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

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Sunflora

Typing: Grass -----> Grass / Fire
Abilities: Chlorophyll / Solar Power / Early Bird -----> Solar Power
(Drought was considered, but I'm still not sure about it; if it were to get it, I'd likely go with a spread along the lines of 75/95/75/125/95/60, because Drought is a powerful ability; the 10 extra Special Attack points don't make up for the loss of Solar Power, but Drought itself more than compensates. Let me know if I should make the switch.)
BST: 75/75/55/105/85/30 -----> 75/85/105/115/115/30
Moves: + Flamethrower, + Fire Blast

For lack of a better word, Sunflora is "mediocre," at best. Its speed is poor, and it's bulk is average, but the one thing it does have going for it is its Special Attack. It has two abilities that benefit it under the sun, one focusing on improving its speed while the other attempts to turn it into a nuke. The problem lies in that neither are particularly effective; the former only raises its base speed to a mediocre 60, while the latter forces Sunflora to survive a hit before it attacks the majority of the time, something it is not particularly good at. Sunflorite seeks to improve on the latter strategy, hence the keeping of Solar Power.

I decided to keep Sunflora's "slow" attribute, and focus more on its bulk and survivability. In order to make Solar Power viable, Sunflora needed to be able to take a hit and then hit back. In particular, recovery was important, as Sunflorite made Mega Sunflora unable to hold Leftovers, and its low speed practically ensured it would be taking damage often. Luckily, as a sun-reliant Grass-type, it had a plethora of options regarding recovery. Morning Sun and Synthesis give it great in-sun recovery, while Leech Seed is a decent option for such a bulky Pokemon as well. The majority of the 100 Mega points went into the defenses, with 50 going into Defense and 30 into Special Defense. With Solar Power, this made Mega Sunflora a slower, weaker, but bulkier part-Grass-type Mega Houndoom. Like Houndoom, however, Sunflora is also checked by the fact that Sun has a set number of turns now, and Sunflorite makes Sunflora unable to hold a Heat Rock should it try to reset it itself.

In terms of coverage, the addition of a Fire-typing to Sunflora allowed it to make more use of sun. It was a weapon against the Bug-, Steel-, Ice-, and fellow Grass-types that trouble Sunflora. The added Stealth Rock weakness is alleviated a bit by the fact that Sunflora's initial switch-in typing will be pure Grass, and the fact that Sunflora has decent recovery at its disposal. The presence of sun and the Grass-typing, likewise, lessens Mega Sunflora's fear of Water-types. The additions of Flamethrower and Fire Blast give it options when it comes to Fire-type STAB, especially useful under the sun.

Overall, Mega Sunflora doesn't seek to radically alter how Sunflora is played, but rather improve its ability to successfully complete its goals. Traditionally, Sunflora suffered from the combined issues of poor speed and average bulk; Mega Sunflora improves the latter so that it can handle the former. In consequence, Mega Sunflora receives little offensively by the Mega Evolution other than a small 10-point bonus on its Special Attack; Solar Power is a powerful ability in of itself, and it was simply Sunflora's other stats that prevented it from putting it to its greatest use.

Working on Ledian soon!
 
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Mega Octillery
Type: Water >>> Water/Electric
Ability: Suction cups/ Sniper/ Moody >>> Unaware
Stats: 75/105/75/105/75/45(480) >>> 75/170/50/170/50/65(580)
Moves: None
At first I did the same thing with this as I did with beedrill. I poured everything into the offenses and speed. So how did I fix that. I did something probably dumber. I poured all into offense. I just thought unaware was a good ability in this case. It's a simple idea, might need to be tweaked a bit.

And now back to working on regi
 
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Sandslash-Mega
Type: Ground>>>Ground/Rock
Stats: 75/100/110/45/55/65(450)>>>75/110/120/45/95/105(550)
Ability: Sand Veil/Sand Rush>>>Igneate*(turns fire type moves into rock type moves with a 1.75x boost)
Movepool: +Sucker Punch +Flame Charge
*Igneous rock is rock that used to be magma
Megaslash is still a sand sweeper just instead of a speed boost he gets SpD
1.75x so Flame Charge isn't weak
Flame charge to have a fire type move
Sucker Punch for Priority
 
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Mega Serperior is designed for a variety of purposes. The Dark typing is added for flavor and to give Serperior some strong STAB attacks to use alongside its Grass attacks. Serperior wants to intimidate the opponent and lower their self-confidence, then proceed to make either itself or its teammates stronger. Intimidate + Parting Shot is extremely dangerous to physical attackers, forcing them to either switch out and have a teammate be at -1 Attack and Sp. Attack or be at -2 attack and weak. Mega Serperior's balanced stats can be boosted either through Coil, Calm Mind or Growth (and if Contrary Serperior is released, through Leaf Storm). Earthquake alone makes Coil sets worthwhile now and is great when paired with Knock Off, Leaf Blade, Iron Tail and/or Aqua Tail. Dark Pulse gives Serperior's special side much-needed coverage, allowing Serperior to actually make a set with four good special attacks of different types (of course, you'd want Calm Mind over an attack unless using Contrary Leaf Storm). Mega Serperior's choice for a set basically comes down to supporting for others or boosting to sweep.
 
