defense Curl on the first turn, your damage output is the same from turns 2 to 5 with an additional 90 BP (factoring in accumulation) in exchange for an overkill nuke the 6th turn. (1440 BP ftw). Is it really better to use Defense Curl, considering that you're probably going to get revenged before that point?
 
Mega Delcatty
Type: Normal -> Normal
Ability: Cute Charm/Normalize/Wonder Skin -> Simple
New Moves: Agility, Amnesia, Moonlight

HP: 70 -> 70
Atk: 65 -> 65
Def: 65 -> 90 (+25)
SpA: 55 -> 65 (+10)
SpD: 55 -> 85 (+30)
Spe: 70 ->105 (+35)

"Delcatty prefers to live an unfettered existence in which it can do as it pleases at its own pace," says the Ruby dex entry, so that's why it's Simple. It can Baton Pass +4 Speed or Special Defense, +2 in both defenses with Cosmic Power, or a RBY Amnesia with Calm Mind. Simple Cosmic Power makes it surprisingly hard to take down.


Type: Ice -> Ice
Ability: Inner Focus/Ice Body/Moody -> Refrigerate
New Moves: Spike Cannon, Stone Edge

HP: 80 ->80
Atk: 80 ->121 (+41)
Def: 80 -> 95 (+15)
SpA: 80 -> 80
SpD: 80 -> 95 (+15)
Spe: 80 ->109 (+29)

As much as I'd love to make a Mega Glalie with Ice Ball and Accumulation (and maybe Rock typing since there has to be a boulder underneath all the ice for it to be heavier than Mega Tyranitar), it doesn't have the stats to be able to attack 3+ times in a row without having something bad happen to it.

This Mega doesn't try to go too far outside regular Glalie's niche as a Spiker, and it has the added benefit of a much stronger Explosion that nothing outside of Wonder Guard Pokemon are immune to.
252 Atk Refrigerate Glalie Explosion vs. 0 HP / 0 Def Keldeo: 275-324 (85.1 - 100.3%)
You may want to switch in 4x resist Heatran against that kind of power, but it can get wrecked by Earthquake, which forms nice coverage with Refrigerate-boosted attacks.

Spike Cannon is stronger than Icicle Spear thanks to Refrigerate even though it bizarrely didn't get buffed as much as the multi-hit moves other Pokemon actually use and can help Mega Glalie OHKO a frail Focus Sash lead. Both new moves Glalie gets have no use on Froslass, something to keep in mind.
 
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Type: Ground/Dragon -> Ground/Dragon
Abilities: Levitate -> Tinted Lens
New Moves: Dragon Dance, Quiver Dance

HP: 80 -> 80
Atk: 100 -> 110 (+10)
Def: 80 -> 95 (+15)
SpA: 80 -> 120 (+40)
SpD: 80 -> 95 (+15)
Spe: 100 -> 120 (+20)
BST: 520 -> 620

Concept: Just boost. The fun part is your unpredictability of set. Are you physical? The chansey that expects special is going to die. Are you special? Skarmory can't bust through your lens.

+1 0+ SpA Tinted Lens Flygon Draco Meteor vs. 252 HP / 4 SpD Skarmory: 358-422 (107.1 - 126.3%) -- guaranteed OHKO

Keep in mind, Hydreigon's Draco will still be stronger, and not require an item slot. Also keep in mind that regular Flygon has no chance of competing with the nearly perfect neutral coverage of a Tinted STAB boosting sweeper so it is in no way boosted when you should wonder why you're not DDing with Dragonite or Quiver Dancing with Volcarona, ya know, Pokemon who have base stats higher than 100. Just bring something for Togekiss... or switch out.

As a sweeper, it lacks Super effectiveness in its Dragon STAB. Its real danger is in its ability to go either or, but a double dancing set is HIGHLY not recommender. The element of surprise is your biggest factor, if you get it right, you'll nail the right target and make life easy. Get it wrong... then again, if this thing becomes popular, flood with Togekiss until it's no longer popular because of Togekiss. It's also frail for a mon that will not have room for healing:

244 Atk Life Orb Mamoswine Ice Shard vs. 0 HP / 0 Def Flygon: 359-426 (119.2 - 141.5%) -- guaranteed OHKO

There are ways to beat it despite the intimidating looking numbers. If you're smart, you'll find a way to beat it.


Typing: Poison/Dragon
Abilities: Battle Armor/Sniper (Keen Eye) -> Tough Claws
Movepool Additions: Dragon Claw, Dragon Dance, Outrage

HP: 70 -> 70
Atk: 90 -> 125 (+35)
Def: 110 -> 130 (+20)
SpA: 60 -> 60
SpD: 75 -> 105 (+30)
Spe: 95 -> 110 (+15)

Concept: A Physical Dragon/Poison? Yes please! Come here and die, Clefable! It thematically works, because even in Japanese, it's known as a DRAGON Scorpion.

Cross Poison is a 2H KO, even with Unaware Shenanigans. Afterwards, you can keep boosting with DD. Compared to unmega'd Drapion, it faces the same problem as Flygon: it's highly outclassed as a DD Sweeper by those with an otherwise stronger physical movepool. BUT, by adding Tough Claws, you can do something else: defensive setup sweeper. If you think you can just use Life Orb Drapion with DD abuse... why? You have Tough Claws, use that instead! It's like non-damaging Life Orb!

