Megas For All: V4! (Submissions - Cobalion, Terrakion, Virizion and Keldeo)

Ooh Boy, I had a Mega Crabominable and Mega Zebstrika stowed away for this slate. Here we go:


Mega Crabominable

Ability: Contrary
Typing:


HP: 97
Atk: 152 (+20)
Def: 97 (+20)
SpA: 62
SpD: 97 (+30)
Spe: 73 (+30)

New Moves: Mach Punch, Drain Punch, Ice Shard

Hoo boy, I may have gone a bit overboard. Sure, it looks tame at first- moderate attack for a Mega, semi-decent bulk, and rather low speed- but then you realize that it has three moves with which to abuse Contrary: Close Combat, Ice Hammer, and Superpower. Thus, if you don't prioritize taking this thing down fast, you're in for a world of hurt. Throw in reliable recovery for bulky sets and dual STAB priority for AOA, and you've got a top-tier threat! Of course, Ice/Fighting is a terrible defensive typing, so bulky sets kinda struggle, and it's pretty slow before it gets some Ice Hammer boosts.

ARMS (All-Out Offensive)



Mega Zebstrika

Ability: Sublimate (Turns Normal-type Moves into Fire-type Moves and boosts them by 1.2x)
Type:


HP: 75
Atk: 130 (+30)
Def: 63
SpA: 130 (+60)
SpD: 63
Spe: 126 (+10)

New Moves: Volt Tackle, Hyper Voice, U-turn, High Horsepower

While similar to Earlio's Mega Zebstrika on paper, I think my Mega Zebstrika is much different in practice due to its ability to effectively go Physical, Special, and Mixed. It may be slightly weak for a Mega due to having mixed offenses, but with high-power STAB Moves, its relatively low Base Stats are something of a nonissue. Throw in a massive speed, and you've got a massive threat.

Black with White Stripes (Physical)

White with Black Stripes (Special)
For Mega Zebby, we already have a Fire type -ate called Conflagarate, used by Mega Gourgeist. Would this Zebby use that ability?
 

Mega Zebstrika

Ability: Thunderstruck (BERSERK CLONE; +1 priority to electric moves under half health)
Type:


HP: 75
Atk: 130 (+30)
Def: 63
SpA: 100 (+20)
SpD: 63
Spe: 166 (+50)

New Moves: Volt Tackle, Nuzzle, Parabolic Charge, Foul Play

Zebstrika plays dirty. That's where it gains it's dark typing and ability. This stated ability makes for a useful tool, as you can fire off +1 priority nuzzles and parabolic charges. This is combined with a quick speed and nice attacks that allow it to fire off effective electric and dark moves. Foul Play is good for STAB while High Horsepower is a good tool in it's arsenal.
 
Ooh Boy, I had a Mega Crabominable and Mega Zebstrika stowed away for this slate. Here we go:


Mega Crabominable

Ability: Contrary
Typing:


HP: 97
Atk: 152 (+20)
Def: 97 (+20)
SpA: 62
SpD: 97 (+30)
Spe: 73 (+30)

New Moves: Mach Punch, Drain Punch, Ice Shard

Hoo boy, I may have gone a bit overboard. Sure, it looks tame at first- moderate attack for a Mega, semi-decent bulk, and rather low speed- but then you realize that it has three moves with which to abuse Contrary: Close Combat, Ice Hammer, and Superpower. Thus, if you don't prioritize taking this thing down fast, you're in for a world of hurt. Throw in reliable recovery for bulky sets and dual STAB priority for AOA, and you've got a top-tier threat! Of course, Ice/Fighting is a terrible defensive typing, so bulky sets kinda struggle, and it's pretty slow before it gets some Ice Hammer boosts.

ARMS (All-Out Offensive)



Mega Zebstrika

Ability: Conflagrate (Turns Normal-type Moves into Fire-type Moves and boosts them by 1.2x)
Type:


HP: 75
Atk: 130 (+30)
Def: 63
SpA: 130 (+60)
SpD: 63
Spe: 126 (+10)

New Moves: Volt Tackle, Hyper Voice, U-turn, High Horsepower

While similar to Earlio's Mega Zebstrika on paper, I think my Mega Zebstrika is much different in practice due to its ability to effectively go Physical, Special, and Mixed. It may be slightly weak for a Mega due to having mixed offenses, but with high-power STAB Moves, its relatively low Base Stats are something of a nonissue. Throw in a massive speed, and you've got a massive threat.

Black with White Stripes (Physical)

White with Black Stripes (Special)
Zebstrika has 80 Special Attack, so you still have +10 to give it.
 

