Other Viable Megas

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I'm being an asshole, all of the megas are viable in their own way.

I mean, it was inevitable that they'd get banned. They were broken as shit. It's just a shame that Kangaskhan's moment in the limelight was so brief.
 
Mega Kangaskhan can still make a name for itself in Ubers.

It's a shame, I had a good check for Mega Kanga in Ferrothorn w/ Rocky Helmet. I can definitely see why the decision was made, though. I could put leftovers back on Ferrothorn now, but I might keep it as-is. I will still miss all the Mega Kanga users on Showdown ragequitting after they lose half their HP after using Fake Out.
 
Mega Kangaskhan can still make a name for itself in Ubers.

It's a shame, I had a good check for Mega Kanga in Ferrothorn w/ Rocky Helmet. I can definitely see why the decision was made, though. I could put leftovers back on Ferrothorn now, but I might keep it as-is. I will still miss all the Mega Kanga users on Showdown ragequitting after they lose half their HP after using Fake Out.

They used Fake Out, they deserve it.

Yeah megakahn is so busted even ubers will struggle.

Anyway on topic, I think its easier to list megas that an't viable in singles and were clearly designed for VGCs (Aboma, Ampharos) because otherwise they all have a niche.

Except MegaAlakazam. That's a nope.
 
They used Fake Out, they deserve it.

Yeah megakahn is so busted even ubers will struggle.

Anyway on topic, I think its easier to list megas that an't viable in singles and were clearly designed for VGCs (Aboma, Ampharos) because otherwise they all have a niche.

Except MegaAlakazam. That's a nope.
It's pretty freaking fast though
 
It is have been discussed. Alakazam is better than Alakazam. Trace will rely hugely on luck only to get a decent ability on Mega Alakazam.
Focus Sash or Life Orb on Magic Guard is amazing.
It also dies to 1 sucker Punch.
 
Its not that Mega Alakazam is bad, its that its pathetic. All that speed and its defenses make it take huge damage from any priority attack. Trace limits its ability to take on threats because you'll want to save it for something that has a useful ability. Psychic type is bad both offensively and defensively. Alakazam at least had a niche as a revenge killer, but that was because of Magic Coat. Suffice to say, its not viable.

On a totally different note, I'd like to address the philosophy that all good megas will be banned. That is a bunch of bull. I like to look at megas like I look at legendaries, a classification that means they have higher than average stats, but really not much else. About 1/3 of legendaries are banned (depends on if you count forms, if you do its more like 1/2. Thanks arceus). Since 5 megas have already been banned, and 2 more look like they might be soon, we're looking at 1/4 megas being uber, tops. That's a number I can live with if it means keeping the metagame balanced and competitive.
 
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Ahh yes, on the subject, what happened to
Its not that Mega Alakazam is bad, its that its pathetic. All that speed and its defenses make it take huge damage from any priority attack. Trace limits its ability to take on threats because you'll want to save it for something that has a useful ability. Psychic type is bad both offensively and defensively. Alakazam at least had a niche as a revenge killer, but that was because of Magic Coat. Suffice to say, its not viable.

On a totally different note, I'd like to address the philosophy that all good megas will be banned. That is a bunch of bull. I like to look at megas like I look at legendaries, a classification that means they have higher than average stats, but really not much else. About 1/3 of legendaries are banned (depends on if you count forms, if you do its more like 1/2. Thanks arceus). Since 5 megas have already been banned, and 2 more look like they might be soon, we're looking at 1/4 megas being uber, tops. That's a number I can live with if it means keeping the metagame balanced and competitive.

Mega Alakazam has the niche of having stats similar to Deo-A IIRC. Its a nuke, plain and simple, it will get mauled by priority, but then again, is that such a bad trade off for a massive boost in stats?

The only bad thing is that it can't sweep until your opponents priority users are gone.

Pathetic? No. Hard to use? Yes? Workable with team support? Hell yeah.
 
Ahh yes, on the subject, what happened to


Mega Alakazam has the niche of having stats similar to Deo-A IIRC. Its a nuke, plain and simple, it will get mauled by priority, but then again, is that such a bad trade off for a massive boost in stats?

The only bad thing is that it can't sweep until your opponents priority users are gone.

