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

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Valmanway

My jimmies remain unrustled
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Mega Goodra
Dragon ----> Water / Dragon
Sap Sipper / Hydration / Gooey ----> Immunity
90 / 100 / 70 / 110 / 150 / 80 (600) ----> 90 / 100 / 110 (+40) / 150 (+40) / 170 (+20) / 80 (700)
New Moves: Hydro Pump

Mega Goodra receives an all around buff to her stats. With an additional Water typing, Mega Goodra discards her Ice weakness and adopts a Steel resistance, and gains Hydro Pump as a new STAB attack for an improved offensive presence, and being backed by an impressive base 150 Special Attack stat will ensue that she punches holes in teams. Immunity is the new ability of choice so she still has that Poison-type feel to her, and a Toxic immunity significantly aids in her tanking role.
 
Mega Sylveon
Type: Fairy / Bug
Ability: Insectate
BST
Attack 65 => 75 (+10)
Defense 65 => 95 (+30)
Special Attack 110 => 135 (+15)
Special Defense 130 =>150 (+20)
Speed 60 => 75 (+15)
New Moves: Defense Order, Heal Order, Attack Order.
Flavor (Design)
Sylveon's creepy bowties and ribbons grow longer and act like feelers, hence Bug typing. They become light green, as does Sylveon's body. They attack for it, hence Insectate and Attack Order. They wrap Sylveon in a protective coating that heals it, hence Heal / Defense Order.

Competitive Value = Sylveon gains resistance to Ground, making it an excellent Garchomp counter. However, Bug is a mixed blessing, giving it 4 new weaknesses.
Insectate is not OP for it, it had Pixilate before. It becomes more wally, with his Speed excellent for a wall. Access to Heal Order gives it more reliable recovery.

This is my first Mega suggestion! Hope its good!
 
jamashawalker, your Mega Clawitzer is super similar to mine. And in any case, the reason Goodra doesn't learn punching moves is the same reason Charizard's fire attacks don't melt Golem and Escavalier can't move with lightning speed: pokedex entries are often bullshit invented by the translation team and shouldn't be used as basis for flavor.
Mega Sylveon
Type: Fairy / Bug
Ability: Insectate
BST
Attack 65 => 75 (+10)
Defense 65 => 95 (+30)
Special Attack 110 => 135 (+15)
Special Defense 130 =>150 (+20)
Speed 60 => 75 (+15)
New Moves: Defense Order, Heal Order, Attack Order.
Flavor (Design)
Sylveon's creepy bowties and ribbons grow longer and act like feelers, hence Bug typing. They become light green, as does Sylveon's body. They attack for it, hence Insectate and Attack Order. They wrap Sylveon in a protective coating that heals it, hence Heal / Defense Order.

Competitive Value = Sylveon gains resistance to Ground, making it an excellent Garchomp counter. However, Bug is a mixed blessing, giving it 4 new weaknesses.
Insectate is not OP for it, it had Pixilate before. It becomes more wally, with his Speed excellent for a wall. Access to Heal Order gives it more reliable recovery.

This is my first Mega suggestion! Hope its good!
We're trying to make the Eeveelutions as similar as possible, and adding a secondary typing isn't a great way to do that. Moreover, Fairy/Bug isn't very good typing offensively or defensively, and Heal Order would make standard, Pixilate Sylveon way, way better.

Still, have fun here!
 
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Mega Clawitzer
Typing: Water ----> Water/Electric
Abilities: Mega Launcher ----> Mega Launcher
BST: 71/73/88/120/89/59 ----> 71/88/118/170/104/39
New Moves: Charge Beam, Thunderbolt

Clawitzer upgarded its cannon pincer into a railgun, and thus Mega Clawitzer gains the Electric subtype. Water/Electric have a decent coverage, with coverage options in Ice Beam, Aura Sphere or Dark Pulse. It also has a decent number of resistances, including Flying-, Fire-, Water- and Ice-types, and only weak to Ground and Grass. The buffed bulk lets Clawitzer tank a few hits while attacking, but this comes in return for a lower speed.

Mega Carbink
Typing: Rock/Fairy ----> Rock/Fairy
Abilities: Clear Body/Sturdy ----> Energy Crystal (User takes 75% damage from special moves; boosts Special Attack by one stage upon being hit by special moves.)
BST: 50/50/150/50/150/50 ----> 50/60/180/100/160/50
New Moves: Earth Power

Unlike Mega Gigalith, Mega Carbink is completely special-based. This allows it to have essentially 230 Sp.Def with full investment, capable of tanking many special hits while culminating Sp.Atk boosts. It also has a decent movepool including Power Gem, Earth Power and Moonblast, and Calm Mind for further boosting. Unfortunately, it has no recovery at all, and basically any Steel-type moves wrecks it, especially when either SR or Spikes are on the field.

Mega Goodra
Typing: Dragon ----> Dragon/Water
Abilities: Sap Sipper/Hydration/Gooey ----> Gooey
BST: 90/100/70/110/150/80 ----> 90/100/100/125/185/100
New Moves: Pain Split

I like the concept of Gooey, so I kept it on Mega Goodra. This discourages physical sweepers from going against Mega Goodra, and special attackers have to face off against its massive 185 Sp.Def. Pain Split gives it some non-reliable recovery; I originally wanted to give it Slack Off, but that might just break it. It doesn't have that high of a Sp.Atk though, so special walls should be able to wall it. Also, most bulky physical attackers don't care about the speed drop, which negates the advantage Mega Goodra has as well.
 