4+ Atk Tough Claws Drapion Cross Poison vs. 252 HP / 252+ Def Clefable: 236-278 (59.8 - 70.5%) -- guaranteed 2HKO after Leftovers recovery

That's a lack of EVs in Atk, and Clefable STILL can't wall you. Klefki on the other hand...

+2 4+ Atk Drapion Earthquake vs. 252 HP / 252+ Def Klefki through Reflect: 147-173 (46.2 - 54.4%) -- 55.1% chance to 2HKO

Keep in mind, that's a generous and otherwise outlandish assumption because no smart Klefki will let you boost twice. You WILL get Thunder Waved, bad news bears for a DD sweeper. And yes there will be Screens, it's Klefki's shtick.

252+ Atk Tough Claws Drapion Dragon Claw vs. 252 HP / 252+ Def Unaware Quagsire through Reflect: 74-87 (18.7 - 22%) -- possible 6HKO after Leftovers recovery
0 Atk Quagsire Earthquake vs. 248 HP / 0 Def Drapion: 162-192 (47.2 - 55.9%) -- 74.2% chance to 2HKO

Quagsire also has the power to win, no contest whatsoever!


Typing: Ice -> Ice/Normal
Abilities: Inner Focus/Ice Body (Moody) -> Punching Bag (draws all enemy Fight moves towards it, restoring 25% of missing health from them)
Movepool Additions: Quick Attack, Sword Dance

HP: 80 -> 80
Atk: 80 -> 120 (+40)
Def: 80 -> 110 (+30)
SpA: 80 -> 80
SpD: 80 -> 110 (+30)
Spe: 80 -> 80

Concept: It's just a plain old demonic ice donut rice ball. In any case, it becomes more ricelike, and if you're like me, you know how goddamn plain rice is, it's like bread, it's filler flavored as fuck! The real kick is the Fight/ghost immunity, which is a dream defensive combo only naturally attainable by Normal/Ghost (which still hasn't been done yet.) Think of that when you stare down another Aegislash and forced it to use a Steel attack.

Beyond that, use your dual STAB priority with SD boosts and bring Earthquake for the Steel types who will otherwise make your life hell.
 
Here's a slate. PM votes to nightsitter. Let me know if I messed anything up



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


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.

Type: Normal -> Normal
Ability: Cute Charm/Normalize/Wonder Skin -> Fur Coat
New Moves: Slack Off

HP: 70 -> 70
Atk: 65 -> 65
Def: 65 -> 89 (+24)
SpA: 55 -> 65 (+10)
SpD: 55 -> 88 (+33)
Spe: 70 ->103 (+33)

Flavor Concept: Delcatty's dex entries state that it's prized for its fur, which grows very thick upon Mega Evolution. Additionally, "it prefers to live an unfettered existence in which it can do as it pleases at its own pace," hence Slack Off.

Competitive Concept: Utilitymon with awesome physical bulk and a cool speed tier. Mega Delcatty can tank Knock Offs especially well in addition to its cleric role.

Mega Delcatty
Type: Normal -> Normal
Ability: Cute Charm/Normalize/Wonder Skin -> Simple
New Moves: Agility, Amnesia, Moonlight

HP: 70 -> 70
Atk: 65 -> 65
Def: 65 -> 90 (+25)
SpA: 55 -> 65 (+10)
SpD: 55 -> 85 (+30)
Spe: 70 ->105 (+35)

"Delcatty prefers to live an unfettered existence in which it can do as it pleases at its own pace," says the Ruby dex entry, so that's why it's Simple. It can Baton Pass +4 Speed or Special Defense, +2 in both defenses with Cosmic Power, or a RBY Amnesia with Calm Mind. Simple Cosmic Power makes it surprisingly hard to take down.


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.

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.

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.

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: Poison/Dragon
Abilities: Battle Armor/Sniper (Keen Eye) -> Tough Claws
Movepool Additions: Dragon Claw, Dragon Dance, Outrage

HP: 70 -> 70
Atk: 90 -> 125 (+35)
Def: 110 -> 130 (+20)
SpA: 60 -> 60
SpD: 75 -> 105 (+30)
Spe: 95 -> 110 (+15)

Concept: A Physical Dragon/Poison? Yes please! Come here and die, Clefable! It thematically works, because even in Japanese, it's known as a DRAGON Scorpion.

Cross Poison is a 2H KO, even with Unaware Shenanigans. Afterwards, you can keep boosting with DD. Compared to unmega'd Drapion, it faces the same problem as Flygon: it's highly outclassed as a DD Sweeper by those with an otherwise stronger physical movepool. BUT, by adding Tough Claws, you can do something else: defensive setup sweeper. If you think you can just use Life Orb Drapion with DD abuse... why? You have Tough Claws, use that instead! It's like non-damaging Life Orb!

4+ Atk Tough Claws Drapion Cross Poison vs. 252 HP / 252+ Def Clefable: 236-278 (59.8 - 70.5%) -- guaranteed 2HKO after Leftovers recovery

That's a lack of EVs in Atk, and Clefable STILL can't wall you. Klefki on the other hand...