Pathetic? No. Hard to use? Yes? Workable with team support? Hell yeah.

It doesn't hit as hard as Life Orb'd Alakazam and is half as useful. Regular Zam outspeeds more than enough to be a fearsome addition to most teams, and having access to Life Orb + Magic Guard is one of the best combos in the game, especially for him. Mega Zam gets speed, and that's it. You outspeed some scarfed pokemon, but priority still ruins you. I'd rather have the extra bit of power and know what not to send Zam in against than use Mega Zam.
 
The only bad thing is that it can't sweep until your opponents priority users are gone.
Yes, because removing a Talonflame and not a scarfed base 85 is going to help it. A scarfed base 84 outspeeds it (scarfed base 84 hits 440.55 Speed, Timid Mega Alakazam hits 438.9). Most teams carry at least one scarfer and at least one priority user.

EDIT: Just saw above poster, that is completely true as well. LO Timid normal Alakazam: effective 479.7 SpA, Timid Megazam has 449. However, the only scarfer you now outspeed and did not before is Dnite.
 
I haven't used Lucario, but the same issues plagues him as before, he can't take hits very well. The ever present Talonflame can OHKO MLucario with a +2 Bravebird. Most people don't like MGyrados due to his typing, but his overall bulk is great, not to mention Mold Breaker EQ can OHKO Rotom-W who is running rampant, as well as check Talonflame and most other priority users. With one dragon dance, it can outspeed most unscarfed threats as well. That's my two cents on megas :)

doesn't need a +2 Brave bird Talonflame OHKO's with Flare Blitz as well as outspeeds it if its running a Jolly Nature and anything over 144 speed EVs and 128 Attack EVs and can live a +2 Extreme speed
 
doesn't need a +2 Brave bird Talonflame OHKO's with Flare Blitz as well as outspeeds it if its running a Jolly Nature and anything over 144 speed EVs and 128 Attack EVs and can live a +2 Extreme speed
However, despite that, Mega Luke is still OP. Literally the only things that can stop a +2 Mega Luke are Scarfed Keldeo at at least 245 HP left (still a 6.25% chance of KOing, but then again, at full health a +2 E-Speed has a 4.6875% chance of KOing), Scarfed Terrakion, Talonflame PROVIDED SR IS NOT UP (+2 252 Atk Mega Lucario Extreme Speed vs. 4 HP / 0 Def Talonflame: 250-295 (83.8 - 98.9%) -- guaranteed 2HKO) and, again provided SR is NOT up, Sturdy Skarmory at full health. If SR is up, Talonflame and Skarmory both die. If Luke carries Bullet Punch over E-Speed, however, that list decreases by one (+2 252 Atk Adaptability Mega Lucario Bullet Punch vs. 0 HP / 0 Def Terrakion: 416-492 (128.7 - 152.3%) -- guaranteed OHKO). On the other hand, BP over E-Speed means that, provided Talonflame has no prior damage, it can come in through SR and KO with Flare Blitz (however, it dies to the recoil) or, if Mega Luke has taken over 50% previous damage, no-item Acrobatics will KO. If Talonflame has Brave Bird+Leftovers, it requires slightly less previous damage (252 Atk Talonflame Brave Bird vs. 0 HP / 0 Def Mega Lucario: 160-189 (56.9 - 67.2%) -- guaranteed 2HKO).

Special Mega Luke has 4MSS. Without Nasty Plot, it misses out on many OHKOs, without Vaccuum Wave it loses to almost anything faster, without Aura Sphere it loses to Chansey/Blissey, without Dark Pulse it loses to many ghosts (Aegislash, Jellicent) and without Flash Cannon it loses to Fairies. However, the same things beat it as Physical Luke with Bullet Punch, with the addition of those previously listed in this paragraph.

That means there are literally 3 things that can stop +2 Mega Lucario, regardless of set-Scarfed Keldeo with over 75% left, Talonflame, and Skarmory. If you put SR up, it becomes ONE. Scarfed Keldeo. You might think Mega Aggron, but no (+2 252 Atk Adaptability Mega Lucario Close Combat vs. 252 HP / 252+ Def Filter Mega Aggron: 327-387 (95 - 112.5%) -- guaranteed OHKO after Stealth Rock). Mega Aggron resists SR, yet is a guaranteed OHKO for Mega Luke with it.
 