The submissions are looking great so far! I'm hella busy with schoolwork and sports, so I might only have time to submit every other slate or so. I promise I'll still vote, and hopefully I'll be back soon.
 
Mega Carbink
Type: Rock/Fairy
Ability: Guard's Wagers(heals 1/4 max HP when you use a protect clone)
Stats: 50/50/150/50/150/50>>>50/50/200/60/200/40
Movepool: +Quick Guard +Spikes +Earth Power

Basically Carbink able to heal itself with better defenses, ability to hazard stack, and even the ability to run a double boosting special sweeper/single boosting special tank set.
Quick guard was added because you can spam it to heal every turn.
The ability is flavorful because Carbink are kinda Diancie's guards.
 
I have two Carbink ideas.
Mega Carbink X
Type: Rock / Fairy
Ability: Solid Rock
New Moves: Rock Blast, Stockpile, Rapid Spin
Stats
Attack 50 => 80
Defense 150 => 180
Special Attack 50 => 80
Special Defense 150 => 180
Speed 50 => 30

Flavor / Concept:
Carbink grows more rocks on itself and they get thicker, hence Solid Rock. They become heavier and Carbink acts like a top on the ground, hence Rapid Spin and lowered Speed. It can shoot the rocks out or group them together, hence Rock Blast and Stockpile. It gains more defenses due to the thick rocks on it.

Competitive Value: It can run a really nice Trick Room lead set, with lowered Speed, decent offenses with Explosion for getting a TR sweeper in, and Rock Blast breaks sashes. It can run a bulky Rapid Spin set, or a mono-attacking CM set w/ raised defenses.

Mega Carbink Y
Type: Rock / Fairy
Flavor:
Carbink breaks out of its shell and reveals its inner core.
Stats
Attack 50 => 60
Defense 150 => 160
Special Attack 50 => 100
Special Defense 150 => 170
Speed 50 => 80
New Moves: Magic Coat
Ability: Magic Guard / Levitate
Will update this more!
 
Oh boy. We have like barely any Sylveon Submissions (Seriously, I made one up right now trying to get it). If you have some, please send them my way. Otherwise send your votes for the top 3 to The Pizza Man sometime today.



Current Slate

Mega Clawitzer
Typing: Water -> Water/Dark
Ability: Mega Launcher--> Mega Launcher
New Moves: Nope
HP: 71 -> 71
Atk: 73 -> 73 (+0)
Def: 88 -> 108 (+20)
SpA: 120 -> 150 (+30)
SpD: 89 -> 109 (+20)
Spe: 59 -> 89 (+30)

Flavor Concept: Clawitzer's other claw grows as big as the big one. It looks ridiculous!

Competitive Concept: Mega Launcher is Clawitzer's claim to fame, but it's tragically outclassed by Mega Blastoise. A simple statistical boost works great, but giving Clawitzer STAB on either Aura Sphere or Dark Pulse would really its separate, more offensive role.

The choice between Water/Fighting and Water/Dark came down to both coverage (Water/Dark's is better) and defensive ability (a Fighting weakness sucks, but Clawitzer appreciates the Ghost resistance and lack of Flying weakness in this meta). Regardless, it gets near-perfect with Water Pulse/Hydro Pump/Scald, Dark Pulse, and Aura Sphere, resisted only by Azumarill and lolWhimsicott. Its only boosting move, unfortunately, is Swords Dance, making an all-out attacker set your best bet. Ice Beam may not hit Azumarill, but it certainly adds plenty more Super Effective coverage. Meanwhile, Sludge Wave can be used to hit two of Clawitzer's weaknesses, Fairy and Grass, incredibly hard with that sexy 150 Special Attack.

89 speed isn't spectacular, but it allows Clawitzer to be a much more effective wallbreaker by outspeeding many of the bulky mons it wants to break. 71/108/109 defenses round out this role wonderfully. Like its muse, the howitzer, Mega Clawitzer is perfect at blasting holes in the opponent's defenses.

Mega Clawitzer
Typing: Water -> Water/Fire
Ability: Mega Launcher--> Artillery (Non-Contact Sharp Claws)
New Moves: Searing Shot, Fire Blast, Moon Blast
HP: 71 -> 71
Atk: 73 -> 73
Def: 88 -> 128 (+40)
SpA: 120 -> 160 (+40)
SpD: 89 -> 129 (+40)
Spe: 59 -> 39 (-20)


Concept: Clawitzer becomes a fire spitting tank (who can't learn flamethrower) who shoots searing balls at enemies. While de-uniquifying Searing Shot might not be your cup of tea, it helps Clawitzer fill its slow, tanky role more swimmingly. Water/Fire's a great typing offensively and defensively with a few quad resists, and Searing Shot is needed alongside Scald to ensure that you can watch the world burn. Moonblast is like some Crescent bullet... look, it's coverage! It has 59 speed, it needs help!