+2 4+ Atk Drapion Earthquake vs. 252 HP / 252+ Def Klefki through Reflect: 147-173 (46.2 - 54.4%) -- 55.1% chance to 2HKO

Keep in mind, that's a generous and otherwise outlandish assumption because no smart Klefki will let you boost twice. You WILL get Thunder Waved, bad news bears for a DD sweeper. And yes there will be Screens, it's Klefki's shtick.

252+ Atk Tough Claws Drapion Dragon Claw vs. 252 HP / 252+ Def Unaware Quagsire through Reflect: 74-87 (18.7 - 22%) -- possible 6HKO after Leftovers recovery
0 Atk Quagsire Earthquake vs. 248 HP / 0 Def Drapion: 162-192 (47.2 - 55.9%) -- 74.2% chance to 2HKO

Quagsire also has the power to win, no contest whatsoever!




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.

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

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.

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.

Flygon
Typing: Ground/Dragon --> Ground/Flying
Ability: Levitate --> Sand Stream
Stats: 80/100/80/80/80/100 --> 80/140/80/115/80/125
New moves: Brave Bird, Air Slash, Hurricane
Sand Stream takes the flavor from Flygon's many Pokedex entries, which often say the it stirs up sandstorms. The Flying type keeps Flygon true to its name and gives it powerful STAB in Brave Bird. Flygon can play as a nice offensive support Pokemon and momentum provider thanks to its access to U-turn, Defog and Roost and can hold its own in battle with good offenses that match the power of Life Orb Flygon's. (For clarification, Hurricane's accuracy remains 70% in Sand and Brave Bird fits for Flygon even though it is not a bird: "The user tucks in its wings and charges from a low altitude. This also damages the user quite a lot.")

Type: Ground/Dragon -> Ground/Dragon
Abilities: Levitate -> Tinted Lens
New Moves: Dragon Dance, Quiver Dance

HP: 80 -> 80
Atk: 100 -> 110 (+10)
Def: 80 -> 95 (+15)
SpA: 80 -> 120 (+40)
SpD: 80 -> 95 (+15)
Spe: 100 -> 120 (+20)
BST: 520 -> 620

Concept: Just boost. The fun part is your unpredictability of set. Are you physical? The chansey that expects special is going to die. Are you special? Skarmory can't bust through your lens.

+1 0+ SpA Tinted Lens Flygon Draco Meteor vs. 252 HP / 4 SpD Skarmory: 358-422 (107.1 - 126.3%) -- guaranteed OHKO

Keep in mind, Hydreigon's Draco will still be stronger, and not require an item slot. Also keep in mind that regular Flygon has no chance of competing with the nearly perfect neutral coverage of a Tinted STAB boosting sweeper so it is in no way boosted when you should wonder why you're not DDing with Dragonite or Quiver Dancing with Volcarona, ya know, Pokemon who have base stats higher than 100. Just bring something for Togekiss... or switch out.

As a sweeper, it lacks Super effectiveness in its Dragon STAB. Its real danger is in its ability to go either or, but a double dancing set is HIGHLY not recommender. The element of surprise is your biggest factor, if you get it right, you'll nail the right target and make life easy. Get it wrong... then again, if this thing becomes popular, flood with Togekiss until it's no longer popular because of Togekiss. It's also frail for a mon that will not have room for healing:

244 Atk Life Orb Mamoswine Ice Shard vs. 0 HP / 0 Def Flygon: 359-426 (119.2 - 141.5%) -- guaranteed OHKO

There are ways to beat it despite the intimidating looking numbers. If you're smart, you'll find a way to beat it.





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.

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

"A GLALIE has the power to instantaneously freeze moisture in the atmosphere. A dazzling cloud of diamondlike ice crystals forms around its body." - Emerald Pokedex

Flavor Concept: 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.

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.

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.

Type: Ice -> Ice
Ability: Inner Focus/Ice Body/Moody -> Accumulation (See spreadsheet for description)
New Moves: Ice Ball, Defense Curl (by level up)

HP: 80 ->80
Atk: 80 ->125 (+45)
Def: 80 -> 90 (+10)
SpA: 80 -> 80
SpD: 80 -> 90 (+10)
Spe: 80 ->115 (+35)

Flavor Concept: It's literally a ball of Ice. No move makes more sense on a Pokemon than Ice Ball on Glalie. Defense Curl is also added because it's a goddamn ball.

Competitive Concept: Weird setup sweeper, and sorta the fast equivalent to the bulky Lickilicky (my own submission from months ago). Glalie maximizes Rollout/Ice Ball's power with Defense Curl before going on a rampaging sweep of no forgiveness.

Type: Ice -> Ice
Ability: Inner Focus/Ice Body/Moody -> Refrigerate
New Moves: Spike Cannon, Stone Edge

HP: 80 ->80
Atk: 80 ->121 (+41)
Def: 80 -> 95 (+15)
SpA: 80 -> 80
SpD: 80 -> 95 (+15)
Spe: 80 ->109 (+29)

As much as I'd love to make a Mega Glalie with Ice Ball and Accumulation (and maybe Rock typing since there has to be a boulder underneath all the ice for it to be heavier than Mega Tyranitar), it doesn't have the stats to be able to attack 3+ times in a row without having something bad happen to it.