Mega Seismitoad
- No type change.
105/95/115/115/105/74
+0/+0/+40/+30/+30/+0
Ability: One with the Ground - Recieves 1/8 recovery every turn while in terrain.
New Moves: Spikes, Gravity, All Four Terrains
What we didn't need is another Swampert-Mega. Not even a special one. Special offence was chosen to complement Swampert, but the changes are designed to let it function as a tank in the OU metagame, coring intensely well with Celesteela and Chansey, as a viable alternative to Toxapex, weaker to Kartana, but more able to handle Lando. The ability helps with this while not just being a copy of Regenerator, and requiring some clever play to use well.

An example set:

Seismitoad @ Seismite
252 HP, 252 Def, 4 SpA
- Stealth Rock
- Substitute
- Protect
- Earth Power


Mega Zebstrika
Electric/Dark
75/100/103/110/73/136
+0/+0/+40/+30/+10/+20
Ability: Conduction - Rain version of Solar Power.
New Moves: Taunt, Nasty Plot, Dark Pulse, Surf

Welcome Houndoom's Zebra twin. A brutal, fast special attacker and pivot for rain teams in place of more traditional Koko or Manectric.

A set:
Zebstrika @ Zebstrite
252 SpA, 252 Spe, 4 Def
- Volt Switch
- Thunder
- Dark Pulse
- Taunt


Mega Crabominable - No type change
97/142/117/62/117/33
+0/+10/+40/+0/+50/-10
Ability: Grapple - Partial-trapping moves last permanently and do 18% instead of 12%.
New Moves: Wrap, Ice Shard

When I first saw Crabrawler, my first thought was "oh, they're going for yet more wrestlers". Unfortunately, unlike Hawlucha and Incineroar, the final evolution didn't keep that appeal. At all. So here's my attempt to reconstruct it - an indomitable, bulky wrestler, whose locks you're never escaping from. I thought giving it priority matched with that would just be too strong, as it has a pretty intensely spammable STAB in Leglock.

A set:
Crabominable @ Crabominite
248 HP, 252 Atk, 8 SpD
- Close Combat
- Ice Hammer
- Ice Shard
- Wrap
 
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Mega Seismitoad
- No type change.
105/95/115/115/105/74
+0/+0/+40/+30/+30/+0
Ability: One with the Ground - Recieves 1/8 recovery every turn while in terrain.
New Moves: Spikes, Gravity, All Four Terrains
What we didn't need is another Swampert-Mega. Not even a special one. Special offence was chosen to complement Swampert, but the changes are designed to let it function as a tank in the OU metagame, coring intensely well with Celesteela and Chansey, as a viable alternative to Toxapex, weaker to Kartana, but more able to handle Lando. The ability helps with this while not just being a copy of Regenerator, and requiring some clever play to use well.

An example set:

Seismitoad @ Seismite
252 HP, 252 Def, 4 SpA
- Stealth Rock
- Substitute
- Protect
- Earth Power


Mega Zebstrika
Electric/Dark
75/100/103/110/73/136
+0/+0/+40/+30/+10/+20
Ability: Conduction - Rain version of Solar Power.
New Moves: Taunt, Nasty Plot, Dark Pulse
Glittering Wave: 100 BP Water and Electric type special attack, 95% accuracy, only usable in rain.

Welcome Houndoom's Zebra twin. A brutal, fast special attacker and pivot for rain teams in place of more traditional Koko or Manectric.

A set:
Zebstrika @ Zebstrite
252 SpA, 252 Spe, 4 Def
- Volt Switch
- Thunder
- Dark Pulse
- Taunt


Mega Crabominable - No type change
97/142/117/62/117/33
+0/+10/+40/+0/+50/-10
Ability: Grapple - Partial-trapping moves last permanently.
New Moves: Wrap
Leglock - 80 BP Fighting move, Partial-Trapping.

When I first saw Crabrawler, my first thought was "oh, they're going for yet more wrestlers". Unfortunately, unlike Hawlucha and Incineroar, the final evolution didn't keep that appeal. At all. So here's my attempt to reconstruct it - an indomitable, bulky wrestler, whose locks you're never escaping from. I thought giving it priority matched with that would just be too strong, as it has a pretty intensely spammable STAB in Leglock.

A set:
Crabominable @ Crabominite
248 HP, 252 Atk, 8 SpD
- Leglock
- Ice Hammer
- Earthquake
- Stone Edge
Custom moves aren't allowed. You'll have to remove Leglock and Glittering Wave
 

Pokemon:
Zebstrika
Ability: Magnet Pull
Typing: Electric/Fire
New Stats: 75/130(+30)/63/120(+40)/63/146(+30)
New Moves: Flamethrower, Fire Blast, Flare Blitz, Zing Zap
Description: Mega Zebstrika have a great offensive typing and good offensive stats to back it up with. This can get a kill if you trap a Steel type. It can run a mix set due to its similar high offensive stats. It have high Speed but Zebstika is still frail. This pokemon still lose to some scarf pokemon above base 82 speed and speed ties with base 81 speed.
 