As it stands, the Claw here is slow, but deceptively defensive or offensive. You could sacrifice SpAtk EVs for defenses if you want, but unlike other potential Artillerists, there is no defensive skill in its lineup.

Still, a Hydro Pump with STAB from 160 SpAtk with 33% more oomph is a scary thought.

Mega Clawitzer
Type: Water--> Water/Dark
Ability: Mega Launcher-->Mega Launcher
New Moves: None
HP: 71 -> 71
Atk: 73 -> 73
Def: 88 -> 128(+40)
SpA: 120 -> 160 (+40)
SpD: 89 -> 129(+40)
Spe: 59 -> 39(-20)

Flavor concept: It's claw got massively large, that it is now just a claw with a crab attached to it. Thanks to the increase in claw size, it got slower and bulkier, living up to it's name of being a Howitzer.The dark typing is because it became more menacing upon M-evolution. Also the stripe upon it's eyes grows larger, making it more intimidating.

Competative: This thing is more powerful and bulkier than blastoise, but alot slower. Dark typing is great offensively, poor defensively. The additonal weaknesses makes this thing a prime canditate for U-turn/volt turn teams to abuse. Positives, secondary STAB with dark pulse allowing it to hit things that resist water with higher damage. What makes this thing balanced, is the drop in speed, other than that this thing is a beast!!

Clawitzer (Clawitzerite)
Type: Water -> Water/Dragon
Abilities: Mega Launcher -> Mega Launcher
New Moves: Flamethrower

HP: 71 -> 71
Atk: 73 -> 73
Def: 88 -> 108 (+20)
SpA: 120 -> 180 (+60)
SpD: 89 -> 119 (+30)
Spe: 59 -> 49 (-10)
BST: 500 -> 600

Say hello to the strongest special attackers around. Mega Clawitzer is basically all claw, full-on firepower. Nearly nothing can switch in safely on this monster, as even a neutral hit will dent walls.

252+ SpA Clawitzer Hydro Pump vs. 248 HP / 220+ SpD Heatran: 356-422 (92.4 - 109.6%) -- 56.3% chance to OHKO
252+ SpA Mega Launcher Clawitzer Dragon Pulse vs. 252 HP / 0 SpD Mega Venusaur: 249-294 (68.4 - 80.7%) -- guaranteed 2HKO
252+ SpA Clawitzer Flamethrower vs. 252 HP / 168 SpD Ferrothorn: 420-496 (119.3 - 140.9%) -- guaranteed OHKO
252+ SpA Clawitzer Hydro Pump vs. 0 HP / 0 SpD Sylveon: 202-238 (61 - 71.9%) -- guaranteed 2HKO after Leftovers recovery

The two of us practically submitted the same Mega so I wanted to put some of my notes here.

Mega Launcher STAB Dragon Pulse is amazing. Look at the strongest specially defensive dragon I can think of: Assault Vest Goodra.

252+ SpA Mega Launcher Clawitzer Dragon Pulse vs. 248 HP / 8 SpD Assault Vest Goodra: 446-528 (116.1 - 137.5%) -- guaranteed OHKO

BTW, not even Latios or (Non-Geomancy-d, Non Choice Specs) Xerneas can OHKO that. So being able to hit something like that on its stronger defense and OHKO it is quite impressive.

Mega Clawitzer
Water ----> Water / Steel
Mega Launcher ----> Mega Launcher
71 / 73 / 88 / 120 / 89 / 59 (500) ----> 71 / 113 (+40) / 103 (+15) / 160 (+40) / 104 (+15) / 49 (-10) (600)
New Moves: None

Mega Clawitzer is based off of a howitzer, so adding an additional Steel typing makes sense in a way. Instead of focusing on just being purely a special attacker, Mega Clawitzer gains the ability to run some physical coverage options, such as Aqua Jet and U-turn, so he can possibly finish off a weakened foe with the former, while providing safe switches with the latter while doing some good damage. Though Mega Clawitzer still has a very meaty base 160 Special Attack stat to throw around, so 3 aura/pulse attacks + Aqua Jet or U-turn could work out pretty well, and his defenses were given a decent boost, so he can live an attack or two as he smashes opponents. A drop in Speed seemed appropriate, and allows for some additional bulk to be added.

Mega Clawitzer
Water -> Water
Mega Launcher -> Mega Launcher

HP: 71 -> 71
Atk: 73 -> 99 (+26)
Def: 88 -> 75 (-13)
SpA: 120 -> 180 (+60)
SpD: 89 -> 75 (-14)
Spe: 59 -> 100 (+41)
BST: 500 -> 600

Mega Clawitzer can now punch holes through teams with his spectacular 180 Special Attack backed up by a respectable base 100 Speed

Mega Clawitzer
Typing: Water ----> Water/Electric
Abilities: Mega Launcher ----> Mega Launcher
BST: 71/73/88/120/89/59 ----> 71/88/118/170/104/39
New Moves: Charge Beam, Thunderbolt

Clawitzer upgarded its cannon pincer into a railgun, and thus Mega Clawitzer gains the Electric subtype. Water/Electric have a decent coverage, with coverage options in Ice Beam, Aura Sphere or Dark Pulse. It also has a decent number of resistances, including Flying-, Fire-, Water- and Ice-types, and only weak to Ground and Grass. The buffed bulk lets Clawitzer tank a few hits while attacking, but this comes in return for a lower speed.





