Megas For All V2 (Induction Phase)

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Okay, so it's not Dragon. They haven't gone completely insane.

I'm still sad that Steelix has a useless ability that makes it compete with another equally unfortunate mega.
Consider that Mega Aggron has 70/230/80 defenses and standard Steelix has 75/200/65 defenses; add 100 BST to the latter and you've got a serious tank on your hands even with Sand Force as its ability. Steelix will also have great STAB on Earthquake, and unlike Aggron it gets Gyro Ball, which meshes greatly with its shoddy 30 Speed (unless that speed gets boosted, but it still gets Curse).

I predict this being way more viable than Aggron, but it still really needs Wish support.

Unlike Glalie, which despite its beauty, will probably still be pretty crappy with those lousy stats and pure Ice typing. Its best bet would be a drop in Speed to make it bulkier and have better Attack, allowing it to use Refrigerate Body Slam and Ice Shard for speed control (or Return if you just like power), as well as Crunch and Earthquake for perfect coverage. We'll see.
 
There have been predicted stats. Take these with a grain of salt as they're not entirely confirmed.
"Mega Steelix gets Sand Force and its stats are 75/125/230/55/95/30
Mega Glalie gets Refrigerate and its stats are 80/120/80/120/80/100"

So Steelix does have slightly better bulk. However, it has an additional weakness to Water, lacks resistances to Ice and Grass, as well as Filter. It also has less Attack.

Glalie will be doing quite a bit with Refrigerate Explosion. If only its Special Attack and Speed were switched, then we'd have a real threat on our hands. 100 Speed is awkward for an Ice type, to say the least.
Also:

"Mega Swampert's stats are 100/150/110/95/110/70
Mega Sceptile's stats are 70/110/75/145/85/145"

This makes Sceptile the fastest thing after Ninjask (lol), Mega 'zam and Aero. And Swampert is going to be a solid threat even if rain isn't up. A Curse set could be considered to boost that great Attack even higher.
 
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Well Mega Beedrill has a SpA reduction. Goodbye to precedents I suppose *throws the rules out the window and then every mega forever had one of their attacking stats reduced to 15= apocalypse*

Edit #1: Oh sweet Flygon now gets Dragon Rush, Suppose that doesn't need to be in the "moves to be added" column in the spreadsheet. Also Boomburst and Bug Buzz?
 
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Stats confirmed: http://www.reddit.com/r/stunfisk/comments/2jdelt/massive_oras_spoilers_new_megas_base_stats_leaked/

Mega Beedrill loses 30 SpA. That's the most you can remove from any stat, but the first time something has lost from either offense. Of course it's Beedrill, so it needed that.
M-Diance loses 40 Def/Spdef. But that was as expect as they said it was going to get a massive def loss. Don't know if these are true or not but those megas are BULKY!!! Salamence, Swampert, Metagross!! While swampert is real and confirmed multiple times over. I'm finding all these megas to be scary. Beedrill for MVP, way better than MVP than Mawile.

EDIT: Solarbeam M-beedrill, Assault vest Tyranitar will never see it coming ;) Also Happy to use M-Lopunny! Loving those stats
 
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It's adorable seeing all the Mega Beedrill hype. Sure, it's got amazing attack and speed and Adaptability to boot...and the bulk of a wet napkin. Its STABs, Poison and Bug, have extremely limited coverage; literally every Steel, Rock, and Poison type resists them. It can't do anything to priority, which is everywhere and with the exception of lolVacuum Wave is always gonna hit that 40 Defense. That U-turn is mighty, sure, but good luck ever switching in when it takes 25% from SR, it's weak to Spikes and Sticky Web, and yeah, that 65/40/80 bulk. Great on Volt-Turn teams, for a while, but again, many a mon resists U-Turn, and Beedrill has a very limited lifespan.

But the most important thing to note is that it needs to survive off that bulk not only switching in, but as it Mega evolves, as that initial 75 speed does it no favors. This means it basically needs Protect, and given the aforementioned terrible coverage of its STABs, that moveslot sacrifice hurts; it sorely wants Knock Off and Drill Run, not to mention STABs that hit harder than X-Scissor/U-Turn and Poison Jab.