This Mega doesn't try to go too far outside regular Glalie's niche as a Spiker, and it has the added benefit of a much stronger Explosion that nothing outside of Wonder Guard Pokemon are immune to.
252 Atk Refrigerate Glalie Explosion vs. 0 HP / 0 Def Keldeo: 275-324 (85.1 - 100.3%)
You may want to switch in 4x resist Heatran against that kind of power, but it can get wrecked by Earthquake, which forms nice coverage with Refrigerate-boosted attacks.

Spike Cannon is stronger than Icicle Spear thanks to Refrigerate even though it bizarrely didn't get buffed as much as the multi-hit moves other Pokemon actually use and can help Mega Glalie OHKO a frail Focus Sash lead. Both new moves Glalie gets have no use on Froslass, something to keep in mind.

Typing: Ice -> Ice/Normal
Abilities: Inner Focus/Ice Body (Moody) -> Punching Bag (draws all enemy Fight moves towards it, restoring 25% of missing health from them)
Movepool Additions: Quick Attack, Sword Dance

HP: 80 -> 80
Atk: 80 -> 120 (+40)
Def: 80 -> 110 (+30)
SpA: 80 -> 80
SpD: 80 -> 110 (+30)
Spe: 80 -> 80

Concept: It's just a plain old demonic ice donut rice ball. In any case, it becomes more ricelike, and if you're like me, you know how goddamn plain rice is, it's like bread, it's filler flavored as fuck! The real kick is the Fight/ghost immunity, which is a dream defensive combo only naturally attainable by Normal/Ghost (which still hasn't been done yet.) Think of that when you stare down another Aegislash and forced it to use a Steel attack.

Beyond that, use your dual STAB priority with SD boosts and bring Earthquake for the Steel types who will otherwise make your life hell.

Typing: Ice
Ability: Solid Rock
Stats: 80/80/80/80/80/80 --> 80/120/120/80/120/60
New moves: Icicle Crash, Recover
Mega Glalie is mostly made to be a bulky Spikes setter. Solid Rock helps to compensate for its typing and it has gained solid bulk with good attack. It has great tools as a lead, such as Ice Shard, Recover, Taunt, Explosion and Super Fang (with Crunch and EQ to cover the two normal moves) and can stay alive throughout the match with Recover, bulk and weakened weaknesses.
 
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Cookie Butter

formerly the someone
I vote for Deathly the King's MegaDelcatty and Dilasc's MegaFlygon.
Also, GG Unit, can you please add Glalie's Emerald Pokedex entry to my submission's Flavor Concept? Please and thank you. "A GLALIE has the power to instantaneously freeze moisture in the atmosphere. A dazzling cloud of diamondlike ice crystals forms around its body."
 
I vote for Deathly the King's MegaDelcatty and Dilasc's MegaFlygon.
Also, GG Unit, can you please add Glalie's Emerald Pokedex entry to my submission's Flavor Concept? Please and thank you. "A GLALIE has the power to instantaneously freeze moisture in the atmosphere. A dazzling cloud of diamondlike ice crystals forms around its body."
Any votes must be PM'd(click on the blue script and then click "start a conversation") to nightsitter
 
Eyyyy we got the winners!


Delcatty: GG Unit
Mega Delcatty
Type: Normal -> Normal
Ability: Cute Charm/Normalize/Wonder Skin -> Simple
New Moves: Agility, Amnesia, Moonlight

HP: 70 -> 70
Atk: 65 -> 65
Def: 65 -> 90 (+25)
SpA: 55 -> 65 (+10)
SpD: 55 -> 85 (+30)
Spe: 70 ->105 (+35)

"Delcatty prefers to live an unfettered existence in which it can do as it pleases at its own pace," says the Ruby dex entry, so that's why it's Simple. It can Baton Pass +4 Speed or Special Defense, +2 in both defenses with Cosmic Power, or a RBY Amnesia with Calm Mind. Simple Cosmic Power makes it surprisingly hard to take down.


Drapion: Mega Mantine
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: Sabreholo
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.


Glalie: GG Unit
Type: Ice -> Ice
Ability: Inner Focus/Ice Body/Moody -> Refrigerate
New Moves: Spike Cannon, Stone Edge

HP: 80 ->80
Atk: 80 ->121 (+41)
Def: 80 -> 95 (+15)
SpA: 80 -> 80
SpD: 80 -> 95 (+15)
Spe: 80 ->109 (+29)

As much as I'd love to make a Mega Glalie with Ice Ball and Accumulation (and maybe Rock typing since there has to be a boulder underneath all the ice for it to be heavier than Mega Tyranitar), it doesn't have the stats to be able to attack 3+ times in a row without having something bad happen to it.

This Mega doesn't try to go too far outside regular Glalie's niche as a Spiker, and it has the added benefit of a much stronger Explosion that nothing outside of Wonder Guard Pokemon are immune to.
252 Atk Refrigerate Glalie Explosion vs. 0 HP / 0 Def Keldeo: 275-324 (85.1 - 100.3%)
You may want to switch in 4x resist Heatran against that kind of power, but it can get wrecked by Earthquake, which forms nice coverage with Refrigerate-boosted attacks.