Mega Sylveon
Fairy -> Fairy
Cute Charm/(Pixilate) -> Field Warp (One of the New Abilties, makes moves that affect the field last 8 turns instead of 5)
95/65/65/110/130/60 -> 95/75/105/140/150/60
Moves: +Trick Room

(I literally had to think of something because we don't have many Sylveon submissions)

Essentially this Sylveon takes on a new type of supporter role. While before it was a cleric, this time it can function to put up Screens as well as, if you want it, Trick Room.

Please note that you should NOT be using Hyper Voice with this set. Though, compared to the cleric, Moonblast will do more than Pixilate Hyper Voice (though this isn't true of course if you use a Life Orb/Choice Specs Set).

Watch out for Taunt though. And you are really slow. At least you can abuse Trick Room yourself though.

I know the stat spread may not be the final one, but it's a template at least.

Mega Sylveon
Type: Fairy -> Fairy
Abilities: Cute Charm/Pixilate -> Fairy Mist (auto-Misty Terrain on the switch/Mega Evolution)
New Moves: N/A
HP: 95 -> 95
Atk: 65 -> 75 (+10)
Def: 65 -> 85 (+20)
SpA: 110 -> 135 (+25)
SpD: 130 -> 165 (+35)
Spe: 60 -> 70 (+10)

Without Pixilate, Mega Sylveon doesn't get boosted Hyper Voice, but underestimate STAB Moonblast from 135 base Special Attack at your own peril. Since Misty Terrain is essentially Safeguard that halves the power of all Dragon-type moves, Mega Sylveon can be even more of a team-oriented cleric than before as it doesn't have to worry about Toxic, Paralysis, Burn or Sleep interfering with Heal Bell or passing Wishes. The Misty Terrain also makes something like Prankster Thundurus a much worse check to Sylveon passing a Calm Mind or two to a speedy teammate.

Mega Sylveon
Type: Fairy / Bug
Ability: Insectate
BST
Attack 65 => 75 (+10)
Defense 65 => 95 (+30)
Special Attack 110 => 135 (+15)
Special Defense 130 =>150 (+20)
Speed 60 => 75 (+15)
New Moves: Defense Order, Heal Order, Attack Order.
Flavor (Design)
Sylveon's creepy bowties and ribbons grow longer and act like feelers, hence Bug typing. They become light green, as does Sylveon's body. They attack for it, hence Insectate and Attack Order. They wrap Sylveon in a protective coating that heals it, hence Heal / Defense Order.

Competitive Value = Sylveon gains resistance to Ground, making it an excellent Garchomp counter. However, Bug is a mixed blessing, giving it 4 new weaknesses.
Insectate is not OP for it, it had Pixilate before. It becomes more wally, with his Speed excellent for a wall. Access to Heal Order gives it more reliable recovery.

This is my first Mega suggestion! Hope its good!





Mega Carbink
Type: Rock/Fairy -> Rock/Fairy
Ability: Clear Body/Sturdy -> Magic Bounce
New Moves: Earth Power

HP: 50 -> 50
Atk: 50 -> 50 (+0)
Def: 150 -> 200 (+50)
SpA: 50 -> 50 (+0)
SpD: 150 -> 200 (+50)
Spe: 50 -> 50 (+0)

Flavor Concept: Carbink sheds its gray rock underbelly, revealing its crystal blue core.

Competitive Concept: Carbink takes its cue from big sister Diancie with a simple 50/50 boost, this time to its defenses instead of offense. It also gains Magic Bounce, much like Mega Diancie.

Mega Carbink may seem quaint, but it's deceptively effective: its defenses are barely below Shuckle's, and are more than made up for with a higher HP stat and better speed. Thanks to Magic Bounce, it won't wither away to Toxic, nor can it be Taunted by non-Mold Breakers. That latter half is especially worthwhile, as Carbink's shoddy offenses make it reliant on its utility movepool if it wants to help the team. Unstoppable Reflect, Light Screen, and Trick Room are nice (I considered Field Warp for this, but don't want it to outclass other megas like Xatu or Mr. Mime), but it can also use those defenses to run an incredibly bulky Calm Mind set; it can afford a few boosts to make its Special Attack salvageable, and with Moonblast, Power Gem, and Earth Power, it's only resisted by Bronzong.

Mega Carbink
Type: Rock/Fairy -> Rock/Fairy
Ability: Clear Body/Sturdy -> Solid Rock
New Moves: Recover, Perish Song, Heal Bell
HP: 50 -> 50
Atk: 50 -> 60 (+10)
Def: 150 -> 200 (+50)
SpA: 50 -> 60 (+10)
SpD: 150 -> 200 (+50)
Spe: 50 -> 30 (-20)

Concept: Anything that switches in is gonna have a bad time! Carbink is hard to kill now because of Solid Rock.

