
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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