150 Attack and 145 Speed? Adaptability? A hilarious 15 Special Attack? All great news. Still won't make Beedrill anywhere near top tier in OU, unfortunately, particularly as it takes that precious Mega slot away from mons that don't have 495 BSTs.
 
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So can we FINALLY start to min max more effectively?
Well yeah, with the caveat that there's a fine line between getting the most out of +100 net BST and making things that are broken or straight-up outclass other Megas (I was gonna say something the other day about how having to improve at least 3 stats for Shedinja was pretty silly when Beedrill was likely to only improve in 2). The main point with Mega Beedrill is that pretty much everything will end up decent if you give it a good ability and significantly reduce a stat it doesn't need; it's obviously much more appropriate to do it for Beedrill than to make something like a Mega Ferrothorn with 5 base Speed and +115 to the stats it actually uses.

I will try to put together a slate tomorrow during the day if nobody else does.
 
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I always found those situations where a pokemon is slow and needs speed, that you have to strategize. Alot of pokemon that are slower than 75 base speed are mostly defensive and not running Max Speed. So switching in from a Uturn/volt switch would be cake for it. I'm seeing this thing as a pure wall breaker and not a sweeper. Although a well timed fell stinger and getting rid of priority users would make this thing the deadliest late game sweeper.

I agree after really taking a thought about what the metagame would be like. There are tons of new megas and the choice of which mega to choose would be tough. But 150 Attack +Adaptability plus great 2 great STABs is gonna hurt. About as hard as CB Escavalier:

252+ Atk Adaptability Beedrill X-Scissor vs. 252 HP / 252+ Def Hippowdon: 136-162 (32.3 - 38.5%) -- 3.4% chance to 3HKO after Leftovers recovery

252+ Atk Choice Band Escavalier Iron Head vs. 252 HP / 252+ Def Hippowdon: 142-168 (33.8 - 40%) -- 28.4% chance to 3HKO after Leftovers recovery

Of course those calcs are changed with Beedrill's 150 Atk.
 
However the ability is a large step backwards, Mega Slowbro is gonna be able to run some great Calm Mind sets now. Mind you I still prefer our version of Mega Slowbro :/
 
Beedrill is going to be a force to be reckoned with in UU (unless it gets banned). It never had a shot at OU considering all the things that wall or kill it - Talonflame, Heatran, Skarmory, Landorus-T and many more. It at least has the game's strongest U-turn and unmatched speed.

Speaking of minmaxing: Slowbro gains 70 Def and 30 SpA, and Lopunny gains 60 Atk, 10 SpD, and 30 Spe. Not as extreme, but still.

EDIT:
Gyrados now gets Crunch (finally).
Milotic, Huntail, and Gorebyss get Coil.
Accelgor gets Water Shuriken.
Pinsir gets Double Hit.
Vibrava gets Bug Buzz and Boomburst.
Maractus and Cacturne get Spiky Shield.
Sharpedo gets Poison Fang.
Mismagius gets Mystic Fire.
Cradily gets Giga Drain and Armaldo gets Smack Down. Both get Brine.
Castform gets Hurricane.
Banette gets Phantom Force.
Glalie gets Frost Breath.
Gallade gets Quick Guard and Wide Guard.
Girafarig gets Nasty Plot (!!).
Tentacruel gets Brine.
Oddish gets Moonblast.
Golbat gets Quick Guard.
Ralts and Froslass get Draining Kiss.
Xatu gets Air Slash.
The Regis get Bulldoze


Supposed tutor moves: http://pastebin.com/zwG6puPT
and egg moves http://pastebin.com/hzFmncB6
 
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It looks like all BW2 tutor moves are returning. That means Knock Off, Hyper Voice, Stealth Rock, Superpower and all that. The only new ones are Water Pulse, Shock Wave, and Focus Punch, which were all Gen 3 TMs (the same way FR/LG has lots of Gen 1 TMs as tutor moves).
 