252+ Atk Huge Power Diggersby Earthquake vs. 252 HP / 252+ Def Solid Rock Carbink: 139-163 (45.7 - 53.6%) -- 1.6% chance to 2HKO after Leftovers recovery

252 Atk Mega Garchomp Earthquake vs. 252 HP / 252+ Def Solid Rock Carbink: 130-154 (42.7 - 50.6%) -- guaranteed 3HKO after Leftovers recovery

If either tries to set up, they risk being forced out by Perish Song. There's no trapping involved, but when your job is to set up rocks, why would you want to? You want to jab the hell out of everything!

That's not a small value defensively. It can even survive a Mega Aggron Iron Head.

Sure it's far from perfect, but it has survival, and anything that's even THINKING of setting up will be sent packing because of Perish Song. Anything that thinks Toxic is the answer must hear the Heal Bell, and witness the recover. Mega Carbink is doing shit for damage, but it's a safe way to get up some rocks almost guaranteed.

Carbink (Carbinkite)
Type: Rock/Fairy -> Rock/Fairy
Abilities: Clear Body (Sturdy) -> Magic Guard
New Moves: Spikes, Earth Power, Thunderbolt

HP: 50 -> 50
Atk: 50 -> 50
Def: 150 -> 180 (+30)
SpA: 50 -> 90 (+40)
SpD: 150 -> 180 (+30)
Spe: 50 -> 50
BST: 500 -> 600

Carbink's biggest weakness is Toxic, which Magic Guard fixes.

Mega Carbink
Typing: Rock/Fairy ----> Rock/Fairy
Abilities: Clear Body/Sturdy ----> Energy Crystal (User takes 75% damage from special moves; boosts Special Attack by one stage upon being hit by special moves.)
BST: 50/50/150/50/150/50 ----> 50/60/180/100/160/50
New Moves: Earth Power

Unlike Mega Gigalith, Mega Carbink is completely special-based. This allows it to have essentially 230 Sp.Def with full investment, capable of tanking many special hits while culminating Sp.Atk boosts. It also has a decent movepool including Power Gem, Earth Power and Moonblast, and Calm Mind for further boosting. Unfortunately, it has no recovery at all, and basically any Steel-type moves wrecks it, especially when either SR or Spikes are on the field.

Mega Carbink
Type: Rock/Fairy
Ability: Guard's Wagers(heals 1/4 max HP when you use a protect clone)
Stats: 50/50/150/50/150/50>>>50/50/200/60/200/40
Movepool: +Quick Guard +Spikes +Earth Power

Basically Carbink able to heal itself with better defenses, ability to hazard stack, and even the ability to run a double boosting special sweeper/single boosting special tank set.
Quick guard was added because you can spam it to heal every turn.
The ability is flavorful because Carbink are kinda Diancie's guards.

Mega Carbink X
Type: Rock / Fairy
Ability: Solid Rock
New Moves: Rock Blast, Stockpile, Rapid Spin
Stats
Attack 50 => 80
Defense 150 => 180
Special Attack 50 => 80
Special Defense 150 => 180
Speed 50 => 30

Flavor / Concept:
Carbink grows more rocks on itself and they get thicker, hence Solid Rock. They become heavier and Carbink acts like a top on the ground, hence Rapid Spin and lowered Speed. It can shoot the rocks out or group them together, hence Rock Blast and Stockpile. It gains more defenses due to the thick rocks on it.

Competitive Value: It can run a really nice Trick Room lead set, with lowered Speed, decent offenses with Explosion for getting a TR sweeper in, and Rock Blast breaks sashes. It can run a bulky Rapid Spin set, or a mono-attacking CM set w/ raised defenses.






Mega Goodra
Type: Dragon -> Dragon/Poison
Ability: Sap Sipper/Hydration/Gooey -> Regenerator (I know it's everywhere, but come on, this is a slug dragon)
New Moves: Poison Jab

HP: 90 -> 90
Atk: 100 -> 120 (+20)
Def: 70 -> 120 (+50)
SpA: 110 -> 130 (+20)
SpD: 150 -> 180 (+30)
Spe: 80 -> 60 (-20)

Flavor Concept: Goodra's tail and back are now covered by a massive snail shell. But it's not getting Shell Armor

Competitive Concept: More like Greatdra, amirite? Let's just sit back for a moment and bask in this bulk. 90/120/180, with Regenerator to boot and an immunity to Toxic. Ah, that's the stuff.

The question here isn't what makes Megoodra so awesome, as it's so easily answered. Great mixed offensive stats and movepool, mixed with amazing defensive stats, mixed with Sap Sipper or Gooey to help when it switches in and Regenerator to make up for its lack of recovery, mixed with a typing that resists Fire, Water, Grass (x4), Electric, Bug, Fighting, and Poison, and neutralizes Fairy from the equation. Y'all can figure out what to do with this monster. Want to run mixed? Special wallbreaker? Curse? Dragon Tail? Hell, Goodra can even play with Counter before switching out and regaining health.