Okay sorry I am trying my hardest to keep everything updated (I haven't left this thread for more than 45 minutes since it was first posted ;_;). Again PM if I missed you on this round anyone just recently posted I will reply soon I just have to get one reply out b4 I smash my keyboard XD.

H'okay! Now it's time for two new challengers




Mega Mew
No Type Change
Synchronize -> Protean
100/100/100/100/100/100 -> 100/130/105/130/105/130
+ Psystrike, Air Slash

Everyone uses Mew as a utility Pokemon. This version is biased towards the opposite as everyone would normally use it. Now we can use Mew's expansive movepool for actual power. If we just consider the good special moves and these two additions, Mew can use: Psystrike (Psychic), Vacuum Wave/Aura Sphere (Fighting), Ice Beam (Ice), Thunderbolt (Electric), Giga Drain/Energy Ball (Grass), Shadow Ball (Ghost), Flamethrower (Fire), Sludge Bomb (Poison), Dragon Pulse (Dragon), Dark Pulse (Dark), Surf/Scald (Water), Earth Power (Ground), Hyper Voice (Normal), Flash Cannon (Steel), Dazzling Gleam (Fairy), and, if you really want it, Signal Beam (Bug), Ancientpower (Rock), and Air Slash (Flying). Unlike Greninja it also gets a way to boost its special attack.

At the same time, with slight defensive increases along with Roost, Mew can actually use Protean defensively unlike Greninja.

As for the movepool adition, it's not a big one. I just figured that if Mew's clone can get a signature move, Mew should get it too! Also, I figured, it had a passable special attack for every type but Flying...so I added Air Slash!





Mega Manaphy
No Type Change
Hydration -> Heart Copy (New Ability)
100/100/100/100/100/100 -> 100/100/115/150/115/120
+ Stored Power

Soul Trade: Swaps the stat changes with the opponent. Like Ditto with Imposter, this is an auto-ability version of Manaphy's signature move, Heart Swap, with the same effects. Goes after any entry hazards (to make a switch-ins force the opponent to deal with their own -1 from Sticky Web)

Say hello to THE Baton Pass Killer. Let's say you're fighting someone that doesn't know Mega Manaphy's ability. You let the guy get all the boosts imaginable and then he KO's whatever Pokemon you have out. You then bring out Manaphy, Mega Evolve it, and press the various instant win buttons you now have. If the opponent is smart enough to switch out, then you just return Mega Manaphy and let the opponent do everything again. It's balanced because, at the same time, you get the stat decrease if you used Overheat/Draco Meteor/Leaf Storm/Psycho Boost/Superpower. So it really can't be used as a revenge killer for everything. At the same time, attack increases really don't help too much. Even if it got an increased attack stat, it only gets Waterfall, U-Turn, Return, and Knock Off (And Bounce).

I was originally going to have it be a Drizzle Pokemon, but upon seeing the Mega Tentacruel having it, I decided that Manaphy could have a new ability that works like its signature move! In this case, the main strategy is come in on something that might have speed/special attack boosts, mega evolve and now sweep. If the opponent is now scared that you will get these boosts, you have just forced it out in fear. So, Mega Manaphy is now an excellent revenge killer. I added Stored Power for the extra Baton Pass Killing. Manaphy has a crap physical movepool, so I was considering removing points from that to add to the rest, but I opted against it for the slight trolly nature of not min-maxing. The speed addition is to outspeed Espeon on baton pass teams. The special attack power is for special attacks. I don't know if it'll be too op. I only increased it by 50. Then I dumped the rest into its two defenses. A lot of Pokemon don't boost so I don't think it's too bad...and some laugh at it's attempts to heart swap and copy boosts (I'm looking at you Critdra)...meanwhile the most common boosts, attack boosts, don't really help Mega Manaphy too much. It just hurts the opponent.

Protean mew is cool but that manaphy's ability to stop any sweep cold by switching in sounds a bit OP not to mention difficult to program.