Zebstrika: Heavyweapons Mann, Kopelemon, Ninetails Dragons


Crabominable: Ninetails Dragons, Heavyweapons Mann, MoonlightRose


Seismitoad: Heavyweapons Mann, Exploudit, Earlio
 
Mega Carracosta
Type: Water/Rock
Ability: Fortify (Berserk clone, raises Def when hit to be under 50% HP)
New Move: Shore Up
Stats: 74 HP / 138 Atk (+30) / 163 Def (+30) / 93 SpA (+10) / 85 SpD (+20) / 42 Spe (+10)

Shell Smash is this mon's main use, so this upgrade is designed as complementary. Higher defense and Fortify let it survive more priority, and Shore Up gives more set up opportunities.

Mega Torkoal
Type: Fire/Steel
Ability: Sun Dance (Flower Gift clone; raises Def and SpA in sun for self and allies)
New Move: Flash Cannon, Earth Power
Stats: 70 HP / 85 Atk / 150 Def (+10) / 125 SpA (+40) / 100 SpD (+30) / 40 Spe (+20)

An alternative sun attacker to ZardY. It only gets a single chance to sweep, but it does really well when given the chance. Plus it's awesome in doubles settings.

252+ SpA Sun Dance Torkoal-Mega Fire Blast vs. 240 HP / 0 SpD Mew in Sun: 432-508 (107.7 - 126.6%) -- guaranteed OHKO
252 SpA Charizard-Mega-Y Fire Blast vs. 240 HP / 0 SpD Mew in Sun: 313-370 (78 - 92.2%) -- guaranteed 2HKO after Leftovers recovery

Mega Torterra
Type: Grass/Ground
Ability: Triage
New Moves: Horn Leech
Stats: 95 HP / 139 Atk (+30) / 125 Def (+20) / 85 SpA (+10) / 125 SpD (+40) / 36 Spe (-20)

Triage boosts Horn Leech, Leech Seed and Synthesis, giving it a lot of options. I opted for a Curse set, with Horn Leech to bypass the speed reductions. The set would probably be Curse/Synthesis/Horn Leech/Stone Edge
 
Mega-Carracosta


Ability
: Stamina

Typing: Rock/Water


Stats:
HP: 74 ----> 74

Attack: 108 ----> 128 (+ 20)

Defense: 133 ----> 153 (+ 20)

Special Attack: 83 ----> 85

Special Defense: 65 ----> 105 (+ 40)

Speed: 32 ----> 52 (+ 20)


Movepool Additions: Aqua Ring, Shore Up

Description: Carracosta endures. Not only are chelonians known for longevity, this is a rare example of a fossil with close, iving relatives that still look similar. Its shell becomes thicker and tougher, its beak heavier and its flippers stronger. It’s a bit faster if you want to really benefit from Shell Smash, but it can also act as a wall with reliable recovery and increasing defense. If you stick it in sand, it’s special defense will also be great and it’s hardly bad even without that. Its attack means it can hit back hard as well, or again, really destroy after a Shell Smash.
Mega-Torkoal


Ability
: Water Absorb

Typing: Fire/Rock


Stats:
HP: 70 ----> 70

Attack: 85 ----> 75 (- 10)

Defense: 140 ----> 160 (+ 20)

Special Attack: 85 ----> 115 (+ 30)

Special Defense: 70 ----> 110 (+ 40)

Speed: 20 ----> 40 (+ 20)

Movepool Additions: Shore Up, Ancient Power

Description: Torkoal’s shell thickens into a stone urn, boiling water for rejuvenation. Meaning that one of its new quad weaknesses is eliminated and turned into a source of recovery, if it’s even a worry after setting Sun pre-mega. It can now attack with dual STAB off of a boosted Special Attack, and those fire attacks will hurt if performed in the Sun. It can also wall, especially in Sand, and its immunity makes rain less threatening, while its typing scares away hail setters. Boosted speed and offenses will also aid Shell Smash sets.