Honesty, I say Slowbro got a fantastic ability. Regen is great, but it has Slack Off, and as mentioned it's now optimized for Calm Mind. What's the only thing that can stop a defensive booster after it gets rollong? Well, status like Toxic, but standard bro has that problem too. What do you do when there's no status exploiters left on your team? Fish for crits. Well, now you can't, leaving Slowbro free to keep boosting up with no risk, barring Mold Breakers. Scald and Psyshock hit both sides hard and the former can make Slowbro even bulkier. Even mons that resist Bro's STABs take major damage after the Calm Minds pile up.

Or if you friggin hate Ferrothorn use Flamethrower, but I don't recommend it. Shell Armor is a deceptively potent ability for Mega Bro's boosting dominance.
 
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Slate

Regice
Type: Ice --> Ice
Ability: Limber
Stats: 80/50/100/100/200/50 --> 80/60(+10)/120(+20)/140(+40)/200/80(+30)
The Regis continue with the immunity theme started by Soundproof Registeel, so Regice gets Limber. Mega Regice is the offensive Mega out of the trio and is made to excel with a Rock Polish set. It gets a speed boost equal to the speed drop that Mega Registeel had an gets another big boost to its Sp. Attack. Limber makes it so that its sweep cannot be stopped by paralysis.

Regice
Type: Ice -> Ice
Abilities: Clear Body (Ice Body) -> Ice Age
New Moves: Calm Mind

HP: 80 -> 80
Atk: 50 -> 50
Def: 100 -> 120 (+20)
SpA: 100 -> 150 (+50)
SpD: 200 -> 230 (+30)
Spe: 50 -> 50
BST: 580 -> 680

Regice on the other hand specializes in... well, special stats. Ice Age grants many resistances, but Regice will still take the full power of common weaknesses that its Ice type leave it with. Calm Mind allows it to go on the offensive for once, and boltbeam is great coverage on its own, allowing you to possibly run Substitute to prevent revenge kills or Toxic to at least do something to walls.

Regice
Type: Ice -> Ice
Abilities: Clear Body (Ice Body) -> Refrigerate
New Moves: Tri Attack (it has 3 fingers)

HP: 80 -> 80
Atk: 50 -> 50
Def: 100 -> 115 (+15)
SpA: 100 -> 160 (+60)
SpD: 200 -> 230 (+30)
Spe: 50 -> 45 (-5)
BST: 580 -> 680

Mega-Regice
Ice > Ice
Clear Body / Ice Body (HA) > Beamproof*

*Beamproof:
User is immune to beam and aura/pulse moves

Movepool: Nothing



80 > 80
50 > 50 (+0)
100 > 140 (+40)
100 > 130 (+30)
200 > 240 (+40)
50 > 40 (-10)
Mega-Regice mirrors M-Regirock, but on the Special side as opposed to physical. M-Regice also gets another immunity ability in Beamproof, to complete the Regi trio. M-Regice is designed as a special tank/wall, with outstanding special defense and great physical defense. However, it also has a terrible defensive typing, with 4 weaknesses and only one resist. Recover was added for longetivity.

Type: Ice (same)
Abilities: Clear Body (Ice Body) -> Winter Shield (Read OP for description)
New Moves: None

HP: 80 -> 80
Atk: 50 -> 50
Def: 100 -> 150 (+50)
SpA: 100 -> 130 (+30)
SpD: 200 -> 250 (+50)
Spe: 50 -> 20 (-30)

Flavor Concept: Gains even more layers of thick ice. Its features are less defined now. It is also now circled by freezing gusts of air.
For the ability, gusts of air and the fact that it fits in with the rest of the trio's abilities and its typing make it understandable. Take that, mach punch!

Competitive Concept: I wish I could find a way to not make these op while still following a trend. But anyways, it, like regirock, can barely be scratched. Toxic is the best way to whittle this fiend down.

Type: Ice (same)
Abilities: Clear Body (Ice Body) -> Inversion (User swaps resistances and weaknesses)
New Moves: Freeze Dry

HP: 80 -> 80
Atk: 50 -> 50
Def: 100 -> 150 (+50)
SpA: 100 -> 150 (+50)
SpD: 200 -> 210 (+10)
Spe: 50 -> 40 (-10)

Flavor Concept: A little taste of Inverse battles, being weak only to ice is a huge boon that lets Mega Regi handle a lot more trouble head on. Resisting Fire, Rock, Fight AND Steel is great, but sadly, Regice still kinda just sits there, even with Freeze Dry's amazing loner coverage potential. It can't boost outside of Charge Beam, and it can easily get outrun or worn down by either set damage moves or status.