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Druddigon
Type: Dragon ------> Dragon/Steel
Ability: Rough Skin Mold Breaker Or Sheer Force ----> Huge Power
Stats: 77/120/90/60/90/48 -----> 77/120/110/120/110/48
New Moves: Ice Beam, Thunderbolt (flavor moves)

I wanted to make mega druddigon exceptionally good at what it does in RU (sorry if it isnt balanced enough lol): be a slow and powerful wallbreaker with some great bulk. I also wanted to stick by a little bit of an injoke between some irc channels, the RU playerbase, (and TROP in particular) that Druddigon is by FAR the most broken Pokemon in the game, so i had no choice to try and make druddigon as powerful as possible while just barely skimming the line between balanced and broken. Hopefully the low Speed, Outrage locking effect forcing you to either stay in for a revenge or use the weaker dclaw, and lack of boosting moves other than Hone Claws will keep it from needing to be nerfed, but if need be i will lol. The extra special attack was added to keep it from being even more powerful than it already is with Huge Power, but i think i turned it into something flavorful with what i have below.

Flavorwise, Druddigon is partially based on a gargoyle, a dragon-like sculpture. My idea is that when Druddigon Mega evolves it becomes a form of "Metal Gargoyle" of sorts. I went with Dragon/Steel instead of Dragon/Rock because Dragon/Steel shows a definite step up from the original Druddigon (something based on something made from rock), and because of the fact that i could make an excuse for the extra special attack by making it a little cyborgish (think Genesect).

If you want me to nerf that's fine, just as long as i can give it some kind of ability that increases its damage output.

Its KK I can just quick-ban mega druddigon XD. Tough Claws Druddigon or Sheer Force both seems like good options if you don't want it quickbanned tho. Though an ubers meta with all the banned megas from this thread would be pretty cool XD.

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Water ---> Water / Fighting
Torrent / Shell Armor ---> Swordsman (Boots Blade, Cut, Slash, and Sword moves by 1.5x)
95/100/85/108/70/70 BST 528 ---> 95/142/105/113/95/78 BST 628
Now gets Sacred Sword and Slack Off

This adds to its offensive power from it. Swordsman makes sense on Samurott because he's a samurai - Sacred Sword is a really strong attack, and Night Slash is a decent coverage move. This adds to his Swords Dance moveset. It also has a bulk boost, and emphasises more on bulk than speed. It did get a slight speed boost though. Water / Fighting is there to give it STAB on Sacred Sword, and makes sense with all the samurai stuff. Slack Off is there to help it as a bulkmon.

Swordsman is an ability I can see on M-Gallade, M-Bisharp, M-Horses (Terrak, Virizion, Cobalion), and some other mons I'm missing.

Thats a solid ability idea and a good mega approved.

Damn...I got really inspired. Here are the ones I said I'd do.

1.
Grumpig -> Mega Grumpig
Psychic -> Psychic/Normal
Thick Fat/Own Tempo/Gluttony -> Magic Bounce (geddit?)
80/45/65/90/110/80 -> 80/45/85/130/130/100
As for new moves, maybe it can learn Hyper Voice for Stab? Seems fair.

There's a reason why many people don't use Grumpig. It is outclassed in almost any way. Even as I tried to improve this pink pig I couldn't really make it stand out. But maybe, if Grumpig got better stats and typing, it could be used as a very versatile Pokémon?

It's new Psychic/Normal typing allows it to gain ghost immunity, and it makes sense flavour-wise (Psychic pigs). Its improved defensive stats along with Magic Bounce could make it useful as a (anti-)lead, while its improved offenses can actually hit something for damage -like a poor man's Gardevoir. All in all -not even a Megaevo can make Grumpig the best poke in the world, but a Megaevo can make Grumpig a worthwhile addition to a lower tier team.

2.
Wailord -> Mega Wailord
Oblivious/Water Veil/Pressure -> Levitate
Water -> Water
170/90/45/90/45/60 -> 170/90/70/110/70/90

Wailord has always had two problems: low defences and low speed. This Megaevo gives Wailord a slight buff in each but most importantly -it gives Wailord a possibility to switch in. Earthquake is one of the most used physical attacks in the metagame and Mega Wailord can utilize this to switch in and threaten its opponents with a base 110 sp.atk water spout, provided Wailord has already Mega Evolved earlier during the battle.

Its increased defensive stats also makes Wailord capable of taking a hit or two, bringing some justice to the megablimp.

(This last one may recieve a lot of flak and if everybody hates it... it's ok: someone else can do it instead.

3.
Registeel -> Mega Registeel
Steel -> Steel
Clear Body/Light Metal -> Stall
80/75/150/75/150/50 -> 80/80/200/100/200/20

So this thing is basically almighty Shuckle on steroids. 80/200/200 defences, with a base 100 sp.atk? Sign me up! Registeel always wanted some firepower and now it's free to spam Flash Cannon and RestTalk all day long!

Of course, with great power comes bad abilities. I decided to cut a lot of speed in favour of bulk, which makes sense seeing how both GF handled Mega Abomasnow and Ampharos and the fact that Resisteel is a giant made out of massive steel. I gave it the worthless ability Stall to counteract Registeels increased power and it kind of makes sense, since it is sooo sloow and actually still a threat regardless of its ability.)