The question is how anyone can stop Goodra when it can tank even super-effective Ice, Ground, Dragon, and lolPsychic moves and switch out like it's nothing. Well, for one, Steel handily walls Goodra's STAB coverage, and crucially, Goodra has no special-boosting moves to make that non-STAB Fire Blast hit any harder. Of course, as mentioned, it does get Curse, but that brings us to another flaw: its newly-lowered speed requires it to take not one, but two hits from most attackers before hitting back. While it handily absorbs Toxic Spikes, Goodra still can't deal with rocks or spikes, which can neutralize its Regenerator advantage. And finally, and this is the biggest reason why I'm okay with letting this monster loose, we're in a meta with all sorts of scary new offensive threats. Goodra's here to remind everyone, in case they forgot, that defense can be scary too.

Mega Goodra
Type: Dragon -> Dragon/Water
Abilities: Gooey, Hydration, Sap Sipper -> Poison Heal
New Moves: Scald

HP: 90 -> 90
Atk: 100 -> 110 (+10)
Def: 70 -> 110 (+40)
SpA: 110 -> 130 (+20)
SpD: 150 -> 170 (+20)
Spe: 80 -> 90 (+10)
BST: 600 -> 700

Flavor Concept: Larger body with a pool of water surrounding it. Such flavor, much wow.

Competitive Concept: Thought poison heal would be a cool concept for M-Goodra so went with that. Discourages the use of toxic and toxic spikes when M-Goodra is around in fear of giving it self recovery. Went with the suggestion of Scald since it's useful and pretty much fits Goodra. More bulky presence so it would either fall under a tank or wall depending on how it's being used.

Mega Goodra
Type: Dragon -> Dragon/Ground
Ability: Sap Sipper/Hydration/Gooey -> Sap Sipper/Thick Fat (I can't decide.. help!)
New Moves: Earth Power, Slack Off

HP: 90 -> 90
Atk: 100 -> 110 (+10)
Def: 70 -> 120 (+50)
SpA: 110 -> 140 (+20)
SpD: 150 -> 200 (+50)
Spe: 80 -> 50 (-30)


Concept: Thematically, it's a creature of mud, made of gooey mud, and it even gets mud based attacks. So why be predictably water... go for paydirt!

I have no idea if Slack Off would break Regular Goo, but for Mega Goo, whether you see it as a great Venusaur counter or a mon who isn't 4x ice weak, Mega Goodra is a defensive wall. 90/200 is incredible Special Bulk, no doubt about it! It simply cannot be denied!

Mega Goodra
Type: Dragon--> Dragon/Fighting
Ability: Sap Sipper/Hydration-->Iron Fist
New Moves: Drain Punch,Power Up Punch, Mach Punch(edited and deleted alot of moves)
HP: 90 -> 90
Atk: 100 -> 140(+40)
Def: 70 -> 100(+30)
SpA: 110 -> 130(+20)
SpD: 150 -> 160(+10)
Spe: 80 -> 80

Flavor: It's pokedex entry says it throws a punch that is on the same level as 100 boxers. SO WHY DOESN'T IT KNOW ANY PUNCHING MOVES!?!(even if it is with it's horns) This is a long shot, but hey maybe you guys might like it :p I'm still debating whether to change it to a fighting type or keep the poison typing.Debated and changed it to a fighting type. Hell Gamefreak through us for a loop with Ampharos and Pinsir.

Competative:

Increase in Attack to compliment his already great physical movepool and his new additional punching moves.
Increase in Bulk of course to compliment the amazing Dragon/poison typing.
Drain Punch is a great recovery move for goodra to use. STAB + Iron Fist. We already see how effective it is on Conkeldurr
Increase in Atk means that it has a more powerful Dragon Tail now. Making switching into this thing more dangerous
Speed is left untouched because it doesn't really need an increase, it plays a similar role, just bulkier with a recovery move and better typing

Goodra (Goodrite)
Type: Dragon -> Dragon/Water
Abilities: Sap Sipper, Hydration (Gooey) -> Regenerator
New Moves: Aqua Jet, Hydro Pump

HP: 90 -> 90
Atk: 100 -> 120 (+20)
Def: 70 -> 100 (+30)
SpA: 110 -> 140 (+30)
SpD: 150 -> 170 (+20)
Spe: 80 -> 80
BST: 600 -> 700

Mega Goodra
Type: Dragon -> Dragon
Abilities: Sap Sipper/Hydration/Gooey -> Gooey
New Moves: Focus Punch, Power-Up Punch, Poison Jab
HP: 90 -> 90
Atk: 100 -> 110 (+10)
Def: 70 -> 100 (+30)
SpA: 110 -> 140 (+30)
SpD: 150 -> 180 (+30)
Spe: 80 -> 80

Megas for All has unearthed so many new Dragon typing combinations that pure Dragon has become a relative rarity. Weak to Ice, Fairy, and Dragon, but with Mega Goodra's obscene Special tankiness and array of coverage moves, odds are it will be left standing if you try to take it down one-on-one. Physical attackers may have slightly more luck, but even they'll end up with lowered Speed. The new punches give physical and mixed sets credence: Focus Punch can easily do 50+ percent to Chansey, while PuP and Poison Jab mean that constantly switching in Fairies or Regenerators to prevent excessive Dragon Tail shuffling won't be as sound of a strategy.