Regice
Type: Ice -> Ice
Abilities: Clear Body/Ice Body -> Simple
New Moves: N/A

HP: 80 -> 80
Atk: 50 -> 50
Def: 100 -> 130 (+30)
SpA: 100 -> 140 (+40)
SpD: 200 -> 230 (+30)
Spe: 50 -> 50
BST: 580 -> 680

The Regis kinda suck with Clear Body, so why not try the opposite effect on stats? Charge Beam can be a damaging Nasty Plot, Amnesia makes Mega Regice unbreakable from the special side, and even Curse can double its already-good physical bulk. It's still slow, lacks recovery, and is saddled with the Ice type, but it's got incredible stats in the right places.

Regirock
Type: Rock --> Rock
Ability: Immunity
Stats: 80/100/200/50/100/50 --> 80/140(+40)/200/60(+10)/150(+50)/50
While Mega Registeel is a wall and Regice is an offensive monster, Mega Regirock tanks the middle path and becomes a bulky offensive tank. It has no Speed adjustments, so it is right in the middle between Registeel and Regice and gets a sizable Attack boost to fire powerfully with Stone Edges, Earthquakes and Drain Punches. Immunity makes it unable to be worn down by Poison, so Burn and powerful super-effective attacks are the way to take down this golem. (Side-note: if Mega Regirock proves too tanky in practice, it can get something like Insomnia, Bulletproof or Levitate instead)

Regirock
Type: Rock -> Rock
Abilities: Clear Body (Studry) -> Solid Rock
New Moves: Bulk Up

HP: 80 -> 80
Atk: 100 -> 150 (+50)
Def: 200 -> 230 (+30)
SpA: 50 -> 50
SpD: 100 -> 120 (+20)
Spe: 50 -> 50
BST: 580 -> 680

Regirock is all physical. Both its Attack and Defense are high, and it already has the tools it needs to be successful short of reliable recovery (which I fear will make it broken). Solid Rock mitigates the many unfortunate weaknesses that come with being a Rock type, and Bulk Up boosts its physical stats high to go on the offensive. It might be redundant with Curse, but it's also for flavor reasons with Regice getting CM. It's possible to outrun slower things.

Regirock
Type: Rock -> Rock
Abilities: Clear Body (Sturdy) -> Sedimentate (Rock type Refrigerate)
New Moves: -

HP: 80 -> 80
Atk: 100 -> 160 (+60)
Def: 200 -> 230 (+30)
SpA: 50 -> 50 (+0)
SpD: 100 -> 115 (+15)
Spe: 50 -> 45 (-5)
BST: 580 -> 680

Mega-Regirock
Rock > Rock

Clear Body / Sturdy (HA) > Bulletproof
Movepool: Nothing



80 > 80
100 > 130 (+30)
200 > 240 (+40)
50 > 50 (+0)
100 > 140 (+40)
50 > 40 (-10)
Mega-Regirock is designed as a counterpart to Mega-Registeel and Mega-Regice. This is why it gets Bulletproof, as it goes well with Mega-Registeel's Soundproof. M-Regirock is designed as a physical pokemon. It has outstanding physical defense, and admirable special defense also. However, it has a bad defensive typing, with 5 weaknesses but 4 resists. Recover is added for reliable recovery.

Type: Rock (same)
Abilities: Clear Body (Sturdy) -> Bulletproof
New Moves: None
HP: 80 -> 80
Atk: 100 -> 130 (+30)
Def: 200 -> 250 (+50)
SpA: 50 -> 50 (+0)
SpD: 100 -> 150 (+50)
Spe: 50 -> 20 (-30)

Flavor Concept: Forms an even thicker casing of rock over its base form, making its features less defined. Becomes spikier.
Bullet proof because of the thicker casing and the fact that it is hard to break rock, and it makes it immune to certain moves, like soundproof.