Mega-Torterra


Ability
: Solid Rock

Typing: Grass/Rock
Stats:
HP: 95 ----> 95

Attack: 109 ----> 129 (+ 20)

Defense: 105 ----> 125 (+ 20)

Special Attack: 75 ----> 95 (+ 20)

Special Defense: 85 ----> 115 (+ 30)

Speed: 56 ----> 66 (+ 10)

Movepool Additions: Shore Up, Head Smash

Description: Torterra’s tree grow while its rocky mountain enlarges to spread over its shell. Its new typing no longer has quad weaknesses, and its ability eliminates the single ones, allowing it to wall more easily, especially in sand. Its offenses improve as well, meaning it can hit back hard.
 
Mega Torkoal


Ability -
White Smoke; Drought; Shell Armor
Furnace - increases Special Attack by one stage when hit by a Fire-type move or at the end of every turn under sun. (Water Compactation + Solar Power + Speed Boost variant)
HP - 70
70
Atk - 85
70 (-15)
Def - 140
175 (+35)
SpA - 85
140 (+55)
SpD - 70
105 (+35)
Spe - 20
10 (-10)
BST - 470
570 (+100)

Mega Stone
Torkoalite
Movepool Additions
Morning Sun
Rationale
'"Torkoal is essentially a giant tortoise with a furnace or a kitchen stove with four openings within its shell." - Bulbapedia.' Considering this line, Furnace is a fitting ability for Torkoal as it's powered up by energy from Fire, which can come by a Sunny Day or by just being hit by Fire, I'd have given it Drought as an ability, but after thinking a bit, I realised it would always be outclassed by Mega Sunflora, so I decided on something different. Morning Sun can be explained by tortoises being ectothermal, and therefore relying on the sun to prevent them from dying of cold, this could be seen as a metaphore to recovering hit points in Pokémon so I think it's fair to give it Recover.
Competitive Analysis
Mega Torkoal is for sure a Trick Room menace, able to wreak havoc with playstyle ranging from Stall to Hyper Offense under 5 turns of Sun and Trick Room. At +4 it is capable of doing over 80% to Chansey and with great coverage in Fire Blast, Solar Beam, and Earth Power Torkoal is capable of effortlessly sweeping Offensive teams once the stage is set up for it. It's bulk also allows it to not to be dead weight once Trick Room is over, capable of stomaching offensive Landorus-T's Earthquake without a single investment in Defense, and walling the likes of Kartana, Tapu Bulu, Mega Pinsir, and Mega Lopunny. Still, Toarkoal is extremely dependant on Sun and Trick Room to work properly and falls victim to Special Wallbreakers such as Choice Specs Tapu Lele, Ash-Greninja, and Choice Specs Tapu Koko with just a little bit of prior damage.
Torkoal @ Torkoalite
Ability: Drought
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
- Fire Blast / Flamethrower
- Solar Beam
- Earth Power
- Morning Sun / Shell Smash

Mega Torterra


Ability -
Overgrow; Shell Armor
Evergreen - Immune to Ice-type moves. (Levitate variant)
HP - 95
95
Atk - 109
155 (+46)
Def - 105
125 (+20)
SpA - 75
100 (+25)
SpD - 85
100 (+15)
Spe - 56
50 (-6)
BST - 525
625 (+100)

Mega Stone
Torterrite
Movepool Additions
Shore Up
Rationale
'"In concept, it may be based on the World Turtles in various mythologies that carry world upon their backs." - Bulbapedia.' Hopefully this explains Shore Up, but Evergreen is a little more complex, it's obviously a reference to the previous Mega Torterra, but also displays how important it is for Torterra to remain evergreen, as it's back represents the entire planet earth. This also the reasoning as to why I didn't give it Shell Smash, because if it indeed carrying the planet Earth on it's back it shouldn't be able to simply Smash our planet, right?
Competitive Analysis
Mega Torterra is now a staple for Bulky Offense and Balance, it's typing allows it to resist common notable STAB combos such as BoltBeam and EdgeQuake and therefore walling Pokémon that rely on it such as Tapu Koko, Magearna, Landorus-T and numerous others. It's access to Stealth Rock makes it a formidable setter of the move and great Attack stat makes it nowhere near passive. However, it is still thretened by Special Wallbreakers such as Choice Specs Tapu Lele, Life Orb Kyurem-Black, and Ash-Greninja, also, the likes of Hawlucha and Tapu Bulu can use it as set up bait.
Torterra @ Torterrite
Ability: Shell Armor
EVs: 252 HP / 120 Def / 136 SpD
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Shore Up

Notes: EV Spread allows it to tank a Return from Mega Pinsir and OHKO with Stone Edge as well as avoid the 2HKO from Specs Koko's Dazzling Gleam after 2 layers of Spikes.