Spike Cannon is stronger than Icicle Spear thanks to Refrigerate even though it bizarrely didn't get buffed as much as the multi-hit moves other Pokemon actually use and can help Mega Glalie OHKO a frail Focus Sash lead. Both new moves Glalie gets have no use on Froslass, something to keep in mind.

This opens the submission period for Gorebyss, Huntail, Hariyama, and Jirachi.
 
Hariyama (Hariyamite)
Type: Fighting -> Fighting/Rock
Abilities: Thick Fat, Guts (Sheer Force) -> Solid Rock
New Moves: Stealth Rock, Drain Punch

HP: 144 -> 144
Atk: 120 -> 150 (+30)
Def: 60 -> 100 (+40)
SpA: 40 -> 40
SpD: 60 -> 100 (+40)
Spe: 50 -> 40 (-10)
BST: 474 -> 574

Hariyama is hard as rock according to the pokedex. It becomes incredibly bulky with 144/100/100 defenses, and is no slacker offensively with 150 Atk. Stealth Rock and Drain Punch are valuable assets for anything built like it. Hopefully Drain Punch isn't considered too much recovery, as it's not exactly reliable.
While Fighting/Rock is excellent offensively, it comes with a fair share of weaknesses which Solid Rock mitigates to an extent.
Some support options to highlight are Fake Out, Knock Off, and even Force Palm with its 30% chance of causing paralysis (even to Ground types).

252 SpA Life Orb Greninja Hydro Pump vs. 252 HP / 0 SpD Solid Rock Hariyama: 312-368 (63.4 - 74.7%) -- guaranteed 2HKO
252 SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 0 SpD Solid Rock Hariyama: 359-423 (72.9 - 85.9%) -- guaranteed 2HKO
252+ Atk Mold Breaker Excadrill Earthquake vs. 252 HP / 4 Def Hariyama: 384-452 (78 - 91.8%) -- guaranteed 2HKO
252 Atk Garchomp Earthquake vs. 252 HP / 4 Def Solid Rock Hariyama: 253-301 (51.4 - 61.1%) -- guaranteed 2HKO
252 Atk Life Orb Terrakion Close Combat vs. 252 HP / 4 Def Solid Rock Hariyama: 398-468 (80.8 - 95.1%) -- guaranteed 2HKO
Jirachi (Jirachinite)
Type: Steel/Psychic -> Steel/Fairy
Abilities: Serene Grace -> Serene Grace
New Moves: Play Rough

HP: 100 -> 100
Atk: 100 -> 120 (+20)
Def: 100 -> 120 (+20)
SpA: 100 -> 120 (+20)
SpD: 100 -> 120 (+20)
Spe: 100 -> 120 (+20)
BST: 600 -> 700

Jirachi regains an excellent defensive typing, losing its weaknesses to Dark and Ghost that came with the Steel nerf. It also gets Fairy STAB which makes it much more viable, however lack of an item can hurt. A great 120 Speed makes paraflinch and CM sets that much more threatening. Play Rough is for new physical STAB, and has a 20% chance of lowering Attack.
 
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Mega Hariyama
Type: Fighting -> Fighting/Steel
Abilities: Thick Fat/Guts/Sheer Force -> Thick Fat
New Moves: Slack off

HP: 144-> 144
Atk: 120 -> 120 (+0)
Def: 60 -> 105 (+45)
SpA: 40 -> 40 (+0)
SpD: 60 -> 105 (+45)
Spe: 50 -> 60 (+10)
BST: 474 -> 574
Hariyama gains balls of steel, better known as a better defensive typing fighting/steel. Hariyama becomes bulkier and goes the defensive route with upgraded defenses and a slightly upgraded speed tier. I gave him reliable recovery so he can actually act as a wall without leftovers, and thick fat removes his fire weakness and he now 4x resists ice.

Mega Jirachi

Type: Steel/Psychic -> Steel/Psychic

Abilities: Serene Grace -> Upon a Star (When Jirachi Mega-Evolves or switches in, it automatically uses wish at 50% power.)

New Moves:


HP: 100 -> 100

Atk: 100 -> 100 (+0)

Def: 100 -> 135 (+35)

SpA: 100 -> 120 (+20)

SpD: 100 -> 135 (+35)

Spe: 100 ->110 (+10)

BST: 600 -> 700


With its new ability, Mega Jirachi becomes an excellent defensive pivot as it is able to automatically restore its own health or its teammates just by switching in and out. To prevent this from becoming too overbearing (seeing as one could switch in, get the auto-wish, use wish, then U turn out to restore 75% to the next pokemon) it retains its Steel/Psychic typing with its weaknesses to the ever common dark and ghost type attacks, despite the temptation to make this thing part fairy type.