I actually like all three of these Registeel might need a bit of a nerf but that can wait until it is tested as mono-steel is still a terrible typing.

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Magnezone
Type: Same
Ability: Magnet Pull / Sturdy / Analytic ===> Levitate
Stats: 70 / 70 / 115 / 130 / 90 / 60 ===> 70 / 90 / 135 / 145 / 105 / 40

This mega gives VoltTurn a nice new toy, since a slow, bulky Volt Switch coming off of 145 SpA is very good. Levitate alleviates Magnezone's main weakness, and gives easier switch in.

Looks great approved.

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(Sprite by me!)
Mega Flareon
Type: Fire
Stats: 65/130/60/95/110/65 (525) >>>> 65/140/80/135/120/85 (625)
Ability: Flash Fire/Guts >>>>> Fur Coat
Moveset additions: Crunch, Slack Off, Play Rough

Flareon has always had problems with an awkward stat distribution. The biggest of these concerns for me was that Flareon had very little physical defense, as well as the stereotypical "lol u has no moves XD".
I bumped up Flareon's Physical defense and gave it Fur Coat, allowing it to become the tank it had always dreamed of being. Slack Off gives it reliable recovery to allow it to function as an effective wall, whilst Crunch and Play Rough patch up any coverage issue Flareon might have had. Bumping up Flareon's Special attack allows it to either go mixed or not have any qualms about a Lava Plume tank set. I had 20 points leftover which I put into speed, because I felt anywhere else would have been a little overkill (If only they could go into HP!)

Fur Coat seems like a really strong ability for Flareon as it can tank hits on both sides really easily and with Slack Off it becomes really hard to break I would actually drop Slack Off as Flareon already has wish and with the fantastic ability and stat spread you've give it it can manage without it.

Updating Greninja
Greninja
Ability: Protean --> Infiltrator
Stats: 72/95/67/103/71/122 --> 72/135/72/133/71/157
Movepool: +Knock Off +Poison Jab +Jump Kick
Mega Greninja will be best used as a revenge killer, though it will have great uses as a lead as well thanks to its extraordinary speed along with access to moves such as Knock Off, U-turn, Taunt and Spikes. It could function a lot like Scarf Genesect. As a revenge killer, it can go mixed more efficiently thanks to its new physical moves, high Speed and Water Shuriken. Infiltrator gets it past subs and works as a ninja, but there is probably a better ability. Mega Greninja's special Water and Dark attacks do equivalent damage to Life Orb Greninja's, but misses Protean for moves like Ice Beam, Hidden Power and Extrasensory. Techinician may be a good replacement for Infiltrator and Jump Kick could be replaced with Force Palm or something as a replacement if that is the case.

This seems fair for Mega-Greninja but the problem is normal gets these moves as well and can do basically the same thing but with a better ability. Greninja is a really tough one to do (I've tried XD) but the increased speed could make it usable but the new moves are such a huge buff to normal Greninja.

I changed it to technician and gave it a new move, still OP?

Thats better approved.

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Sunflora

Typing: Grass -----> Grass / Fire
Abilities: Chlorophyll / Solar Power / Early Bird -----> Solar Power
(Drought was considered, but I'm still not sure about it; if it were to get it, I'd likely go with a spread along the lines of 75/95/75/125/95/60, because Drought is a powerful ability; the 10 extra Special Attack points don't make up for the loss of Solar Power, but Drought itself more than compensates. Let me know if I should make the switch.)
BST: 75/75/55/105/85/30 -----> 75/85/105/115/115/30
Moves: + Flamethrower, + Fire Blast

For lack of a better word, Sunflora is "mediocre," at best. Its speed is poor, and it's bulk is average, but the one thing it does have going for it is its Special Attack. It has two abilities that benefit it under the sun, one focusing on improving its speed while the other attempts to turn it into a nuke. The problem lies in that neither are particularly effective; the former only raises its base speed to a mediocre 60, while the latter forces Sunflora to survive a hit before it attacks the majority of the time, something it is not particularly good at. Sunflorite seeks to improve on the latter strategy, hence the keeping of Solar Power.

I decided to keep Sunflora's "slow" attribute, and focus more on its bulk and survivability. In order to make Solar Power viable, Sunflora needed to be able to take a hit and then hit back. In particular, recovery was important, as Sunflorite made Mega Sunflora unable to hold Leftovers, and its low speed practically ensured it would be taking damage often. Luckily, as a sun-reliant Grass-type, it had a plethora of options regarding recovery. Morning Sun and Synthesis give it great in-sun recovery, while Leech Seed is a decent option for such a bulky Pokemon as well. The majority of the 100 Mega points went into the defenses, with 50 going into Defense and 30 into Special Defense. With Solar Power, this made Mega Sunflora a slower, weaker, but bulkier part-Grass-type Mega Houndoom. Like Houndoom, however, Sunflora is also checked by the fact that Sun has a set number of turns now, and Sunflorite makes Sunflora unable to hold a Heat Rock should it try to reset it itself.