Mega Carracosta


Ability -
Overgrow; Shell Armor
Metallic Shield - Metallic Shield reduces damage taken from damage-dealing moves by half when at maximum HP. It does not reduce the amount of HP taken from moves that deal direct damage. (Multiscale clone)
HP - 74
74
Atk - 108
143 (+35)
Def - 133
141 (+8)
SpA - 83
71 (-12)
SpD - 65
70 (+5)
Spe - 32
96 (+64)
BST - 525
625 (+100)

Mega Stone
Carracostite
Movepool Additions
Meteor Mash
Rationale
'"The fact it eats steel beams draws from the fact that sea turtles are able to bend metal bars with their jaws." - Bulbapedia.' So, Carracosta ate too much steel and became a Steel-type
Competitive Analysis
Mega Carracosta is a formidable Shell Smash sweeper, capable of setting up with ease thanks to it's improved typing and ability, and be a big threat to more offensive teams once it gets going. However, the likes of Mach Punch users, Vacuum Wave users, Mega Breloom, and Hawlucha can revenge kill it without much struggle. Also Water-types such as Toxapex, both Mantine formes, Mega Vaporeon, Gastrodon, Mega Araquanid, Mega Golisopod, Mega Seismitoad, and numerous other Water-types can easily beat it one-on-one.
Carracosta @ Carracostite
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Meteor Mash
- Knock Off / Earthquake / Superpower
- Shell Smash

Other Options: Solid Rock pre Mega, Jolly Nature.
 
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For Torkoal, I'll be re-entering the current mega. In my opinion it was already a super nice mega and didn't really need to be put on this slate again, but I get that it was there for consistency.

Mega Torkoal
Type:
Fire -> Fire/Poison
Ability:
Earth Rejuvenation (Restores 1/4 health if hit by a Ground type move, heals 1/8 health per turn in Sandstorm)
Stats: 70/85/160/125/120/10 (0/0/+20/+40/+50/-10)
New Moves: Sludge Wave, Recover
Analysis: What Ludi originally posted lol

Mega Carracosta
Type:
Water/Rock -> Water/Steel
Ability:
Armor Burden (Effect lasts 5 turns upon entry: Defense and Sp.Def are doubled, but Speed, Attack and Sp.Atk are halved)
Stats: 74/123/143/113/120/22 (0/+15/+10/+30/+55/-10)
New Moves: Flash Cannon, Gyro Ball
Description: It's time to put forward this concept again! Via Mega Evolution, Carracosta's shell undergoes some serious structural changes. It hardens to the point where its essentially Steel, hence the type change. However, this substance is much heavier and tougher than Steel. Because of this, Carracosta's shell both hinders and helps it. It hinders in the sense that it becomes far less mobile, but helps in the sense that it is near impenetrable.
Analysis: Just to give some sense of how bulky this thing is, let's pit it against a Mega Rhyperior (the strongest Ground type in the game).
252+ Atk Rhyperior-Mega Earthquake vs. 252 HP / 252+ Def Armor Burden Carracosta-Mega: 134-162 (38 - 46%) -- guaranteed 3HKO
While it doesn't do much back, it can for example try Whirlpool trapping. Unlike Araquanid it doesn't have a form of reliable recovery, has an inferior defensive typing and is only bulky for the five turns it has, making it generally easier to deal with.

Torterra coming soon boyos
 

Carracosta-Mega
Ability
: Solid Rock / Sturdy / Swift Swim ----> Solid Swimmer (Solid Rock + Swift Swim)
Typing:
/

Stats:
HP
: 74 ----> 74
Attack: 108 ----> 138 (+30)
Defense: 133 ----> 143 (+10)
Special Attack: 83 ----> 83
Special Defense: 65 ----> 95 (+30)
Speed: 32 ----> 62 (+30)
Base Stat Total: 495 ----> 595
Movepool Additions: Ice Fang, Ice Punch, Shore Up
Design: Carracosta’s armor plates become larger and cover more of its body, and its arms, legs, and claws, all become larger.
Description/Competitive: Carracosta-Mega becomes bulkier and hits faster and harder, especially with a Shell Smash or under the rain. Its ability also allows it to take more super-effective hits. Shore Up allows it to recover while Ice Punch could be used to surprise Grass-types. Liquidation and Stone Edge are still solid STAB moves, and its attack stat is nothing to scoff at.
Carracosta @ Carracostite
Ability: Solid Rock --> Solid Swimmer
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Shell Smash
- Liquidation
- Stone Edge
- Ice Punch / Shore Up



Torkoal-Mega
Ability
: White Smoke / Drought / Shell Armor ----> Black Smoke (Snow Cloak sun variant + Fire-type Steelworker variant)
Typing:
---->
/

