Mega Forretress
Typing: Bug /Steel
Abilities: Sturdy/Overcoat>>>Flash Fire
BST: 75/90/140/60/60/40>>>75/115/145/95/113/22
New Moves: Heal Order, Attack Order, Sacred Fire, Bug Buzz, Sticky Web
Concept: Forretress grows a fucking fortress cathedral on its head... and it can shoot [sacred]fire! (One safe enough to stave off angry soccer moms!)
Flash Fire alone might have been all that the bagworm ever needed to step out there and get an almost assured setup move, but immunity to its only crux cannot hurt it either. Forre lacks a boosting move for a stat that actually
needs boosting, but the real kicker isn't the nice tank stats, it's the extra SpA, which feels like a waste, but at 95, you might surprise someone.
Of course, 4MSS is only the beginning. You want your sweet healing, taking up 1 slot, and probably at least 1 hazard. So... now what? Sacred Fire looks fun, and it is, with its burn, meaning you can at least scratch TSpikes from your list if you use that move. Rapid Spin is always useful... but now you're walled by Charizard X, who might not hit all that hard at first, but if you're practically giving him 2 DDs. So let's remove something for Quake... but what? Spin? Regardless, we have no room for STAB. Gyro Ball will hit fairly hard off a boosted attack stat, but again, 4MSS.
It's best to decide what you want your Mega Forr to do, and hope that the enemy doesn't have a counter for it.
But look at its now usable movepool: Earthquake, Stone Edge, Gyro Ball, Stealth Rock, Sacred Fire, Attack Order, Bug Buzz, Spikes, Sticky Web, Volt Switch, Giga Drain, Heal Order, Rapid Spin... I might have missed a few, but good luck covering enough bases, especially with no way to boost either attack stat.
I might just be underselling something that maybe too good. For sure though, I definitely