Mega Goodra
Dragon ----> Water / Dragon
Sap Sipper / Hydration / Gooey ----> Immunity
90 / 100 / 70 / 110 / 150 / 80 (600) ----> 90 / 100 / 110 (+40) / 150 (+40) / 170 (+20) / 80 (700)
New Moves: Hydro Pump

Mega Goodra receives an all around buff to her stats. With an additional Water typing, Mega Goodra discards her Ice weakness and adopts a Steel resistance, and gains Hydro Pump as a new STAB attack for an improved offensive presence, and being backed by an impressive base 150 Special Attack stat will ensue that she punches holes in teams. Immunity is the new ability of choice so she still has that Poison-type feel to her, and a Toxic immunity significantly aids in her tanking role.

Mega Goodra
Typing: Dragon ----> Dragon/Water
Abilities: Sap Sipper/Hydration/Gooey ----> Gooey
BST: 90/100/70/110/150/80 ----> 90/100/100/125/185/100
New Moves: Pain Split

I like the concept of Gooey, so I kept it on Mega Goodra. This discourages physical sweepers from going against Mega Goodra, and special attackers have to face off against its massive 185 Sp.Def. Pain Split gives it some non-reliable recovery; I originally wanted to give it Slack Off, but that might just break it. It doesn't have that high of a Sp.Atk though, so special walls should be able to wall it. Also, most bulky physical attackers don't care about the speed drop, which negates the advantage Mega Goodra has as well.
 
Wow, I check this board for alerts and it literally says Mew King posted "a moment ago". Good timing?

I definitely think the lack of Sylveon is evidence that folks here really would rather consolidate our Eeveelutions. This is the fewest amount of submissions compared to the rest of the slate by a long shot. If I was king of all things I'd just take it off the slate altogether, but to be fair if I was king of all things then I'd probably do like a million other things before getting to a pokemon discussion, up to and including just making pokemon real. But first I'd like, I dunno, stop human trafficking. Priorities are important.

In any case, how are we doing this next slate, considering Gourgeist has four forms? Either way, whenever the slates do come, I am entirely about Shadow Tag Klefki. Fits perfectly with flavor and actually has a chance to not be broken considering its mediocre defenses but brilliant support roster. I really want this to win just to see if it would be broken, considering we're allowed to change it after the fact because this is a meta we're just making up.

For Gourgeist, boy golly would I love to give it an ability that uses Trick or Treat whenever it switches in/Mega evolves (called Halloween, of course). With that one ability, its Ghost STAB is suddenly super effective against any pokemon without Normal or Dark typing, so long as the opponent stays in. Considering it also gets Shadow Sneak and has a minimum of 85 attack in its standard form, its mega form regardless of size could shape up to be quite the avenger, either forcing a switch or KOing a threat. And, if we add Pursuit to its arsenal (which I plan to) it gains a trapping move that's super effective against any foe without Bug, Fighting, or Fairy typing (meaning the only currently existing mon that resists it, barring any new megas I forgot, is Heracross). Plus its base form has high defense, and it and has Leech Seed and Will o Wisp. Fun!

Am I correct in thinking that every Gourgeist form should have the same ability, for coding as well as (pumpkin) flavor reasons?
 

Pikachuun

the entire waruda machine
In any case, how are we doing this next slate, considering Gourgeist has four forms?
Personally, I see two options. The first option is that there are 4 seperate slates for each size, because there is an HP difference. The second option is that we have a generalized slate, using normal size as a base, that will be done for all sizes [so basically the stat boosts will be applied to the other sizes].
 
Except one person essentially must do all fourgeists, given the ability issue. And even if for some reason decide they can have different abilities, we have to deal with people wanting different movesets, different levels of increases, etc. We can't just use general stat boosts either, at least not necessarily, given the aforementioned HP differences making the bigger Gourgeists lopsidedly better (yes, smaller will always be faster, but speed tiers work much differently than the other stats.

The issue isn't how to do Gourgeist in terms of voting, as I think there's been a pretty clear consensus that it each submitter does up all four forms and we vote for them by submitter for consistency. The issue is when to do it. Should we have them be in this slate, or wait until later?
 
Gourgeist deserves Flash Fire and Fire Punch. Being based off a jack-'o-lantern, I expected it to be Grass/Fire.

What's the rest of the slate? So far it looks like Klefki is the only Kalos mon left. Are we going to reopen some old ones?
 
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Gourgeist deserves Flash Fire and Fire Punch. Being based off a jack-'o-lantern, I expected it to be Grass/Fire.

What's the rest of the slate? So far it looks like Klefki is the only Kalos mon left. Are we going to reopen some old ones?
Yeah, I think Unown was on this slate however I do know there are 2 non gen6 left.
 
Gourgeist deserves Flash Fire and Fire Punch. Being based off a jack-'o-lantern, I expected it to be Grass/Fire.

What's the rest of the slate? So far it looks like Klefki is the only Kalos mon left. Are we going to reopen some old ones?
Trevenant hasn't been done yet, but other than that I think all the Kalos mons are done.
 
Meowstic M/F as well

EDIT: I see no point in making the eeveelutions consistent with each other, partially because of their different HP stats. As long as they retain their original typing, I'm fine.
 
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Meowstic, too.

I think the Eeveelutions vary too much in typing and usability for parallel abilities to work for them. The musketeers idea worked well because Fire Absorb helps the two worst ones and doesn't do much for the ones that were already good.