Stats:
HP
: 70 ----> 70
Attack: 85 ----> 115 (+30)
Defense: 140 ----> 140
Special Attack: 85 ----> 115 (+30)
Special Defense: 70 ----> 110 (+40)
Speed: 20 ----> 20
Base Stat Total: 470 ----> 570
Movepool Additions: Focus Blast, Power Gem, Recover, Sacred Fire, Shell Trap
Design: Torkoal produces black smoke rather than white smoke, its shell starts leaking molten rock from the holes, and its nostrils shoot out flames and black smoke.
Description/Competitive: Torkoal-Mega gets greatly increased special bulk and good mixed offensive stats. It has Recover for reliable recovery and can now run physical, special, or mixed offensive sets. Do you want to use Overheat or Sacred Fire? Earthquake or Earth Power? Superpower or Focus Blast? Stone Edge or Power Gem? Shell Trap is there to play mind games with the opponent’s physical attackers, and it can set up Stealth Rock now too. Its ability increases its evasion a little in the sun (which it probably already set up) and also gives it an extra boost to its Fire-type STAB attacks which are already boosted by sun. It’s still extremely slow but imagine that speed in a Trick Room.
Torkoal @ Torkoalite
Ability: Drought --> Black Smoke
EVs: 252 HP / 4 Def / 252 SpA
IVs: 0 Atk / 0 Spe (if Quiet)
Modest / Quiet Nature
- Fire Blast
- Earth Power
- Recover
- Power Gem / Rapid Spin

Torkoal @ Torkoalite
Ability: Drought --> Black Smoke
EVs: 252 HP / 4 Def / 252 Atk
IVs: 0 Spe (if Brave)
Adamant / Brave Nature
- Sacred Fire
- Earthquake
- Recover
- Stone Edge / Rapid Spin




Torterra-Mega
Ability
: Overgrow / Shell Armor ----> Ecosystem Engineer (Adaptability + Bug-type Steelworker variant)
Typing:
/

Stats:
HP
: 95 ----> 95
Attack: 109 ----> 159 (+50)
Defense: 105 ----> 130 (+25)
Special Attack: 75 ----> 75
Special Defense: 85 ----> 110 (+25)
Speed: 56 ----> 56
Base Stat Total: 525 ----> 625
Movepool Additions: Attack Order, Defend Order, Heal Order, Power Whip, Rototiller, Shore Up
Design: Torterra grows larger, especially its shell which grows more trees on it. Small bugs now visibly fly around on its back.
Description/Competitive: Torterra-Mega hits much harder and has more bulk than its base form. Its ability and –Order moves come from its Pokedex entries which state that it has small Pokemon living on its back, sometimes ones that spend their entire lives there. That sounds like Bug-types, and I figured that they might want to help Torterra if it gets into a fight. Attack Order gives it a new way to hit opposing Grass-types and its STAB moves also hit harder, with Stone Edge to hit Flying-types. Slow but could be a menace in a Trick Room, and it has Swords Dance and Rock Polish to set up.
Torterra @ Torterrite
Ability: Shell Armor --> Ecosystem Engineer
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Power Whip
- Earthquake
- Stone Edge / Attack Order
- Shore Up / Swords Dance
 
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First of all, I second the motion to keep Mega Torkoal as is. To show my support, I will re-post Ezaphs' post.

Mega Torkoal
Type:
Fire -> Fire/Poison
Ability:
Earth Rejuvenation (Restores 1/4 health if hit by a Ground type move, heals 1/8 health per turn in Sandstorm)
Stats: 70/85/160/125/120/10 (0/0/+20/+40/+50/-10)
New Moves: Sludge Wave, Recover
Analysis:What Ludi originally posted lol

Ok, now for my stuff.


Mega Torterra
Type:
Grass/Ground
Ability: Everlasting Life: All of this Pokemon's contact moves heal for 1/2 of damage dealt. This includes recoil moves, which do recoil and heal.
Stats: 95/130/130/115/115/40 (0/+21/+25/+40/+30/-16)
New Moves: Knock Off, Rototiller, Power Whip
Description: Mega Torterra has grown via Mega Evolution into a colossal behemoth. Its back has expanded into a full-blown small island, complete with bushes and many smaller trees, with its main tree growing even bigger, and the three rocks forming into a small waterfall which leads into a lake. As a result of carrying such a burden, Torterra has grown tougher and slower, and requires lots of energy to sustain the ecosystem on its back. As such, Torterra has grown long vines similar to Tangrowth's that can sap energy out of other life to stay healthy via mere contact.