In terms of coverage, the addition of a Fire-typing to Sunflora allowed it to make more use of sun. It was a weapon against the Bug-, Steel-, Ice-, and fellow Grass-types that trouble Sunflora. The added Stealth Rock weakness is alleviated a bit by the fact that Sunflora's initial switch-in typing will be pure Grass, and the fact that Sunflora has decent recovery at its disposal. The presence of sun and the Grass-typing, likewise, lessens Mega Sunflora's fear of Water-types. The additions of Flamethrower and Fire Blast give it options when it comes to Fire-type STAB, especially useful under the sun.

Overall, Mega Sunflora doesn't seek to radically alter how Sunflora is played, but rather improve its ability to successfully complete its goals. Traditionally Solar Power suffered from the combined issues of poor speed and average bulk; Mega Sunflora improves the latter so that it can handle the former. In consequence, Mega Sunflora receives little offensively by the Mega Evolution other than a small 10-point bonus on its Special Attack; Solar Power is a powerful ability in of itself, and it was simply Sunflora's other stats that prevented it from putting it to its greatest use.

Working on Ledian soon!

Well now it at least has a niche however small it may be and solar power plus STAB fire moves and a good typing make it usable approved.

Mega Octillery
Type: Water >>> Water/Electric
Ability: Suction cups/ Sniper/ Moody >>> Unaware
Stats: 75/105/75/105/75/45(480) >>> 75/170/50/170/50/65(580)
Moves: None
At first I did the same thing with this as I did with beedrill. I poured everything into the offenses and speed. So how did I fix that. I did something probably dumber. I poured all into offense. I just thought unaware was a good ability in this case. It's a simple idea, might need to be tweaked a bit.

And now back to working on regi

Hmm Its usable especially in trick room *grins evilly* approved.

Mega Serperior is designed for a variety of purposes. The Dark typing is added for flavor and to give Serperior some strong STAB attacks to use alongside its Grass attacks. Serperior wants to intimidate the opponent and lower their self-confidence, then proceed to make either itself or its teammates stronger. Intimidate + Parting Shot is extremely dangerous to physical attackers, forcing them to either switch out and have a teammate be at -1 Attack and Sp. Attack or be at -2 attack and weak. Mega Serperior's balanced stats can be boosted either through Coil, Calm Mind or Growth (and if Contrary Serperior is released, through Leaf Storm). Earthquake alone makes Coil sets worthwhile now and is great when paired with Knock Off, Leaf Blade, Iron Tail and/or Aqua Tail. Dark Pulse gives Serperior's special side much-needed coverage, allowing Serperior to actually make a set with four good special attacks of different types (of course, you'd want Calm Mind over an attack unless using Contrary Leaf Storm). Mega Serperior's choice for a set basically comes down to supporting for others or boosting to sweep.

Thanks for the concept approved.
 
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Ok here is what i was working on:

Roserade ---> Mega Roserade
Grass/Poison ---> Same
Ability: Poison Point/Natural Cure/Technician ---> Sheer Force
Stats: 60 HP/70 Atk/65 Def/125 SpA/105 SpD/90 Spe ---> 60 HP/70 ATK/110 DEF/150 SPA/115 SPD/110 SPE
Movepool Additions: Moonblast, Earth Power, Psyshock

Concept: Mega Roserade gets the ability "Sheer Force" which power ups most of her moves, and getting 2 new moves with secondary effects, this makes Roserade a good Special Sweeper, She may carry Shadow Ball for Aegislash or HP fire for both Aegislash and Scizor. Her Bulk was buffed in order to make her more resistant to hits, her speed and Special attack were buffed too, having the same speed as Latios/Latias. She may have Natural Cure in order to absorb Status Problems like Sleep or Paralysis, or keep Technician to Beat Scizor fast with HP fire before the moment of Mega Evolving. Psyshock should be used for Special Walls like Blissey or Chansey, or just to hit Mega Venusaur and other Poison types harder.Earth Power is to beat her common checks and Counters like Heatran.Her STAB moves should hit really Hard having 150 SPA and Sheer Force to do even more damage as most of Roserade´s Moves have a secondary effect.

If you think there is something wrong with this Mega Evo, just let me know
 
Fur Coat seems like a really strong ability for Flareon as it can tank hits on both sides really easily and with Slack Off it becomes really hard to break I would actually drop Slack Off as Flareon already has wish and with the fantastic ability and stat spread you've give it it can manage without it.
Okay, I'll remove Slack Off.
 