Thanks to all who voted for my mega Flygon! :D
 
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Mega Huntail
Type: Water -> Water/Dark
Abilities: Swift Swim/Water Veil -> Benthic (Water moves are super effective against Grass)
New Moves: Dark Pulse

HP: 55 -> 55
Atk: 104 -> 124 (+20)
Def: 105 -> 135 (+30)
SpA: 94 -> 104 (+10)
SpD: 75 -> 100 (+25)
Spe: 52 -> 67 (+15)
BST: 485 -> 585

Mega Huntail and Mega Gorebyss are pretty similar, both gaining a secondary typing corresponding to a few level-up moves they learn, both maintaining the same defensive and Speed boosts (in order to be slow enough to take a hit without lowered defenses and fast enough to outspeed a lot after a Shell Smash) and both gaining +20 to their higher attacking stat and +10 to the lower one.

Their shared ability's based off the idea that these two Pokemon live at extreme oceanic depths, so the water they use for their attacks is not going to be the type of water plants appreciate (due to the extreme temperature gradients found near hydrothermal vents). Competitively, the Freeze Dry-esque effect for their Water moves allows both Mega Huntail and Mega Gorebyss to effectively run SmashPass + dual STAB without having to worry as much about coverage.

+2 252 Atk Benthic Huntail Waterfall vs. 252 HP / 252+ Def Chesnaught: 318-374 (83.6 - 98.4%)

Mega Gorebyss
Type: Water -> Water/Psychic
Abilities: Swift Swim -> Benthic (Water moves are super effective against Grass)
New Moves: Psyshock

HP: 55 -> 55
Atk: 84 -> 94 (+10)
Def: 105 -> 135 (+30)
SpA: 114 -> 134 (+20)
SpD: 75 -> 100 (+25)
Spe: 52 -> 67 (+15)
BST: 485 -> 585

Mega Huntail and Mega Gorebyss are pretty similar, both gaining a secondary typing corresponding to a few level-up moves they learn, both maintaining the same defensive and Speed boosts (in order to be slow enough to take a hit without lowered defenses and fast enough to outspeed a lot after a Shell Smash) and both gaining +20 to their higher attacking stat and +10 to the lower one.

Their shared ability's based off the idea that these two Pokemon live at extreme oceanic depths, so the water they use for their attacks is not going to be the type of water plants appreciate (due to the extreme temeperature gradients found near hydrothermal vents). Competitively, the Freeze Dry-esque effect for their Water moves allows both Mega Huntail and Mega Gorebyss to effectively run SmashPass + dual STAB without having to worry as much about coverage.

252+ SpA Benthic Gorebyss Surf vs. 252 HP / 168 SpD Ferrothorn: 254-300 (72.1 - 85.2%)


Mega Jirachi
Type: Steel/Psychic -> Steel/Psychic
Abilities: Serene Grace -> Wishmaker (automatic Healing Wish after fainting)
New Moves: N/A

HP: 100 -> 100
Atk: 100 -> 120 (+20)
Def: 100 -> 130 (+30)
SpA: 100 -> 120 (+20)
SpD: 100 -> 130 (+30)
Spe: 100 -> 100
BST: 600 -> 700

Mega Jirachi gets very defensive and supportive. With 100/130/130 defenses, Wish, and good Speed, Steel/Fairy might make it too difficult to take down. You can let something punch holes in an opponent's team early in the game, bring in Mega Jirachi to spread some status and wall some things, and once it faints you can bring back the sweeper to clean up.

As an idea of its bulk, this Mega Jirachi with max HP and a Bold nature survives CB Flare Blitz from Talonflame:
252+ Atk Choice Band Talonflame Flare Blitz vs. 252 HP / 4+ Def Jirachi: 338-402 (83.6 - 99.5%)

With 120 Special Attack, Mega Jirachi can function as a dangerous Calm Minder and the 120 attack means that even an uninvested Iron Head will do respectable damage.
 
Mega Hariyama
Type: Fighting -> Fighting/Rock
Abilities: Thick Fat/Guts/Sheer Force -> Gale Punch (Gives priority to "Punch" moves. Sucker Punch is not boosted)
New Moves: Hammer Arm, Drain Punch

HP: 144-> 144
Atk: 120 -> 140 (+20)
Def: 60 -> 95 (+35)
SpA: 40 -> 40 (+0)
SpD: 60 -> 95 (+35)
Spe: 50 -> 60 (+10)
BST: 474 -> 574
Concept: So, basically his hair become longer and some other aesthetic changes.

Motivation: I think that everyone who's trying to use Hariyama in competitive, is using him as a NU Conkeldurr, because they have the same ability and a pretty similar moveset. So the most obvious way to create a Mega Hariyama would be by increasing his "Conkeldurrness". Because of this I really wanted to be original and to try to make an ipothetical MHariyama a new Fighting-Type Talonflame. In fact, because of his new ability that has the same effect of Talonflame's but a really bigger extension, I think that Hariyama would become a perfect Mega Priority Puncher. I added the rock type to give him some weaknesses to not be OP. The ability gives also a priority boost move that is Power-Up Punch. I think that this one would be a perfect moveset for him:
Hariyama @ Hariyamite
Ability: Thick Fat
EVs: 252 HP/252 Atk/4 SpD
Adamant Nature
- Power-Up Punch
- Hammer Arm
- Thunder Punch/Ice Punch/Fire Punch
- Fake Out/Knock Off
Some calcs:
Defensive:
252+ Atk Choice Band Talonflame Brave Bird vs. 252 HP / 0 Def Hariyama: 246-289 (50 - 58.7%) -- guaranteed 2HKO
252+ Atk Mawile Play Rough vs. 252 HP / 0 Def Hariyama: 254-300 (51.6 - 60.9%) -- guaranteed 2HKO

Offensive:
252 Atk Hariyama Thunder Punch vs. 0 HP / 4 Def Talonflame: 228-270 (76.7 - 90.9%) -- guaranteed 2HKO
+1 252+ Atk Hariyama Thunder Punch vs. 0 HP / 0 Def Keldeo: 312-368 (96.5 - 113.9%) -- 75% chance to OHKO

When will the Metagame be implemented?
 