Mega Carracosta
Type:
Water/Rock
Ability: Rock-Hard Fangs: Turns biting moves into Rock moves and increases their power by 1.3x.
Stats: 74/144/139/83/97/58 (0/+36/+6/0/+32/+26
New Moves: Psychic Fangs
Description: According to the Pokedex, Carracosta's jaws can chew up the shells of various aquatic Pokemon such as Omanyte and Omastar with little effort. Upon mega evolution, it grows a whole layer of stone teeth, sharpened and hardened to the point where they can dent metal. With Rock-Hard Fangs, you can choose between Psychic Fangs for power, or Crunch for a shot at extra defense drops. Couple this power with Shell Smash, and you have a frightening sweeper on your hands.
 

KirbyRider1337

formerly UltraSigilyph

Type: Water/Rock
Stats: 74/128/153/73/115/52 (±0/+20/+20/-10/+50/+20) [BST: 595] [HEIGHT: 1.2m/3'11"] [WEIGHT: 105.3kg/232.2lb]
Ability: Solid Rock
Added Moves: N/A
Description: This MegaCarra can run either a defensive set, a tank, or - If some of the speed investment was any indication - a Shell Smash set. Mega Carracosta's actually got good Special bulk now, so it can act very effectively at defense.
Example Movesets:
Carracosta @ Carracostite
Ability: Solid Rock
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Curse
- Liquidation
- Stone Edge
- Zen Headbutt
Curse lets it fortify itself on the physical side (hence all that special investment), Liquidation and Stone Edge are STABs, and Zen Headbutt is coverage that lets it hit those Fighting-types that resist Rock.

Carracosta @ Carracostite
Ability: Solid Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shell Smash
- Liquidation
- Stone Edge
- Superpower
Same set but optimized for Shell Smash, which honestly might be better. Its Special Defense after one Shell Smash isn't that much lower than its base form before a Shell Smash, and it suddenly becomes faster than Pheromosa. And since its attacks are coming off of an Attack stat that's in the same leagues as Bisharp and Terrakion...



Type: Grass/Ground
Stats: 95/159/125/75/115/56 (±0/+50/+20/±0/+30/±0) [BST: 625] [HEIGHT: 2.4m/7'11"] [WEIGHT: 325.0kg/716.5lb]
Ability: Thick Fat
Added Moves: Shell Smash
Description: With an Attack stat on par with Slaking and Dusk Mane Necrozma, it is now able to do lots of things. Run Defensive? You can do that. Run a Shell Smash set? That works too. Bulky SD? Oh, dear...
Example Movesets:
Torterra @ Torterrite
Ability: Shell Armor
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Leech Seed
- Synthesis
- Stealth Rock
- Stomping Tantrum / Sand Tomb
Bulky Defensive mon. Leech Seed, Synthesis, and Stealth Rock all can be used. While Sand Tomb is an option for trapping, Stomping Tantrum can also work, especially if you get taunted before you could attack.

Torterra @ Torterrite
Ability: Shell Armor
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Shell Smash
- Wood Hammer
- Earthquake
- Superpower / Stone Edge
Shell Smash set. Wood Hammer and EQ are dangerous STABs, and Superpower and SE are coverage options.
 
Mega Carracosta
Ability: Solid Rock/Sturdy/Swift Swim > Sand Stream
Type: Water/Rock

HP: 74
Atk: 147 (+39)
Def: 165 (+32)
Sp. Atk: 83
Sp. Def: 110 (+45)
Speed: 16 (-16)
BST: 595 (+100)

New Moves: Night Slash, Shadow Claw, Metal Claw, Roar
Description: Rocks cover more of its body now, leaving only 10% of it uncovered. Its claws also extend. It has a much, much better time defending against Fighting and Ground attacks. Its Ability not only gives it a role on sand teams, but it also helps against Giga Drain and Energy Ball thanks to the received Special Defense boost.
Mega Torkoal
Ability: Shell Armor/White Smoke/Drought > Drought
Type: Fire > Fire/Flying

HP: 70
Atk: 110 (+25)
Def: 140
Sp. Atk: 105 (+20)
Sp. Def: 45 (-25)
Speed: 95 (+75)
BST: 570 (+100)

New Moves: Fly, Defog, Acrobatics, Aerial Ace
Description: It shoots out fire in the back, for jet propulsion through the air. Its legs have been retracted, replaced by miniature jet flames. While it isn't the fastest, it has surprising Speed for a turtle. It has the exact same typing and Ability as Mega Charizard Y. However, it has better Physical prowess and much better Defense.