If they all got something offensive like Adaptability or an -ate clone, that's doing less for the ones with bad offensive stats like Umbreon, and it's not like Umbreon is more viable than the other Eeveelutions to begin with. If they all got defensive abilities like ____ Absorb, Espeon is going to come out looking pretty worthless, especially next to other Psychic Megas.

For stats, doing something like +10 to the two lowest non-HP stats, +20 to the 3rd-lowest, +25 to the 2nd-highest, and +35 to the highest could be a decent guideline to make them all parallel, but 1) most of the stat spreads are likely pretty close to that already and 2) the widely varying HPs could make this inconsistent (since bumping something like Vaporeon from 130/60 to 130/70 defensively makes a rather significant difference compared to having Jolteon go from 65/60 to 65/70).

Jolteon: 65/75/70/135/115/165
Vaporeon: 130/75/70/145/120/85
Flareon: 65/165/70/115/135/75
Espeon: 65/75/70/165/115/135
Umbreon: 95/75/135/70/165/85
Glaceon: 65/70/135/165/115/75
Leafeon: 65/135/165/70/75/115
Sylveon: 95/75/85/135/165/70

From applying those boosts, what stands out is that ones like Glaceon and Flareon are still slow and hard-hitting but not exactly tanky due to crappy HP stats and SR-weak typing.

252 SpA Life Orb Latios Draco Meteor vs. 252 HP / 0 SpD Flareon: 214-253 (64 - 75.7%)
252 SpA Life Orb Latios Draco Meteor vs. 0 HP / 0 SpD Vaporeon: 238-281 (59.3 - 70%)
 
Meowstic, too.

I think the Eeveelutions vary too much in typing and usability for parallel abilities to work for them. The musketeers idea worked well because Fire Absorb helps the two worst ones and doesn't do much for the ones that were already good.

If they all got something offensive like Adaptability or an -ate clone, that's doing less for the ones with bad offensive stats like Umbreon, and it's not like Umbreon is more viable than the other Eeveelutions to begin with. If they all got defensive abilities like ____ Absorb, Espeon is going to come out looking pretty worthless, especially next to other Psychic Megas.

For stats, doing something like +10 to the two lowest non-HP stats, +20 to the 3rd-lowest, +25 to the 2nd-highest, and +35 to the highest could be a decent guideline to make them all parallel, but 1) most of the stat spreads are likely pretty close to that already and 2) the widely varying HPs could make this inconsistent (since bumping something like Vaporeon from 130/60 to 130/70 defensively makes a rather significant difference compared to having Jolteon go from 65/60 to 65/70).

Jolteon: 65/75/70/135/115/165
Vaporeon: 130/75/70/145/120/85
Flareon: 65/165/70/115/135/75
Espeon: 65/75/70/165/115/135
Umbreon: 95/75/135/70/165/85
Glaceon: 65/70/135/165/115/75
Leafeon: 65/135/165/70/75/115
Sylveon: 95/75/85/135/165/70

From applying those boosts, what stands out is that ones like Glaceon and Flareon are still slow and hard-hitting but not exactly tanky due to crappy HP stats and SR-weak typing.

252 SpA Life Orb Latios Draco Meteor vs. 252 HP / 0 SpD Flareon: 214-253 (64 - 75.7%)
252 SpA Life Orb Latios Draco Meteor vs. 0 HP / 0 SpD Vaporeon: 238-281 (59.3 - 70%)
The problem with parallel abilities is that NONE of the Eeveevolutions share a single common theme for abilities. Sure, Jolteon, Flareon, and Vaporeon may be immune to their STABs and Espeon and Umbreon may have Synchronize, but their hidden abilities don't have a pattern and the rest of them are almost random...
 
The problem with parallel abilities is that NONE of the Eeveevolutions share a single common theme for abilities. Sure, Jolteon, Flareon, and Vaporeon may be immune to their STABs and Espeon and Umbreon may have Synchronize, but their hidden abilities don't have a pattern and the rest of them are almost random...
Right, Magic Bounce for Espeon and Winter Shield for Glaceon are both totally fine and I don't feel any need to change one or the other to make everything similar.

For parallel stat boosts, we see that any defensive boosts disproportionately help Mega Vaporeon thanks to 130 base HP and don't fix the issues (slow, lack of recovery, bad defensive typing) that have Flareon and Glaceon in NU/PU. The musketeers at least all shared a type, but there's no good way to keep all of that straight for the Eeveelutions. There's nothing over the top with the current boosts like an Umbreon with 100+ Speed or Special Attack, so doing them individually is fine with me in that regard as well.
 
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I think we should just give up on the Eeveelutions and move on. There's no way to keep them completely consistent as they all have different HP, unlike the majority duos and trios.

Meowstic should get two megas, seeing as Male Mewostic and Female Meowstic have a different movepool and abilities.

So next slate should be Klefki, Trevenant, Meowstic-M and Meowstic-F. The slate after that should be either Gourgeist formes or just miscellany.
 
Considering the Meowstic forms are off base mons with the same stats, how does that work in terms of coding? And are we doing it so that we vote by Meowstic submitter instead of having them be two separate submissions?
 
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