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Cookie Butter

formerly the someone
Hariyama
Type: Fighting -> Fighting/Normal
Abilities: Thick Fat, Guts (Sheer Force) -> Sumo Force (The user's attack is doubled but all of its moves have -1 priority.)
New Moves: Stomp, Slack Off

HP: 144 -> 144
Atk: 120 -> 120 (+0)
Def: 60 -> 95 (+35)
SpA: 40 -> 70 (+30)
SpD: 60 -> 95 (+35)
Spe: 50 -> 50 (+0)
BST: 474 -> 574

With its new ability, Hariyama becomes stronger than MegaMawile by completely sacrificing moving first (ever). Normal type gives it STAB Fake Out, which now has the same priority as ExtremeSpeed. STAB Return also packs a punch. Normal priority Bullet Punch can be used, but it's highly not recommended because of Hariyama's terrible speed. Focus Punch already has -3 priority, so -4 wouldn't hinder it at all, therefore a SubPunch set would be the best (or SubAnything for that matter). MegaHariyama isn't made to last long in battle, but I gave Slack Off to make it less predictable and last a little longer. MegaHariyama is also an effective fragile-lead crippler.
252+ Atk Sumo Force Hariyama Focus Punch vs. 252 HP / 252+ Def Skarmory: 288-340 (86.2 - 101.7%) -- 12.5% chance to OHKO
252+ Atk Sumo Force Hariyama Fake Out vs. 4 HP / 0 Def Greninja: 189-223 (66 - 77.9%) -- guaranteed 2HKO

Jirachi (Jirachinite)
Type: Steel/Psychic -> Steel/Psychic
Abilities: Serene Grace -> Desire Bringer (Allows the immediate use of a move that charges on the first turn or takes two turns to hit.)
New Moves: Sky Attack

HP: 100 -> 100
Atk: 100 -> 120 (+20)
Def: 100 -> 120 (+20)
SpA: 100 -> 120 (+20)
SpD: 100 -> 120 (+20)
Spe: 100 -> 120 (+20)
BST: 600 -> 700

Desire Bringer makes Doom Desire and Future Sight more useful. Sky Attack is also a great move combined with its ability, and since Jirachi is based off of a falling star, it makes sense. Wish is affected by the ability as well, and it is a reliable recovery.


Mega Huntail
Type: Water -> Water/Dark
Abilities: Swift Swim/Water Veil -> Strong Jaw
New Moves: Thunder Fang, Fire Fang, Aqua Jet

HP: 55 -> 55
Atk: 104 -> 129 (+25)
Def: 105 -> 125 (+20)
SpA: 94 -> 99 (+5)
SpD: 75 -> 105 (+30)
Spe: 52 -> 72 (+20)
BST: 485 -> 585

Huntail's jaws are scarier than MegaSharpedo's. 'Nuff said.

MegaHuntail becomes a straight-forward set-up sweeper, with enough power to easily 2HKO Skarmory at +2 attack with Crunch, Waterfall or Fire Fang. 'Nuff said.

Mega Gorebyss
Type: Water -> Water/Fire
Abilities: Swift Swim -> Hydrothermal (All of this Pokemon's water-type moves have a 30% chance to burn the opponent)
New Moves: Fire Blast, Giga Drain, Recover

HP: 55 -> 55
Atk: 84 -> 89 (+5)
Def: 105 -> 125 (+20)
SpA: 114 -> 139 (+25)
SpD: 75 -> 105 (+30)
Spe: 52 -> 72 (+20)
BST: 485 -> 585

"Its pink body becomes more vivid with the rise of water temperatures in the springtime." - HG/SS Pokedex.
"Although Gorebyss is the very picture of elegance and beauty while swimming, it is also cruel. When it spots prey, this Pokémon inserts its thin mouth into the prey's body and drains the prey of its body fluids." Sapphire Pokedex.

MegaGorebyss becomes a better Volcanion stat-wise with a more restricted fire movepool and the inability to hold an item. Giga Drain is a great coverage move and it makes MegaGorebyss last longer in battle. MGorebyss is a tank that can cripple physical attackers with its ability, force them to switch and set up Shell Smash. Sadly, it can only choose 4 moves out of many good special and status moves.
 
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Mega Hariyama
Type: Fighting -> Fighting
Abilities: Thick Fat/Guts/Sheer Force -> Inner Peace (defensive Analytic: reduces damage by 30% when user moves last)
New Moves: Drain Punch (how does the bulkiest Fighting type not get Drain Punch?)