Competitive Concept: It is now immune to quite a few moves, and has amazing defensive and ok offensive stats. The easiest way to take this thing down is toxic or a burn. Anything else will barely leave a scratch. All while this thing is hitting somewhat hard.

Clear Body / Sturdy (HA) > Rock of Ages (+1 Rock move Priority)
New Moves: Rock Blast, Rock Wrecker
HP: 80 > 80
Atk: 100 > 140 (+40)
Def: 200 > 220 (+20)
SpA: 50 > 50 (+0)
SpD: 100 > 150 (+50)
Spe: 50 > 40 (-10)

Concept: Priority Rock Wrecker, use only when you just can't live any more. Say hello to the new SR setter. With priority and survivability, Regirock will live to setup any rocks and then hit really hard. That said, its defensive typing is still shit and it lacks reliable recovery... what, you think your enemies will let you get a free drain punch? Hah! You're not seriously telling me that a low health Regirock using Drain Punch to heal up isn't obvious. Right? Right?

Regirock
Type: Rock -> Rock
Abilities: Clear Body/Sturdy -> Simple
New Moves: N/A

HP: 80 -> 80
Atk: 100 -> 140 (+40)
Def: 200 -> 230 (+30)
SpA: 50 -> 50 (+0)
SpD: 100 -> 130 (+30)
Spe: 50 -> 50
BST: 580 -> 680

The Regis kinda suck with Clear Body, so why not try the opposite effect on stats? The main attraction is Curse (that mono-attacking RestTalker does not look fun to take down), but Power-up Punch can also allow it to act as a poor mon's Mega Kangaskhan. Its stats make it just about the tankiest of tanks, with physical bulk higher than Mega Aggron (albeit a weaker typing) and the ability to do this on the other side of the spectrum:

252 SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 252+ SpD Mega Regirock: 276-328 (75.8 - 90.1%)

Relicanth
Type: Water/Rock -> Water/Rock
Abilities: Swift Swim, Rock Head (Sturdy) -> Rock Head
New Moves: Ice Fang, Superpower

HP: 100 -> 100
Atk: 90 -> 130 (+40)
Def: 130 -> 140 (+10)
SpA: 45 -> 45
SpD: 65 -> 95 (+30)
Spe: 55 -> 75 (+20)
BST: 485 -> 585

Relicanth, as expected, does not change much. Its main use is as a Rock Polish sweeper with STAB Head Smash. Retaining Rock Head spares it recoil and allows it to utilize its excellent 100/140/95 bulk, and even if it's not on the offensive, Head Smash is reliable much stronger STAB.

Relicanth
Type: Water/Rock -> Water/Rock
Abilities: Swift Swim, Rock Head (Sturdy) -> Reckless
New Moves: Head Charge

HP: 100 -> 100
Atk: 90 -> 150 (+60)
Def: 130 -> 150 (+10)
SpA: 45 -> 45
SpD: 65 -> 75 (+10)
Spe: 55 -> 75 (+20)
BST: 485 -> 585

Type: Water/Rock -> Water/Ground
Abilities: Swift Swim/Rock Head (Sturdy) -> Conserved Strength (Based off of speed boost; boosts attack 1 stage each turn)
New Moves: Aqua Jet, Ice Fang

HP: 100 -> 100
Atk: 90 -> 90
Def: 130 -> 120 (-10)
SpA: 45 -> 55 (+10)
SpD: 65 -> 125 (+60)
Spe: 55 -> 95 (+40)

Flavor Concept: The parts jutting out from the side of its head (I don't know exactly what they are) turn into blades. It settles in to the mud whenever possible, preparing to jump out at pray. Its eyes open to reveal that it is just an empty husk of what was once a pokemon, and the rock covering on its head spreads to parts of its body and helps camouflage it.
I needed something interesting for this pokemon, and since it is an ancient pokemon that presumably concealed itself in mud and stored up energy, it gets Conserved Strength. Aqua jet because it releases the energy it stored while lurking in the mud, ice fang because a lot of water type get it and it has a mouth.

Competitive Concept: An amazing set up sweeper, and after a rock polish it can be very strong. Skill swap, topsy turvy, unaware mons, mach punch, and wonder guard can all counter this pokemon, but it is best to force a switch or kill it before it sets up too much.