Mega Torterra
Ability: Overgrow/Shell Armor > Grassy Surge
Type: Grass/Ground > Grass/Steel

HP: 95
Atk: 140 (+39)
Def: 175 (+70)
Sp. Atk: 75
Sp. Def: 112 (+27)
Speed: 20 (-36)
BST: 625 (+100)

New Moves: Gyro Ball, Metal Burst
Description: Its size is doubled. It now has four trees instead of one. Its lengthened shell becomes a dome stretching over the lower half of its body. It specializes in Defense, while also having great healing thanks to Leech Seed, Synthesis, Grassy Terrain, and Grassy Terrain-boosted Giga Drain. Gyro Ball is the only real attack it needs.

Carracosta @ Carracostite
Ability: Solid Rock > Sand Stream
EVs: 200 HP / 252 Def / 56 SpD
Impish or Careful Nature
- Rock Slide / Waterfall
- Roar
- Toxic
- Stealth Rock

Carracosta @ Carracostite
Ability: Solid Rock > Sand Stream
EVs: 252 Atk / 200 Def / 56 SpD
Adamant Nature
- Waterfall
- Rock Slide
- Crunch / Aqua Jet
- Earthquake

Torkoal @ Torkoalite
Ability: Drought
EVs: 252 HP / 252 Def / 4 SpD
Brave or Quiet Nature
- Rapid Spin / Defog
- Lava Plume
- Earth Power / Earthquake
- Will-o-Wisp

Torterra @ Torterrite
Ability: Shell Armor > Grassy Surge
EVs: 252 HP / 200 Def / 52 SpD
Relaxed or Sassy Nature
IVs: 0 Spe
- Gyro Ball / Metal Burst
- Leech Seed
- Giga Drain
- Synthesis

Torterra @ Torterrite
Ability: Shell Armor > Grassy Surge
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Earthquake
- Wood Hammer
- Rock Slide / Stone Edge / Superpower
 
Mega Torkoal
Type: Fire -> Fire/Poison
Ability: Earth Rejuvenation (Restores 1/4 health if hit by a Ground type move, heals 1/8 health per turn in Sandstorm)
Stats: 70/85/160/125/120/10 (0/0/+20/+40/+50/-10)
New Moves: Sludge Wave, Recover
Analysis: What Ludi originally posted lol
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Mega Torterra

Ability -
Overgrow | Shell Armor
Rugged Shield - Pokemon making contact with this Pokemon lose 1/8 of their max HP. This pokemon also takes 1/2 damage from Fighting & Steel type moves
HP - 95
95
Atk - 109
129 (+20)
Def - 105
135 (+30)
SpA - 75
85 (+10)
SpD - 85
125 (+40)
Spe - 56
56
BST - 525
625 (+100)

Mega Stone
Torterrite
Movepool
Spiky Shield
Competitive Analysis
More of a tanky mon, Mega Torterra is able to take damage really well. With only 2 weaknesses, it's a real pain to take down. It can also pack Rock Polish for a nice speed, Wood Hammer for serious damage, Stone Edge for more serious damage and Stealth Rocks for, well, Stealth Rocks.
 
Mega Torkoal
Type: Fire/Steel
Ability: Dirt Chewer (Ground type Water Absorb)
New Move: Flash Cannon, Slack Off, Shell Trap
Stats: 70 HP / 110 (+25) Atk / 150 Def (+10) / 110 SpA (+25) / 120 SpD (+50) / 10 Spe (-10)
Description: Step aside Heatran! Torkoal wants your spot... except not because it's too slow and uses a Mega Slot. This steel shelled beast can sit there and take it and can dish it out, but is so slow... but isn't as strong/can use items like Stakatata to abuse Gyro Ball with.


Mega Carracosta
Type: Water/Rock
Ability: Simple (You did say 4.5)
New Move: Slack Off, Baton Pass
Stats: 74 HP / 118 Atk (+10) / 143 Def (+10) / 118 SpA (+35) / 120 SpD (+55) / 22 Spe (-10)
Description: Derps up as its brain becomes shell. You gave me a 4.5 limit, so damnit, I'll use it! Even with Smash and Simple, 22 speed is not sweeping speed. You may find yourself passing your boosts to a more sweep worthy Pokemon. Keep in mind, said boosts include -2 defenses so priority will ream your buttocks!


Mega Torterra
Type: Grass/Ground
Ability: Iceguard (Prevents Ice and Hail damage)
New Moves: Horn Leech, Shell Smash, Shore Up
Stats: 95 HP / 160 Atk (+51) / 125 Def (+20) / 75 SpA / 125 SpD (+40) / 45 Spe (-11)
Description: There's something to be said about having both Boltbeam and Edgequake resistances packed into one Pokemon. Smash up if you feel you can, but remember your awesome defenses and splashable nature on Hail, Sand and Rain Teams to enjoy some Fire weakening.
 
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