Hmm...How about Greninja gets Ice Punch and Sludge Bomb over Jump Kick and Poison Jab. Knock Off and Ice Punch are pretty much inevitable move tutors for Omega Ruby and Alpha Sapphire and Sludge Bomb is there for some fairies and because Greninja is a poison dart frog.
 
Mega Regigigas
Type: Normal
Ability: Slow Start >>> {Insert Name Here} (All non stabs move have half BP) or All or Nothing(The opposite of slow start, this causes your attack, special defense, and speed to be cut down to a third after 3 turns.)
Stats: 110/160/110/80/110/100 >>> 110/170/120/110/130/130
Moves: None.
I'm kinda conflicted here. I think a mix between the two abilities is what I would like to see. I definetly prefer this spread. I wish I could drop that speed, like significantly but I don't know. This one might be as balanced as I can make it.

I think somebody else needs to try this. I can't make it work.
 
image.jpg Mega Dusknoir

Type:Ghost/Dark

Ability:Pressure/Frisk----->Iron Fist

Base Stats:45/130/135/65/140/30=545


Movepool additions:Phantom Force,Knock Off,Drain Punch

Dusknoir has always been outclassed as a ghost-type wall by Cofagrigus,Jellicent,Rotom,Spiritomb,and even Dusclops!However,with this Mega Evolution Dusknoir will finally have a chance to shine.With 45/135/140 defenses,it can utilize physically or specially defensive sets,thus making the opponent unable to predict what set Dusknoir is running.Shadow Tag also lets it trap Pokemon that it walls such as Medicham,Lucario,some Alakazam,and Talonflame(unless Talonflame is using U-turn).Dusknoir can even go on the offensive,with a good base 130 attack stat,Phantom Force and Knock off,with more options such as the elemental punches,Rock Slide,Close Combat,and Earthquake.Finally,it's new typing leaves it with one weakness to Fairy,but Dusknoir can still beat most Fairys such as Mega Gardevoir,Mega Mawile,Sylveon,and even Florges.However,Mega Dusknoir is not invincible.Aegislash and Gengar can do major damage to it,and it also has no recovery outside of Pain Split.To make it worse,Mega Dusknoir will also be worn down by entry hazards,and moves such as will-o-wisp and toxic will work wonders on it.Overall,Mega Dusknoir is a great Pokemon given the right support,but also comes with some major flaws.
 
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Cloyster mode
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<---- THATS THE ACTUAL DESIGN
Mega Cloyster
Typing: Water-Ground (because oyster shells are found in the ground lol)
Ability: Still Skill Link
BST: 50/100/180/85/110/100
Movepool: + Bone Rush (may be taken out for brokenness), + Water Shuriken (my first ou theorymon :D)

Concept: I will be perfectly honest with you. I COULDVE made this thing's attack stat 135 or something, and then GG meta. Whatever, this is still VERY VERY strong. Ground + ice for near perfect coverage, no longer cares about priority, no longer cares about talonflame. I did this because Cloyster wasn't half bad last gen. But now, it completely sucks. It even sucks in UU. I had to do it justice, even if it meant possible brokenness. But Cloyster is one of those "sucks as it is, but buff it once and it's broken" kind of pokemon. So I tried, but here is the result.

EDIT: oh and btw you might wanna check off farfetch'd on the mega list
EDIT 2: how do you not have a massive stress attack from all these posts in 3 hours
 
dedenne.gif

Dedenne
Typing: Same
Ability: Cheek Pouch / Pickup / Plus ===> Adaptability
Stats: 67 / 58 / 57 / 81 / 67 / 101 ===> 67 / 78 / 57 / 131 / 77 / 121
+Moonblast, +Nasty Plot

Dedenne ended up a bit more awkward than I'd like, but what can you expect from what was literally made as a worse Pikachu. Moonblast gives it a decent Fairy STAB, and Nasty Plot gives boosting. Adaptability is the least broken ability i could think of while making it viable
 
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MEGA TYPHLOSION
The Volcano Pokemon
Type: Fire -> Fire/Ground
Ability: Blaze/Flash Fire -> Sheer Force
Stats: 78/84/78/109/85/100 (534) >>> 78/114/86/151/100/105 (634)
Movepool: +Earth Power

Ladies and gentlemen, I present to you a monster.

Typhlosion is the Volcano Pokemon, so naturally the secondary ground type seemed to be the most logical. The only thing holding Typhlosion back in the past was his unfavorable speed, but now he sits at a cool 105. Finding an ability for Mega Ty was not easy, but with his excellent movepool to make good and proper use of it, I ultimately decided Sheer Force was the way to go. With the Sheer Force boost, Earth Power and Fire Blast become horrifyingly strong, and Focus Blast is nothing to scoff at. Overall, what we have here is one of the scariest wallbreakers and revenge killers out there.