Shedinja (Shedinjite)
Type: Bug/Ghost -> Bug/Ghost
Abilities: Wonder Guard -> Mega Guard (Like a combination of Wonder Guard and Magic Guard. Provides an immunity to everything except super-effective attacks)
New Moves: Destiny Bond, Night Shade

HP: 1 -> 1
Atk: 90 -> 150 (+60)
Def: 45 -> 35 (-10)
SpA: 30 -> 30
SpD: 30 -> 30
Spe: 40 -> 100 (+60)
BST: 236 -> 336

Shedinja was a very situational thing since it died to just about any form of damage. Now it's a less situational thing with just enough stats. Shedinja is basically a win condition - assuming you opponent does not carry one of its many weaknesses (Fire, Flying, Rock, Dark, or Ghost) or something with Mold Breaker, they lose. If it sounds broken, just consider this: what team doesn't already carry a few of those?

Type: Bug/Ghost -> Bug/Ghost
Ability: Wonder Guard -> Soulless (When this Pokemon faints, the opposing Pokemon faints as a result. The opponent faints even if Soulless user faints as a result of passive damage.)
New Moves: Sticky Web

HP: 1 -> 1
Atk: 90 -> 140 (+50)
Def: 45 -> 30 (-15)
SpA: 30 -> 45 (+15)
SpD: 30 -> 30
Spe: 40 -> 90 (+50)

Flavor Concept: When Mega Shedinja faints, its shell opens up, stealing the opponent’s soul. Sticky Web is added because it’s a bug and could use an entry hazard.

Competitive Concept: Mega Shedinja is a neat addition to a mega-less hyper offensive team, for it can quickly set up Sticky Web and take out an opposing Pokemon. In case you find yourself in an unfavorable team matchup, Shedinja can be switched in with a slow U-Turn and die to SR after having already Mega Evolved. It’s a fairly niche mega, but it’s the only viable option I could think of without resorting to making a better version of Wonder Guard.

Mega Shedinja
Type: Bug/Ghost -> Bug/Ghost
Abilities: Wonder Guard -> Mysterious Veil (Only not-very-effective moves do damage. Immune to Weather, hazards, and self-inflicted damage. **Note only not very effective moves do damage, immunities are still immunities )
New Moves: Nasty Plot, U-turn

HP: 1 -> 1
Atk: 90 -> 130 (+40)
Def: 45 -> 45 (+0)
SpA: 30 -> 100 (+70)
SpD: 30 -> 30 (+0)
Spe: 40 -> 30 (-10)
BST: 236 -> 336

With Mysterious Veil, Mega shedinja only has to worry about the much less common "weaknesses" he now possesses (Bug, Grass, Poison, and Ground). Mega shedinja can play some mind games with when its going to mega evolve to add some survivability, and for the most part only ground is particularly widespread. I gave a major boost to his special attack (and nasty plot) so that he can go physical or special. His fourteen immunities should give him lots of opportunities to do damage with U-turn (He is a bug so he deserves it I believe), set up and hit hard, or baton pass either physical or special boosts. An interesting quirk is that creating a core with a flying type would work rather well since 3 of the 4 types Shedinja is weak to are resisted by the flying type. However a U-turn weakness kind of sucks (though since he'll die and your opponent will have to choose a pokemon first, you'll have the match up advantage presumably).

Shedinja (Shedinjite)
Type: Bug/Ghost -> Bug/Ghost
Abilities: Wonder Guard -> Shed Spirit (When this Pokemon enters the battlefield or gains this ability and every two turns after that, this Pokemon receives a stacking Endure status and status conditions are removed before they deal damage. Protect fails to work.)
New Moves: Destiny Bond

HP: 1 -> 1
Atk: 90 -> 150 (+60)
Def: 45 -> 30 (-15)
SpA: 30 -> 35 (+5)
SpD: 30 -> 30
Spe: 40 -> 90 (+50)
BST: 236 -> 336

Type: Bug/Ghost -> Bug/Ghost
Abilities: Wonder Guard -> Blunder Guard (The Pokemon's ability to be hurt by moves shifts between SE and NVE every 2 turns. There WILL be a warning which enemies will see. Moves that do no damage still do no damage.)
New Moves: Pin Missile, Water Shuriken (It is a ninja!)