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If that +2 is special, scarfed Terrakion is getting one shotted by vacuum wave.
If that +2 is physical, scarfed Terrakion is getting one shotted by bullet punch.
 
If that +2 is special, scarfed Terrakion is getting one shotted by vacuum wave.
If that +2 is physical, scarfed Terrakion is getting one shotted by bullet punch.
My original post was just with E-Speed. I have since edited in the options for physical Mega Luke with Bullet Punch>E-Speed and for special Mega Luke.
 
I've been playing around with mixed Mega Luke. After one Nasty Plot, the sheer number of things that get blown away is just ridiculous, and even an unboosted Hi Jump Kick cleaves through anything that isn't a dedicated physical wall. And anything that isn't killed by Hi Jump Kick gets ripped apart by Flash Cannon. Luke is next.
 
That means there are literally 3 things that can stop +2 Mega Lucario, regardless of set-Scarfed Keldeo with over 75% left, Talonflame, and Skarmory. If you put SR up, it becomes ONE. Scarfed Keldeo. You might think Mega Aggron, but no (+2 252 Atk Adaptability Mega Lucario Close Combat vs. 252 HP / 252+ Def Filter Mega Aggron: 327-387 (95 - 112.5%) -- guaranteed OHKO after Stealth Rock). Mega Aggron resists SR, yet is a guaranteed OHKO for Mega Luke with it.

Focus Sash Magic Guard Alakazam ignores Stealth Rocks / Spikes. It always takes two hits to KO Alakazam.

Moltres is also a fine stopper. It in fact counters all Lucario sets (without Stone Edge) if you have the proper EV investment.

Zapdos can take any +2 hit (except stone edge), have enough HP for substitute, and then pressure stall Lucario out.
 
I've been playing around with mixed Mega Luke. After one Nasty Plot, the sheer number of things that get blown away is just ridiculous, and even an unboosted Hi Jump Kick cleaves through anything that isn't a dedicated physical wall. And anything that isn't killed by Hi Jump Kick gets ripped apart by Flash Cannon. Luke is next.
Care to post your build?
 
It doesn't hit as hard as Life Orb'd Alakazam and is half as useful. Regular Zam outspeeds more than enough to be a fearsome addition to most teams, and having access to Life Orb + Magic Guard is one of the best combos in the game, especially for him. Mega Zam gets speed, and that's it. You outspeed some scarfed pokemon, but priority still ruins you. I'd rather have the extra bit of power and know what not to send Zam in against than use Mega Zam.

Ahh yes, I forgot about the life orb thing. Well, then I guess you're right. However, I checked the stats, and I think the extra speed puts it at 399 at a neutral nature, so it still is blisteringly fast, plus it now outspeeds Base 130s, and can still run a Modest nature. Besides, the main Alakazam I see on Showdown is the sash-Killer set, which is arguably his most effective set, and it doesn't have life orb to boost its offenses.
 
Lucario @ Lucarionite

Naive, Steadfast

252 speed, 252 sp atk, 6 atk

Dark Pulse
Nasty Plot
High Jump Kick
Flash Cannon
I use a very similar set to this, the only thing different is Shadow Ball over Dark Pulse. The only reason I can think of as to why you would use Dark Pulse is the flinch chance, but in my opinion the SpDef drop is superior.
 
I use a very similar set to this, the only thing different is Shadow Ball over Dark Pulse. The only reason I can think of as to why you would use Dark Pulse is the flinch chance, but in my opinion the SpDef drop is superior.

Personal preference, the flinch has helped me more, and it's mostly just for Aegislash anyways.
 
Personal preference, the flinch has helped me more, and it's mostly just for Aegislash anyways.
I guess it really just depends on what you want to use to deal with all those pesky ghosts running around. Flash Cannon already shreds even on resisted hits, so in all honesty that last move slot is just filler.
 
Why HJK>Close Combat? Why not Aura Sphere on a special set?

Because it's mixed. And Hi Jump Kick compensates for low investment in attack. The extra 10 Base Power is worth it. Trust me, it works. Besides, not suffering a constant drop to your defense makes you more likely to weather priority attacks.
 
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