Now, while his offensive stats and ability would seem to place him in the realm of brokenness matching the likes of Mega Lucario, I have planned it out to make it not so. Mega Typhlosion has an unfavorable defensive typing, and his defensive stats are rather underwhelming. As such, he is utterly destroyed by Azumarill and Crawdaunt's Aqua Jet, and Multiscale Dragonite can take a Rock Slide before cleaning up with EQ. Choice Scarf users such as Lando and Garchomp can take out this bad boy, but they can't safely switch in to anything in his arsenal.

Overall, Mega Typhlosion would be terrifying to face unprepared, but there are common enough threats to handle him that he wouldn't be banished to Ubers. So, overall, the vibe I was going for was hugely threatening, but still manageable without obscure counters.
 
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Again PM if I missed you (except for clapyourhands if I miss you again feel free to punch me in my internet face and PM me).

slaking.gif

Slaking
Normal
Ability: Truant --> Stall
BST: 150/160/100/95/65/100 --> 150/170/110/115/85/140

Movepool: + Entrainment, + Payback, + Me First

Concept: Not the broken ridiculous uber-gorilla we need, but the broken ridiculous uber-gorilla we deserve. Considering his pre-mega BST is ten points shy of Mewtwo's and thus better than most existing megas, he needed to maintain a pretty terrible ability in order to not be super-dee-duper game-breaking in standard. Speed points because lol.

Mega Slaking has learned to be more conservative with his exhausting bursts of vigor. He's still a lazy fat bastard, but simply always procrastinates instead of just doing nothing half the time. The turn he goes mega, however, is a glorious festival of carnage.

Payback is functionally 100 BP all the time. Me First lets a shrewd player preemptively taunt taunters and status statusers to keep the Slack Off going, and Entrainment lets you spread the laziness around.

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archeops.gif

Archeops
Rock/Flying
Ability: Defeatist --> Technician
BST: 75/140/65/112/65/110 --> 75/150/85/141/100/116
Movepool: + Air Cutter, + Solar Beam, + Weather Ball

Concept: This clumsy proto-avian has startlingly high stats naturally, even if they are tempered by its ability. At a 667 BST post-mega, this is no less true. Archeops' new, slightly less vulnerable speed tier lets it outspeed some slower scarfers. It's still pretty frail, especially on the physical side, but not as extremely so as in base form.

Mega Archeops is better suited to flying than its base form, thus needed a way to make up for losing itemless Acrobatics, and Brave Bird is ridiculous to give to something with the ability Defeatist, so Technician seemed the way to go. This is a pretty welcome movepool buff overall, notably affecting Bulldoze, Rock Tomb, Pluck, Quick Attack, Hidden Power, Ancient Power, the new Air Cutter, and Smack Down.

Solar Beam and Weather Ball are there simply because Archeops looks like Quetzalcoatl, and has always loved the sun as a water-weak pokemon with access to Heat Wave.

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flygon.gif

Flygon
Ground/Dragon
Ability: Levitate --> Tintedlens
BST: 80/100/80/80/80/100 --> 80/110/95/120/95/120
Movepool: + Quiver Dance, + Dragon Rush, + Stealth Rock

Concept:
Flygon has literal rose-colored glasses, so Tintedlens seemed more than appropriate.

The buffs are pretty straightforward, with the focus being putting some oomph into this guy's impressive special movepool.

Slaking actually seems really cool and interesting with Stall and the spread isn't that OP as you blew 40 points in speed

Mega Regigigas
Type: Normal
Ability: Slow Start >>> {Insert Name Here} (All non stabs move have half BP) or All or Nothing(The opposite of slow start, this causes your attack, special defense, and speed to be cut down to a third after 3 turns.)
Stats: 110/160/110/80/110/100 >>> 110/170/120/110/130/130
Moves: None.
I'm kinda conflicted here. I think a mix between the two abilities is what I would like to see. I definetly prefer this spread. I wish I could drop that speed, like significantly but I don't know. This one might be as balanced as I can make it.

I think somebody else needs to try this. I can't make it work.

I actually kinda like the Non-Stabs hit for 50% less but maybe it needs to be buffed a bit from there maybe non-Stabs hit for 66% less also good name: Unadaptable.

Cloyster mode
1q076q.jpg
<---- THATS THE ACTUAL DESIGN
Mega Cloyster
Typing: Water-Ground (because oyster shells are found in the ground lol)
Ability: Still Skill Link
BST: 50/100/180/85/110/100
Movepool: + Bone Rush (may be taken out for brokenness), + Water Shuriken (my first ou theorymon :D)

Concept: I will be perfectly honest with you. I COULDVE made this thing's attack stat 135 or something, and then GG meta. Whatever, this is still VERY VERY strong. Ground + ice for near perfect coverage, no longer cares about priority, no longer cares about talonflame. I did this because Cloyster wasn't half bad last gen. But now, it completely sucks. It even sucks in UU. I had to do it justice, even if it meant possible brokenness. But Cloyster is one of those "sucks as it is, but buff it once and it's broken" kind of pokemon. So I tried, but here is the result.