HP: 1 -> 1
Atk: 90 -> 125 (+35)
Def: 45 -> 45
SpA: 30 -> 45 (+15)
SpD: 30 -> 30
Spe: 40 -> 90 (+50)

Concept: There is nothing but more Shedinjaness to be used here. Water Shuriken extends the coverage game immensely and grants more priority ninja options. Swapping weaknesses for resists changes the effective kill moves to Grass, Poison, Ground and Bug. In trade for Flying, and Rock alone, that sounds like a steal, but it also includes Fire, Dark and Ghost... a worthy trade since only ground's hella-common.

Shedinja
Type: Bug/Ghost -> Bug/Ground
Abilities: Wonder Guard -> Wonder Guard
New Moves: Earthquake, Magic Coat, Rock Blast

HP: 1 -> 1
Atk: 90 -> 160 (+70)
Def: 45 -> 55 (+10)
SpA: 30 -> 20 (-10)
SpD: 30 -> 30
Spe: 40 -> 70 (+30)
BST: 236 -> 336

The circle of life begins anew with Mega Shedinja getting Nincada's typing but holding onto the otherworldly Wonder Guard. I'm thinking something that looks like Nincada with huge Scyther-like claws and Shedinja's halo.

Mega Shedinja ditches weaknesses to Rock, Ghost, and Dark for Water and Ice ones, which helps it not instantly die to Sand Stream, among other things. This allows you to play some mind games when timing the evolution. The Attack boost is big enough to make STAB-less Shadow Sneak as strong as regular Shedinja's, so you can imagine what it does to STAB Earthquake. The other moves it gets are to help somewhat against status and fiery flying things.


The usual drill, PM your votes to nightsitter. Lemme know if I made any errors.
 
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Mega Vanilluxe
Ice -> Ice/Fire
New stats: 71/65/105/160/110/124
Ability: Brute wind (doubles the power of wind moves. The only wind moves that mega vanilluxe learn are heat wave and icy wind)
New moves: heat wave, Nasty plot, Morning sun.
vanillite's white/black&white2/Y dex entry: This Pokémon formed from icicles bathed in energy from the morning SUN. It sleeps buried in snow. So it gains energy from the sun, that explains mega vanilluxe's ice/fire type

the ice cream cone was a weak pokemon due to its 'meh stats', lack of good movepool and a terrible type, but now with this mega evolution it can be much better now and make vanilluxe quit of NU. You may think 'but it's double weak to stealth rock', yes but it has morning sun, that recover the damage that it received from stealth rock, and can also overheal the stealth rock damage in sun. Its heat wave has a whooping 190 BP (even stronger than v-create!), and its icy wind is a blizzard with usable accuracy that lowers opponent's speed. It also takes neutral damage from fire and steel, which is great because it now take neutral from bullet punch and can survive fire blast with its 71/105/110. It can also outspeed EVERY ground type and kill them with icy wind/freeze dry. I forgot to mension freeze dry to hit water types that resists both of its STABs. Its heat wave is powerful enough to 2HKO frail fire types. Overall mega vanilluxe is very powerful and great in sun. Mach punch and sticky web are the main moves that treat it, but that doesn't make mega vanilluxe bad. The main moves that i recommend on vanilluxe are heat wave/freeze dry/morning sun/nasty plot, but you can replace one of the moves with autotomize. Heatran is the best counter of mega vanilluxe.


Mega Aurorus
Rock/Ice -> Psychic/Ice
New stats: 123/47/112/129/122/88
Ability: Reversing aura (Basically a ability that works as a inverse battle that only affects mega aurorus, it's also unnafected by mold breaker because it technically 'helps' some of the opponent's moves)
New moves: Psyshock, Recover, Heal bell.
Aurorus learns may psychic moves, aurorus's ears looks psychokinetic.