HP: 144 -> 144
Atk: 120 -> 140 (+20)
Def: 60 -> 100 (+40)
SpA: 40 -> 40 (+0)
SpD: 60 -> 100 (+40)
Spe: 50 -> 50 (+0)

Flavor Concept: Hariyama used Bulk Up!

Competitive Concept: Mega Hariyama is a hell of a tank, with 144/100/100 defenses and an ability that reduces damage even further against most opponents. He can bulk up even further with, well, Bulk Up, and with Drain Punch to heal itself, Knock Off for coverage and great utility, and a coverage move (Poison Jab is probably best, hitting all but Toxicroak neutrally; Bullet Punch may not allow for its ability's defensive boost but priority still has its uses) it's durable as hell. Its biggest weakness, status, drastically improves its base form thanks to Guts. Or you can go with Thick Fat for easy switches on Fire or Ice.
 
Mega Hariyama:

Mega Hariyama
Type: Fighting -> Fighting
Abilities: Thick Fat/Guts/Sheer Force -> Sumo Tactics (Whenever this Pokemon is damaged by a contact attack, its contact attacks double in power for one turn)
New Moves: Drain Punch

HP: 144 -> 144
Atk: 120 -> 150 (+30)
Def: 60 -> 150 (+90)
SpA: 40 -> 40 (+0)
SpD: 60 -> 40 (-20)
Spe: 50 -> 50 (+0)

Flavor Concept: Hariyama turns into a massive physical sumo wrestler, capable of turning away any physical attack but weak against even the most pathetic special assault.

Competitive Concept: Mega Hariyama is a powerful physical tank that not only safeguards against physical attackers but actually DISSUADES them from attacking for fear of an effective +2 attack backed up by a 150 Attack stat. In addition, any physical attacker which lacks a ghost-type teammate has to walk the line when switching out, as the switch-in could potentially be eating an absurdly powerful Focus Punch. For reference:

252+ 150 Atk Sumo Tactics Hariyama Focus Punch vs. 0 HP / 0 Def Mew: 298-351 (87.3 - 102.9%) -- 18.8% chance to OHKO

Damn.


Mega Jirachi:

Mega Jirachi
Type: Steel/Psychic -> Steel/Psychic
Abilities: Serene Grace -> Doom Prediction (Whenever this Pokemon switches in/Mega evolves, a 3-turn Perish Count is enacted upon the opponent.)

HP: 100 -> 100
Atk: 100 -> 120 (+20)
Def: 100 -> 120 (+20)
SpA: 100 -> 120 (+20)
SpD: 100 -> 120 (+20)
Spe: 100 -> 120 (+20)
BST: 600 -> 700

Flavor Concept: Doom Desire, the viable version.

Competitive Concept: Mega Jirachi is pretty much the ultimate counter-sweep safeguard. With buffs to its defensive stats and a good defensive typing, setup sweepers are likely to get stopped in their tracks without running through the team unless they have a move that OHKOs.
 
Type: Steel/Psychic -> Steel/Psychic
Ability: Serene Grace -> Sweet Dreams (See spreadsheet for description)
New Moves: None

HP: 100 -> 100
Atk: 100 -> 140 (+40)
Def: 100 -> 115 (+15)
SpA: 100 -> 140 (+40)
SpD: 100 -> 115 (+15)
Spe: 100 -> 90 (-10)

Flavor Concept: Jirachi sleeps for a thousand years.

Competitive Concept: Jirachi now with more power and slightly improved recovery! Despite only having two moveslots to work with outside of Rest and Sleep Talk, Jirachi can inflict decent damage with its neat coverage moves while tanking hit after hit from the opponent.
 
Type: Water -> Water/Ground
Abilities: Swift Swim (Hydration) -> Water Absorb
New Moves: Earth Power, Recover, Wild Charge

HP: 55 -> 55
Atk: 84 -> 84
Def: 105 -> 105
SpA: 114 -> 149 (+35)
SpD: 75 -> 75
Spe: 52 -> 117 (+65)

Flavor Concept: It grows sleeker yet more ominous, and it is surrounded by a thin cloud of dirt.

Competitive Concept: Now a counter to Mega Huntail, it already has a niche if the opponent has one. Anyways, it has two immunities and one weakness, so if it had better defensive stats, it would be very strong. It is just a semi-fast sweeper as of now.


Type: Water -> Water/Electric
Abilities: Swift Swim (Water Veil) -> Dirt Pile (Read OP)
New Moves: Earth Power, Recover, Wild Charge

HP: 55 -> 55
Atk: 104 -> 104
Def: 105 -> 140 (+35)
SpA: 94 -> 94
SpD: 75 -> 140 (+65)
Spe: 52 -> 52

Flavor Concept: Its body design becomes overcharged with electricity, and its body forms into the shape of a lightningbolt.

Competitive Concept:Now very bulky, it can be an amazing shell smasher. 55/140/140 bulk is fairly good, but imagine if it had 100 hp o.- Anyways, it can be easily canceled out by an unaware mon or by gorebyss.


I'm too lazy to post more, and the other ones have some good posts anyways, so this is all for this slate.
 
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