EDIT: oh and btw you might wanna check off farfetch'd on the mega list
EDIT 2: how do you not have a massive stress attack from all these posts in 3 hours

Hmm Water Ground is such a good defensive typing and with Ice Water and Ground type moves it would be a real pain to check and would need a dedicated counter on each team, I think just giving it water shuriken and some small buffs will be enough (maybe you could give it a role different from its already semi-viable OU counterpart as well)

I'll check stuff off the list as soon as I have time as that is probably last on my list of thread mantainence priorities, and I have been having a massive stress attack XD its like whack-a-mole I comment one mega and another four pop up.

dedenne.gif

Dedenne
Typing: Same
Ability: Cheek Pouch / Pickup / Plus ===> Adaptability
Stats: 67 / 58 / 57 / 81 / 67 / 101 ===> 67 / 78 / 57 / 131 / 77 / 121
+Moonblast, +Nasty Plot

Dedenne ended up a bit more awkward than I'd like, but what can you expect from what was literally made as a worse Pikachu. Moonblast gives it a decent Fairy STAB, and Nasty Plot gives boosting. Adaptability is the least broken ability i could think of while making it viable

Looks good approved.
 
Protean mew is cool but that manaphy's ability to stop any sweep cold by switching in sounds a bit OP not to mention difficult to program.
H'okay. Let me change Manaphy around then (I assume Protean Mew is accepted then...)


Mega Manaphy
No Type Change
Hydration -> Serene Grace
100/100/100/100/100/100 -> 100/100/135/100/135/130
+ Moonblast, Recover

I decided to go the opposite way as before. Rather than being all super powerful...let's make this dude WAY more defensive... I started off thinking about Scald. It has a 30% shot at burning. Let's increase that. So that's why I chose Serene Grace. To screw over special attackers, I gave it Moonblast for that now 60% shot at reducing special attack. At the same time, as a more defensive mon, I figured Recover would be nice. It even feels kind of flavor-ful. You can drop it if you want though.





I also would like to try out Aegislash


Mega Aegislash
No Type Change
Stance Change -> Analytic
60/50/150/50/150/60 -> 60/125/125/125/125/60

Essentially, a combination of both of its forms...but because of the stat increases and combining both forms, it ends up being less than both. You get Shadow Sneak without losing defenses. At the same time, your offenses are lessened and you can't run any of the typical items on it. I figured that sword fighters like to watch their opponents carefully until it gets a good strike in; so it gets Analytic...to strike the opponent for more power if it goes last...which considering its speed it will unless it uses Shadow Sneak. Analytic Mega Aegislash actually gives you more power than Leftovers regular Aegislash for non-Shadow Sneak. So it has that going for it...



EDIT: If you think Analytic is too powerful for such a slow thing, how about Lightning Rod. Lightning Rods are made of metal and swords kind of look like Lightning Rods... It gives it a different niche in giving it a weaker attack without items but granting it immunity (and a special attack increase) when it gets hit by electric attacks
 
upload_2014-5-20_20-56-7.png Carbink-Mega
Type: Rock/Fairy
Stats: 50/50/150/50/150/50(500)>>>50/50/150/100/150/100(600)
Ability: Clear Body/Sturdy>>>Rock Head
Movepool: +Light of Ruin +Earth Power +Moonlight
"it fires beams from the stone in its head." Therefore Light of Ruin and the SpA boost
It needed recovery; I delivered
Earth Power for sweeps
It literally is a rock head
Speed for the lol's
 
MEGA-VOLCARONA

Bug/Fire
Flame Body (Swarm) ----> Drought
85 HP/ 60 Atk / 65 Def / 135 SpA/ 105 SpD / 100 Spe (BST 550) ---> 85 HP / 90 Atk / 80 Def / 155 SpA / 130 SpD / 110 Spe (BST 650)
New Moves: None. I figure this boost is plenty big, especially considering Volcarona's viable in OU now.

Concept: GLORIOUS ARTHROPODS. Oh, right, competitive concept. "All-purpose special attacker", I guess - Volcarona can either set up QD or just incinerate things right off the bat. Drought is great for it competitively, and is also a better fit than any other ability flavor-wise, since this is a Pokemon that supposedly stood in for the sun in ancient times. King of the invertebrates right here. This is what happens when you take my Mega-Galvantula away from me. If you think it's OP, let me know and I'll see if I can balance it a bit.
 
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