So, you never expected a ice type that is good defensively? Here is mega aurorus! It has 6 amazing resistances to rock, bug, dark, fire, ghost, steel and rock, and only 2 weaknesses to ice and psychic, that aren't really a problem, everything thanks to its ability, that also isn't affected by mold breaker. It can effectively run calm mind sets with freeze psyshock/freeze dry/calm mind/recover, plus it can outspeed slower walls thanks to its 88 base speed. It can wall many things in OU such heatran, scizor and landorus. It can also counter all weathers (except hail, the least common weather), and stalling them with recover and heal bell. That's pretty much it of what i say of mega aurorus.


Mega Magmortar
Fire -> Fire/Dark
New stats: 75/95/87/165/95/123
Ability: Evil Gang (If mega magmortar has a dark-type partner, mega magmortar and all other dark-type partners get the special attack and attack stat raised by 30%, allies still get the boost even if M-magmortar isn't in the battle)
New moves: Dark pulse, Nasty plot.
Magmortar seems to have a face that wants to say 'i want to kill you'.

Mega Magmortar has a unique, amazing ability, that makes it very viable in teams that focus on using dark-types. With its ability, it reaches to a whooping 557 special attack, it's like have 229 special attack! It can also use cross chop to deal with mega tyranitar in a switch-in, and then OHKO it with other move, but you it's better to use focus blast as it always OHKO mega tyranitar. It's a great choice for sun teams, it hits like a giant truck, and can make shiftry even better. Its STAB dark pulse gives to it many advantages, such 2HKO rotom-wash, deal super-effective damage against mega lati@s, and hit for neutral mega charizard. Nasty plot makes its already gargantuan special attack a killing machine, OHKOing everything that the opponent sends out, except chansey, that still gets 2HKO'd by focus blast. Be aware of mach punch and aqua jet, these moves can kill mega magmortar and always attacking first, so switch-in if the opponent sends out a conkeldurr or azumarill. The set that i recommend is nasty plot/dark pulse/fire blast/focus blast.


Mega Heliolisk
Electric/Normal -> Electric/Fire
New Stats: 62/35/81/140/104/159
Ability: electricity burn (all offensive electric-type moves additionaly have 30% chance of burn and deal super-effective damage against grass types.)
New moves: Fire blast, Solarbeam
Heliolisk front's resembles the sun, has solar power, based on solar generators, and it's the only non-grass type that is evolved with sun stone.

Mega Heliolisk has a niche of being able to deal SE damage against mega venusaur with a move that isn't psychic or flying type. It's so fast that it can even use modest nature because it outpseed everything that is OU or BL (except mega alakazam), and can cause burn hax to who tries to switch-in into it. It's efficient in Sun, getting super-powerful fire blastes, thunderbolts that hits grass types for SE damage and solarbeam to crush the ground types. Another good thing is that it resist both of talonflame STABs and can take a brave bird if the opponent switch-in into talonflame. Its best counters are the dragon-types (that resists both of its STABs) and special walls such chansey that can stall mega heliolisk. It gets severy hurted by azumarill's aqua jet but it can still survive, just don't switch-in into azumarill. Its recommended set is thunerbolt/fire blast/volt switch/solar beam or surf depending if you are in a sun team or not.
It's impressive how many rules you managed to break in just one post. Please read the entire OP, as the title of this thread states.

On a different note, please discuss Seviper, Zangoose, Swalot, and Swellow.
 
Edit: derp, discussion period not submission... and I put together the slate this time haha..
Anyways, my idea for Seviper was to give it an ability which is a medley of poison touch and strong jaw, In that biting moves have their power boosted by 33% and given a 30% chance to badly poison. I was also planning on giving him the dark typing as I've always felt he has had a very dark-type vibe to him as well as it mitigates his poor defenses to a degree along with STAB crunch. He would then get the rest of the Fang moves to abuse the ability with. Of course, as Seviper evolves to try to defeat his mortal enemy, Zangoose I had intended to allow to retain Toxic Boost which allows him to act as an excellent counter to M-Seviper as the upped poison chance on a lot of his moves will have a large chance to trigger the Attack boost. Zangoose's stat increases will also be the same as Seviper's to tie them closer together, as well as I intended to give him the fighting typing to abuse his large amount of fighting moves, resist Seviper's new STAB, and as he flavour-wise has a very warlike nature.
 
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